Last Knight: Rogue Rider Edition - Davision
Update #5 is now out of beta and done! Check it out here:
http://steamcommunity.com/games/262210/announcements/detail/157942138272037343

[UPDATE July 27] [Beta-new brach only, see down below for instructions]
More tweaks and fixes and the mac version is now also fixed and available in the beta-new branch.

Change notes:
- Mac only: fixed rogue rider mode not loading
- changed clock power up (slomo when really close to obstacle and faster strafing)
- added some death words
- tweaked raising volcano isles to be easier
- improved cannon power up (instant destroy of close enemies/destructibles)
- improved cinematic cameras
- improved some collisions
- fixed shield thunder death bug (this time confirmed)
- fixed some bugs with cinematic cameras and slowmo
- fixed traders header graphics
- fixed info text in inventory not getting updated on item switch
- fixed rainbows power up in RRA break when a bridge placed before start
- fixed warning sound glitch with volcano area

[UPDATE July 22]
New version with much more changes and fixes! After some trouble with various things this should be now really close to the final Update 5. This update also adds the 12 new achievements:


The cinematic cameras have been tweaked quite a lot and there is now also a option to turn the jousting cinematic camera off.

All new changes:
- Added 12 new achievements
- Added option for cinematic cams
- Added death text for starving, exploding and zapped
- Added a bit of tutorial text and inventory opening info
- Fixed shield combined with thunder resulting in death
- Fixed missing ceiling geometry when switching back to normal death cam after cinematic
- Fixed missing slowmo when exploding
- Fixed X-mas food not getting set anymore
- Fixed fogs getting set wrong after cinematic camera
- Fixed quest fence scratches not getting counted when particles are set off
- Fixed inventory hightlights not getting reset
- Fixed refers to "meat and apple" to meals
- Fixed map symbols not being animated on death
- Fixed death screen fx gets set off by cinematic camera end
- Fixed info box glitch with graveyard background
- Fixed dieing in inventory not working properly
- Fixed rain cave bug (this time for real, most likely)
- Fixed treasure diamonds not getting counted to the overall diamonds count
- Tweaked cinematic cams to be properly skipable
- Tweaked cinematic cams to be used also based on horizontal position
- Tweaked that you don't die when slightly missing a bucket with your lance down
- Tweaked Hats droprate to be higher
- Tweaked gold count to be faster in Rogue Rider mode
- Improved starving death
- Improved barrels a tad


[UPDATE July 15th]
Just uploaded a update to the new-beta branch. Below are all the changes of that version to the previous beta version. There is now also a first version of the intro added.

If the game should crash for you when skipping that intro please let me know.

Added a intro movie (not completed)
Fixed random broken treasure item (was also possible to get minus gold)
Fixed treasure screen not properly reopening
Fixed rare too big gap at volcano end
Fixed horse helmet not scaling with fatness
Improved some geometry for cinematic cameras
Improved cinematic cameras placement
Improved cinematic animations
Improved 4 feet ground check (mostly for strafing on bridges)
Improved cannon to increase barrel size based on ball size
Improved food on start placement
Improved rain
Tweaked diamonds drop rate to be more for isles and volcano
Tweaked tongue and fireball to not harm when on safety rope
Tweaked rope to have a bit of slowmo at start

[Initial News]
I just uploaded the beta of update #5 to the "new-beta" branch for you to get your hands on! Since it introduces big changes to the rogue rider mode it will run for some days or even a week till it is all done and tweaked as the final Update #5.



To download the beta simply go in Library > right click Last Knight > Properties > Betas Tab > select "Beta-new". You can then also go back out of it there as you like.

It is the most important update yet, here is a quick rundown of the biggest changes:
- First version of the inventory
>With food, power ups and diamonds.

- Traders and treasures
>Added to the map and inventory screen, prices might still need more balancing

- Wide range of different food that prevents you from starving to death.
>Easy areas have them scattered around and you can get emergency food, that you can carry on the horse's back, through traders. Again, more balancing might be needed. Let me know if you starve too often or not at all. Here is a taste of it:

Knight food in motion: http://imgur.com/4wjLY7C

- Cinematic cameras
>For deaths, areas and levels finished and jousting when there is enough space. It might work not everywhere like it should. Let me know if it is annoying or in front of specific obstacles.

- Ghost power up less overpowered
>You now slowly seep through the ground as a ghost but you can simply go up again by jumping. Additionally you can not eat in the rogue rider mode as a ghost because obviously all the food falls through your belly.

The new achievements are still missing and not all fixes of this version have been tested yet. The traders are currently just silhouettes, since that is not important and quite a bit of work I keep that for next update. There is also just placeholder text for the food currently, if you have ideas let me know. The beta of Update #5 is only for PC since I still have 2 big issues to fix on the Mac version.

I created a thread here where you can post feedback: http://steamcommunity.com/app/262210/discussions/0/46476691341660233/


See ya!
Last Knight: Rogue Rider Edition - Davision
Update #5 is now out of beta and done! Check it out here:
http://steamcommunity.com/games/262210/announcements/detail/157942138272037343

[UPDATE July 27] [Beta-new brach only, see down below for instructions]
More tweaks and fixes and the mac version is now also fixed and available in the beta-new branch.

Change notes:
- Mac only: fixed rogue rider mode not loading
- changed clock power up (slomo when really close to obstacle and faster strafing)
- added some death words
- tweaked raising volcano isles to be easier
- improved cannon power up (instant destroy of close enemies/destructibles)
- improved cinematic cameras
- improved some collisions
- fixed shield thunder death bug (this time confirmed)
- fixed some bugs with cinematic cameras and slowmo
- fixed traders header graphics
- fixed info text in inventory not getting updated on item switch
- fixed rainbows power up in RRA break when a bridge placed before start
- fixed warning sound glitch with volcano area

[UPDATE July 22]
New version with much more changes and fixes! After some trouble with various things this should be now really close to the final Update 5. This update also adds the 12 new achievements:


The cinematic cameras have been tweaked quite a lot and there is now also a option to turn the jousting cinematic camera off.

All new changes:
- Added 12 new achievements
- Added option for cinematic cams
- Added death text for starving, exploding and zapped
- Added a bit of tutorial text and inventory opening info
- Fixed shield combined with thunder resulting in death
- Fixed missing ceiling geometry when switching back to normal death cam after cinematic
- Fixed missing slowmo when exploding
- Fixed X-mas food not getting set anymore
- Fixed fogs getting set wrong after cinematic camera
- Fixed quest fence scratches not getting counted when particles are set off
- Fixed inventory hightlights not getting reset
- Fixed refers to "meat and apple" to meals
- Fixed map symbols not being animated on death
- Fixed death screen fx gets set off by cinematic camera end
- Fixed info box glitch with graveyard background
- Fixed dieing in inventory not working properly
- Fixed rain cave bug (this time for real, most likely)
- Fixed treasure diamonds not getting counted to the overall diamonds count
- Tweaked cinematic cams to be properly skipable
- Tweaked cinematic cams to be used also based on horizontal position
- Tweaked that you don't die when slightly missing a bucket with your lance down
- Tweaked Hats droprate to be higher
- Tweaked gold count to be faster in Rogue Rider mode
- Improved starving death
- Improved barrels a tad


[UPDATE July 15th]
Just uploaded a update to the new-beta branch. Below are all the changes of that version to the previous beta version. There is now also a first version of the intro added.

If the game should crash for you when skipping that intro please let me know.

Added a intro movie (not completed)
Fixed random broken treasure item (was also possible to get minus gold)
Fixed treasure screen not properly reopening
Fixed rare too big gap at volcano end
Fixed horse helmet not scaling with fatness
Improved some geometry for cinematic cameras
Improved cinematic cameras placement
Improved cinematic animations
Improved 4 feet ground check (mostly for strafing on bridges)
Improved cannon to increase barrel size based on ball size
Improved food on start placement
Improved rain
Tweaked diamonds drop rate to be more for isles and volcano
Tweaked tongue and fireball to not harm when on safety rope
Tweaked rope to have a bit of slowmo at start

[Initial News]
I just uploaded the beta of update #5 to the "new-beta" branch for you to get your hands on! Since it introduces big changes to the rogue rider mode it will run for some days or even a week till it is all done and tweaked as the final Update #5.



To download the beta simply go in Library > right click Last Knight > Properties > Betas Tab > select "Beta-new". You can then also go back out of it there as you like.

It is the most important update yet, here is a quick rundown of the biggest changes:
- First version of the inventory
>With food, power ups and diamonds.

- Traders and treasures
>Added to the map and inventory screen, prices might still need more balancing

- Wide range of different food that prevents you from starving to death.
>Easy areas have them scattered around and you can get emergency food, that you can carry on the horse's back, through traders. Again, more balancing might be needed. Let me know if you starve too often or not at all. Here is a taste of it:

Knight food in motion: http://imgur.com/4wjLY7C

- Cinematic cameras
>For deaths, areas and levels finished and jousting when there is enough space. It might work not everywhere like it should. Let me know if it is annoying or in front of specific obstacles.

- Ghost power up less overpowered
>You now slowly seep through the ground as a ghost but you can simply go up again by jumping. Additionally you can not eat in the rogue rider mode as a ghost because obviously all the food falls through your belly.

The new achievements are still missing and not all fixes of this version have been tested yet. The traders are currently just silhouettes, since that is not important and quite a bit of work I keep that for next update. There is also just placeholder text for the food currently, if you have ideas let me know. The beta of Update #5 is only for PC since I still have 2 big issues to fix on the Mac version.

I created a thread here where you can post feedback: http://steamcommunity.com/app/262210/discussions/0/46476691341660233/


See ya!
Last Knight: Rogue Rider Edition - Davision
Hello there young bucket smasher,

I like to introduce you to the new and yet biggest update to the Last Knight: Rogue Rider Edition!

But first of all if you like to get notified in Steam about new updates just join the Last Knight group here: http://steamcommunity.com/games/262210 You can also get a musketeer hat there as special reward for your loyalty to the king and your service for protecting the crown, wait no, for following Last Knight of course!


In this update the Rogue Rider Adventure mode is finally developed further, the world gets now generated with huge mountains that you will have to find ways around and there are also now water lakes and rivers as well as lava lakes and rivers that can block your way. The generation of the world makes sure that you can never get into a dead end though. (Dead end in the sense of road that goes no further, dead you will end up always at the end, at the end of your live when you die, die through something, something harmful.) This also makes it take a bit longer to generate the world at the start of a new game but you will get to see detailed loading progress for it. (it might not describe exactly what is happening)


Most importantly there are now ice caves, sand roads and red forests tiles added! These are now the more difficult areas you can play through. The other tiles have been made easier in return and the difficulty stays now the same no matter how far you get away from the castle. But that there are no enemies close to the castle stays the same. The more difficult tiles are then more likely the further you get away from the castle. The reward for playing through those difficult tiles are precious diamonds you can find there. They are not much worth yet though because traders and villages still need to get implemented as well as items and gear. The sand road environment change is also new for the Endless Journey mode.


The jousting fx has now been tweaked, no more warp fx and the slowmo is now also slowing down the sounds which is really cool. There are now also rewards for doing special things with jousting like jousting a bucket into a wooden target or making a spider fell a tree for you. Those require of course also new achievements to go along with it as well as new stats. Achievements have also been added for Smashtastic and such while graphics for those have also been overhauled. You can check out all the achievements here: http://steamcommunity.com/stats/262210/achievements


Those stylized illustrations are now also used for the loading with various text under them, since a Endless Journey start loading takes usually around 3 secs (atleast on my PC) that text keeps it short and gives only the most important info, like "Spiders are mean". When you die your skull is shown in the loading screen and it looks a bit different everytime.


May I ask you if you got wasted last night? If not you can get wasted tonight in Last Knight!
New are the super slowmo deaths, inspired by the GTA super slowmo wasted gifs. I made it similar for the fun of it and it turned out really cool so I rolled with it:
you can then switch to normal speed by holding the attack button/key and also skip it as usual. The "wasted" is the death message for crashing while in Last Knight you can also get "Hugged" to death, "Bitten" to death, "Swallowed", "Vaporized" etc. You can probably guess what is responsible for those deaths. :)

I also changed the Knightmares, made them a tad more crazy.

If you are one of the people that have problems with motion sickness in games there is now a anti motion sickness option that turns off the 3rd person camera bopping. I hope that is a significant improvement for you then, look for this button in the options menu:

(It is a little over the top I guess.)

There have also been made several improvements like for the Bucket AI, they can now not look anymore around curves and they take your jumping in account. So no more jumping right into a already drawn lance (hopefully). Fixed have been several more or less rare issues that have been reported in the forum.

That's it!
What are you waiting for?
Time to get wasted!

Oh, wait, here is the full rundown:
#Discussions_QuoteBlock_Author
-Added sand roads environment change to Endless Journey and Rogue Rider Adventure
-Added ice caves, sand roads and red forest areas to Rogue Rider Adventure
-Added not passable mountains, lakes/rives and lava lakes/rives
-Added super slowmo deaths with text (similiar to GTA)
-Added new special jousting rewards
-Added anti motion sickness option which turns off camera bopping for 3rd person
-Added anti aliasing advanced option (does not work with alphas masks)
-Added a lot of new stats to "more stats"
-Added a lot of new achievements, mostly about special jousting
-Added info text for Rogue Rider Adventure about difficulty when not played story mode yet.
-Added slow motion also slowing down sounds
-Added some sounds and fx
-Added slowmo switching to knightmares
-Added Musketeer Hat, reward for Steam group followers
-Added detailed loading progress info for RRA mode
-Added loading graphics, animated skull and various stylized illus
-Improved Bucket AI, now can't see around curves and jumping is considered.
-Improved falling on edges
-Improved ragdolls physics when jumping into obstacles
-Changed difficulty of RRA Tiles, mostly constant now and easier for normal tiles.
-Changed some things with quests stats which hopefully fixes the rare issues.
-Tweaked slowmo fx, now without warp
-Tweaked gold show in game UI now also showing the added gold
-Tweaked lightning bolts, now easier placed
-Tweaked lower distance needed for Home Run
-Tweaked some generation values
-Fixed info box being too dark for some backgrounds
-Fixed crashing for some people when skipping intro
-Fixed 1440 resolution at wrong position in list
-Fixed rain in caves
-Fixed some rare issues with RRA screens
-Fixed castle achievement
-Fixed Pooptastic achievement
-Fixed issue with quests related achievements
-Fixed rare quest completed message being stuck
-Fixed a soldier quest never getting dropped

May you have a

experience,
David Hagemann
Toco Games
@TocoGamescom - http://www.lastknightthegame.com
Last Knight: Rogue Rider Edition - Davision
Hello there young bucket smasher,

I like to introduce you to the new and yet biggest update to the Last Knight: Rogue Rider Edition!

But first of all if you like to get notified in Steam about new updates just join the Last Knight group here: http://steamcommunity.com/games/262210 You can also get a musketeer hat there as special reward for your loyalty to the king and your service for protecting the crown, wait no, for following Last Knight of course!


In this update the Rogue Rider Adventure mode is finally developed further, the world gets now generated with huge mountains that you will have to find ways around and there are also now water lakes and rivers as well as lava lakes and rivers that can block your way. The generation of the world makes sure that you can never get into a dead end though. (Dead end in the sense of road that goes no further, dead you will end up always at the end, at the end of your live when you die, die through something, something harmful.) This also makes it take a bit longer to generate the world at the start of a new game but you will get to see detailed loading progress for it. (it might not describe exactly what is happening)


Most importantly there are now ice caves, sand roads and red forests tiles added! These are now the more difficult areas you can play through. The other tiles have been made easier in return and the difficulty stays now the same no matter how far you get away from the castle. But that there are no enemies close to the castle stays the same. The more difficult tiles are then more likely the further you get away from the castle. The reward for playing through those difficult tiles are precious diamonds you can find there. They are not much worth yet though because traders and villages still need to get implemented as well as items and gear. The sand road environment change is also new for the Endless Journey mode.


The jousting fx has now been tweaked, no more warp fx and the slowmo is now also slowing down the sounds which is really cool. There are now also rewards for doing special things with jousting like jousting a bucket into a wooden target or making a spider fell a tree for you. Those require of course also new achievements to go along with it as well as new stats. Achievements have also been added for Smashtastic and such while graphics for those have also been overhauled. You can check out all the achievements here: http://steamcommunity.com/stats/262210/achievements


Those stylized illustrations are now also used for the loading with various text under them, since a Endless Journey start loading takes usually around 3 secs (atleast on my PC) that text keeps it short and gives only the most important info, like "Spiders are mean". When you die your skull is shown in the loading screen and it looks a bit different everytime.


May I ask you if you got wasted last night? If not you can get wasted tonight in Last Knight!
New are the super slowmo deaths, inspired by the GTA super slowmo wasted gifs. I made it similar for the fun of it and it turned out really cool so I rolled with it:
you can then switch to normal speed by holding the attack button/key and also skip it as usual. The "wasted" is the death message for crashing while in Last Knight you can also get "Hugged" to death, "Bitten" to death, "Swallowed", "Vaporized" etc. You can probably guess what is responsible for those deaths. :)

I also changed the Knightmares, made them a tad more crazy.

If you are one of the people that have problems with motion sickness in games there is now a anti motion sickness option that turns off the 3rd person camera bopping. I hope that is a significant improvement for you then, look for this button in the options menu:

(It is a little over the top I guess.)

There have also been made several improvements like for the Bucket AI, they can now not look anymore around curves and they take your jumping in account. So no more jumping right into a already drawn lance (hopefully). Fixed have been several more or less rare issues that have been reported in the forum.

That's it!
What are you waiting for?
Time to get wasted!

Oh, wait, here is the full rundown:
#Discussions_QuoteBlock_Author
-Added sand roads environment change to Endless Journey and Rogue Rider Adventure
-Added ice caves, sand roads and red forest areas to Rogue Rider Adventure
-Added not passable mountains, lakes/rives and lava lakes/rives
-Added super slowmo deaths with text (similiar to GTA)
-Added new special jousting rewards
-Added anti motion sickness option which turns off camera bopping for 3rd person
-Added anti aliasing advanced option (does not work with alphas masks)
-Added a lot of new stats to "more stats"
-Added a lot of new achievements, mostly about special jousting
-Added info text for Rogue Rider Adventure about difficulty when not played story mode yet.
-Added slow motion also slowing down sounds
-Added some sounds and fx
-Added slowmo switching to knightmares
-Added Musketeer Hat, reward for Steam group followers
-Added detailed loading progress info for RRA mode
-Added loading graphics, animated skull and various stylized illus
-Improved Bucket AI, now can't see around curves and jumping is considered.
-Improved falling on edges
-Improved ragdolls physics when jumping into obstacles
-Changed difficulty of RRA Tiles, mostly constant now and easier for normal tiles.
-Changed some things with quests stats which hopefully fixes the rare issues.
-Tweaked slowmo fx, now without warp
-Tweaked gold show in game UI now also showing the added gold
-Tweaked lightning bolts, now easier placed
-Tweaked lower distance needed for Home Run
-Tweaked some generation values
-Fixed info box being too dark for some backgrounds
-Fixed crashing for some people when skipping intro
-Fixed 1440 resolution at wrong position in list
-Fixed rain in caves
-Fixed some rare issues with RRA screens
-Fixed castle achievement
-Fixed Pooptastic achievement
-Fixed issue with quests related achievements
-Fixed rare quest completed message being stuck
-Fixed a soldier quest never getting dropped

May you have a

experience,
David Hagemann
Toco Games
@TocoGamescom - http://www.lastknightthegame.com
Last Knight: Rogue Rider Edition - Davision
The new update adds now Steam Achievements!
That are now the most important ones. I still intend to add more later, that will then include some for doing cool things like jousting a Horned Bucket Head into a wooden target, killing a Hitler snowman, finding Santa etc. There are also no Achievements for the Rogue Rider Adventure mode yet because that mode is still in a early state. However, there are already quite a lot now. For the things you have already earned the achievements will simply unlock on startup of the game, just for the quests related ones you need to get into the quests screen to receive those. So there is nothing you have to redo for the achievements.



Also new are info boxes for the many game modes, that includes the main 3 modes: Endless Journey, Story Campaign and Rogue Rider Adventure (which also hints what there is to come) and the different Endless Journey sub game modes. The info text is currently only available in English though.



There have also been several things tweaked and fixed that were mentioned in the forum. The areas around toads spawns have now been made easier and the quite hard 2nd knightmare has also been made significantly easier. Also requested was a sensitivity setting for the mouse which is now added along a sensitivity setting for the gamepad stick. That basically changes the deadzone size, you have to be careful making it not too small for your gamepad. There have also been tweaks to some cutscenes that should make things more clear.


Last but not least here are 226 procedural generated Bunny masks that you most likely missed to find in the now over Easter Event:

You can still find them even though the Easter Event is now over, but they are now very rare.

Here is the full change notes list:
#Discussions_QuoteBlock_Author
- Turned off Easter event
- Added Achievements
- Added info boxes for the different game modes (main and endless journey, english only for now)
- Added alternative buttons to the tutorial
- Added sensitive settings for mouse and gamepad stick deadzone (be careful with setting the deadzone too small)
- Added Diamonds
- Added X button to options display
- Tweaked Tutorial level to be skip able through level select.
- Tweaked some cutscenes (jousting tips and more about the magic lance)
- Tweaked bridges destruction fx to be more clearly
- Tweaked cutscene part about the castle not being shown when it is already build
- Tweaked 2nd Knightmare to be easier
- Tweaked toads spawn areas to be easier
- Tweaked Screenshot button to be shown as F12 for Steam
- Fixed a Soldier quest never getting spawned
- Fixed fallen heroes not counting correctly overall
- Fixed all levels gold/silver medals completed not showing up in stats
- Fixed Snowman wooly hats changing skeleton wooly hats

Have fun,
David Hagemann
Toco Games
Last Knight: Rogue Rider Edition - Davision
The new update adds now Steam Achievements!
That are now the most important ones. I still intend to add more later, that will then include some for doing cool things like jousting a Horned Bucket Head into a wooden target, killing a Hitler snowman, finding Santa etc. There are also no Achievements for the Rogue Rider Adventure mode yet because that mode is still in a early state. However, there are already quite a lot now. For the things you have already earned the achievements will simply unlock on startup of the game, just for the quests related ones you need to get into the quests screen to receive those. So there is nothing you have to redo for the achievements.



Also new are info boxes for the many game modes, that includes the main 3 modes: Endless Journey, Story Campaign and Rogue Rider Adventure (which also hints what there is to come) and the different Endless Journey sub game modes. The info text is currently only available in English though.



There have also been several things tweaked and fixed that were mentioned in the forum. The areas around toads spawns have now been made easier and the quite hard 2nd knightmare has also been made significantly easier. Also requested was a sensitivity setting for the mouse which is now added along a sensitivity setting for the gamepad stick. That basically changes the deadzone size, you have to be careful making it not too small for your gamepad. There have also been tweaks to some cutscenes that should make things more clear.


Last but not least here are 226 procedural generated Bunny masks that you most likely missed to find in the now over Easter Event:

You can still find them even though the Easter Event is now over, but they are now very rare.

Here is the full change notes list:
#Discussions_QuoteBlock_Author
- Turned off Easter event
- Added Achievements
- Added info boxes for the different game modes (main and endless journey, english only for now)
- Added alternative buttons to the tutorial
- Added sensitive settings for mouse and gamepad stick deadzone (be careful with setting the deadzone too small)
- Added Diamonds
- Added X button to options display
- Tweaked Tutorial level to be skip able through level select.
- Tweaked some cutscenes (jousting tips and more about the magic lance)
- Tweaked bridges destruction fx to be more clearly
- Tweaked cutscene part about the castle not being shown when it is already build
- Tweaked 2nd Knightmare to be easier
- Tweaked toads spawn areas to be easier
- Tweaked Screenshot button to be shown as F12 for Steam
- Fixed a Soldier quest never getting spawned
- Fixed fallen heroes not counting correctly overall
- Fixed all levels gold/silver medals completed not showing up in stats
- Fixed Snowman wooly hats changing skeleton wooly hats

Have fun,
David Hagemann
Toco Games
Last Knight: Rogue Rider Edition - Davision
The Easter Event update for Last Knight is now finally launched and it packs a lot of content! It strives to bring you nothing less then the most variations of eggs and most variations of bunnies that you can get in any game! +Now with Steam Trading Cards!

To get things started here is a little introduction video:
https://www.youtube.com/watch?v=_CoKCSQGDKY
You might be wondering what are these badass bunnies doing in Last Knight. In Last Knight it is a tradition, around Easter, to worship the mighty bunny gods by wearing bunny masks and then smash each other in jousting duels to death. (Think of it as sacrificing in a fun way) Also, hunting for all kinds of eggs is important as well!

Those randomly generated bunny masks can be found randomly in randomly generated giant eggs, this is how these eggs can look:


Not to be confused with the:
- Metal eggs that are scattered all over the world in all kinds of colors. (not eatable, they give gold points)
- Diamond eggs found in the Rogue Rider Adventure world (not eatable, nobody who buys them from you, yet)
- Easter eggs (in the sense of game easter eggs) they are kind of hidden in the menus waiting to be clicked on. (not eatable)
- Normal white eggs (eatable by the knight, not exactly meat but almost)
- Chocolate eggs (eatable by the horse, sweet)
- Fresh laid eggs (you might not want to eat those!)

Those eatable eggs are for the Starve or Blow Up Easter mod, as part of the Easter event it is also playable without having to unlock it.



There have been also several fixes and tweaks in this new update, here is the list:
- Added lots of Easter Event stuff
- Added Trading Cards
- Added X as attack button (switch able)
- Added 2560x1440 resolution
- Fixed Gamepad Y button for Power Up
- Fixed Headless not resetting with reset button
- Fixed Uincorn
- Fixed issues with lethal thunderbolts
- Fixed felled trees quest part resetting
- Fixed and tweaked several German spelling things
- Tweaked thunderbolts to be easier
- Tweaked buttons highlights


Have fun,
David Hagemann
Toco Games
<a href="https://twitter.com/TocoGamescom">@TocoGamescom</a> - <a href="http://store.steampowered.com/app/262210">Store.steampowered.com</a> - <a href="http://www.lastknightthegame.com">Lastknightthegame.com</a>

P.S.
In case you missed it, Unreal Engine Last Knight showcase here: https://www.unrealengine.com/showcase/last-knight

Last Knight: Rogue Rider Edition - Davision
The Easter Event update for Last Knight is now finally launched and it packs a lot of content! It strives to bring you nothing less then the most variations of eggs and most variations of bunnies that you can get in any game! +Now with Steam Trading Cards!

To get things started here is a little introduction video:
https://www.youtube.com/watch?v=_CoKCSQGDKY
You might be wondering what are these badass bunnies doing in Last Knight. In Last Knight it is a tradition, around Easter, to worship the mighty bunny gods by wearing bunny masks and then smash each other in jousting duels to death. (Think of it as sacrificing in a fun way) Also, hunting for all kinds of eggs is important as well!

Those randomly generated bunny masks can be found randomly in randomly generated giant eggs, this is how these eggs can look:


Not to be confused with the:
- Metal eggs that are scattered all over the world in all kinds of colors. (not eatable, they give gold points)
- Diamond eggs found in the Rogue Rider Adventure world (not eatable, nobody who buys them from you, yet)
- Easter eggs (in the sense of game easter eggs) they are kind of hidden in the menus waiting to be clicked on. (not eatable)
- Normal white eggs (eatable by the knight, not exactly meat but almost)
- Chocolate eggs (eatable by the horse, sweet)
- Fresh laid eggs (you might not want to eat those!)

Those eatable eggs are for the Starve or Blow Up Easter mod, as part of the Easter event it is also playable without having to unlock it.



There have been also several fixes and tweaks in this new update, here is the list:
- Added lots of Easter Event stuff
- Added Trading Cards
- Added X as attack button (switch able)
- Added 2560x1440 resolution
- Fixed Gamepad Y button for Power Up
- Fixed Headless not resetting with reset button
- Fixed Uincorn
- Fixed issues with lethal thunderbolts
- Fixed felled trees quest part resetting
- Fixed and tweaked several German spelling things
- Tweaked thunderbolts to be easier
- Tweaked buttons highlights


Have fun,
David Hagemann
Toco Games
@TocoGamescom - http://store.steampowered.com/app/262210 - http://www.lastknightthegame.com

P.S.
In case you missed it, Unreal Engine Last Knight showcase here: https://www.unrealengine.com/showcase/last-knight

Last Knight: Rogue Rider Edition - Davision
Last Knight is now featured on the official Unreal Engine website! The nice folks over at Epic had asked me to give a interview about my game and my work with the Unreal Development Kit which I of course gladly did and they have then put together a really cool showcase for Last Knight: http://www.unrealengine.com/showcase/last-knight



The showcase article features a look into the development of the game, my vision for it and in which way I used the Unreal Engine for it. It is nice look into the background of the game and also briefly mentions my background in game development, where I got started with the Unreal Engine through the Make Something Unreal Contest and Unreal Tournament 3.

Here is a small excerpt:
#Discussions_QuoteBlock_Author
The graphics in Last Knight are considerably more complex than they look – a lot of work went into creating that effortlessly simple visual style.
The game environment was sculpted in ZBrush and then the high-res meshes baked to low-poly meshes with normal maps and ambient occlusion bakes. The game also makes full use of Unreal Engine 3’s Lightmass global illumination which was deftly implemented in the randomly generated game world. All kinds of post-process effects were used as well. “In the Knightmare levels I kind of went nuts with it; I used the material system to bend the whole world in different ways, literally,” Hagemann says.

Last Knight might look bright and colorful, but there are some dark and sinister characters: skeletons rise from their graves, giant toads swallow the heroes, and there’s an army of lunatic Horned Bucket Heads on the loose who are always ready for a joust to the death.

“I wanted to create a look that was reminiscent of older, stylized 3D platform games but which used all the graphic possibilities of Unreal Engine to make a detailed and rich environment,” says Hagemann.

Make your way to the Unreal Engine website for the full Showcase:
http://www.unrealengine.com/showcase/last-knight

Last Knight: Rogue Rider Edition - Davision
Last Knight is now featured on the official Unreal Engine website! The nice folks over at Epic had asked me to give a interview about my game and my work with the Unreal Development Kit which I of course gladly did and they have then put together a really cool showcase for Last Knight: http://www.unrealengine.com/showcase/last-knight



The showcase article features a look into the development of the game, my vision for it and in which way I used the Unreal Engine for it. It is nice look into the background of the game and also briefly mentions my background in game development, where I got started with the Unreal Engine through the Make Something Unreal Contest and Unreal Tournament 3.

Here is a small excerpt:
#Discussions_QuoteBlock_Author
The graphics in Last Knight are considerably more complex than they look – a lot of work went into creating that effortlessly simple visual style.
The game environment was sculpted in ZBrush and then the high-res meshes baked to low-poly meshes with normal maps and ambient occlusion bakes. The game also makes full use of Unreal Engine 3’s Lightmass global illumination which was deftly implemented in the randomly generated game world. All kinds of post-process effects were used as well. “In the Knightmare levels I kind of went nuts with it; I used the material system to bend the whole world in different ways, literally,” Hagemann says.

Last Knight might look bright and colorful, but there are some dark and sinister characters: skeletons rise from their graves, giant toads swallow the heroes, and there’s an army of lunatic Horned Bucket Heads on the loose who are always ready for a joust to the death.

“I wanted to create a look that was reminiscent of older, stylized 3D platform games but which used all the graphic possibilities of Unreal Engine to make a detailed and rich environment,” says Hagemann.

Make your way to the Unreal Engine website for the full Showcase:
http://www.unrealengine.com/showcase/last-knight

...