Tired of the melting in the sun during Summer get togethers? Boot up these amazing party games instead! Time to catch some great deals and soak up the fun with a new deepest discount on Party Pack 10, and much more.
Fix for Breathstealer event not occurring sometimes, even though they've been triggered. Careful out there!
Make sure Potions being put in storage are still available to select for battle.
Make sure Mages told not to refill mana before battle will correctly follow that setting if also told to bring potions to battle.
Fix tooltips for Relics in storage not showing their effects.
July 10
Fix performance issue when buildable/crafting ingredients are being put into storage.
More reductions in Graphics Memory usage.
July 9
Significant reduction in VRAM (Graphics Memory) use. More incoming but should help with cases of reduced performance and GPU crashes.
Fix Show All for tutorials defaulting to on.
Fix case where Mages are stuck near doors that have blocked access rules.
Fix some cases where ladders weren't correctly connecting to floors left or right of the ladder.
Fix Relic keywords not expanding on victory rewards tooltips.
Performance improvements to the underlying voxel ray-casting system.
Twitch Integration: Fix to possible exception in the standalone app.
July 1
Increase max scale for Tooltips to 2x in UI settings for sub-scaling options.
Fix for some Fog Incarnations that were getting 'stuck' and not moving.
Fix for Broom Racks that got incorrectly rotated (shrink and enlarge to fix any currently backwards Broom Racks).
Fix potential issue that could result in not being able to open the Task Type Priorities window.
June 29
Add alert feed alert when there isn't enough space around an object for actions like Rituals and Hatching.
Improve tooltip for requirements on rituals and the like (Summoning, Healing, Hatching, etc).
Add additional hotkeys for (Apprentice) combat spells.
Don't modify the Allowed Meals for an individual Mage to match the Apprentice Defaults when they become an Apprentice, losing their settings as Initiates.
Fix armor (shows as Temp HP out of battle) not being cleared when a Mage flees a battle.
June 28
Fix for potentially not being able to load an existing save game.
Don't overlap multiple alerts over the same object. Also, show all alerts on hover for the object.
Remove domesticated Fractal Molds from showing up in Wilds. They are already properly selectable as Planters under Garden.
For ritual buttons, show No Path as a reason it isn't available instead of just zero Mages available for a position.
Scars no longer impact Death's Door timers.
Trauma impact on Death's Door timers restored to 67%, up from 50%.
Fix Quirks showing up on Allowed Meals before they are discovered.
Move Snuffers, etc, from Animals to Creatures category.
Add alert for when there are higher wand Tiers available but no available Wand Transfigurator.
Reference the Wand Transfigurator on higher Tier wand descriptions.
Fix Allowed Meals defaults not being set properly for new Initiates or when upgrading to Apprentice and Staff.
June 27
Fix for some languages not showing properly in resources/inventory.
Improved Tutorial, Inventory, and Room Types search.
Tired of the melting in the sun during Summer get togethers? Boot up these amazing party games instead! Time to catch some great deals and soak up the fun with a new deepest discount on Party Pack 10, and much more.
After two months of work, here's ANARCHY 0.2.2 (Renaissance)! I'd normally give you an abstract about the highlights of this patch. This time, there's simply too many of them.
We're facing – without a shadow of a doubt – the biggest update since the game came out. Almost every segment has received new content, wide-ranging optimisation and other equally important bits of love.
Let's check it out! 👓
Narrative
ExtrapolAtion A is the centrepiece of Renaissance. We covered the broad strokes in the preview. In technical terms, Daphne is visiting Ganymede on August 28th 1926. On one hand, we're witnessing a love-letter to AUTONOMY's first couple of scenes.
There's a bunch of adjustments, both on the gameplay and narrative side. The dialogue is in many ways optimised and everything is far more interactive. Similar to ImmigrAtion, we're playing a lot with the thought of whether the scene in front of us is genuine history.
This exact dynamic comes to fruition during the conversation between Ganymede and Daph. We kick it off with familiar words – including a bit of extra AUTONOMY lore. When Daphne is about to leave, Ganymede casually drops a narrative nuke.
He's about to spill even more, then the encounter gets physical. I'll leave that and everything beyond to your own exploration, barring for one heartfelt promise: We're not only exposing story elements. 😏
Trilogy
ExtrapolAtion neatly fits the gap between ExcommunicAtion and ParAdise. Future-us will have to decide whether we leave it like that – or sprinkle the former two across ParAdise and ANARCHY's other acts.
For now, I'm happy to give the players (that's you!! 😊) the freedom to engage with the content as a buffet. If you start with ExcommunicAtion, ExtrapolAtion A will trigger right after the epilogue. Come July 28th, we'll extend it with ExtrApolation B and finally work in ExtrApolation C on the day of days.
After that's all done and settled, our narrative foundation is just about ready to support ParAdise. Which is the perfect segue to the next topic in this very post.
PreParAdise
Let's be real for a second: ParAdise – for its many qualities – has 'prototype' written all over it. We're booted into a green landscape without any context at all. For the better part of a year, we've kept it that way to make debugging and testing less of a pain.
At the same time, we've diligently worked on ParAdise's own introduction. ImmigrAtion was engineered for that purpose specifically, although it humbly remained a Fragment ever since. The first course of action is thus to put ImmigrAtion at the forefront of ParAdise.
Even so, there's still a big leap from fake-Aion 1913 to waking up in front of a Monolith. Ergo we took the backdrop of Paradise (that is 'green', Monsters and LiberAtion) as ingredients for a new map and made it a tutorial zone.
Renovation
The Glade is first and foremost a gameplay and narrative bridge. At the same time, it also serves two additional goals. I like to think of it as a field test for smaller, tighter outdoor maps. One aspect of that is performance – the other one is a more abstract 'vibe'.
Both factors have direct consequences for the existing parts of ParAdise. You'll probably notice that our main map – 'Paradise' – is now known as 'Paradise North'. It's an open-ended project, so I can't give out too many details yet. However, I'm leaning toward splitting the map.
I'll talk more about it when things are more concrete, but we can look at it in the following way: The new map is, for all intents and purposes, a good orientation of the aesthetic detail we're going for.
Chaperone
The other, much more immediate side-goal of the 'Glade' is to introduce Companions. Since we're placing ourselves in the tradition to exploration-based Tactical RPGs (i.e. Baldur's Gate, Pillars of Eternity and the like), combat and field-movement are deeply intertwined.
The new area tries to experiment with that. We've got a major character (Selene / Cleo) as our persistent side-kick on our way north. She follows, places herself on the grid and is even interactable for a chat or two.
If all goes well, we'll extend this system to Paradise proper. Lime would be an obvious candidate for a persistent companion down the Lime line.
Persistency
A wise man once said: People die when they're killed. In ANARCHY, deaders stay dead until the player triggers a Monolith. This means we have to be deliberate about what's respawned whenever we reenter a scene.
One likely scenario is saving and loading a game. The core challenge is to reinstate the scene as close as possible to the way we left it in. This is the primary reason why ANARCHY only supported AUTO-Saves. That restriction – in turn – was a major motivation for me to take a deeper look.
Starting today, we're supporting Manual Saves. It's currently limited to Field-Mode (i.e. no Battles and Conversations) but I'm committed to make it work everywhere. The second addition is that we've reworked the save and load menus to show the location and the portrait of the Field Leader.
Identity
We've more or less covered Variations in the preview and the technical overview. Thanks to our diligence, we can focus on what's new for you. First of all, you can equip Variations at any point in the game. Since individual pieces are still tied to Steam Items, some Fragments allow you to unequip an item without being able to reequip it.
Temporary Variations are thus marked as 'TEMP' – although I'll eventually slap an extra confirmation dialogue on top of that. Except for these fringe cases, you'll only see the Variations you own. This is mostly to prevent someone buying the Variation under the assumption it can't be unlocked through playing the game.
All in all, I'm (almost) completely satisfied with our current infrastructure. Implementing a new Variation takes about 10-15 minutes, all in all. The only aggravating part is making the Variations itself, so I'll keep that to a minimum until the updated Character Generator comes out. Here's hoping we'll get to see it released sometime this year.
Abilities
Obviously there's a bunch of changes and additions to the battles as well. I went into the visualisation of Actions a bit deeper here. From the player's perspective, combat generally works the same, just a lot more stable and smooth.
Our big new feature is a Counter mechanic. Given a certain Status Effect, a target of an Action retaliates with their own attack. It's not only borderline broken, but also breaks new ground. Chaining Actions without dropping the Side-View Overlay is something I've had my eyes on for a long time.
We'll get to see more of that in August at the latest. For now, I've also implemented a couple of extra abilities like Selene's Decrescent, a weakness inflicting AOE – and several weapon-based skills such as Terminology's Legshot [MOV DBUFF] and Fast [MOV BUFF].
Adversity
To be blunt, I've procrastinated a long time around setting up proper decision trees. AI-controlled combatants operated on very bare-bone instructions. As of Renaissance, every Field enemy now has a multi-tiered set of nodes that checks both enemies and allies for specific conditions.
Say, for example, you apply an ATK boost to yourself. If there's a Slime nearby, it could spoil your plan by purging that immediately. Another scenario would be an enemy unable to reach a target running Provoking, so it goes after someone else. These, in conjunction with every enemy's unique set of abilities, should make the fights in ParAdise way more engaging.
Bottom Line
Over the last two days, I've spent every waking minute testing ANARCHY. It's a bit like moving places, when everything you own becomes a burden. As annoying as it may be, I'm incredibly proud of what we've achieved. The 'we', in this case, is literal. I want to once again express a heartfelt thanks to (-_-!) for posting so many helpful reports.
All of these are issues I didn't have to find myself. They are – hopefully – issues you won't run into anymore. That, coupled with the community support and the (very encouraging) player statistics are the reasons why I keep coming back to ANARCHY.
On that note, let's talk again in just about two weeks. We'll take a look at ANARCHY 0.2.3 (Souvenir), where we'll formally introduce our fourth and final protagonist.
Hugs and kissies from your biggest fan
much love nory
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Release Notes
ANARCHY 0.2.2
Chapters
Added 📈 "ExtrapolAtion". Three years since Trachi.
Reworked "PostExcommunicAtion". Leads to ExtrapolAtion.
As some of you know, we went through an Early Access phase in May - June, and have since completed that phase. We're currently approaching and preparing the Full Game release!
During the Early Access phase, we took a TON of feedback, and loved hearing what cool, new stuff you would like to have added in the game.
Even though Early Access is over, feedback and suggestions are still welcome! Feel free to post anytime on the game's discussion boards.
A Free DEMO?!
As we transition into Full Game release... It felt right to let some of our players continue to enjoy a sample of the game in the meantime!
There's so many more bosses, levels and new Mod effects that we've added that the Full Game will have, but will be restricted away in the demo, but the demo will surely give you a taste of the game's full potential.
What's On Our Roadmap?
There's been quite a few suggestion and feedback posts from players, which has been amazing! We really appreciate you taking the time to write a post, and thank you for playing.
These are some of the tasks on our roadmap to implement and push to the game and demo:
Twin-stick Gameplay: being able to use your Mouse for aiming & attacking, Keyboard only for moving
Controls Rebinding: this is actually already in the game! We'll be adding it for Twin-stick controls soon
Meta Progression: loot & rewards that stay with you permanently, and make your next run easier and better
More Diversity in Combat Combos: ways to make your basic attack combo different, and add more to it!
Customization Of Character: ways to change your look, and try different weapons
Gameplay Changes: lots of changes planned here, but one example is the way Healing works will be changed to allow players to collect potions and use them as actives, instead of instantly heal from chests
That's it for now! Lots of stuff coming in hot very soon. For now, please enjoy the demo! And let us know what you think.
As always, wishlist the game to be notified of the Full Release!
-This update brings a fix to a game-breaking issue that we’ve created and some slight improvements
Fixes:
-fixed a game-breaking issue where the realtime maps and the bunker map could not be played properly due to errors in the networked objects, causing the game not to start. This was due to the previous update where we’ve made the bunker locker doors or drawers not usable in PvP, missing some critical details required to make that work properly. We apologise for our incompetence :(
-fixed an issue where the player speed would be decreased even when interacting with a weapon part such as laser or toggling hybrid scope
Added/Changed:
-edited the dashboard menu to fit an event section and we’ve mentioned the thursday game night there
-decreased the time the player movement and looking is locked after leg kicking a door to avoid confusion
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
As we launched the first version of our romance update, we knew there were some Quality of Life, as well as more necessary User Interface elements we wanted to include or tweak. Now that the romance feature is in your hands, our first quick update is listed below. Also we’ll be constantly on the lookout for suggestions, and would love to learn more about how you play your characters in conjunction with your combat companions.
ROMANCE UI UPDATE
After you’ve leveled up your relationship with a character in Valorborn successfully, you unlock them as a combat ally. You’ll now notice a new icon appearing in the bottom left corner of the screen when in battle! This icon shows the character who’s about to arrive, and their heart color indicates the relationship level you’ve reached with them. You can see more details when you talk to them in the Courtyard when you're not dealing with the undead.
The combat companion icon will show your unlocked combat ally, as well as a meter that gradually fills. When the meter is full, your ally will appear in a flash of light and will fight by your side. Note: Your combat companion will only be there for a short time, but will be back soon to help out in your assignments. When you have more than one friend unlocked, they will take turns coming to your aid. The more companions you unlock, and the deeper the relationship with each one, the more improved chance of appearing and being your combat helper. So pay attention to those relationship meters back at the courtyard!
RELAX, DON’T FIGHT IT… OK MAYBE FIGHT IT!
We think that the combat companions will add an extra dimension to your exploration of the lands about Valorborn, as well as inject some energy, and survivability through the perilous night assignments. Let us know what you think, and as always, we welcome your much valued suggestions to Necromantic!
June 27th, 2024 Daily Challenge Runs w/ leaderboard, Steam Sign-in, new regions, beach outfits, and more!
Note: Twitch login is NO LONGER required with this build. You can now log in using your Steam ID!
New Features:
Proteus Daily Challenge Run - compete with other captains for the top score!
In the new Proteus region, every captain gets one daily attempt on an identical one-sector map.
Each day’s run includes 1-3 random pre-set Techs and a random bonus XP multiplier between 10-90%.
Runs are scored based on these factors: run time, battle difficulty, map clearance, final hull damage, maxed techs, and run outcome.
Every attempt is ranked on a leaderboard using run score. The leaderboard resets each day, but a full history is viewable. The leaderboard includes the captain’s name and crew MVP name.
The Challenge leaderboard is accessible to all players from the main menu and aboard ships - check back to see where you end up each day!
Custom captain messages
Captains can type and send custom messages from the Helm
Messages appear as notifications for all crew aboard, like battle alerts
Can be used in both streamed and offline runs
Steam Sign-in on Desktop
All desktop players launching the game with Steam can now sign-in with a Steam ID instead of Twitch.
In-game name and avatar will come from your Steam profile
The Steam account is separate from existing Twitch accounts; they do not merge. Can be used as an alt account if desired.
Steam users can be captains, just like Twitch users. However, we still recommend Twitch sign-in if you plan to stream on Twitch so that players can find your channel.
Google Sign-in on Android
Android players no longer need a Twitch account to play; Google sign-in can be used instead of Twitch, or as an alt account.
In-game name and avatar will come from Google Play Games
This was released in a prior hotfix to Android, but noting here for the record.
Enhancements:
Resume runs: captains can now rejoin runs in progress if they are disconnected due to internet outage or crash.
Captains must rejoin their ships within 15 minutes or the ship will be auto-docked.
This is designed to help in cases where, for example, a captain has made deep progress on a run when their internet suddenly goes down.
Overall run progress and resources should match upon return, but minor details (like nodes revealed by scans) may be reset
This is not a “save and resume later” feature; it’s just meant to help in case of catastrophic crashes/outages.
Hovering on map locations revealed by Intel rewards will now show path connections to other nearby nodes on the map.
The sector map now scales based on window size, which should make it a bit more usable.
The Tech “Upgrade Ready” button in the helm now includes the option to auto-navigate your character to the Engineering Station with a single click.
In the Space Dock, captain names are now linked to their Twitch channels so you can view the stream before joining.
Battle XP and Level-up notifications now auto-expire after 30 seconds, like all other notifs.
Content:
Region map updates:
New Proteus Challenge region
See New Features section above
New Eris Training Run:
A single-sector training simulation in friendly space.
Battle, Encounter, and Outpost text focus on teaching core tips and tricks.
Combat is scaled down to very easy; this run is targeting new captains or those looking for a refresher. But, all are welcome to play!
Neptune region refresh:
Now one sector only
Difficulty reduced to medium
The goal is a quick but fun experience for captains with limited time
New outfits:
6 new premium outfits in the Slip Shop: Beach Bums! Summer has arrived…in space.
Special limited-time outfit: a Pride 2024 Croc, available for 20 data keys until July 14th. Happy Pride Month!
Bug Fixes:
All credit balance displays in the Loot Shop should now update appropriately after a purchase
Default display mode is now properly set to Windowed for new installs
Better error handling on purchases that are delayed or fail within the app
Added a new “Sync” button to the purchase flow in case of a failed purchase; this may help to finalize a purchase that was completed on Steam but didn’t make it into the Slipstream app
Double-click on “Back” in the Engineering Hub should no longer cause UI issues