We were forced to rewrite parts of the saving and loading system to fix bugs related to it, and thus old saves will NOT be compatible. You will therefore not see unsupported save files in your list of games to load. We apologise for the inconvenience!
In the future, if you want to avoid this problem, you can always turn off automatic updates of the game through Steam, and wait to update until you are confident that you won't need to load any save files anymore.
We will do our best to inform you when new updates break old save files.
Crescent Cup 2v2 Tournament
This update will be the tournament patch for the upcoming Crescent Cup 2v2 Tournament!
Whilst we are planning new content for the game (and we will be talking about this at a later point), this first patch is designed to address the most concerning issues, as well as some of the community feedback and suggestions!
Beginner is more... beginner friendly (community feedback)
Did you rage quit after playing TFC for the first time? Don't feel bad. You were not alone!
We happily admit that we failed to balance the game for beginners. In retrospect, we were too focused on making the AI challenging for seasoned players. Just to be clear, the AI doesn't cheat, but it does know how to play the game and make good desicions.
One of our goals is for TFC to be a great entry point for RTS games. So in this update, we have tried to move closer to this goal, and thus we've attempted to make both Skirmish and Horde Mode less stress inducing (however, Brutal difficulty is still brutal!). We can't promise it's still not a challenge, and we might have to fine-tune its balance further. However, this update should be a good step in the right direction!
More readable font
We have swapped the old font for a font that is more readable. In addition, we have changed the default font color as well as increased font sizes throughout the whole game. This should make the game easier to read. Lastly, the font supports more language specific characters that were previously not supported.
New dwelling sprite (community feedback)
All dwellings are now two stories to make sure they are more distinct from the one storey Resource Camp.
Re-arranged unit stats (community feedback)
The feedback we received was that it was a bit messy, and we agreed. We have re-arranged so that all attack stats are in row 1, and then armor starts on row 2. This should make it easier to read.
Performance improvements
Both detailed pathfinding and updating unit vision is now 3-20x faster, which added up should provide a nice boost for most players when the last wave of hordes amass against your prosperous village, or during 2on2 multiplayer matches.
Other general improvements
- New pomegranate fruit tree sprite (community feedback) - While holding shift you can now double click any unit to add all nearby units of the same type to group of selected units (community feedback) - Units in groups move immediately in the correct direction (community feedback) - Under attack symbol on mini map lasts for 9 seconds (from 6) - Chat messages stay for longer (25s, from 15s) - Notifications show for 60s before automatically disappearing (from 30s) - Spectator panel occupies less screen space - Improved several tooltips
Balance changes
- Tribe unit (the one you settle with) has 3 movement speed (from 5) - Walls have 350 hitpoints (from 250) - Dwellings have 175 hitpoints (from 225) - Resource camps have 250 hitpoints (from 300)
Skirmish Mode
- Added production and research handicaps to Beginner, Familiar and Skilled Skirmish AIs - Easier AIs attack slightly less often - When AI is in starvation mode it will focus much harder on food production to avoid completely starving and losing the game - Beginner and Familiar AIs no longer flee with villagers that are under attack - Beginner and Familiar AIs no longer micro defending villagers with low health back to base - Familiar AI will like Beginner AIs never flee with its offensive army but keep attacking until all are dead - It is harder to cheese Beginner AI within the first minutes of gameplay - AI perceives Watchtower as less of a threat and is therefore less likely to flee with its offensive army from it - AI perceives villagers as less of a threat and is therefore less likely to flee with its offensive army from areas with large amounts of villagers - AI perceives villagers to be a stronger defensive force and will therefore send less villagers to help fend off enemy attacks - Skilled and Expert AIs are slightly less inclined to flee in general unless they are totally overwhelmed by enemy forces - Skirmish AI villagers never skin meat until all boars in a flock are killed (this could cause problems which lead to skirmish AI starving early game) - Fixed a case where AI would get blocked by lack of dwellings early on which would severaly impact its early game performance
Horde Mode
- Horde Mode is easier on Beginner (more so) and Familiar difficulty levels - Horde Mode spawn timer starts as soon as you place a building (community feedback) - The minimap skull icon will keep being a skull after hordes have spawned on the map - Re-introduced sword icon showing location that under attack for this mode - Fixed UI issues that would happen if a wave spawned and another wave was still not defeated - Horde mode UI shows correct information after loading horde mode game where the last boss wave has spawned - Horde mode UI elements no longer "flicker" while dragging mouse on minimap to move camera position - Fixed a problem with some units detaching from group on spawn if group had battering ram as member
General bug fixes
- Fixed typo in multiplayer end screen when someone wins Wonder Victory (community feedback) - Palace description no longer overflows icons below - Fixed notification regarding enemy Wonder being upgraded to the next stage (community feedback) - Cost of Wonder matches constructing Wonder tooltip (community feedback) - Rotation of gate is now correctly saved and loaded (community feedback) - Starvation timer is now correctly saved and loaded - Fixed a case that let military units place buildings - Fixed that Claypit disappears after loading game, if you don't move the tribe unit - Whenever nothing is selected the bottom hud will never show - Fixed a problem with villagers occasionally idling when a group of them were constructing walls (community feedback) - Fixed some weird behavior when attacking boars from another walled in area - Fixed an issue where units would walk back and forwards trying to get around longer segments of walls because the high level and low level pathfinding systems disagreed on the best path - Fixed a general pathfinding issue - Fog of war no longer displays incorrect building state after loading the game two times - Fixed a case where a villlager would not construct a building ordered to upon reaching destination - Field of view no longer stays after destroying the Village Center in multiplayer team games - Selecting a group of villagers to construct multiple walls and watchtower using waypoints will no longer cause some villagers to unexpectedly idle or garrison towers - Swapping between players' tech trees as a spectator always updates technology costs correctly - Swapping between players' tech trees as a spectator always updates which technologies the followed player can and can not afford correctly - If villager production was paused at save, once game is loaded, production % will no longer show 0% until training is resumed - Villagers attacking animal fires correct projectile sprite - Pressing NUMBER while chatting no longer triggers spectator setting or group selection hotkeys - Fixed several typos - After an online team game and while you're exploring the map, an ally leaving the game no longer opens the end game statistics panel for you - Revolting Village Center is correctly removed from map after revolting villagers destroy it - Revolting buildings' health bars are correctly rendered and updated
Our livestream as part of Enter the Dragon is about to begin! We'll be streaming [Refactor] for one hour over on the Enter the Dragon Steam event page, and we would love for you to join us. See you there!
I'm excited to announce that our lovely goblin lady, Tiqee, is going to rummage through steam on the 29th this month! That means next Friday!
The game will also come with a 15% launch discount, yet another reason to grab it, and enjoy some lighthearted adventure during the weekend!
I also want to take this opportunity to thank everyone that has supported my games in the past via reviews, streams, purchases, or just being part of the community Discord. You guys rock!
The journey continues as I'm working on Dungeon Rummage - Another Isekai?! that is not yet on steam, but a demo is available for those who are interested!
We've added a new combo animation set for small weapons! Besides that, we have a few bugfixes that'll help make the game feel better (and crash less).
Gameplay Changes -Added a whole new set of attacks for small weapons It's pretty awesome. It's a loooooong string of attacks. -Replaced Boba with Wooden Club in the item spawner area -Buffed Wooden Club damage by 200% -PVP deathmatch mode re-enabled -Added chair, revolver, and table enemy spawners in the duel map for practice -Removed the ability to block with a gun -Adjusted attacks to come out a little faster to compensate fixing the speed bug and animation blending bug -Added physical characters of the current leaderboard winners to the map -Added new way to copy a character customization code -Added new stunned effect to indicate when the player is hitstunned -Bamboo now resets in the PVE gamemode to make runs more consistent
Stamina/combat Rework -Attacks no longer stop stamina gain -Dash cost (10 -> 7.5) -Stamina Recover cooldown (2 - > 1.5) -Stamina Gain (5 -> 4) -Parry now does an AOE knockback
Art -Updated fishing rod
Major Bug Fixes -Fixed disconnect when client is killed by a tree -Fixed damage text occurring twice for the host -Fixed kill indicator not playing for the client -Fixed issue where opening inventory while charging a weapon could leave the player stuck charging -Fixed picking up items during attacks from hiding the weapon -Fixed gloves not showing in player's equipment inventory -Fixed bug where all item attacks were slowed down -Tuned audio balancing since music, voices, water/grass footsteps, and hit sounds were a bit too loud -Fixed clothing hitbox and trails -Fixed character not possessing pawns properly after death which caused many UI issues -We finally fixed the elusive PVE spawning bug! Enemies should no longer be missing/dead when a new wave starts. -Various null reference exception fixes -Fixed issue where dying in water can sometimes leave player stuck in the swimming state -Fixed player's movement speed being lower after throwing an item
Minor Bug Fixes -Updated Library Chair and Dining Chair hold sockets -Fixed pickup sound being heard from infinite range -Fixed player being able to walk underwater if they ragdoll into any body of water. -Fixed player's empty clothing slots being replaced by default clothing when "None" is selected. -Fixed deflected bullets not dealing damage to original owner -Fixed enemies targeting player after death -ESC can now close the settings menu -Fixed enemies not untargeting after their target gets set inactive -Fixed charging to swing causing the player to sink and improved blending in between -Fixed player pawn visible at spawn when they are spectating -Fix sound spam from double hits -Fixed enemies not randomizing in between waves when pooled -Fixed PVE enemies sometimes losing all their clothing when dying -Fixed Trash Bag weapon not having proper collision
Thanks for supporting us so far. Hope you're enjoying the build so far!
First of all, thank you for your support since the full release!
We are excited to announce that we will be attending the Enter the Dragononline indie game event on Steam from April 22 to April 29. Enter the Dragon aims to promote and explore some of the unique and innovative gaming experiences being developed by studios located within the Greater China region. The event will commence on April 22 and last for a week.
Dozens of released and upcoming titles will be showcased at the event, with exciting demos and a range of bundles and discounts. At the same time, there'll be dozens of livestreams taking place on the event page to show off participating games.
As a part of the event, The Heroic Legend of Eagarlnia,Three Kingdoms The Last Warlord, Settlement Survival,LEGIONCRAFT, and Big Bia will all be bundled together with a 10% off discount. Players who have been waiting to grab The Heroic Legend of Eagarlnia or other games in the bundle should jump on this sweet deal!
We've added a new combo animation set for small weapons! Besides that, we have a few bugfixes that'll help make the game feel better (and crash less).
Gameplay Changes -Added a whole new set of attacks for small weapons It's pretty awesome. It's a loooooong string of attacks. -Replaced Boba with Wooden Club in the item spawner area -Buffed Wooden Club damage by 200%
Art -Updated fishing rod
Major Bug Fixes -Fixed disconnect when client is killed by a tree -Fixed damage text occurring twice for the host -Fixed kill indicator not playing for the client -Fixed issue where opening inventory while charging a weapon could leave the player stuck charging -Fixed picking up items during attacks from hiding the weapon
Minor Bug Fixes -Updated Library Chair and Dining Chair hold sockets -Fixed pickup sound being heard from infinite range
Penny RPG: Shadows of the Lost - A Blood City Tale - OMC Games
Patch Notes (Build 0.0.3.1.0)
The base game has been updated to change graphics from 2D to 3D. The game still functions as it always has, with better world clarity which allows the player to enjoy the world in a more interactive and visually pleasing way. We hope you guys are able to feel a better sense of immersion with the update.
Also, all previous saved games will not function. Players will need to start a new game.
Additions:
Graphics updated to 3D from 2D. This has increased the overall size of the game from roughly 400MB to 1.9GB. All zones reimagined in full 3D.
Players can now adjust some graphical settings. More options will be added in the future.
Full controller support.
"Quick Look" available using the '.' key or the LB on the controller.
Chapter 1 and early part of Chapter 2 available for play.
Icon added to show which doors can be opened.
Bug Fixes:
Menus cards are now stacked correctly.
Stuttering when walking around fixed.
Known Issues:
All NPCs and characters are bald. You're not losing your mind, they are bald currently.
Sometimes NPCs will not be standing in the place they should be standing. If this happens, please close the game and restart.
Use icons are sometimes displayed in the wrong position. If this happens, please close the game and restart.
Sound will decrease after a cut-scene or event. The volume is only lowered, it can be turned back up on the options menu.
Hint text not displaying properly or at all.
Options Menu not available at the Title Screen. This will be fixed next patch.
Some NPCs are not in the proper location or state after an event. This will be fixed next patch.
Please let us know if you find any other issues while playing.