Hey guys, thx for playing my games. This year was quite fun: a couple of my games made to EA - "Royal Booty Quest" and "Royal Merchant". Other projects are close to it.
My nearest plans: Royal Heroes DLC - probably something with Goblins or Amazons. I have art and game design. I just need to find time to build&test it. The biggest problem used to be SDK - it had no proper way to handle Steam DLCs. But that has been resolved today. So I do not have any more excuses to withhold a DLC. Another new feature for RH is an item quality - rare, common, epic, etc. I already tested it in Royal Merchant - it looks and works great.
'Royal Merchant' will have more features and content.
RBQ - New Heroes, New Enemies, New Timelines - along with fixes and QoL stuff. Also controller support in testing now.
'Royal Offense' - I can add a few more heroes and battles and maybe a building. If you d like that - just let me know.
'ConflictCraft' - is going to have a sequel. Everything is prepared - looking for a new level designer.
'Millennium Conflict' - will be released in 2019. It represents next chapter in ControlCraft series.
Another change will be the pricing. I'm going to increase prices for most of my games on Steam. Including Royal Booty Quest. It's important for RBQ. As I've learned it recently =) Since Steam can not profit from free games - it treats them differently. I guess it is ok. Or not. And I have no idea what will happen after the price change. That will happen in 2/2019. And it is not set in stone.
A new feature was added to SDK that I'm using - Linux Builds. In a few weeks expect Linux builds for my games. If you a Linux user and want to test my games - let me know.
So we moving towards the "End". With next patches - I'm trying to add less new stuff and more polishing. Along with extending editor and mods support.
0.811 + fixed Red Ram + changed 'Water Scroll' - now it prevents 'obtaining potions from loot', rather then 'using a potions' + descriptions maintenance
0.810 + new act4: (shop, elite, boss) + new boss Airgolem(act4) + couple new elites(act4) + new elite(act3) + added "super attack" and "casting" animations to some enemies + fixed intends + fixed idle animation for flying units + reworked map generation + fixed goblin elder(thx Defender Fidei) + fixed destiny choices + added option switch for relic names + skulls: after act4 player will lose red or blue skull each time he is warping and a lot more!
0.802 + relics can be consumed(same as cards) + new items added 103/???
0.800 - this is a HUGE update If you now at act 4+: you will die after boss: cause of Skulls. + skulls: beat the game with 3 different heroes to unlock them + skulls: you need to find all of them to be able to warp to next act(after act 3) + added master volume(desktop) + fixed to Flame Witch & Fire Ram + fixed Nightmare(green) + fixed relics that auto-upgrading new cards + fixed relics that affected not-battle + fixed double-selecting events + fixed Time Eater(Genie) + conditions now more organized + handicaps: after act4 one of handicap should be picked in order to continue
I was taking a little break - decided to make a GUI for "Card Editor": Now it does nothing - just a first step. You can use that code to copy to your mod. Maybe I will improve it. Maybe not. Definitely - I`ll add a relics and potions creator - since in RBQ they are children of the same class.
0.725 + changed Enlightenment(colorless) + fixed X cards(descriptions and mechanics) + fixed entangled + fixed GUI: now "+" and "-" should not be above the screen(when greed kicks in) + more descriptions (patch will affect only new cards, not the ones that already in your deck at the current run)
0.724 + fixed missing items - caused by rebalancing(me=))
+ juggernaut reworked (current runs will have this card as empty) + fixed metallicize and juggernaut(tnx N00by Gamer) + lose money now shows current gold amount instead of maximum(tnx skylex157) + fixed dwarfs + fixed auto-scrolling