Fix: Control key issue when buying/selling items to the caravan Fix: Heroes near death won't go aid friends Fix: Heroes won't go aid other heroes of other parties Fix: Sacrificing animals to the shrine now works properly
Add: Server support for buried maps (townsmod.net server added by default) Add: You can add text to some items, and bury them! Add: New writeable wooden signs Add: New items, books, scrolls and a shrine, an item to revive custom died heroes Add: Sieges have a chance to come from underground Add: Death messages for heroes Add: Heroes choose companions based on their morale. Companions will explore together Add: Languages now have internal mod loader support Add: Mods folder tip on the mods menu Add: Sheep are added to the butcher-for-bones menu Add: Average happiness added to the UI Add: New happiness system Add: Trading panel now shows the remaining trades Add: The control key can be used like the shift key on several panels. It will add and subtract in amounts of 100 Add: Wild snoat and a snoat farm Change: Cyclop graphics Change: Raise and lower speed icons are now disabled when you set the min/max speed Change: Bamboo trap damage has been reduced to half Change: The option to pause the game when a caravan comes, now also pauses the game when the caravan is ready to trade Balance: Fire bow stats are slightly increased Balance: Eat a fish now fills a bit less Balance: Fishing set happiness cooldown has been increased Balance: Monsters' level boosted in lower dungeons Typo: Bite/bites verbs swapped on the Exploding sprouts and bats Typo: "it's tiny size" changed to "its tiny size" (iron short sword description) Typo: Spanish name for the low and burnt cooking fires Typo: Some 'accesible' words instead of 'accessible' Fix: Allies combat log colors now are correct Fix: Planting flowers ID in the right menu Fix: Lag when you have many non-available orders, has been reduced Fix: Werepig and throwing rock glitches Fix: Now the system detects all the low and burnt cooking fires to renew them Fix: The removal of items from containers doesn't have the "Unknown task" text anymore
Modders: New tag on the items.xml. Possible values are true and false (default). Used to set an item to be writeable (tombs, books, scrolls, signs, ...) Modders: New tag on the queues of actions.xml. Possible values are item IDs. Used to lock a bench when the action is assigned Modders: New tag on the queues of actions.xml. It doesn't require a value. Used to reset the dead status of the custom heroes Modders: New and on livingentities.xml. Value should be a number or a dice. Used on citizens, for the new happiness system Modders: New and tags on the queues of the actions.xml. Possible values are a dice or a single number. Used to remove coins from the world Modders: New submenu on the decorations/outdoor for the statues and poles
Features - New 2v2 King of the Hill map, The Labyrinth - New Commendation system: at match end, give commendations to fellow players for good sportsmanship, and earn Prizes for commendations received - Added Beginners Only matches for low-level players - Added basic scripted tutorials for each class - Revised and expanded contextual tutorial text - Added actions to Sandbox for summoning stationary, moving, and armed target practice dummies - New Tutorial, Teaching, and Citizenship achievement categories in Miscellaneous tab - Added new progression achievements and ranks (level cap raised to 11) - Ship customization screen now shows a 3D preview of your ship - Holding the mouse button now causes buffing and rebuilding tools to trigger continuously - Added list of currently online CAs and community group links to Social page - New hats in the Store - New gun handles - New particle effects for Carronade and Mortar - New flare gun model - You might see birds
Balance - Rebalanced ship acceleration/speed profiles -- Top Forward Speed (fastest to slowest): Squid, Goldfish, Pyramidion, Galleon, Junker, Spire -- Forward Acceleration (fastest to slowest): Squid, Junker, Goldfish, Spire, Pyramidion, Galleon -- Top Turn Speed (fastest to slowest): Squid, Junker, Goldfish, Spire, Pyramidion, Galleon -- Turn Acceleration (fastest to slowest): Squid, Spire, Junker, Goldfish, Pyramidion, Galleon -- Mass (largest to smallest): Galleon, Pyramidion, Spire, Goldfish, Junker, Squid -- Vertical Acceleration (fastest to slowest, all top vertical speed is 12m/s): Squid, Spire, Goldfish, Junker, Pyramidion, Galleon - Spire: Upper right gun slot turned slightly forward (allows 2 light and 1 heavy gun on a single target with proper coordination) - Moonshine: Changed to +200% thrust, -50% longitudinal drag in response to pilot tool fix (see below) - Ramming damage: Damage dealt and received properly takes into account your ship masses and speed at which the collision takes place. E.g. A large ship ramming into a small ship will deal more damage to small ship and vice versa. Impact damage multipliers still apply. - Anglean Raiders capture point time increased to 70s from 40s - Control point multiplier decreased, capturing 3 points in CP points no longer extremely difficult to fight against. - Mortar -- Removed spread -- Increase zoom - Artemis -- Increase turn radius -- Increased projectile speed to 750m/s from 640m/s -- Increased zoom - Removed friendly fire from ramming damage
Fixes and Optimization - Scaled mouse sensitivity on Linux to match other OSes - Fixed a cause of ghost ships being left behind on ship death - Fixed a bug with the way ship angular velocity was inherited by projectiles - Fixed a bug where ships used different mass values for damage/momentum calculations and for engine acceleration (caused several peculiar situations) - Fixed a bug with ship collision bounds that could cause ships (esp. the Spire) to get stuck inside other objects - Made ship collision resolution smoother and more predictable - Allied ships now always appear on your map, regardless of visibility - Fixed ship positioning on minimap. - Fixed a bug with spotting indicators that caused them to scale strangely from some angles - Fixed several pilot skill effects not being applied correctly (modifications to thrust, damage received, chance of fires) - Server: Fixed server hiccups caused by users joining a game midway through - Fixed display issue with disabling joystick (thank you Chris Wilson) - No longer able to unlock an already owned item in Prizes - Fixed issue with items in store not appearing correctly - Use Steams common redistributables for directx install - Fixed disappearing wrench sound
Known items for imminent hotfix: - Adding system persisted lv1-2 matches (there will always be one running) - Clearer commendation buttons - Mouse over text positioning on ship customization
Optimization Sped up server start times by pre-computing hashes for files for consistency checking
Improvement It is no longer possible to spam console commands on the Client Sound effects are now entity based and inherit the relevancy of their triggering entity Added custom HUD indication for exosuit thrusters By default, the consistency configuration file will include all file types except UI textures and View Model assets Adjusted phase gate engagement point so hydras and other AI units less likely miss their attacks There is now a warning before auto-concede ends the round Auto-concede will not kick in for the first few minutes of a round
Change Only 2 mods will download at a time on the Client while connecting to a Server Added 1 second cool down to scan to prevent spam Mods downloaded while connecting to a Server are no longer deleted when you exit the game
Editor Wireframe/show-edge rendering should be much faster - fixed some inefficiencies With the line/rect/circle tool, you can now hold CONTROL to ignore existing geometry. Ie. you can create boxes inside rooms without exiting the room. If anything is selected and a rect/line/circle is active, those will only modify selected stuff CORRECTION: By default, geo tools will not edit non-selected geometry. Hold CONTROL to edit non-selected geo. Double-clicking faces should now select orphaned edges as well
SDK Created new streamlined mechanisms in LaunchPad for creating and publishing mods Made it possible for multiple people to work on a mod that is managed by LaunchPad Private is now the default publishing option Fixed issue where string material parameters could not be set on a RenderModel Fixed bug where gettign the coordinates of attachment point point in a model with no bones would give the wrong result Added the ability to specify the target texture size for a camera Fixed bug where "angles" network fields were inaccessible from script Fixed crash when calling Shared.LinkClassToMap twice with the same map name Fixed "reload" parameter in Script.Load() function in NS2 Fixed issue where dofile and loadfile would not use the engine file system Added support for game://, config://, temp://, and cache:// style file names in Shared.GetMatchingFileNames
- Reduced cl_radar_scale minimum from 0.4 to 0.25. - Fixed a problem where workshop maps included in Operation Payback weren't playable on community servers without Operation Payback Pass. - Fixed a problem where Operation Payback banner could sometimes show up over friends in Play With Friends lobby. - Added an explanation to Operation Payback Pass to indicate that Operation Payback is a mapgroup for Classic Casual mode.
April 26th, 2013 Ugly Baby Update -- 011110100110000101110000011001000110111101110100
Michael here, with some more updatey goodness to share with all of you. Check it out:
GAMEPLAY: Stunts have slightly changed. Buzzes now happen whenever you get close enough to any object, exactly how kisses worked in AAAAA! Grooves are now only rewarded if you pass by something on your stomach. Rotate with your mouse buttons and orient yourself before you... disorient yourself.
INPUT: Weve changed how rotation works and feels in the game. Hows it feel to you now?
LEVELS: Dave updated levels 2, 4, 5 and 6. Hes created a new algorithm that blends the patterns that are created based on the stress of the music. This means that similar sections of a song should look similar within the game. Check these levels out again, youll find theyre quite a new experience now.
Lastly, we think we have fixed the decompression issue a small percentage of users were having. Those who were affected previously, and could not seem to decompress any music, please let us know if this resolves your issue.
As always, tell us what you love, what you hate, and what other awesome indie games we should be playing this weekend.
Stardock Entertainment is happy to announce the release of the 0.85 BETA for its upcoming turn-based strategy, fantasy game, Fallen Enchantress: Legendary Heroes. This new update adds a number of new features, bug fixes and balance adjustments.
Added the Cautious Sovereign ability (allows the sovereign to escape from battle)
Added Sovereign Bond as a sovereign talent (allows the sovereign to summon familiars)
Added the Soldiers Boots (available for unit design, +1 init)
Added the Soldiers Gloves (available for unit design, +5 accuracy)
Added the Soldier's Cloak (available for unit design, +10 magic resist)
Added the Scaled Cloak (available for unit design, +25% fire resistance)
Added the Warboar monster
Added the First Aid Kit (available for unit design, +2 hit points and +1 healing rate)
Added Rations (available for unit design, +3 hit points)
Added achievements for winning as Capitar and Umber
New tactical maps added
Fixed an issue keeping the Life V icon from showing up
Fixed an issue keeping pikes from upgraded to lightning pikes
Fixed an issue keeping longswords from upgrading to boreal blades
Fixed bow upgrades
Fixed an issue with chainmail gloves issue that was cuasing them to recolor with cloth color 2 instead of metal color
Fixed an issue with the chainmail hood that was keeping it from being recolorable
Lots of fixed stamps from Parrottmath
Lots of updated tactical battles (blocked tiles set)
Fixed bug where part of the improvement loading process didn't get told it was loading a game, which could cause modifiers to get reapplied when they shouldn't be
Fixed bug where you could get repeat recruited champions after loading a game
Fixed an issue where if you had an army led by a champ that was not the sov, and he died in battle, but the rest of your army won the battle. When this happened the entire army would be transported back to a city and immobilized rather than just have the champ that fell in battle be injured and stay with the army on the map
If a unit is standing on a city at the end of its turn, and it doesn't have a destination set to leave at the start of the next turn, it will auto station that unit in the city
Roads will now not pass through wildlands. When a wildland is cleared, each city reevaluates its connections with other cities and has another chance to build a road if applicable
Fixed yields on captured Deorcnysse
Fixed a clipping issue on cliff corners
Fixed an issue allowing caravans to be killed even if you have the legacy of serrane
Fixed an issue with the Produce Mana project
Lots of fixed tactical maps
Fixed an issue keeping some traits form being applied after a game was reloaded (most notable with the Veteran and Experienced traits)
Fixed an issue keeping Shield Bash from showing the damage
Fixed an issue with guarded strike not proving its defense bonus
Reduced Charge from +3 to +2 and instead the training cost
Scholar moved from a talent to a profession
Padded Breastpiece added as a designable equipment
Reduced Stables from from 1 horse per season to 0.5
Reduced Kennels from from 1 warg per season to 0.5
Moved the Adventurers Guild from Heroes to Breons Letters
Arctic Wolf Cloaks no longer require a tech
Removed the Resistance bonus form the ring of embers, of the glacier and storms
Increased the training cost of mounts
Removed the init bonus form the Athican longsword
Decreased the amount that increased production pace increases production
Increased the strength of the bandits from the Bandit Lord ability
Increased the Noble profession from -5 Unrest to -10
Increased the Scholar research bonus from +10% to +20%
Reduced Warlock from +50% spell damage to +25%
Reduced the Fame from quests from 20 to 15
Balance gives +10 to dodge and -1 to init instead of +5 to dodge and -1 to hit points
Charge gives +1 moves and +2 attack instead of +3 moves and +3 attack
Defender gives +10 defense when defending instead of +5
Impulsive gives +2 init instead of going first in battle
Muscle gives +1 to attack and -1 to init instead of just +1 to attack
Strength is no longer a unit design trait
Reduced base trained unit accuracy from 70 to 60
Reduced maces init from -3 to -4
Reduced Battle Axe attack from 15 to 12
Reduced Boar Spear attack from 11 to 10
Reduced Short Sword attack from 10 to 9
Reduced Pike attack from 16 to 15
Reduced Longsword attack from 18 to 14 and +2 init
Reduced Great Axe attack from 21 to 17
Reduced Maul attack from 25 to 22
Removed the Heroes tech
The amount of Fame quests grant has been changed to be per quest instead of a global value (so more difficult quests grant more fame)
The army that didn't attack starts in defensive stance in tactical combat
Kasst increased from 1 move to 3
Increased the xp given from combat slightly
Reduced the level and hit points on Hergon Sows
Increased the dragon level int he Ghost Helm quest from 7 to 12
Razing cities does slightly more damage to surrounding terrain
Increased Ascian to 4 moves
Reduced the training cost of the Fast trait form 20 to 15
Horses give +2 attack and Init for their first action in combat (warhorses gives +3 to both instead)
Increased all Sharp weapons form +1 crit chance to +5
Increased all Razor weapons from +2 crit chance to +10 crit chance
Monster behavior improvements
Fixed AI bug that kept it from "seeing" enemy armies approaching its cities in certain cases
Fixed AI bug where AI would declare war soon after having made peace
Fixed AI bug in tactical where it would cast tangled web on a ranged unit (edge case)
Razing cities does slightly more damage to surrounding terrain
Fixed diplomacy bug where the AI would seemingly declare war on you for no reason (there was a reason but not the one given)
Better looking river banks from Kay
Pedestrians are no loner displayed in tactical battles
Added Mountains back to minimaps
Steam notifications now popup in the upper left corner instead of over the turn button
Added a new quest completion window
Consolidated all the upgrade actions into a single upgrade button
Added a new unit upgrade screen
Added icon category icons to the train screen (so you can see what type of unit they are)
Double-clicking on perk or path entries in the two unit level up screen will select the perk and close the screen
New texture for Ongr the Unbound
The spellbook remembers the last strategic spell you cast and starts there when you reopen it
Battle window now states what city is being attacked, if a city is being attacked
The camera will no longer recenter on your unit at the beginning of each turn if that unit was already selected
Previously we hid units in the train window if you didnt have any of the materials needed to train them (but they were greyed out if oyu had at least 1). Now we display them greyed out all the time. This caused issues where oyu would unlock mages or juggernauts but not see them because you didnt have any crystal or metal.
Now all the goodie huts you get tresure form have treasure chests in them (color based on how valuable they are)
The ninth installment of the Prison Architect Alpha has today been released, and its a big one. Weve tackled some of the big issues that have been on our list for a very long time - prisoner employment, laundry services, family visitation, workshops, and lots more.
Here is our Alpha9 video. Apologies for my distorted voice, I had the levels on my mic set completely wrongly this time around.
Central to the new version is the concept of Prisoner Employment, and weve been planning this feature for a long time. Prisoners can now perform a variety of jobs around the prison, saving you money on staff and raising money for you by selling goods manufactured by your work force. Prisoners can work in the kitchen, they can clean the prison, and they can work in the laundry and the workshop, both of which are new in Alpha9.
We have a brand new laundry system, which is entirely prisoner run. Clean uniforms will be distributed around your prison in laundry baskets, and prisoners will change into these after theyve had their shower. Dirty uniforms will be collected up in laundry baskets and brought back to the laundrette where they are washed. It can take quite a long time to cycle all the laundry in your prison - expect it to take several days to cycle everyone in large prisons.
We also have workshops. These rooms are used to produce trinkets which you can sell for profit - currently car license plates, which the prisoners make out of sheet metal with a couple of new bench tools. Its up to you if you wish to exploit your prisoners for cheap labour - it will certainly help with the cashflow, and your prisoners will be learning new skills at the same time. (Actually nobody learns anything in alpha9, but they will in a future update)
Prison labour is free right now, but eventually (in a future alpha) you will pay your prisoners a small wage, which they will be able to use to buy essential supplies from a prison shop. And all of these rooms - the kitchen, the cleaning cupboard, the laundrette and the workshop, will bring their own particular dangers to the prison if you chose to use them.
If that wasnt enough, visitation has also been added in alpha9. Most prisoners now have family, and those family will want to come and visit from time to time. (Note: All bios will be re-generated because of this). Click on any prisoner to see his known family members listed in his rap sheet. Build a visitation room and those family members will come to see their loved one in jail, which makes everyone a little bit happier. However you should enjoy the universal goodness of visitation while it lasts, because in a future alpha it will become a major source of smuggled contraband.
Theres also a number of visual changes: Most noticeably, the main toolbar icons have all been replaced with cleaner, higher resolution versions. You should also notice the grime and dirt and overgrown grass and pathways around your prison look much better (so to speak) - we used to rely on a single crack graphic for everything! Its now much more obvious when your prison needs cleaning and gardening, and much more satisfying to watch your janitors and gardeners doing that. And of course you can get your prisoners to do most of the cleaning now anyway, which gets the job done much quicker.
This was a major update, adding a load of new mid game content to the game. Weve got big plans for alpha10 as well, which should be another big one. In the mean time, enjoy the latest version.
GAMEPLAY - Enabled Drow and Tusk in Captain's Mode (Tournament Version) - Enabled Bristleback, Slark and Skywrath Mage in Captain's Mode (Latest Version) - Brewmaster: Fixed primal splits not always starting with the correct unit selected. - Skywrath Mage: Fixed hitbox being too small. - Slark: Fixed Shadow Dance giving Slark flying vision. - Slark: Fixed Shadow Dance granting passive bonuses to Slark illusions. - Slark: Fixed an issue causing Shadow Dance's passive modifier to not update in the UI, despite being active. - Slark: Fixed Dark Pact continuing while Slark is dead. - Slark: Essence Shift counters on both Slark and enemy heroes will show the total duration ( i.e. the time that the most recent stack will expire.) - Slark: Fixed a number of incorrect spell interactions with Dark Pact. - Slark: Fixed a number of horizontal movement ability interactions with Pounce. - Troll Warlord: Fixed Berserker's Rage bonus damage not being applied as base damage. - Tusk: Fixed Frozen Sigil not affecting magic immune units.
ECONOMY - All Defense 2 War Dogs are now Vintage quality. - Dota 2 Vintage quality items can now be traded on the Steam Community Marketplace.