Today we will continue to discuss some of the features for the upcoming New Game+. This time we will focus on armor upgrades & weapons in NG+. But first, a small clarification from last time: We were asked whether you will be able to reset the world state after finishing NG++++ and while we originally didn’t plan to, we decided that there wasn’t any reason not to. So, when we release NG+, you can restart as many times as you wish after you finish the 4th extra run, even though the difficulty won’t increase.
Alright onto armor upgrades! Whenever you start a new run in Immortal: Unchained all the shrines in the world reset back to their unclaimed state. This means that you can keep collecting armor upgrades in each new playthrough and try to keep pace as the world around you also gets stronger. It is very important that you collect all the shrines you can find though, since any armor shrine you haven’t collected when moving on to the next playthrough is lost…
When you collect weapons in NG+ and beyond, you will notice that they are stronger variants of the original versions. We wanted you to still get a feeling of finding better equipment and progressing. Naturally, the weapons don’t improve as fast as the enemies, but if you wanted this to be easy, you’d be playing something else, right?
New update is live! It includes: – Improved PVP looting mechanics – Server-side performance improvements – Several balance tweaks – Numerous fixes
Check these changes on your own Also, don’t miss the upcoming PVP event! It will start at 10:00 PM GMT (Saturday, November 03). Join us in the arena on the [NorthAmerica] Aquilla server and fight for fame in 5v5 battles. The winners will be immortalized on the in-game monuments and every participant will be rewarded – to arms!
See you in battle!
Changelog v.0.8.7.0.1
PVP looting mechanics:
We made several changes to the PVP looting mechanics in order to solve reported issues and improve the looting balance. There might still be some remaining issues with the looting mechanics, because we were unable to reproduce more of them, but the system should be working visibly better. – Improved the PVP looting points balance – from now on, you can loot the most items looted from the own nation’s traitors, and the least from the own nation’s new player (greenleaf) or if you are a traitor yourself – Increased the PVP looting speed (without changing the respawn time), so you should now be able to loot more frequently – until now, the looting time often used to end before reaching the defeated player – Fixed an issue causing that in some cases a player could be looted by several players, which would allow them looting more items than they should
Gameplay:
– Further server-side performance improvements – From now on, after the State of War, the current owner of the location earns 50% all the tokens’ value to the guild account – From now on, the player-built workshops can be built inside the guild locations and at the nation-controlled minor flags (i.e. Volkvar Farm) – still, they can’t be built in front of the wooden main building, inside the gatehouses or right by them – Increased the respawn time of the quickly respawning guards of the native nation in castles (Blackrock, Volkvar, Waterford, Skogar, Dimar, Haddah) by 50% in order to improve the world PVP balance after the recent changes to the Fast Travel system – From now on, players marked as traitor/wanted aren’t able to open the gates and use the oil in gatehouses – Boosted the low-tier and reheated meals – Reduced strength of the NPC enemies in the Sea Wraiths world event – Improved synchronizing the queue and fuel burning progress in the player-built workshops – Removed the Legionary gear from NPC vendors’ assortment to balance the Sangmarian vendors – Disabled spawning the player’s character in the area of Sea Wraiths event and Volcano event – Messages informing that a player can join to the new world event because of the wrong party size or not being a leader, is now displayed right after clicking the “join” button, not when the progress bar gets to the end
Fixes:
– Fixed an issue causing crashing the game in specific interface windows in the Chinese version – Fixed an issue causing that the other players’ character were digging without shovels – Fixed an issue causing that skins of the existing player-built furnaces weren’t being loaded properly after the servers’ restart – Fixed an edge-case issue causing placing a token on guild location would consume money and set the token in database, but wouldn’t display it or start the State of War – Fixed several issues appearing while crafting the same product using 2 different player-built workshops – Fixed an issue causing that the invitation window to the new world event didn’t disappear even after successfully joining the event
Fullscreen, an awesome render made by Lordis3D! Not in-game functionality, sadly
Until now, we've put most of our focus on new systems like the new world generation, multiple colonies and co-op. This week, we've turned our focus to all of the new content in 0.7.0: new jobs, new items and new science.
Old systems have to be changed to facilitate unique jobs and science in different biomes. Much of the old content was hard-coded. Zun has been working hard to convert the old systems to flexible and streamlined .JSON files. They can easily be accessed by us, players and modders alike.
The list of things that can be changed in these .JSON files is steadily growing. It's now possible to use them to:
change the way the world is generated
change how biomes look
change the shape of trees
add or change blocks/items
generate specific complex block types easily (rotated blocks, 'job outlines')
add science
add or change player recipes
add or change npc recipes
add or change npc/zombie types
add or change audio files
add or change localization
change textures
add crafting jobs to blocks
add guard jobs to blocks
We can't wait to see how modders will use this new functionality! While working on these systems Zun has taken care to prepare them for Steam Workshop compatibility, meaning that it should be easier to add workshop support in the near future.
As both gamers and game developers, we have some pretty strong opinions about games and the way they ought to be priced and sold. We're noticing some pretty disappointing trends and we'd like to share our opinions about them.
Mods
We believe a great game is a sandbox which players can have lots of creative experiments in. Which doesn't mean every game has to be an open world game; I'd say the description above holds true for a more linear game like Portal.
Such a game is fun to explore within the constraints set by the developers, but it often holds a lot of potential for other kinds of fun. That's why cheats are awesome. We feel they were a lot more prevalent in the past. Who remembers 'rosebud', 'Photon Man' and JUMPJET?
Another way to greatly extend the amount of fun you can have with a game is mods. I've played lots of Third Age Total War. A brilliant game like Rising Storm was developed in cooperation with the modding community. Both Counter-Strike and Day of Defeat started out as mods for Half-Life.
It seems like big modern games are way more hostile towards mods than they were in the past. We feel the decline of both mods and cheats share a major cause: microtransactions. You can't sell XP boosters and swords with +5 damage if players can easily cheat or mod them into your game for free!
Microtransactions
They're fine in free-to-play games. I don't mind microtransactions for cosmetic items in multiplayer games. But pay-to-win multiplayer in a paid game is terrible, and microtransactions for important content you already bought are frustrating as well. As soon as a game introduces those microtransactions, the "grind" cannot be trusted anymore.
Many games contain some kind of grind, for XP, money or some other currency that can be spend on perks and upgrades. Grinds can be lots of fun if they're done well and there's a decent balance between time spent grinding and the rewards you're getting. But when microtransactions can be used to shorten the grind, the developers have a huge incentive to make the grind frustrating and annoyingly long. That instantly makes those games a lot less appealing to me.
DLC
Good DLC is DLC that could have been sold on a disc. Episodes from Liberty City was great GTA IV DLC, Operation Arrowhead was great Arma II DLC. Both were released a significant amount of time after the full game and contain a good amount of new content. It feels like a decent expansion that you wouldn't mind traveling to a physical shop for.
But when a full-priced game has just been released and it already has multiple DLC packages available, it feels like they're trying to nickel-and-dime you to death. If it's a cosmetic outfit that was available as a pre-order bonus, okay, but if it contains significant amounts of content it just feels like a scam.
A yearly release cycle with season passes
We haven't played Red Dead Redemption 2 yet, but it has received a lot of praise and our moderator Vobbert is very enthusiastic. The game has been in development for eight years and it shows, the attention to detail is fantastic.
The opposite is releasing a reskinned, formulaic sequel every single year. $60 + $50 season pass + microtransactions. It feels like a cynical attempt to milk your cash cows. In the end, I don't even believe it really benefits the developers; for every person that is willing to buy the season pass, there might be two who are turned off from the entire game because of the exploitative business practices.
Rainbow Six Siege is a great example of modern, non-exploitative game development. The game is now nearly three years old but still actively supported with events and new content. The community isn't expected to repurchase the game every 12 months. New maps are released for free, new operators can be purchased with in-game money but they can also be bought with euros and dollars. There are no pay-to-win elements.
Review score
On every game's storepage on Steam, there are two big colored sentences that show how positive or negative the game has been reviewed by those who purchased it. Every sentence, every image on the storepage can be adjusted by developers, except for this. It gives the community the opportunity to confirm that what's said on the storepage is pretty true and accurate, or that there are big problems beneath the surface.
I notice that I rely pretty heavily on user reviews when making purchase decisions, especially on Steam. It's a very useful system for customers, but it can be painful for developers. You'd rather not have "Mostly Negative" in big red letters next to your title.
In recent times, I've seen big franchises that I had expected to receive negative reviews choose not to release on Steam. Of course there are valid reasons to choose for other platforms, but expecting negative reviews and wanting to hide them is not one of them.
Although it is understandable that developers want to hide negative reviews, it is beneficial for customers that they are prominently visible. We hope that reviews stay visible, and we hope that ours stay positive. Knocking on wood now :)
What it means for Colony Survival
We expect to keep developing the game into 2020. Those who've purchased the game now will receive all new content for free, but the price of the game might increase to $25 after a big update. We won't add a microtransaction store with XP boosters and science bags available for real life money. We'll keep supporting modders. We're focusing on creating the best game we can make, instead of extracting as much money as possible from gamers. We hope this will be the most successful strategy in the end. It has been working pretty well up to this point :)
Programming Progress
In the past few months, I've been learning some basic C#. In recent weeks, I've been trying to apply these skills in Unity. The first steps were pretty hard, but it was a lot of fun when I finally got the hang of it. I'm sticking with simple interfaces for now, instead of more game-like programs, but I'm happy with the progress I'm making. If anyone needs help on how to start programming, join the Discord and @Pipliz me!
What's your opinion on good game development? How should games be priced and sold? Have you got any advice or criticism on how we approach things? Let us know here or on Discord!
Welcome aboard AIs, It’s time for our 12th Open development issue about Robothorium. Our weekly rendez-vous where you can see what we are working on, future updates and pretty much everything we have in mind.
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Today we want to announce you that we are working on the last mission for the Humanobot faction and Supremachine. You will soon be able to discover the outcome of their stories with epic boss fights.
What will emerge from your uprising? It’s all up to you, dear A.I.s!
The Supremachine:
You are now the last bulwark for Supremachine and your ultimate goal is within gun reach:
“DESTROY THE HUMANS CONGRESS!!!”
The Humanobots:
The situation is critical and the task is hard. Give a hand to Karin in her nomination to the Humans Congress. Will you be able to take up the challenge that Jaklov has put in place?
STEPHEN JAKLOV:“The entire world is watching you, Karin Henska! Succeed, and you'll conquer the hearts of the public, to finally enter the Humans Congress. Otherwise, back to the crummy rebel holdout you go.”
Indies are love
We have a special channel on our Discord call “Giveaway” where you can win each week a Steam key of an indie game that we love.
Each saturday we are doing a giveaway of Steam key from indie studios that we love and you will have a chance to win it for it by joining us.
We have prepared something special for you. Endsieg has a branching dynamic campaign tree which means that the outcome of battles or managing to fulfil certain optional objectives will affect the campaign later on.
We have drawn an infographic to show you how the system works!
The arrows connecting specific scenarios mean that the result in one scenario affects the other
Get more information on Order of Battle: Endsieg on his official Product Page
I’m happy to announce that version 1.0 is finally live. The game was updated accordingly. As I said before, not a lot of changes here, mostly bug fixes.
Please find below the changelog to the updates made between the last announcement (October 13th) and version 1.0: - 3 new levels added (levels E-N-D if the player has the necessary stars); - Corrected a few ambient effects and sound bugs; - Level 62 group sums and hints fixed; - 3 new achievements added (for completing levels E-N-D); - Small changes in (tutorial) text to make it more clear; - Performance tweaks; - Other small bug fixes;
Thank you very much for all the feedback and support.
Hi there! Halloween sale is already finished, and it is a time to remove holiday pumpkins form the settlements! Well, if that’s in case, we’ve decided to not just remove them, but also add some new changes.
We’ve increased an experience for the elder cave spiders and fire-spiders. Now your life in the “Dead Forest” must be more comfortable despite the name of this location.
The problem with sand spiders also was solved. Now they are not so coward, and they are digging themselves out when the shining moment comes.
The shadows from trees look much better from now.
(left - before; right - after)
The explosion of grenades and mines now can break the legs. Be careful with explosives, it is not a toy.
Michalych’s apartment was fixed up. He is a boss by the way.
You cannot go down the ladder with your legs broken. Also if you break the legs while you're on the ladder, you will fall down.
And the most important thing at last: pumpkins was removed. All bonuses to experience and loot were disabled as well.
Attention all survivors! Get ready for the particularly fierce battles this weekend - it’s bonus XP days in the Wasteland! During these days you will be able to become more powerful and gain any favour from the factions faster!
On November 3 and 4 the bonus to all reputation earned is 20%.
The event will be available from 0:00 GMT on November 3 until 0:00 GMT on November 5