Sovereignty: Crown of Kings - Jekky
The latest EA2 beta is now available for download. Check this post if you are interested in joining the beta: https://steamcommunity.com/app/312430/discussions/0/405690850608282178/

This patch mainly addresses the various issues which were identified in last weeks patch as a result of ading new features, it also deals with some of the graphical problems - the UI is now much smoother, as is text.

Thanks to all of the beta testers for their help, keep up the good work.

Full patch notes:

Fixed crash when using backspace in a text field under some conditions
Fixed AI freezing up in battle if it attempts to perform a Heal action
Fixed available buildings in provinces listing buildings in wrong order
Fixed mising Race tooltips for Giants, Dragons and Monsters
Fixed incorrect Morale bar colour in tactical battles
Fixed follow camera in battle not following moving units correctly
Fixed red "range" overlay in battle remainig when selecting another unit
Fixed several buildings not enforcing requirements properly
Fixed crash when loading a game which has a Watchtower building present
Fixed various crashes caused by incorrect building cleanup at end of game (esp. catacombs)
Fixed bug causing trade offers to be editable without selecting counter-offer
Fixed bug causing autosaved files to not be properly closed, resulting in crashes
Fixed some aspects of tactical floaties not being tied to battle speed setting
Fixed missing Victory Location counter in tactical battles
Fixed positions of landmark icons (rosehorm/aldenheim)
Fixed various typos and texts
Fixed possible crash in battle when tile lacks a Terrain type
Fixed crash when forts cause army in autobattle to have over 20 units
Fixed crash if game ends while casting certain types of spell
Fixed resource per turn not working if you have a stockpile, but 0 income
Fixed "Improve Relations" covert action not working
Fixed broken move/attack range overlays in tactical when switching from one unit to another
Fixed possible crash when unpacking units at the start of a battle turn
Fixed ability to build/demolish stuff in other realms
News ticker slowed down slightly
Active unit in tactical battle is now highlighted
Changing info cards now requires you to hold the mouse (mostly) still over a province
Removed scroll bar on mini versions of hero cards
Trade table will no longer show more than you have when switching back to it after selling resources
Added tooltip to empty building slots which indicates maximum Tier
Building costs are now coloured to indicate which ones the player cannot afford
Economy score now puts less emphasis on Economy, and more on building Tiers
"View Enemy Battles" setting no longer includes Rebels
New setting: "View Rebel Battles", default: off
Modified Prisoner list scaling to fit better with other similar UI
Modified Revolt Chance to work better in new system
Reduced font size on Events, Battle Log and Battle title to prevent text overrun
Standaradised the info on various Economy information texts
Improved visual quality of all in-game text
Improved visual quality of all UI graphics
Sovereignty: Crown of Kings - Jekky
The latest EA2 beta is now available for download. Check this post if you are interested in joining the beta: https://steamcommunity.com/app/312430/discussions/0/405690850608282178/

This patch mainly addresses the various issues which were identified in last weeks patch as a result of ading new features, it also deals with some of the graphical problems - the UI is now much smoother, as is text.

Thanks to all of the beta testers for their help, keep up the good work.

Full patch notes:

Fixed crash when using backspace in a text field under some conditions
Fixed AI freezing up in battle if it attempts to perform a Heal action
Fixed available buildings in provinces listing buildings in wrong order
Fixed mising Race tooltips for Giants, Dragons and Monsters
Fixed incorrect Morale bar colour in tactical battles
Fixed follow camera in battle not following moving units correctly
Fixed red "range" overlay in battle remainig when selecting another unit
Fixed several buildings not enforcing requirements properly
Fixed crash when loading a game which has a Watchtower building present
Fixed various crashes caused by incorrect building cleanup at end of game (esp. catacombs)
Fixed bug causing trade offers to be editable without selecting counter-offer
Fixed bug causing autosaved files to not be properly closed, resulting in crashes
Fixed some aspects of tactical floaties not being tied to battle speed setting
Fixed missing Victory Location counter in tactical battles
Fixed positions of landmark icons (rosehorm/aldenheim)
Fixed various typos and texts
Fixed possible crash in battle when tile lacks a Terrain type
Fixed crash when forts cause army in autobattle to have over 20 units
Fixed crash if game ends while casting certain types of spell
Fixed resource per turn not working if you have a stockpile, but 0 income
Fixed "Improve Relations" covert action not working
Fixed broken move/attack range overlays in tactical when switching from one unit to another
Fixed possible crash when unpacking units at the start of a battle turn
Fixed ability to build/demolish stuff in other realms
News ticker slowed down slightly
Active unit in tactical battle is now highlighted
Changing info cards now requires you to hold the mouse (mostly) still over a province
Removed scroll bar on mini versions of hero cards
Trade table will no longer show more than you have when switching back to it after selling resources
Added tooltip to empty building slots which indicates maximum Tier
Building costs are now coloured to indicate which ones the player cannot afford
Economy score now puts less emphasis on Economy, and more on building Tiers
"View Enemy Battles" setting no longer includes Rebels
New setting: "View Rebel Battles", default: off
Modified Prisoner list scaling to fit better with other similar UI
Modified Revolt Chance to work better in new system
Reduced font size on Events, Battle Log and Battle title to prevent text overrun
Standaradised the info on various Economy information texts
Improved visual quality of all in-game text
Improved visual quality of all UI graphics
Apr 28, 2016
Heaven Island Life - MalboM
Hello my friends!

With this new update we fixed the latest bugs and added Cards, Emoticons, Backgrounds and Badges to the game!

Have fun exploring the island ːbuddhaː

with love,
Chubby Pixel
Apr 28, 2016
Heaven Island Life - MalboM
Hello my friends!

With this new update we fixed the latest bugs and added Cards, Emoticons, Backgrounds and Badges to the game!

Have fun exploring the island :buddha:

with love,
Chubby Pixel
Apr 28, 2016
FortressCraft Evolved! - DjArcas
For streaming 'non-gaming content'

(srsly)

So I'm streaming here today instead:

https://www.youtube.com/watch?v=58yrBZpJzMg
Apr 28, 2016
FortressCraft Evolved! - DjArcas
For streaming 'non-gaming content'

(srsly)

So I'm streaming here today instead:

https://www.youtube.com/watch?v=58yrBZpJzMg
Apr 28, 2016
Erwin's Timewarp - jayanam.games
We are currently discussing the idea of letting the player choose the level with buttons on the start screen. Here is a screenshot of the concept:



First you can choose "New Game" or select a saved game, and then the buttons for the timezone will be active and you can select to which timezone you want to go.

This would be cool but there is a problem with loading and saving the game:

1. Each level needs to be a separate adventure, that has no connection to a previous level

2. When saving a game, should be persisted which level you already finished?

3. It needs to be stored (globally) which parts of the time machine you already found.

What do you guys think of the idea?
Apr 28, 2016
Erwin's Timewarp - jayanam.games
We are currently discussing the idea of letting the player choose the level with buttons on the start screen. Here is a screenshot of the concept:



First you can choose "New Game" or select a saved game, and then the buttons for the timezone will be active and you can select to which timezone you want to go.

This would be cool but there is a problem with loading and saving the game:

1. Each level needs to be a separate adventure, that has no connection to a previous level

2. When saving a game, should be persisted which level you already finished?

3. It needs to be stored (globally) which parts of the time machine you already found.

What do you guys think of the idea?
Apr 28, 2016
Babel: Choice - Sogoal
the static speaks my name - thewhalehusband
My programmer and I took a few days off from making our new game 'Bucket Detective' to make a small, free game called 'Jump To Win'. In the time it'd take you to slowly pour iced coffee over your entire body (1 minute) you can complete the game. Maybe you will like it, maybe you won't.

Download it here: thewhalehusband.itch.io/jump

I'm also accepting 'Jump To Win' haiku submissions and in about a week I'll print them out and burn them as a sacrifice to the dark god of video games. Send your haikus to my twitter (@jessebarksdale) or to thewhalehusband at gmail to be part of the fun ;)
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