Thea: The Awakening - A'vee
For the last few days we we've been working to improve the game's performance and eliminate any problems (such as markers not showing/updating) that cropped up as a result. Also:
- fixed day time not showing properly on the first turn after loading a game (before the update, if you saved the game during night turns, it would look like day turn upon loading and then transition to the correct day time after ending a turn);
- further tweaks to Nimble Wood and Dragon Skin (increased gathering) - though this one may have been already in in the previous main branch build.

We'll continue developing the Events Editor as soon as we put back together all the assets lost during Unity version changing.

Happy Christmas / Holiday Season for everyone!
Thea: The Awakening - A'vee
For the last few days we we've been working to improve the game's performance and eliminate any problems (such as markers not showing/updating) that cropped up as a result. Also:
- fixed day time not showing properly on the first turn after loading a game (before the update, if you saved the game during night turns, it would look like day turn upon loading and then transition to the correct day time after ending a turn);
- further tweaks to Nimble Wood and Dragon Skin (increased gathering) - though this one may have been already in in the previous main branch build.

We'll continue developing the Events Editor as soon as we put back together all the assets lost during Unity version changing.

Happy Christmas / Holiday Season for everyone!
Thea: The Awakening - A'vee
Hi all!
Despite our best intentions, we were unable to bypass the game crashes that started happening when we upgraded the Unity engine. We have decided that the best course of action would be to go back to Unity 5.1.4, as it proved to be the most stable release. Sadly this means that the game will again suffer from offset button hit area in non-native resolutions. But this issue is at least avoidable (by selecting the appropriate resolution or windowed mode for 21:9), unlike the crashes. So we're really choosing the lesser evil here...

With regards to the current beta branch build - 1220 - we maintained most of the changes introduced in main branch build 1217 and added a small performance tweak, but these Unity fixes added in 1217 had to be reverted:

- resolved issue with offset hitarea of buttons, when running on non-native aspect ratio (from Unity version upgrade),
- fixed input fields' caret sometimes not appearing in the correct position (from Unity version upgrade).


We still hope for a Unity release that fixes the above problems and doesn't introduce new ones and will be testing new versions that come out in the future.

This build is now on both main and beta branch.
Thea: The Awakening - A'vee
Hi all!
Despite our best intentions, we were unable to bypass the game crashes that started happening when we upgraded the Unity engine. We have decided that the best course of action would be to go back to Unity 5.1.4, as it proved to be the most stable release. Sadly this means that the game will again suffer from offset button hit area in non-native resolutions. But this issue is at least avoidable (by selecting the appropriate resolution or windowed mode for 21:9), unlike the crashes. So we're really choosing the lesser evil here...

With regards to the current beta branch build - 1220 - we maintained most of the changes introduced in main branch build 1217 and added a small performance tweak, but these Unity fixes added in 1217 had to be reverted:

- resolved issue with offset hitarea of buttons, when running on non-native aspect ratio (from Unity version upgrade),
- fixed input fields' caret sometimes not appearing in the correct position (from Unity version upgrade).


We still hope for a Unity release that fixes the above problems and doesn't introduce new ones and will be testing new versions that come out in the future.

This build is now on both main and beta branch.
Thea: The Awakening - A'vee
All changes from beta branch build are now available on the main branch.
We have not added anything new since beta but hopefully improved game stability and reduced starting and early game crashes.

List of changes since the previous main branch build:

- improved stats for characters given as gods' bonuses,
- balances for Silk and Dryad Wood,
- improvements for Heavy Armour,
- moved Shields to Armours branch in Research,
- eliminating lairs, that did not yet spawn too many groups, slows down (but not stops) the world progress,
- lairs that die out on their own (when the player kills its spawns repeatedly), decreases the gain from lair elimination described above,
- during a challenge, the player that plays first gets to play one card less (but always at least one),
- Hangedman's quest - fixed the killing of slavers option, so that it now cures the correct curse and also heals wounds as suggested in the text,
- Hailstorm - changed the mechanics, so that the negative outcome no longer takes all food, but only a set amount,
- Bandits in the area - changed the quest parameters, so that the bandits only take the loot from the village, not the whole area, as it was confusing when things went missing from the exploring parties via a village event,
- Bandits in the area/hideout - fixed an error, where after the social victory you were supposed to get loot, but did not,
- fight vs non-fight challenges: tweaked the percentage chance for fight vs non-fight challenges, to reflect that non-fight options usually, offer less reward but also less risk,
- added in-game links to tutorials made by Troy from eXplorminate.net (many thanks!),
- resolved issue with offset hitarea of buttons, when running on non-native aspect ratio (from Unity version upgrade),
- fixed input fields' caret sometimes not appearing in the correct position (from Unity version upgrade).

Note for Mac users:

Running the game after switching from Windowed Mode to Fullscreen Mode (or back) results in a crash. When run again in the exact same mode, it should work fine.
Thea: The Awakening - A'vee
All changes from beta branch build are now available on the main branch.
We have not added anything new since beta but hopefully improved game stability and reduced starting and early game crashes.

List of changes since the previous main branch build:

- improved stats for characters given as gods' bonuses,
- balances for Silk and Dryad Wood,
- improvements for Heavy Armour,
- moved Shields to Armours branch in Research,
- eliminating lairs, that did not yet spawn too many groups, slows down (but not stops) the world progress,
- lairs that die out on their own (when the player kills its spawns repeatedly), decreases the gain from lair elimination described above,
- during a challenge, the player that plays first gets to play one card less (but always at least one),
- Hangedman's quest - fixed the killing of slavers option, so that it now cures the correct curse and also heals wounds as suggested in the text,
- Hailstorm - changed the mechanics, so that the negative outcome no longer takes all food, but only a set amount,
- Bandits in the area - changed the quest parameters, so that the bandits only take the loot from the village, not the whole area, as it was confusing when things went missing from the exploring parties via a village event,
- Bandits in the area/hideout - fixed an error, where after the social victory you were supposed to get loot, but did not,
- fight vs non-fight challenges: tweaked the percentage chance for fight vs non-fight challenges, to reflect that non-fight options usually, offer less reward but also less risk,
- added in-game links to tutorials made by Troy from eXplorminate.net (many thanks!),
- resolved issue with offset hitarea of buttons, when running on non-native aspect ratio (from Unity version upgrade),
- fixed input fields' caret sometimes not appearing in the correct position (from Unity version upgrade).

Note for Mac users:

Running the game after switching from Windowed Mode to Fullscreen Mode (or back) results in a crash. When run again in the exact same mode, it should work fine.
Thea: The Awakening - A'vee
Hello again after a short break!

As some of you may already know, we spent the last week or so trying to upgrade our engine from Unity 5.1.1 to 5.3.0. Long story short, we're now on Unity 5.2.3 (those who are curious why - visit www.muhagames.com and read the last blog entry). This upgrade should fix the long overdue problem of button offset when running a non-compatible resolution, among other things.

Here's the changelist:
- improved stats for characters given as gods' bonuses,
- balances for Silk and Dryad Wood,
- improvements for Heavy Armour,
- moved Shields to Armours branch in Research,
- eliminating lairs, that did not yet spawn too many groups, slows down (but not stops) the world progress,
- lairs that die out on their own (when the player kills its spawns repeatedly), decreases the gain from lair elimination described above,
- during a challenge, the player that plays first gets to play one card less (but always at least one),
- Hangedman's quest - fixed the killing of slavers option, so that it now cures the correct curse and also heals wounds as suggested in the text,
- Hailstorm - changed the mechanics, so that the negative outcome no longer takes all food, but only a set amount,
- Bandits in the area - changed the quest parameters, so that the bandits only take the loot from the village, not the whole area, as it was confusing when things went missing from the exploring parties via a village event,
- Bandits in the area/hideout - fixed an error, where after the social victory you were supposed to get loot, but did not,
- fight vs non-fight challenges: tweaked the percentage chance for fight vs non-fight challenges, to reflect that non-fight options usually, offer less reward but also less risk,
- added in-game links to tutorials made by Troy from eXplorminate.net (many thanks!),
- resolved issue with offset hitarea of buttons, when running on non-native aspect ratio (from Unity version upgrade),
- fixed input fields' caret sometimes not appearing in the correct position (from Unity version upgrade).

We have tested the build as much as we could and noticed only one issue on Macs - running the game after switching from Windowed Mode to Fullscreen Mode (or back) results in a crash. When run again in the exact same mode, it should work fine.

For anyone wanting to test the build, the beta branch password is "KuChwaleGorda", as usual.

Edit - we have updated Unity version again to the yesterday released 5.2.4. The current beta branch build should now have fixed water and improved stability in general.
Thea: The Awakening - A'vee
Hello again after a short break!

As some of you may already know, we spent the last week or so trying to upgrade our engine from Unity 5.1.1 to 5.3.0. Long story short, we're now on Unity 5.2.3 (those who are curious why - visit www.muhagames.com and read the last blog entry). This upgrade should fix the long overdue problem of button offset when running a non-compatible resolution, among other things.

Here's the changelist:
- improved stats for characters given as gods' bonuses,
- balances for Silk and Dryad Wood,
- improvements for Heavy Armour,
- moved Shields to Armours branch in Research,
- eliminating lairs, that did not yet spawn too many groups, slows down (but not stops) the world progress,
- lairs that die out on their own (when the player kills its spawns repeatedly), decreases the gain from lair elimination described above,
- during a challenge, the player that plays first gets to play one card less (but always at least one),
- Hangedman's quest - fixed the killing of slavers option, so that it now cures the correct curse and also heals wounds as suggested in the text,
- Hailstorm - changed the mechanics, so that the negative outcome no longer takes all food, but only a set amount,
- Bandits in the area - changed the quest parameters, so that the bandits only take the loot from the village, not the whole area, as it was confusing when things went missing from the exploring parties via a village event,
- Bandits in the area/hideout - fixed an error, where after the social victory you were supposed to get loot, but did not,
- fight vs non-fight challenges: tweaked the percentage chance for fight vs non-fight challenges, to reflect that non-fight options usually, offer less reward but also less risk,
- added in-game links to tutorials made by Troy from eXplorminate.net (many thanks!),
- resolved issue with offset hitarea of buttons, when running on non-native aspect ratio (from Unity version upgrade),
- fixed input fields' caret sometimes not appearing in the correct position (from Unity version upgrade).

We have tested the build as much as we could and noticed only one issue on Macs - running the game after switching from Windowed Mode to Fullscreen Mode (or back) results in a crash. When run again in the exact same mode, it should work fine.

For anyone wanting to test the build, the beta branch password is "KuChwaleGorda", as usual.

Edit - we have updated Unity version again to the yesterday released 5.2.4. The current beta branch build should now have fixed water and improved stability in general.
Thea: The Awakening - A'vee
Beta branch accumulated a couple updates since 3rd December, which we're now taking to the main branch. Here's a summary of changes brought by these updates:

- fix for gem based items (stats were sometimes not calculated properly);
- new difficulty setting - Realism - for those, who need even more challenge;
- fixed mass dismantle, which was dismantling cooked food and other items that normally should not be dismantled;
- fixed cursed effect that dealt damage after fights and also fixed displaying curse wounds on character skills list;
- tweaks for auto-win requirements in auto resolving a challenge - previously the calculations only took into account proportion of units, so when the player had an overwhelming advantage even with weak units, auto-win was used. Now, the quality of units is taken into account as well.
- added difficulty setting which enables the player to limit allowed card number during challenges. There are 3 settings - off, 16 (player:16, AI:25) and 12 (player:12, AI:25). Additional cards would start on the discard pile and can be drawn in further rounds.
- rebalanced the difficulty bonuses values (e.g. increased bonus for smaller villager count). Overall maximum difficulty is 300%
- slowed down general world progress, giving a bit more room for different play-styles with newly introduced difficulties.
- lairs, whose units get killed, may disappear (they are not out there only to serve as a food. A lair that cannot sustain itself collapses making room for new lairs later on).
- removed Steam wrapper for Mac and Linux, hoping to achieve more stable build.
- balance across some enemy groups e.g. Mamuna group size base decreased from 4 to 3 (note that groups scale with difficulty as well).
- fix for floating orcs and goblins.
- characters that join your group (or kids that grow up) have 5mp.

Mac and Linux builds are also on the main branch, but these are not officially supported yet.
Thea: The Awakening - A'vee
Beta branch accumulated a couple updates since 3rd December, which we're now taking to the main branch. Here's a summary of changes brought by these updates:

- fix for gem based items (stats were sometimes not calculated properly);
- new difficulty setting - Realism - for those, who need even more challenge;
- fixed mass dismantle, which was dismantling cooked food and other items that normally should not be dismantled;
- fixed cursed effect that dealt damage after fights and also fixed displaying curse wounds on character skills list;
- tweaks for auto-win requirements in auto resolving a challenge - previously the calculations only took into account proportion of units, so when the player had an overwhelming advantage even with weak units, auto-win was used. Now, the quality of units is taken into account as well.
- added difficulty setting which enables the player to limit allowed card number during challenges. There are 3 settings - off, 16 (player:16, AI:25) and 12 (player:12, AI:25). Additional cards would start on the discard pile and can be drawn in further rounds.
- rebalanced the difficulty bonuses values (e.g. increased bonus for smaller villager count). Overall maximum difficulty is 300%
- slowed down general world progress, giving a bit more room for different play-styles with newly introduced difficulties.
- lairs, whose units get killed, may disappear (they are not out there only to serve as a food. A lair that cannot sustain itself collapses making room for new lairs later on).
- removed Steam wrapper for Mac and Linux, hoping to achieve more stable build.
- balance across some enemy groups e.g. Mamuna group size base decreased from 4 to 3 (note that groups scale with difficulty as well).
- fix for floating orcs and goblins.
- characters that join your group (or kids that grow up) have 5mp.

Mac and Linux builds are also on the main branch, but these are not officially supported yet.
...

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