It's the little things sometimes that make the biggest differences. Our Drop Pods have become a defining feature of NIMRODS, unique and found nowhere else in the genre. It's very simple: Every time you level up, instead of your new power coming from the mysterious ether, it comes in the form of a five-ton chunk of metal that flattens almost anything it lands on for massive damage. It's simple, arguably elegant, and is a fantastic "holy crap, that was *awesome*!" moment that players see right in the early game. Not bad for in idea we came up with drinking soda late at night saying "dude, wouldn't it be awesome if...!"
So, of course, seeing how iconic the Drop Pods have become, it's only natural that we would lean into them.
This comes in the form of the Drop Pod Bay, another new area of the Home Ship in which you can take your basic pods and upgrade them to be something much cooler.
Pod Assembly Hub
(Art is not final and is subject to change)
The entire system is a little much to onboard new players to, so we're breaking it into three parts, so we can introduce it to players one step at a time. The first of these steps is the Pod Assembly Hub. It lets you build pods that are better than the ones you're currently getting. You pay some resources and/or credits, and you get an upgraded pod of some kind. Here are some examples:
Rocket Pods hit the ground sideways instead of coming straight down, cutting a swath through enemies instead of only affecting a small circle.
Smart Pods fall down where your cursor is when you level up instead of coming down at a random part of the screen. When you notice you're about to level, keep your cursor near you to drop the pod nearby for an easy level-up, or keep your cursor over the enemies and smash them with a targeted strike.
Gambler pods contain some free re-rolls. Don't like your selection? Re-roll once or several times... but if you run out of re-rolls, you're stuck with the options, even if they're worse than they were before!
Blackout Pods are useful because before selecting an upgrade from them, you can select any number of other upgrades to permanently banish for the duration of the run. Have a thing against Containment Field? If it shows up on a Blackout Pod, that's the last you'll see of it that run!
We've got a lot more planned, but this should be enough to give you an idea of how we plan to use the system.
In case you were wondering, all Drop Pods are completely re-usable, so you don't need to worry about losing your investment on an Airdrop that completely whiffs; whenever you level up to a level that grants you an augment (not a tuning) your orbital Drop Pod Bay will pick a random Pod from a pool comprised of all the Drop Pods you've ever built. Once you run out of those Pods, it'll send the rest of your augments in normal Pods.
Pod Refinement Bay
(Art is not final and is subject to change)
Are these drop pods not enough for you? Once you unlock this machine, you can upgrade your Drop Pods! Each pod's special power can be increased to be more powerful than it was before. Rocket Pods cut a wider swatch of destruction, Gambler Pods grant more re rolls, Blackout Pods have more capacity in them so you can banish more augments, and so forth. Upgraded Pods will drop before un-upgraded Pods.
Drop Pod Scheduler
(Art is not final and is subject to change)
The final piece of the Drop Pod Bay puzzle, the Drop Pod Scheduler is the last thing that you unlock. Here, you can assign certain Drop Pods to certain levels, so you could, for instance, put all your Blackout Pods in your first few levels, then some Gambler Pods to finish off your initial build, then stack up Smart Pods to explode your enemies late game when they start to stack up on you. We're excited about this, because we think that the variety of Drop Pods we plan to give you access to, combined with the ability to choose when they appear, will give you all lots of opportunities to make interesting builds before your run even starts.
We really hope this excites you all. Let us know your thoughts ❤️
Austin SXSW - ATX Game Makers
In other news,
Fiveamp recently had the exciting opportunity to attend SXSW in Austin for the ATX Game Makers event, where we proudly showcased NIMRODS. Our main goal was to get the word out about our game with fellow gamers and gather valuable feedback.
We're thrilled to report that the response was overwhelmingly positive! Possible publishing partners that hadn't given us a second thought paused at our booth and asked us to resubmit our applications.
Experienced indie vets gave us feedback and advice on everything from game design to performance improvement ideas. We received a lot of valuable feedback from players and took a lot of notes from live play sessions. Going to events like these never fail to excite and energize us. I know we've said it before, but it bears repeating: we can't wait to get the full game ready and out to you all for early access!
Hello everyone! We hope you’re all having a good day! Here’s a quick update on what we’ve been up to since our last post.
Have you seen our demo trailer yet? It was out 2 months ago. Well, if you haven’t… That’s great too! Because we’ve just wrapped up a new one, with all the touch-ups and key features included.
As you can see in the new trailer, we continue to make improvements on the visuals. We received feedback suggesting that while the game was quite cute, it had a somewhat gloomy vibe. That wasn’t what we were going for, so we reworked on the lighting and colors again. And we are thrilled with the results. This little game is becoming more polished each passing day. We had joy developing it, and we hope it will bring you joy too. Here are a few screenshots to give you a glimpse:
As for what's next? Well, since the game is technically 100% complete, it's all about those final touches. Perhaps we'll try signing up for a festival or two!
That’s all for today. We will continue to share more updates and details in the future. Thank you for your continued support of Hogvalord. Stick around for more news, everyone!
This update mainly brings refinements to some game aspects.
FULL PATCH NOTES:
Changed finishing position of black hole
Added explosions on ship pieces during the final moments of the game
Fixed an issue where two asteroid piece names displayed as the wrong text, changed to 'Large Metallic Asteroid'
Fixed a consistency issue where both rock and ice debris displayed as asteroid pieces. Now, ice debris displays as 'Comet Piece' and rocky debris displays as 'Asteroid Piece'
Resource scanner range increased from 80 > 150, advanced resource scanner range increased from 200 > 300
Fixed a backend issue where the advanced resource scanner was named 'AdvancedResourceScanner 1'
Some dialogues now show tips for finding certain items.
Fixed an issue where dragging and dropping identical items together in the inventory wouldn't update the text stats relating to that slot.
NOT YET FIXED:
V-Sync toggle sometimes not working
Due to the way the scene renders, while using the simulated black hole, the explosion particles that are far away from the player at the time will not render.
"Let'z see if yer speshul suits can handle a good krumpin'!" – Warboss Gordrang
Da biggest brawl in the Galaxy reaches the in-game shop! A different card from the Gordrang's Gitstompas reinforcement drop will be available in the shop every day until next wednesday. Don't miss this chance to gather the biggest WAAAGH you can!
The gitz with dem speshul suits are coming soon! Get ready to krump them good.
Added tooltips for small icons (player resource icons, settlement faction icons).
A new resource has been added – water. Added the need for characters to quench their thirst. Water is generated using water generators installed on the crawlers, therefore, each crawler produces a certain amount of water over time.
A new playable race has been added – Anunags.
Added the ability to rename characters in the player's team.
Added mechanics for getting/completing quests. The mechanics of delivering items to settlements have been removed from the game, and item delivery quests have been added instead.
The Sandstorm event now has a limited time and the amount of flying debris decreases over time.
The player has added the ability to capture some settlements (block-post, settlement, town) for the faction to which the player belongs. After the destruction of the entire garrison of the location, when entering the global map, the corresponding button will appear.
Specialization of settlement production has been added. At the start of the game, each location receives one of 20 specializations. Each specialization has a unique list of items that will appear with an increased chance at the settlement merchant.
Fixed a bug with NPCs pushing against the edge of the map when moving.
The cost of setting up a construction camp has been removed. Now you can start building a location without having any resources, but unfinished locations are no longer a safe place when moving around the global map and the player can also get into a random encounter, as well as when moving through normal terrain.
A recipe for crafting a money ticket has been added.
Added the display of building characteristics in the description window.
Icons of empty slots for the construction of buildings on the location have been added.
A new building has been added - Bar. You can build on locations like block-post or town. Once built, the location begins to generate with some chance available for hiring characters.
A new building has been added - Guest room. It can be built on a Depot type location. Performs the same function as the Bar.
A new building has been added – a warehouse tent. An inexpensive and affordable version of the building that increases the storage capacity of the location.
A new building has been added – a residential tent. An inexpensive and affordable version of the building that increases the capacity of the location's garrison.
A new building has been added - Tent camp. A more expensive option than a residential tent.
A new building has been added - Tower. A building that adds a slot for the installation of a cannon turret, as well as a small bonus to the storage capacity and garrison of the location.
A new location has been added, available for player construction – Dot. A small fortified camp that can be well defended.
The cost of all buildings in the game has been rebalanced.
Added yellow highlighting of the names of all unique characters in the game.
A new playable faction has been added – Goblenots.
A new playable faction has been added – Troodonits.
A new vehicle has been added - the Artillery Gobr.
A new order of food and water consumption by the player's crew has been established. The characters with the least amount of health are the first to receive food.
A new type of visited locations has been added – the Tech station. The tech station is a place where the player can repair the crawler.
A new ground mob has been added – Magma Gnus.
Added a recipe and the ability to create an Axe turret.
Added a new structural mob – Toolhit-jelly.
Two new types of food have been added: Plastic Paste and Processed Arachnid Meat.
New items added: Cannon, Shovel 1, Knife 3, Knife 4, Helmet 7, Helmet 8, Ancient idol, Bed, Electric Element, Spear 2, Harness 3, Jacket 6.
A new music track has been added.
Other minor improvements and bug fixes have been made.
I remind you that saving the old version will not work in Alpha 7.0, but it is possible to install and play an older version. To do this, right-click on Scraplers in the Steam game library, go to the Properties tab of the BETA version and select the desired version.
After the advent of wheeled vehicles in Zeranthia, the blacksmiths of each region worked hard to create structures capable of providing every necessary service to the pilots of the kingdom: they are called Wheelsforge, real "stables” for combat vehicles.
“Wheelsforge” are facilities where the best blacksmiths will turn your vehicles into real war chariots.
Choose your vehicle
Each Wheelforge can accommodate a multitude of different vehicles: here every brave war pilot will be able to choose his own vehicle from a vast assortment; blacksmiths can also use their skills to further improve components.
In Wheelsforge you can change your vehicle, choosing from all those in your possession;
Blacksmiths can improve the performance of each war chariot.
Equip your chariot
Each vehicle in your possession requires adequate equipment: it is in fact possible to mount up to 3 weapons on each vehicle, choosing from a vast arsenal that varies from one type of vehicle to another.
Each vehicle boasts a loadout of 3 powerful weapons;
The equipment available varies depending on the type of vehicle.
Decorations and aesthetics
If you are fed up with the bodywork of your vehicle, you need not fear: the Wheelsforge blacksmiths use particular pigments with which to coat your vehicles, so as to always show off an original aesthetic.
You can change the colors of every vehicle you own.
Just one single bug fix this time around because we missed a problem with the camera in update 4.1.0. This patch fixes the camera zooming in completely during the cutscene that plays when entering a boss level for the first time.
Whoops! Sorry to anyone this might have affected. Should be fixed now!
If you aren't in the Top 0.1%, it's nothing to feel bad about, only the most elite players are. If you aren't in the Top 0.5%, no problem, most people aren't. If you aren't in the Top 1%, don't worry about it, hardly anyone is. If you aren't in the Top 5%, it's all good, maybe some day it'll become true. If you aren't in the Top 10%, don't let it stop you from trying, you'll get there eventually. If you aren't in the Top 25%, it's still not worth stressing, 3 out of 4 people aren't either.
And if you aren't in the Top 50%... well, congratulations on actually having a life ːgp_coolː
I'll catch you all in the next update! ːGrumbloː ~ Lava
Even though it's been quiet on the Earth Analog front lately that does not mean nothing is brewing ːsteamhappyː Work has been underway for a while on a new update, focusing on the following:
Introducing a Lego-inspired construction system that allows you to create buildings on fractal worlds. This same system will be utilized for modeling the ship. Just imagine constructing your own house on a distant fractal world in another dimension...
Overhauling the flight model to make flying much easier and more satisfying.
Redesigning the cockpit's small screen UI. Currently, it's too small for many to read and cumbersome to interact with.
Overhauling the tutorial.
I can't provide an ETA yet, as I really want to take my time with this update to get it right.