I'll be releasing an update in the next few days that introduces a series of new level templates; These should help to make each game even more random.
These levels will have a combination of single, double or triple wave spawner nodes, making some of these levels fairly hard.
In the future as the game expand I'll be introducing a new way for the game to better select 'harder' levels as the game progresses, including new difficulty specific adjustments.
A hotfix was released to address the following issues in the v7.0.9 update. Make sure to restart the game to benefit from these changes.
- Crew Sorting in Away Missions: fixed an issue preventing crew from being sorted by skill.
- Cadet Challenges: Correction 01/11 fixed an issue that allowed a ticket to be consumed when watching an ad to use warp.
- Purchases on Facebook: Purchases will now display the USD currency sign. Please note that due to a change required by Facebook, prices will only be shown in USD on this platform. However, the purchase confirmation screen will display the price in your chosen currency.
Here is a brief overview of each of the playable Hoverships in Hovership Havoc. Each hovership has a speed burst ability from the start and can equip any two of more than 30 randomly dropped abilities. Each hovership is also fully upgradeable across 7 different stats like speed, shot rate and weapon damage!
Devastator: The Devastator is the quickest hovership available. It’s main weapon packs a huge punch with extremely high damage and a wide spread. But it balances out by having a short range and a low shot rate. You will need to keep moving and use this hovership’s speed to your advantage to get in close to deal damage, but then get away as quick as you can.
Plasma Gatling: Like the Devastator, the Plasma Gatling is a pretty speedy hovership. It’s main weapon has very low damage and a short range. It has a wide spread and an extremely high rate of fire. You will have to really watch your weapon temperature as to not overheat, but you can deal plenty of damage as long as you keep moving to keep your momentum.
Laser Blaster: The Laser Blaster is somewhere in the middle of all the hoverships. It has average speed, damage, range, and spread. This hovership shoots 3 bullets at the same time but you must aim accordingly because there is a gap between each of the 3 bullets which can be helpful because of the increase in spread. But it could also be tricky because some enemies can sneak in these gaps and not get hit by your bullets.
Pulse Cannon: The Pulse Cannon hovership is the slowest hovership in the game. It makes up for it’s lack of speed by having the highest damage and range. So you will need to hang back from the enemies and try to pick them off from afar as much as you can. It also has a really narrow spread which will really make you need to aim your shots.
Check out our demo and join us on Discord for a chance to be part of the private beta!
The best way to bring in a new year is always with a POOL PARTY! Lucky for us, Princess' annual pool party always brings the fun, and she's kicking off 2019 by inviting brand new Tier 4 Objectives and one of her best new friends: Bruno the Unicorn!<br><br>
Princess' Pool Party 4 introduces Bruno the Unicorn, and brings back Pilot Pam, Queen Siri, Bernard the Bartender, Princess Val the Mermaid, and Shenna the Centaur! The party officially ends on January 22, 2019 at 12:00PM PT, so be sure to unlock and gear up Bruno and the others before then!
We’ve continued to iterate on the wolf physiology system, and what information to show to players in the wolf badge/HUD. Initially we designed the new badge to show health and energy, as always, but with a key change: After eating your fill, your wolf will need to digest that food, so max-energy will drop for awhile, then slowly climb again after some hours. This was designed to discourage mass killing sprees as well as model a wolf’s physiology more accurately.
Back then, I strongly resisted the idea of adding a hunger meter. I didn’t want to add a meter for each function. (And I still don’t plan to add a thirst meter, for that reason. While you will get a modest energy boost from drinking, you won’t have to worry about running down to the river every day to get a drink.). But then after playing the game for awhile, I realized that we really do need something to tell you that you’re getting hungry. There are various ways to do that, but a meter seemed like the simplest.
Furthermore, with the new continuous day-night cycle, we felt it was important to include sleep in the wolf’s physiological model. Wolves sleep 15-16 hours a day, and so that is a major way that they pass the time, so making it optional (as it is in the old game) felt not only inaccurate but truly less immersive. So today’s video looks at how these meters all work together to create (we think!) a better, more sophisticated model of wolf physiology that doesn’t impede gameplay but does help players go deeper into the mind of a wild wolf — which is our central goal with the entire project.
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We don't have a release date yet but we are getting closer! Our plan is to release the first episode, Amethyst Mountain for PC/Mac on Steam and itch.io, as Early Access. That will be followed by Slough Creek some months later, then followed by the mobile versions.
Lamplight City made it on to a few really nice lists and award nominations. Here are a few that we would like to mention: Nominated for #TheBitAwards PC/CONSOLE GAME OF THE YEAR Playcrafting New York
Also big thanks to players who liked the game and told the world about it: Top 10 Games I played in 2018 @symphonyofswans
Best Pixel Art Adventure Games of 2018 Top 10 pixel art adventure games of 2018 @Virtumente
Honorable mention to: Games that should have been on this list by I haven't gotten around to playing them cuz I suck @GuyYuvalGP
and the people who posted in response to Quote this tweet with 3 games you’re going to play before 2018 ends. @GameSpot
Details on the update to version 1.09
This small update fixes a pesky bug in Case 1:
If speaking to Sabine Martin about the back room and the option to drop the subject was chosen, it wouldn't set the flag to close off the lead which allows Albert Martin to be accused. This caused the game to become unwinnable if Andrew Montgomery was made angry.
Previous saves are unaffected, however if already stuck in this situation, a game restart or load from a previous save will be necessary to proceed.
Also the save game system has been overhauled to fix an issue where saves were automatically overwritten to the same slot if some previous saves were deleted. There is also a message added when the maximum number of save slots (50) is reached, rather than just overwriting the save.
So… what actually happens during the turn when playing Heretic Operative?
First off, you take your actions – you have two Action Points (AP) to spend doing things like moving, researching spells, and using special abilities. During your action phase you can also do things that don’t require AP, like spending Influence to grow the Heretic network of Operatives and Townsfolk. This is the main phase of the game.
Once you are done taking actions, you must encounter an Adventure card in every location where you have an Operative present. These adventures require you to make difficult choices, like whether to risk exposure to save innocents in danger, or how to best avoid a Church Templar that is on your trail. Each location has a unique set of Adventure cards. There are around 270 encounters currently in the game, and we plan to add even more as post-release content, so the mix of encounters you will face can be very different from game to game.
Then the Cult takes a turn, advancing their plans and putting new threats out on the map. If you let the Cult run unchecked they will rapidly start creating their own powerful network of influence. Cult Activity causes more cards to be played from both the Cult deck and the Event deck, which can create a lot of trouble for the Heretics.
That’s just a high-level view, but here is the full official turn order:
Upkeep – “per turn” effects and other book-keeping.
Story – progression to next Story chapter, if conditions are met.
Action – player Operatives spend Action Points
Adventure – each Location with an Operative is activated
Draw an Adventure card and choose a primary Operative to encounter it
Combat occurs in that Location, if needed
Enemy – the Cult, Church, and “monsters” take actions
Automatic movement and generation of Cult Activity
Draw Cult or Event cards as the enemy meter fills
Here's a closer look at part of the UI – what turn & phase you are in, and AP remaining:
Of course, there are a lot of details still to go into for each of those phases, which we will get to in future mechanics posts. But next up is another core backbone of gameplay – resources and economy!
Welcome to the new players trying out Disc Jam! Be sure to check out the in-game tutorial if you're new to the game. We have an active discord if you want to chat with the devs.
Season 2 Starts on Monday so this is a great time to ramp up that SR before season rewards go out!