I'm making a open-beta branch available now on Steam for our V3.2.3 update! This update has been the culmination of 5 months of rewrites and additions to support our upcoming DLC. If you'd like to get your hands on the new features, then select the V3.2.3 beta branch from Barony properties menu in Steam.
Make sure you backup your savefiles and scores when updating, as you may experience crashes when downgrading to the old V3.2.2 branch. We've been using this build for our Developer Livestreams and it has been fairly stable, so you should be safe to stick to this beta version.
We're still finalising some store page business on the DLC front, but getting this base update out now will allow our DLC launch to go smoother when it's ready.
Let's mix things up with Alchemy!
Combine potions to suit your needs, experiment and learn the secrets of Alchemy! In this V3.2.3 update we've added the Alchemy mechanic with it's own proficiency available for all players!
Getting Started With Alchemy
Alchemy requires 2 potions and a new item to get started - the 'Alembic'. You'll be able to experiment out of the gate using the new Brewer class in our upcoming DLC! Otherwise you might be fortunate enough to find one of these inside a potion chest or sold at your local Apothecary shop.
Alembics are reusable but have small chances of degrading, so it's best advised to keep a spare or two handy. Brewing acidic potions increases the chance your alembic may break.
Once you get your hands on an Alembic, you'll have the option to 'brew' or 'experiment'.
Amateur alchemists learn by drinking potions or combining potions using the 'experiment' option to build up their knowledge of ingredients.
Note: Cursed Alembics will produce cursed brews, and blessed Alembics give you sweet blessed potions.But a cursed Alembic does have uses! A cursed potion may give you the same effect benefits of a blessed potion. The blessing/curse interaction potion changes are shown later on. Also if you have a +0 Alembic, the resultant brew will be the minimum curse level of the two ingredients you mixed.
You'll soon learn a select few 'base' and 'secondary' ingredients
Mix a 'base' ingredient with a 'secondary' ingredient and voila! You've discovered a new recipe. Which ones are which? Well you'll figure it out! No chemistry degree necessary!
You'll learn that certain 'base' ingredients tend to produce certain potions with similar characteristics.
Water can be used to dilute other potions, but be careful to not overdo it or you'll ruin the batch!
The sweet citrus notes of dungeon juice create potions that make you feel great!
Booze makes you feel bad enough on it's own, but what kind of other effects can you make out of it?
To keep track of what you have learned so far, mouse over the Alchemy proficiency in the in-game skills page.
Here our budding Alchemist can make use of water, juice and blindness potions using the 'brew' command.
Some potions have no special effects in Alchemy, and using them will always result in a potion of sickness.
Using the 'brew' command instead of 'experiment' will show you known "good" combinations that don't dissolve into potions of sickness. That being said, a potion of sickness might just be the ingredient or offense you want!
Potion recipes are fixed, so carry your knowledge through each playthrough!
How can I keep up a stock of potions? When you're not assaulting enemies with concoctions, maybe you'd like to stop and have a little taste. The higher your Alchemy proficiency, the greater chance you'll be able to recover an 'Empty Bottle' when drinking potions. Combining potions will also allow you to recover some extra bottles for later use.
Apothecary shops or potion chests also have a chance to carry empty bottles.
Equip an Empty Bottle in hand, and use it on a fountain or sink to tap a potion into your bottle. Keep an eye out for slimes or succubi!
Ways to level Alchemy
Drinking a potion you've never consumed before will always result in an Alchemy skill point. If the potion is a 'base' or 'secondary' ingredient it'll be added to your Alchemy tooltip.
Brewing a potion you've never tried mixing before will add to your knowledge and result in an Alchemy skill point. Otherwise brewing will level your Alchemy skill with a 50% chance.
Throwing potions has a 20% on impact to level your Alchemy skill.
Alchemy Skill Bonuses
Alchemy modifies your potion impact and effect damage by [100%/110%/125%/150%/250%/400%] for each proficiency tier
Increases chance of duplicating potions with water [50%-100%]
Increases chance of recovering empty bottles when consuming potions [60-80%]
Increases chance of recovering empty bottles when brewing potions [50-75%]
At Legendary Alchemy, your alembics will never degrade, and all potions you create have a +2 blessing!
Potion Changes
Thrown potions that heal or provide positive effects (strength, cure ailment, healing, juice) no longer deals impact damage to allies or draws aggro to the player.
Added an Apothecary shop to the Hamlet map, replacing a general store.
Added particle effects for healing effects of potions (booze, healing, juice)
Added 4 new brewable-only potions:
Potion of Strength: Grants +5 STR and -5 PER for 1 minute. Each blessing increases the duration by 30 seconds. Cursed Potions of Strength will result in blindness.
'Unstable Potions'
These explosive potions deal 10 additional impact damage that is multiplied by your Alchemy skill damage bonus
Potion of Firestorm: Razes a target with 3 orbiting fireballs that deal low magic damage and ignite foes. Breaks down walls.
Potion of Icestorm: Chills a target with 3 orbiting cold spells that deal medium magic damage and inflict slow status
Potion of Thunderstorm: Strikes a target with 3 orbiting lightning spells that deal heavy magic damage
Each magic projectile from these potions is able to hit up to 3 other targets nearby
Impact damage is increased by 5 for each blessing/curse on the potion
Potion of Sickness: Deals (5 + (3 * blessing or curse) * Alchemy damage bonus) additional impact damage and poisons a target. (Previously dealt 2 damage)
Bottle of Water: Heals (5 * blessing) health if +1 or above. Cursed bottles of water now randomly curse a non-cursed equipped item when consumed. If no held items are eligible, then randomly curse any non-cursed inventory item.
Bottle of Booze: Heals 5 + (5 * blessing) health. Cursed potions reduce the heal by 5 HP per curse level
Cure Ailment: Blessed potions will provide (4 * blessing) seconds of increased HP/MP regen
Potion of Invisibility: Blessed potions provide (12 * blessing) extra seconds of invisibility. Consuming a Potion of Invisibility breaks monster aggro if the player is greater than 3 tiles away from hostile monsters.
Potion of Levitation: Blessed potions provide (12 * blessing) extra seconds of levitation
Potion of Speed: Blessed potions provide (12 * blessing) extra seconds of speed
Potion of Paralysis: Blessed or cursed potions provide (2 * blessing or curse) extra seconds of paralysis per level
That about wraps up the Alchemy portion of this update, let's move on to the other changes and goodies:
General
Added two new game/server flags (found under settings->misc)
+1 Life: Every player spawns with an amulet of lifesaving. Steam Achievements are disabled while this mode is enabled.
Keep Inventory On Death: Multiplayer only. Players no longer drop items when they die. On respawn, will revive with all items equipped as they were. Does not disable achievements, but reduces your final multiplayer score by 50%.
Added active status effect icons next to the sustained spells UI
Icon blinks when the effect has less than 5 seconds duration remaining
Option to disabled this UI element is found in video settings
Cockatrice Lair secret level now prevents sources of levitation due to soft-locking possibility
Insectoids now have 2 animated wings/antennae on their model
Items
Added 'Backpack' item
Provides 1 more row of inventory if not cursed
Equipped in the player's cloak slot
Does not burn like cloaks
Items get sorted into the last row only if all other slots have been filled
Autosort does not modify any items in this additional row
Backpacks can be found rarely in hardware shops or chests
Added 'Potion of Polymorph' item
If consumed by a player, transforms the player into a random humanoid monster
If player starts as a monster race, the polymorph effect transforms the player into a human
Polymorph duration lasts 4-6 minutes
Polymorph effects dissipate when swimming in water, or drinking from sinks
When thrown at a monster, the monster will polymorph into a random creature
If the new creature can not wield the same equipment, the old equipment will drop on the floor
The new creature will copy the stats of the original polymorphed target (Crystal Golem to a rat anyone?)
Polymorphing a monster is permanent
If a flying creature is polymorphed and there is no floor to stand on nearby, polymorphing will instantly kill the creature
Scroll of Enchant Weapon now targets 'melee gloves' if no weapon is held in hand. (Applies to brass knuckles, iron knuckles, and spiked gauntlets)
Scroll of Repair now has a GUI (like identify), no longer targets random equipped items
Can target any item in your inventory (does not have to be equipped, or unbroken!)
Raises status +2 levels if the item is not broken
Raises status +1 level if the item is broken
Cursed Scrolls of Enchant Weapon/Armor/Remove Curse now reverse the blessing of an item (e.g +2 to -2) or take a +0 item to -1 curse.
Reduced crystal weapon breakage chance (now slightly less durable than other equipment types)
Crystal weapons now have 2x chance to level combat proficiencies
Halved item breakage chances in Hardcore mode
'Melee gloves' (brass knuckles, iron knuckles, spiked gauntlets) now have chance to degrade on use
Magic
Added tooltips for magic spells, showing damage, effects and sustain costs
Spray Acid spell now deals 10 damage per projectile (from 7)
Bloodletting spell now deals 30 damage (from 25)
Charm monster spell now only can charm 1 monster at a time into your service. The Charmed monster must die in order to be able to take control of another.
Invisibility spell now breaks monster aggro if the player is greater than 3 tiles away from hostile monsters.
Proficiency Changes
Added tooltips to show all gameplay interactions with proficiencies. Mouse over each entry in the skills panel to see details.
Added 'Unarmed' proficiency
Monk, Warrior, Barbarian and Wanderer classes start with some Unarmed proficiency.
Provides +1 unarmed ATK every proficiency tier (+0 to +5)
If 'melee gloves' are worn, applies scaling knockback effect on a fully charged strike
Knockback distance is increased with higher proficiency tiers
Knocking a monster into furniture or doors deals 5-10 damage and breaks the object
Unarmed skill provides additional furniture/door damage each tier
Unarmed damage from players has it's own damage type when applied to monsters. Damage effectiveness shown below:
Added new capstone effects for the following melee weapon proficiencies (to trigger the capstone effects, you must strike with a fully charged attack - holding the attack key until the strike):
Sword: +5 ATK and inflict 5s bleeding status
Mace: +5 ATK and 25% chance inflict 1.5s paralyze status
Axe: +10 ATK and inflict 3s slow status
Polearm: +5 ATK and inflict knockback status
Unarmed: +5 ATK and inflict paralyze status on a backstab strike
Other capstone effects added:
Shield: Your shields never degrade when blocking (excludes mirror shield)
Ranged: Your ranged weapons never degrade on use
All melee/ranged/shield proficiencies now provide improved durability on your equipment as the proficiency is skilled up
Melee proficiencies: Killing a monster has an increased chance to level your proficiency
Ranged:
Reworked several damage formulas. Thrown weapon ranged damage is now a multiplier [100%/110%/125%/150%/200%/300%] instead of a static value 0-20 ATK. This enables thrown weapons to scale lategame.
Potions are no longer influenced by ranged proficiency.
Followers now gain +1 DEX every proficiency tier (influences movespeed)
Capstone changed to Goatmen, Insectoids and Goblins being recruitable
Capstone no longer allows unlimited allies
Followers now revert their color palettes back to normal if their leader died (A monster previously always reset it's allegiances if their leader died, but this was not obvious)
Followers no longer hunt enemies out of sight if told to wait in place
Followers now choose a random spot around their leader to walk to, instead of the same one over and over again
Followers scan for enemies more frequently instead of waiting for the player to get hit
Players accidentally damaging followers now results in a single attack in return instead of normal aggro
Added particle effect on successful leadership recruitment
Appraisal:
Added message to indicate if your appraisal skill was not high enough when attempting to identify an item
Sneaking:
Improved sneaking effectiveness (blocking without a shield), player concealment changed from 2 tile distance to 3 tiles
Improved assassination/backstab mechanic to be more reliable if the target was moving or otherwise not stationary
Locks:
Doubled base unlocking chances (previously was 1 in 400 at 0 proficiency, now 1 in 200)
Catching a target in a beartrap now always levels your locks proficiency
Monsters walking into bear traps now properly update their HP bar to the player
Capstone bonus gold on unlocking chests changed from 25 to 100 gold
Successfully lockpicking an automaton now always increases lockpicking skill
Hardware shops now have increased chance to sell lockpicks
Swimming:
Waterwalking capstone now does not disable your shield
Performance
Slight improvements for non-multithreaded networking
Improved sound effect processing to reduce frame drops
Bugfixes
Fixed 'use previous character' button overwriting the oldest savefile always
Fixed rare crash that could happen when an insectoid changed weapon
Fixed gates causing players/monsters to get stuck when closing. Now are passable until the colliding entity moves out of the way.
Fixed followers not pathing through the player when issuing movement commands
Fixed boulders spawning over doorways for the 5th time. Added new hat to eat if I'm wrong.
Fixed furniture having status effect colored health bars
Fixed hunger icon appearing if hunger was disabled mid-game
Fixed player arms occasionally animating in the same direction
Fixed cursed enchant weapon/armor scrolls not syncing between server and clients
Fixed human arm/footwear equipment not showing correctly in multiplayer
Fixed incorrect hunger message that could sometimes appear after vomiting
Fixed teleporting not updating player position correctly (affected Cockatrice Lair secret level trigger)
Fixed wall traps building a wall ontop of monsters and players
Fixed forcebolt spell tooltip not displaying 0 manacost when legendary spellcasting is reached
Fixed some modded content disabling Steam Achievements when it shouldn't. (Cosmetic mods e.g sounds/models/music do not disable Steam Achievements)
Fixed some items wrongly stacking when bought from shopkeepers
Fixed issue where identifying an item via appraisal would close your identify
GUI from a scroll
Fixed issue where multiplayer clients did not get notified of secret level blurbs ("you hear the sound of pickaxes")
Fixed crash when throwing a potion of cure ailment
'Greasy' status effect now lasts 1-2 minutes rather than indefinitely to prevent soft-lock at Herx
Encased: A Sci-Fi Post-Apocalyptic RPG - Stormtrooper
CRONUS Foundation was actively exploring, and exploiting, the Dome right up until the Incident. Thanks to Blue Wing’s efforts, roads traversed the sands, settlements blossomed, and research complexes arose alongside the mysterious edifices of the Forefathers. Some of these facilities subsided deep underground, a strange predilection of the ancient race.
Some even survived the Incident, and a few survived more or less intact.
Bunkers. Who among us fans of the post-apocalyptic genre doesn’t like a bunker? Preferably ancient, dilapidated, and abandoned. Or on the contrary, well maintained and populated. Encased provides plenty of options - for every taste.
In such locations one may stumble upon rich rewards. Or perhaps run into trouble. Or reveal a secret of the ruined world. Or all of the above!
White Swan Research Station is just such a place.
Soon after the Incident, local scientists decided they had the brains and the resources to go it alone. The head of the base, Vera Dammerung, overrode the complex’s security systems, drove out the Blacks and the Silvers, and imposed severe restrictions on access.
However, it is still possible to penetrate the station. If the guy manning the intercom buys your story, or you are a genius at persuasion, or convince them you make a better ally than enemy - the main gates will swiftly open. The point is not to overdo it. Scientists typically avoid physical conflict, and the guards here are all automated, robotic - which means they are ever vigilant and have no concept of mercy.
But you can also rely on cunning and ingenuity. There is a second, hidden entrance within a labyrinth of nearby caves. If you successfully navigate those narrow stone passages, bypassing the traps and defeating your opponents, in the deepest recess of the caverns you will find a back door to the bunker. However you will likely have to do some talking there as well.
But it's worth it. A handful of former White Wing employees have something else to offer: crazy theories, stories of academic squabbles, violent struggle, and a massive cover-up... In other words, a run-of-the-mill scientific community, multiplied by a high-tech sci-fi future, flavored with the grim spirit of the post-apocalypse.
For example, you might try to solve a dilemma for two former colleagues. They each accuse the other of villainy, deceit, sabotage and -more seriously- coffee theft. But dig deeper and you’ll find out there’s more, and not much of it related to science (yes, a woman is involved, one with a good old-fashioned dark past).
Having earned the favor of the bunker’s inhabitants, the hero will gain access to rare, experimental equipment, as well as upgrades made possible with the assistance of certain specialists. The station scientists will also buy advanced relics at a good price. Speaking the language of RPGs, White Swan is a hub for high-level weapons and armor, and interesting quests.
The leaders of White Swan wish above all to maintain their neutrality. Nevertheless, if you belong to certain factions you can always try to play diplomat. For example, Carmine Heights and the New Committee would love to collaborate with the Dome’s preeminent scientists. Always remember that the consequences of your choices, and the actions taken to implement them, rest entirely on your conscience.
Therefore, all experienced wasteland explorers -as well as the greenest of rookies- are strongly advised to pay the “eggheads” a visit at some point.
But don’t forget: those turrets flanking the entrance are no joke.
And while you sit back and imagine the battle with turrets and the epic relic armour upgrade, we’d like to talk about how Ecased is doing.
In one word — well. Dark Crystal Games is working hard to put Encased in early access.
Lately, we set up a new terrain system and now we turn the whole desert upside down. We put rocks here and there, plant sickly bushes, hide anomalies. That’s why we’ve expanded the team by hiring a talented level designer.
There are new people in other departments as well — considering the amount of 3D content we need, we’ve got a couple of 3D modellers. By the way, they made a cool game recently. We won’t name it, but if you love RPGs you almost certainly heard of it.
A lot of assets were modified and improved: uniforms, environment items, character models… All for the sake of the game looking as good as possible when it’s out.
The modification job is not all though. We have numerous ideas for various content, from a random encounter with predatory fireflies we came up with in the first month of development to a separate infrastructure for the Orange Wing employees. From a bunker that was a teleporter testing ground to raiders’ den hidden inside a dried up well… The team is at last on the google docs our game designers and writers filled with their wildest ideas. So by the moment the game is in the early access the desert will be thick with quests, random events and stashed arms, as well as many other things we all love the classic RPGs for.
Hello, everyone! Had a good holiday,I'll be back at work tomorrow,I will resign with my present company in the near future,develop Bright Memory full time as soon as possible. This month I'm going to make the controller support Bright Memory,because this is my first time developing controller support,for input switching between keyboard and controller,It may take some time to make the UI switch,if I have some problems,I'll release a test version first,And then update it again and again.
In addition,I will make an important announcement in March,Bright memory in the future development direction have been confirmed,I'll also post some of the latest game images.
February 11 to 18,The first discount of Bright Memory,if your friends are interested but haven't bought yet,you can tell them.~
I may have been "Repto-mum" on the subject for a while, but rest assured, there has been slow but steady progress on the game. The Flame Breath item is now nearly 100% working, and (mostly) killing the enemies it's supposed to. This adds some survivability to encounters with MiniTanks, among other things.
So much of the time is spent on debugging, though, that sometimes it feels like I'm going in circles.
For an analogy of the debugging process, I like to think of an uneven carpet with ridges in it: you pat one down, and sure enough, another of equal size forms in a different place. Usually in the dark. Oh, and most of the time, you're blind.
Anyway, the upshot of this is that there is now at least one respectable stage of every type, except the City type (nothing against cities -- I just can't move this thing).
A full build -- "mostly complete", in Steam's words -- will likely go up soon. Stay tuned.
Today I publish a small stability update. At the moment I investigate a strange bug, that crashes the renderer process in some cases. This one is really hard to locate, but I hope I got it.
[UPDATE] I have found the bug and fixed it. It was located in the comments page. ;) [/update]
Please stay in contact and give me feedback, please.
If the "grey-screen-bug" encounters you can do following: - Go to the folder 'documents/youtubecenter' - Delete the file Playlists.db - Restart the YouTube Center
We added localization support and Russian language.
Spawn point
Clicking the right button on the bed, you can set the spawn point, as well at the bottom of the screen the direction to this point is always shown, to never lose your base.
Generating structures on the map
The screenshot shows the generation of a conventional cube of bricks on a map, but houses, ruins, etc. can be generated in the same way.
The way of moving is slightly changed.
It was difficult to get out of the caves, so we added the ability to climb steep slopes, but the speed of movement depends on the angle of the surface.
Database categories
The database is now divided into categories for more convenient search for the desired items.
Planetarnay map
Remote mountains and islands now exactly match the block map. If you see an island, it is actually there. In the future, boats and even aircraft will be added, with which you can quickly move around the planet.
now you get all new ideas for topics with levelling up Gamedesign skill (working on games and unlocking new topics provides experience for gamedesign skill)
game analysis now available at PC level 3
night satiety subtraction is now a random value between 70% of night satiety and 100% of night satiety
The first couple of days was a close fight between xaagon, RETROALEX and Pierre Nodoyuna for the top places with javimod, dukkenuken and Susiquiu fighting for the 4th place. Then former champion lordNEON did an awesome comeback with very fast times in all the competitions... the last day Pierre Nodoyuna started to fine-tune his cars finding some tents to close the gap to lordNEON and win 2 competitions finishing tied in points!!
Round 02 started Fri 8 Feb We'll have only the new Monster Pickupwood and the Supertruck for the whole serie!! :D See you all on track ;)
Been a couple of betas now, we are currently at Beta 1.6. Very close to final release. There will be more content coming after release from early access as well.