Patch notes for version 1.2.55: -Added a new fast travel option for late game to reduce backtracking. A new late game item called the "Teleporter" will allow the player to warp to any activated save point. It is located before the Mathias boss fight in Chateau, right next to the save point. For those who have already beat this boss, it will already be in your inventory and you can teleport immediately to any save point. -Changed the in-game map to be color-coded and include more info. -More npcs will tell you where to go next and mark your map. -You can now zoom the map when selecting a location to travel to. -Fixed taking Steam screenshots with F12, which were previously not working. -Fixed the "100% abilities" achievement previously needing a game reset to unlock. -Added the 3 missing boss tracks to the sound test. -The keyboard numpad keys 2,4,6 can now be remapped to any action in the control settings. For the "Binoculars" ability you can now only use the keys F5,F6,F7,F8. -Some accessories have been rebalanced. -The foundry boss' health has been reduced. -Fixed the typo in the travel point prompt. -Fixed the walkie talkie soldier sometimes not dropping the item in ng+. -Other minor improvements.
Here are the notes for the previous patches:
23 February 25: -Have edited the sprite of the door that blocks the entrance to the first merchant to remove the key lock, which previously made some players think they needed a key to open it. -For steam deck only, have disabled the auto-pausing when a controller loses connection or the steam overlay is enabled, which was potentially causing crashes for some players. -Did some small tweaks to 3 rooms: In the trenches room before the robot boss, have swapped places of the wooden and voltgun doors. In the room above the bathroom have placed some ammo reserve pickups at the end to give an additional reward for going there. In the room with the "Field suspenders" have moved the vertical moving platform one tile to the right.
21 February 25: -Fixed the crashing some users were reporting when changing keyboard controls to some unsupported keys. -In the sewers room with the door that requires the Star Crest, have changed the money reward from $1500 to $15000 and have also added an extra prompt that hints at the main intended purpose of this door (the extra ending and achievement).
19 February 25: -When you first rescue Klaus after the city boss fight, he will now mention where he is going and mark its location on your map. -Fixed a bug in the jungle room with the powder keg and the rocks. You could previously hit it and quickly leave the screen and it would disappear, but the rocks would remain. -Fixed keyboard custom controls resetting when trying to set the directions to WASD -Fixed a typo in the final boss fight. -Have changed the sniper rifle description to mention its ability to hit off-screen switches and levers. -Fixed some tile errors.
18 February 25: -The maximum number of markers that can be placed on the map have been increased from 15 to 40. Their colors have also been altered a bit to make them easier to see. Default pin color has been changed to the green one. -In the single tall room in the chateau (below the city merchant) the red beret enemy has been replaced with a static enemy to make it more obvious that players need to freeze him to proceed. -When you first rescue the Anderson npc, he will mark the location of the monorail on your map. -In the room in the abandoned town where the king's sword is located it's now possible to break the block with grenades. However if you now do it properly by pushing the statue to the switch, you will get rewarded with gold bars that will appear behind the block when it rises. If you destroy the block with grenades they will get destroyed too. -The zones of the map that are revealed when you get the "map area" pickups have been changed to make it more apparent where to go next. (note: users that already picked those up before the patches won't see the changes) -Fixed a crash in the jungle area when falling on the climbing marks with the enemy mech on top while shooting. -Fixed the "large bag" ng+ item previously not increasing the max stock of each item to 9 -The "resolution" setting has been renamed to "window size" since some users were previously confused about what it actually does. It's only affecting the size of the window when playing with full screen turned off. If "full screen" is set to on a 4k screen then the game is automatically upscaled to 4k. -Fixed some mistakes in the Japanese language text only
Dive even deeper into The Fall with this update, enhancing the experience and adding new content!
✨ Graphics Improvements & Lighting Effects Improved rendering for an even more immersive fall. Added dynamic lighting effects, making the experience more intense and visually captivating. 🏆 New Playable Characters Now you can choose from multiple characters to try and beat your records. 🏗️ New Challenges to Overcome Added fresh obstacles and elements, making each descent more strategic and unpredictable. Push your limits and try to reach depths never explored before! Thank you for your support and happy gaming! 🎮🔥
It's been a few days since release and now it's out in the wild a couple of minor bugs and nuisances have reared their heads, so a minor patch is ready to solve them.
This patch addresses the following:
Fear energy received sound effect now has a random pitch applied to add variety to the sound.
Air conditioner units in Holy Ghost level now react to NPCs if they are primed.
Bug where if any primed object was in the same room as a priest NPC they would react to normal scares has been fixed.
Ghost lighting adjusted in Holy Ghost level so during the opening dialogue the wall is lit consistently.
Candles in the Cryptic Beginnings level will now move when interacted with.
Bug where invisible barriers would prevent manifest ability being used across doorway thresholds fixed.
Another small patch today. Just fixing a bug where in rare instances the Curse of the Mummy and Evil Fog plot points were sneaking their way over to the pirate theme.
Welcome to the very first developer's log for Lords of the Void! Through these logs, we’ll keep you updated on the latest news about the game, including completed features and what we’re currently working on.
It all began with the concept of unit classes. The most common approach in games is to divide units into two categories: melee and ranged. Lords of the Void takes a different approach, offering four distinct types of units: Warriors (melee), Shooters (ranged), Magicians (spellcasters, as long as they have mana), and Barriers (units that don’t perform standard attacks but have unique and useful abilities).
Warriors
Warriors are typically the toughest units with the highest health points and damage output. However, they can only engage in close combat. Every unit in Lords of the Void has its own set of abilities, and mastering their use is key to victory.
Shooters
Shooters are effective at range, but they deal only half damage in melee combat, so it’s crucial to keep them protected in the backline. A shooter's range stat is essential, as it determines their effectiveness at various distances. Attacks within the unit's range deal full (100%) damage, but if the target is outside that range, the damage is reduced to 60%. Interestingly, if an enemy is within two tiles of a shooter, the damage is significantly increased to 140%!
However, shooters cannot attack if an enemy is adjacent to them. The bonus damage is powerful, but positioning is key.
Magicians
Magicians cast spells using mana points. Depending on the type of magician, their spells can deal damage to single or multiple targets, summon creatures, block sections of the battlefield, polymorph enemies, teleport allies, and more. While these abilities are potent, they come with a limitation: mana points. Each spell has a mana cost, and if you’re not careful, your magicians can quickly run out of mana.
Barriers
Barriers cannot attack or counterattack, but each one has a unique and valuable ability. Some may explode, damaging all adjacent units. Others can transfer their own hit points to heal an ally, while some can block certain areas of the battlefield or even swap positions with a selected enemy.
Leveling Up Each unit gains experience from battles and can level up, increasing its hit points and damage by 10%.
In the end, the key to success in Lords of the Void lies in finding the right combination of units and abilities.
Are You a Streamer?
Do you stream turn-based strategy games, or are you interested in starting? We’d love to have you join the Lords of the Void community as a streamer! By streaming the game, you’ll be among the first to receive Early Access, and you’ll have an important influence on the development of the game.
Join us on our Discord channel and become Lords of the Void streamer!
That’s all for now. Take care! — Mateusz from Boargames
Hoist the topsails, set course for the bay of creativity! Greetings from Kirill, I'm delighted to meet you all once again.
In this dev diary, we'll talk about a mechanic that is expected and loved in every pirate game - treasure hunting. It has long needed reworking and revision, and has probably been waiting for its time longer than all other mechanics combined.
The Issue
Treasure hunting is a theme shrouded in romance, mystery, and a thirst for exploration, and the gameplay implementation should reflect this. Since we currently don't have the opportunity to rework the treasure hunting process itself, we'll be working on the content.
Now, the big question. What would you prefer to find in a hidden treasure after sailing halfway through the archipelago in search of it:
Something valuable and immersive, telling a story and resembling what a real person might have hidden.
OR
Thirty cutlasses, twenty nails.
I'm more inclined towards the first option, but the game currently implements the second - and that's a problem. The treasure generation is too chaotic, and players can't influence it except by reloading before activating the map. You might get lucky and find great items in your very first treasure, or you might dig up several treasures in a row and find only junk. Zero roleplay.
Treasure Generation
Let's go step by step, starting from the moment you pick up a map.
Treasures are no longer a simple random number generator; now they're a complex and intricate random number generator with a bunch of conditions.
When generating a treasure upon picking up a map, the game checks many parameters, including:
Map level (whether it's a simple map or one assembled from halves)
Luck skill
Number of treasures you found so far
Accountant perk check
Based on these parameters, the boundaries of treasure tiers are calculated, after which a random one is selected.
Treasure tiers, in turn, determine the relative value of treasures and the list of items that can and cannot be generated in them. There are 15 tiers in total, and the set of items for each tier has been manually selected to look as immersive as possible.
Thus, treasure hunting transforms from a moderately useful side activity into a profession in which you can improve. The more treasures you find the more valuable they become. By enhancing your luck and taking a higher-level map, you can jump through several tiers at once. The Accountant background becomes an ideal choice for finding better treasures, as it reaches high tiers much faster.
Here's an example of a low-tier treasure and a high-tier one. Reaching high treasure tiers isn't easy, but the reward is worth it.
Content Generation
As I mentioned above, each treasure tier has its own set of items for generation, but what are these items?
In general, treasure contents are divided into 4 sections. Within each section, a treasure has a certain number of slots that can be filled with items available at the current treasure tier, each with different probabilities.
Items are generated in such a way that treasures are as diverse as possible - getting 2 identical items from 2 consecutive treasures is practically impossible. Some items may be encountered only once, but this is a rare exception. The Accountant background increases the probability of filling slots, making the average value of treasures higher.
These are 2 treasures taken right at the start of a new game in free play mode. Note the difference in content with and without the Accountant perk.
Equipment
This category includes melee and firearms, armor, spyglasses, and hats. It's worth mentioning that in free play mode, quest items from story mode can now be found in treasures. For example, a katana can be found from tiers 11 to 14. Each treasure can have 1 to 3 equipment slots filled.
Valuables
This category includes money, jewelry, pearls, gems, crafting items, gold, and doubloons. At high treasure tiers, you can find extremely valuable items - arrows, bombs, mangarosa, and a few other very special things. From 1 to 5 valuable slots can be filled.
Here's an example of a high-tier treasure that contained bombs and arrows. Finding it required quite a bit of effort on a character with the Accountant background.
Special Items
This category includes maps, amulets, treasure map fragments, hourglasses, chronometers, and so on. All amulets are divided by their value to the player at different stages of the game and have a lower tier threshold for appearance, but no upper threshold. For example, holy water and powder testers can drop at any treasure tier, from 1 to 15. From 1 to 4 slots can be filled, plus 1 additional slot for a treasure map half, if it can appear.
Lore Items
This section will always contain one item - a note from the treasure. We've prepared numerous small stories, some funny, some sad, which players can collect and keep in a special document in their journal. Each of these notes appears only once, and players can earn an achievement for collecting all of them.
Here's just one example - someone's story, tragic or comical. Is the author of this note alive? I guess we'll never know.
Conclusion
We hope to make treasure hunting as exciting and unique as possible, as it deserves to be, and we'll emphasize this in a future DLC. Share your thoughts in Discord, and we'll see you in future dev diaries!
First official bug patch post game launch. I hope people are enjoying playing. If you found a bug not on this list, it would be so helpful for you to report it on the Discord (or alternatively on the Steam Discussions page). Bossy is in bug squishin' mode!
Patch Notes:
Episode 1
Episode 1 Pot achievement count off (by 2)
Episode 1 Stash achievement count off (by 2)
Updated the under Drachencrag gate text
Voice SE issues with inmate shouting from the bottom-right cell
Leaving the Guard Barracks won’t tell you the tables are being reset if you’ve already beat the puzzles
Episode 2
Fixed a voice line issue during the Grievance fight
Adjusted Grievance fight HP
Adjusted miner HP/abilities
Fixed issue with lights on the minecart ride
Episode 2 Tracks achievement triggering early
Added link to e3 page at end of Episode 2
Bumped up the speed of desert travel a smidge and added walking SE
Character collision issue during 2nd Jackrabbit hideout cutscene
In other news…
Bossy is taking the itch.io store page and Steam demo offline.
Demo: It’s confusing to have Episode 1 free AND have a demo, especially since saves don’t carry over. Hopefully this will not cause issues for those of with progress on the demo- if it does, please reach out and I might be able to get you a save with similar progress!
Itch.io page: Itch.io not allowing for DLC and the chaos of frequent patching makes maintaining this page not make a ton of sense. Based on analytics, not very many people play MLS on itch, but this was still a hard decision to make.
Thank you all so much for joining me on this weird journey~
Hello, Riders! 👋 We are happy to announce the new update of TrackdayR! Freestyle is now on TrackDayR! Get ready to break all your bones with you new arenas you will find in this update! Can you pull off the most spectacular trick? record the replay and post it on social by tagging us!
BETTER PERFORMANCES
This upcoming update will bring significant optimizations by using the CPU more efficiently. Heavier calculations will be offloaded and distributed across additional threads, which will enhance system fluidity and responsiveness. Users can expect a faster, smoother, and more stable experience overall, improving overall performance in everyday tasks.
HOW TRICKS WORKS
The trick management has changed, now to trigger them you have to perform combos with the right stick while ALWAYS holding down the LB button. Be careful not to be too daring with the combinations of tricks in the air and try to have them completed before you land otherwise what you will collect are only broken bones!
NEW TRACKS - FMX ARENAS
Take on the new FMX arenas! Defy gravity in the T- Games Stadium, featuring three ramps and a massive airbag landing, perfect for safely pushing your tricks to the limit. Or showcase your skills in the iconic T-Fhighter, a historic Spanish bullring transformed into a freestyle paradise with ramps and quarterpipes for breathtaking stunts.
FMX TRICKS
Get ready to defy gravity with the new Freestyle Motocross (FMX) mode! Pull off breathtaking tricks, master the ramps, and take your style to the next level by perfecting your stunts with incredible maneuvers. Hit the track and prove who the real king of freestyle is!
KINEMATIC STEERING
Kinematic steering refers to the study of the motion of a motorcycle, specifically how the geometry of the motorcycle affects its dynamic behavior. This study is important in understanding how a motorcycle's stability and maneuverability are affected by its geometric characteristics.
RE-WORKED HELL OF SAND TRACK
A completely reworked Hell of Sand layout ready to grind lot of laps and reach the top of the leaderboards or beat your friends on multiplayer races!
Thank you for your continued support and valuable suggestions. Keep sending us your feedback, and see you on the track! 🏆