Want to view our game through the curator? Send your inquiries here: LuckyGamesSteam@gmail.com, with a link to your curator, the keys will be sent via the communication system with the curators.
Mercenaries and coinslaves seeking to freshen up their war-face can expect some bold additions to the character customizer with the Face of War Update! Six barbaric new hairstyles are available out of the gate, with a further 10 new facepaint options unlocked from the new utility encounter, the Goblin Tracker.
Warpaint is a brand new facial customization option inspired by the fashion stylings of the goblin faction. Take to battle with a lurid death's head motif and teach your enemies the true meaning of fear!
This update is free for all players - you'll just need to claim the rewards from the Additional Content page to add the tokens to your bowl.
New Features - Bonus Critical Button - Lv 2 Blue Monster, gain extra reward after kill it - Landmarks, gain bonus effect after active 4 similar landmarks - Logs, show all action - Information windows, show some information for monster and player
Improvement - System upgrade, mostly on Button effect and Windows effect - Slightly adjust UI for monster information - Add view range visual on Player - Add Pause/Continue game button - Show Panel and effect after gain the Artifact - Show more information on Objective Windows - Improve performance for "Unknown Animal" performance - Item Modify, Resurrect Heraldry, revive to HP 1 > revive to HP 50, WATER and FOOD is 100% - Slightly adjust game difficulty - Slightly reduce spawn area for monster and item
Fixed - Not allow click any thing behind the pop up - Not allow move when game is pause - Not allow click any thing during load game - Not allow use empty space be player name - Not allow pause game during fight - Remove "Space Bar" and "Esc" key input - Solved sound effect doing adjustment is not working instant - Solved sound effect volume doing adjustment is not working instant - Solved BGM not looping on root scene - Solved some time will trigger hidden error - Solved some time cant finish game even collect 4 artifact - Solved some time after escape, not longer trigger fight - Solved some status effect not showing after load game - Solved escape button some time not working well - Solved Day label not show in proper in 1st day - Solved some time view range not working well - Solved view range not working well after load game - Solved when trigger fight during open craft windows - Solved monster detect item not working well after load game
also this week we have made a good progress with new features so that we came to a version. For all those who are longing for early access. We have created a good todolist with basics that should be bug free implemented for the early access. We are already working through the list intensively.
To our new features. We've made the biggest change in the news display topic, we've implemented a news banner. So a band at the bottom of the screen informs you about the news from the game world. If there are important news this band turns red and there are additional buttons. By clicking on the buttons you jump directly to the current natural catastrophes. So you always stay informed about the current important events. If the banner takes up too much space, you can of course hide it.
With the news banner we have implemented the natural catastrophes so that they can appear now with a certain probability distributed on the map.
Furthermore we have extended the sabotage menu with cockroaches and the bribery of construction time. As soon as you sabotage an enemy building with cockroaches the condition of the building decreases drastically. This loses the building to arbitrariness and the enemy loses his source of income. The construction time bribery doesn't only work with enemy buildings. If one of your buildings is still under construction, you can bribe the construction manager to reduce the construction time. Conversely, it works for enemy buildings. With these the construction time is extended. The opponent loses more money because of the constant costs and because the neighboring buildings don't want to have a construction site next door, they lose popularity again.
With the buildings we got also some new ones implemented. A shopping center was designed and integrated under the category Shops. The building is one of the larger buildings and is designed for larger numbers of visitors.
Update Log: -CLIENT: EVENT BANNER architecture Basics integrated -SERVER: Event system connected with catastrophies -CLIENT/SERVER: Catastrophies playable integrated -CLIENT: News Buttons for catastrophies implemented -CLIENT: NewsBanner & News Buttons with differents scalling & resolutions -CLIENT/SERVER: Sabotage: Cockroaches & Buildingtime bribe included
This is our second update since we entered Early Access. We are still focusing on bug fixes, but we did add the Delta-V display in the designer, which has been very highly requested. If you want to help us decide on what to do next, make sure you vote on the stuff on the Roadmap!
ENHANCEMENTS
Added Delta-V, TWR, and Burn Time information to the designer. It can be toggled on/off with the button in the top right of the Staging Editor.
Improved craft switching in the Map View to not require the flight scene to reload when the craft is nearby.
Upgrading to 2018.2.15f1
Photo library now automatically selects the Camera Roll album when opened.
Smoothly transition camera back to craft when clicking RECENTER button in flight.
BUG FIXES
Increased the buoyancy of the command pod
Fixed a bug that would cause docked crafts to spin.
Fixed a bug that could cause crafts to appear to randomly disappear during flight.
Fixed a bug where RCS would stop working when the center of mass became very close to the nozzles.
Fixed bug occasionally teleporting crafts with wheels when tire tracks are disabled.
Fixed a bug that caused planets to look jittery during warp.
Fixed a bug with symmetry that could lead to errors in the designer.
Fixed a bug that could make a sandbox unplayable if it was unable to load a single craft from file.
Fixed a bug that could cause errors when undoing or redoing a step in the designer.
Fixed the texturing on the checkered parachute
Reset the Enable Auto Rotation flag to true every time the player enters the designer in case they accidentally disabled it and don't understand why they can't connect parts anymore.
Fixed a bug that prevented time-warp when the craft was stationary on the ground.
Fixed bug where target information can become incorrect for burn nodes far into the future.
Fixed a bug that broke reentry effect visuals when a part has been mass scaled to zero.
Fixed a bug where the altitude would become too big to display at very high altitudes.
Fixed a bug where the rotation direction became backwards when the camera was looking at the craft upside down.
Fixed a bug where the center of thrust was not updated when changing an engine's Fuel Consumption.
Fixed a bug where the fuselage gizmos would not show up after cloning a fuel tank.
Fixed a bug that could cause the UI to disappear after taking a photo.
Fixed a bug that was causing bug reports generated during challenges to not reflect the true state of the player's sandbox.
Fixed a bug that would allow parts of a craft to hover in the air after the craft was destroyed.
Fixed a bug where the the Upload Craft would fail if the player had changed the stage activation type of a non-engine to Engine. Not sure why a player would do that, but Kevin did.
Reduced wing area threshold when determining if the wing should have physics enabled or not from 0.25m^2 to 0.15m^2.
I still remember that the first announced console platforms of "WILL: A Wonderful World" were PS4 and PSV. Although PSV was abandoned due to some reasons, the PS4 version has been continuously developed. Interestingly, due to the convenience of the development kit of Switch, the Switch version became the first released console version.
The PS4 version was finally ready recently on PSN store (only in Japan). The Japanese version does not contain English, but don't worry, I'm preparing the Asia/EU/US version which contain English. Thank you for waiting.
PS. Since I have started developing a new game, I probably would not check the discussion board frequently. So sorry that I didn't respond some of you in time. If you encounters any problems in this game, please contact me by sending an email to kissme@wmy-studio.com . I will continuously maintain this game.
bugfixes - Slots setting: added default settings - You can choose a random map when creating offline games - Changed control for jumps and sprints - Small settings window in the menu - Removed the window for selecting the resolution of the game when the application starts - Grenades now damage players - Removed non-moved models remaining on the map - Fixed reload triggers when running and climbing - Now the server name corresponds to the user who created the game - The game score is now always near the timer.
The release date for the finished game is up in the air atm, but please expect 2019. I hope you have a happy holidays and look forward to Falnarion Tactics coming soon!
Features: - I have changed the calculation for attack rate modifier! - You can now attack faster than ever before, and the number limit is much higher. - It is possible to get down to 1 frame between animations now for melee, 2 frames between shots for ranged (@ 60 fps) - Paladin Consecration Blocks now save which block it replaces and puts that block back once it wears off. - If there are enemies that the Paladin dashes through or into while using Pureboots, they will be purified. - If you re-consecrate the same ground, the timer now refreshes on that block. It was just skipping it.
Bugs: - The Paladin Consecrated Blocks would overwrite the ore in nightmare mode, but it has been fixed. - Fixed a minor bug that happened when the game reached max particles.