With this unstable push comes an unveiling of something we’ve been working on in semi-secret for a little while - a Titan fight! The Elder God of Squidliness has undergone some changes since being teased so long ago in the kickstarter video, in order to better test your whole town rather than just seeing how much ankle-chopping your soldiers can do.
Details
The encounter is intended to come at the end of the Orc campaign, as an optional “end boss”.
Very basic instructions: During the Titan fight, various nasty things will spawn, each with a different effect and way of defeating it. Each little thing you defeat will hurt the Titan - hurt it enough, and you’ll see victory!
⚠️ At the moment, the encounter won’t start properly on an older save file.
To start the encounter normally, finish the Orc campaign. You will get another visit from Erdene, who will talk you through the encounter.
To test it more quickly (without some of the background and instruction), use the “debugtools” mod Item Stamper tool, search for “orc_titan_gong”, and place it. There is a button on the gong, where “Move” and “Undeploy” are, that will kick off the encounter
Prepare carefully! This is intended to be the most difficult event in the game, so don’t be surprised if you get overwhelmed or wiped out on your first try. Since it’s right after the end of the Orc campaign, it’s anticipated that your military is one that can beat the top-tier Orc raids and camps, for example.
We need your feedback! What’s most helpful:
Bugs!
If you hit asserts, errors, or behavior bugs, let us know on Discourse
Pacing!
Was it just too frantic? Were you bored?
Learnability!
Did you have any idea at all what was going on? Did you manage to win? How many tries did it take?
Feels!
What was your emotional experience starting, playing, and (hopefully) finishing the fight?
We’re putting this out there not-quite-finished, so we know there are a few rough edges that need polishing, but nothing that’s transformative.
Other changes
Added support for placing fixtures on roofs.
Added an option to disable the town inventory limit (no performance guarantees).
Added support for 1-level and (snapping) 5-level terrain slicing.
Added better preset controls to the graphics settings menu.
Added horizontal scroll with the mouse wheel in biome and faction picker UIs.
Updated hearthling outfits to better reflect what crafters do at a glance, promote instant recognition via silhouette, and have a more cohesive color palette.
Updated the building template menu to be taller and not trim names.
Updated the citizens menu to sort by job by default and remember sort order.
Improved AI robustness by having it retry after a delay when stuck.
Optimized server performance, including pathfinding, happiness, and crampedness calculations.
Optimized client data marshalling to reduce UI and graphical hitches.
Optimized light rendering performance.
Fixed the building editor allowing fixtures to be placed on unselected buildings.
Fixed several issues with placing building templates containing sunken structures.
Fixed an issue with item quality management in the building cost calculations.
Fixed building names not being saved unless Enter is pressed.
Fixed an issue with fixture refunding when destroying a building.
Fixed several AI errors in combat, guarding, searching, pathfinding and chasing logic.
Fixed an issue with healing buffs affecting incapacitated hearthlings.
Fixed hearthlings not restocking wall shelves placed above objects.
Fixed crafters keeping orders claimed when their job is off.
Fixed cleric continuing to heal when their job is disabled.
Fixed inconsistency between the item placement menu and the unit frame place button.
Fixed numerous UI errors.
Fixed crafting UI search resetting when recipes, resources, or crafters change.
Fixed an issue that caused newly promoted combat units to ignore existing commands.
Fixed an issue with loading in-progress campaigns from old savegames.
Fixed new citizens spawning in unreachable locations.
Fixed translucent materials not showing up in portraits.
Fixed plants changing orientation as they grow.
Fixed bronze and iron gears not appearing in supply bin filters.
Rend’s second Alpha roadmap feature is on the Reckoning: this is the huge war you’ve been wanting to experience in the survival genre. This global server event makes faction bases vulnerable to PvE and PvP attack for a short, set period of time. Factions that plan ahead will fare the best during a Reckoning, deciding on a strategy for how they intend to fight off the PvE waves, defend their damaged base from a PvP invasion, and whether to use the opportunity to assault an opponent’s base. We’ll be demonstrating the Reckoning at E3 2018 before deploying it to Alpha.
Here’s an overview of how a Reckoning event plays out!
In this chapter, Tsumihoroboshi, it's Rena's turn to go mad. As the chapter delves into Rena's perspective, we learn about Rena's past and what trouble she faced with her family. What really brought back to Hinamizawa? How did she manage to survive the curse before? Will she be able to survive it again? Perhaps most importantly of all... why is Keiichi responding differently than he usually would?
The Answer Arcs continue, and revelations await. So keep your eyes open and don't miss out!
Don't forget to check out our 07th Expansion page either:
In this chapter, Tsumihoroboshi, it's Rena's turn to go mad. As the chapter delves into Rena's perspective, we learn about Rena's past and what trouble she faced with her family. What really brought back to Hinamizawa? How did she manage to survive the curse before? Will she be able to survive it again? Perhaps most importantly of all... why is Keiichi responding differently than he usually would?
The Answer Arcs continue, and revelations await. So keep your eyes open and don't miss out!
Don't forget to check out our 07th Expansion page either: