Today is a smaller patch than usual content wise, because we’ve been focused on improving a number of our existing systems for performance and structure. This won’t show much until we get further in development, but it sets us up for future updates to take effect :)
New Card
Fire Imp - This little pyromaniac throws fire at ground enemies, dealing a lot of damage over time.
Balance Changes
The Draft matchmaking now waits longer before expanding the search for opponents. This favors pairing higher win players with other higher win players.
Misc.
Fixed an issue where your Master would float above the pedestal in solo challenges
Prepared a number of systems for the upcoming Season Reset at the end of February
Polished the plate that Masters stand on
Fixed an issue where the UI would show you as lowest among Grand Masters in a new season, despite being highest - Thanks Memfisto
Fixed an issue where Premium Upgrade bonuses weren’t displayed for Draft matches
Fixed an issue where going into Solo Challenges before you selected a Master in Draft would hide away skill info when you returned to the draft
The Leaderboard no longer shows Draft decks, only ranked decks.
Updated Crossbow Guild’s tooltip to properly show the production speed of 4.8 sec. No balance change.
Fixed an issue where Troubadour would not be highlighted by spells - Thanks 3FFA
Fixed fog in forward rendering mode not applying to the standard shader.
Fixed an issue where quitting before the match properly started would create a replay that displayed the wrong result.
Fixed an issue where Illusory Cleaver could cause infinite loops upon death.
Fixed a number of issues where Xiao Long would Spell Burn when he shouldn’t - Black Hole, Stun and Ghost Conversion.
New Season Ranks are now based on your Best Rank in the previous season, rather than the rank you ended at.
Ghost now properly interrupts itself when its target is converted.
Fixed an issue where the game would display getting rewards from new Leagues multiple times, despite the user not actually getting them.
Tweaked the Building placement system feedback to be much clearer and display exactly where you can place new buildings in relation to already placed ones. This has had a slight effect on the actual radius of the buildings.
A small hint for a new Master coming is now visible in Master selection
Fixed an issue with Watch & Win not ending correctly
Reduced the performance load of the Main Menu GUI system
Today is a smaller patch than usual content wise, because we’ve been focused on improving a number of our existing systems for performance and structure. This won’t show much until we get further in development, but it sets us up for future updates to take effect :)
New Card
Fire Imp - This little pyromaniac throws fire at ground enemies, dealing a lot of damage over time.
Balance Changes
The Draft matchmaking now waits longer before expanding the search for opponents. This favors pairing higher win players with other higher win players.
Misc.
Fixed an issue where your Master would float above the pedestal in solo challenges
Prepared a number of systems for the upcoming Season Reset at the end of February
Polished the plate that Masters stand on
Fixed an issue where the UI would show you as lowest among Grand Masters in a new season, despite being highest - Thanks Memfisto
Fixed an issue where Premium Upgrade bonuses weren’t displayed for Draft matches
Fixed an issue where going into Solo Challenges before you selected a Master in Draft would hide away skill info when you returned to the draft
The Leaderboard no longer shows Draft decks, only ranked decks.
Updated Crossbow Guild’s tooltip to properly show the production speed of 4.8 sec. No balance change.
Fixed an issue where Troubadour would not be highlighted by spells - Thanks 3FFA
Fixed fog in forward rendering mode not applying to the standard shader.
Fixed an issue where quitting before the match properly started would create a replay that displayed the wrong result.
Fixed an issue where Illusory Cleaver could cause infinite loops upon death.
Fixed a number of issues where Xiao Long would Spell Burn when he shouldn’t - Black Hole, Stun and Ghost Conversion.
New Season Ranks are now based on your Best Rank in the previous season, rather than the rank you ended at.
Ghost now properly interrupts itself when its target is converted.
Fixed an issue where the game would display getting rewards from new Leagues multiple times, despite the user not actually getting them.
Tweaked the Building placement system feedback to be much clearer and display exactly where you can place new buildings in relation to already placed ones. This has had a slight effect on the actual radius of the buildings.
A small hint for a new Master coming is now visible in Master selection
Fixed an issue with Watch & Win not ending correctly
Reduced the performance load of the Main Menu GUI system
Rogue'n Roll just got released on Steam ! A lot more content, polishing and optimization are coming, it's only the beginning ! I hope being able to update the game for years, and i also hope you will enjoy it.
Rogue'n Roll just got released on Steam ! A lot more content, polishing and optimization are coming, it's only the beginning ! I hope being able to update the game for years, and i also hope you will enjoy it.
We're 5 days away from launching our Belko VR Escape Room on Steam.
BloodyDisgusting.com just gave us some good press about our process and the idea behind the game.
“We felt that we had a unique opportunity to do something a little crazy by taking the core idea of being trapped in the Belko Industries building and distilling that down to a Roomscale experience,” states Dan Clifton, who co-produced the film and also developed the game. “Players will become a Belko employee and be immersed into a fight for survival. It’s fun, at times threatening and scary and fully interactive.”
James Gunn said, “The Belko VR – Escape Room Experience is scary as hell with lots of insane puzzles and moral choices. As an active gamer, I’m so excited about where VR is going, and this is a step in the right direction. David Yarovesky and Dan Clifton did an amazing job capturing the film’s unique tone and the game is just as twisted and fun as the movie.”
We're 5 days away from launching our Belko VR Escape Room on Steam.
BloodyDisgusting.com just gave us some good press about our process and the idea behind the game.
“We felt that we had a unique opportunity to do something a little crazy by taking the core idea of being trapped in the Belko Industries building and distilling that down to a Roomscale experience,” states Dan Clifton, who co-produced the film and also developed the game. “Players will become a Belko employee and be immersed into a fight for survival. It’s fun, at times threatening and scary and fully interactive.”
James Gunn said, “The Belko VR – Escape Room Experience is scary as hell with lots of insane puzzles and moral choices. As an active gamer, I’m so excited about where VR is going, and this is a step in the right direction. David Yarovesky and Dan Clifton did an amazing job capturing the film’s unique tone and the game is just as twisted and fun as the movie.”
Hi everybody. Sorry it's been a bit of while since the last update, but we've been working mainly on multiplayer. However, since that's not quite ready for release, we took some time out to make another update for single player. Currently it's only on the beta branch, but hopefully will be made a general release next weak. If some of you have the time to test the beta though, it'd be a big help. Please remember to state that you're using the beta if you make any posts about it.
The main theme of this update, is improving diplomacy. A lot of changes were made as a result of community suggestions, so we thank you for those and we ask you to keep providing your feedback!
Diplomacy Changes
Added limited trading of settlements. Settlements may be traded as part of a peace deal, or if returned to the previous owner or founder, or if small enough to be disbanded.
Added trade embargo declaration.
Added option to trade info about enemies
Added diplomatic agreement to attack other players
AI and Player can make counter offers during negotiations
Number of diplomatic offers a player can make per turn is limited to 3.
Can only initiate negotiations with other factions if city or character location is known
Trade status shown on diplomacy screen
AI more likely to combine against player who is winning
Improved ai algorithm for detecting if player is likely to attack them
AI and player offer fraternal harmony pacts of same length (40 turns)
Looting reduces diplomatic liking
Vassals can't loot or block trade if player has an agreement with their overlord. Similarly if a player has an agreement with an overlord, they can't loot their vassals.
Can't make own noble rebels into vassals
Other Changes
Looting messages now given for each stack looting, so that zoom button can function
Stacks can't replenish if they've been in a battle
Fixed problem with trade routes being duplicated when a settlement changes hands
Fixed freeze bug when shooting
Fixed being able to click improvement icons through UI
Fixed cities starving in first turn of custom game.
Fixed issues with trade routes not being removed when at war
Improved handling of eliminated players
Fixed a couple more bugs relating to freezes and lost income.
More animation improvements.
Added a notification for when there isn't enough money to start a queued building.