Recent changes (v.0.9.2): - Fixed teleport card issue - Re-balanced the monsters stats - Fixed the water spell animation - Regular potions now heal 400 Hp - Impouved item drops
Previous changes (v.0.9.0 / v.0.9.1): - Added preemptive strikes and ambushes based on directions (hero/monsters) - Added the second part of the forest - Added a new village: Garik-Hollow - Added the Shrine Dungeon - Added new skills and magic - Added more story line - Fixed various bugs - Added several new weapons and armors - Rebalanced enemies and bosses - Finalized the Cavern areas - Some placeholder chest now have rewards - Fixed a progression stopper in the Shrine Dungeon - Mac version is now on par with the Windows and Linux versions
If you are a Discord user, feel free to join Eastshade's very own public discord, where you can discuss the game, help one another out if you get stuck, report bugs, and see game and patch announcements.
And also we've pushed some new fixes:
1.06
made all harvestables regrow after 3 days
can now walk through large bushes instead of on top of them
many fixes to the French localization- font-related errors, text overflow errors, and translations errors
removed save lock from Sanja's quest, fixing the infinite save lock if players wish to leave the quest unfinished
fixed issue where some world state data was persisting between loads, bugging certain quests when reloading, for example Nika getting stuck in jug head quest.
fixed sky regression where moon, sun, clouds, etc were not showing
In your game library right click on "Rogue Empire -> Properties"
In properties select the "Betas" tab
On the drop down select the version: beta - Beta testing for next release
Changes:
Bugs:
Clicking on friendly characters from a diagonal position will no longer weirdly move to a horizontal position before moving to it.
The rare occurrences where you go back to a location and it has an NPC on the stairs/portal should not happen anymore.
Placed leg hold trap no longer removes prepared bonuses on enemy trigger.
FPS changes from the menu should properly work now.
Fences no longer block water splash damage across them.
Don't kill the bears achievements will properly work now. All kills with characters previous to this change won't count.
Auto explore no longer senses behind locked doors.
Every random generated dungeons should now have a path open to the next location.
Hidden/dormant skeletons should not be generated under doors anymore.
Encounters will not generate special room any more.
Command beast no longer possible on friendly targets.
Resolved some typos.
Balance:
Pylons can now drop loot on destruction.
Holy bold base damage increased.
Base divine aegis shield deflects increased. Spell level and spell power contribution to deflects decreased.
Falling Boulder spell can now be cast even it target is covered by a wall.
Falling Boulder spell damage per spell level increased by 30%.
Critical modifier formula changed. While initially the critical damage will be a little lower, the stat impacts on it are higher. This goes for physical and magical (now added to the character sheet) modifiers.
Nagas:
Naga's critical hit rating modifier changed to critical damage modifier.
Dwarfs:
Dwarf racial per level bonus now increases the effect every 9 levels down from 12.
Hunter:
Leg Hold traps: Chance to break free reduced. In addition if the enemy has a movement impairing effect this chance is 0.
Shoot And Jump now prevents AOE effects from landing on your character.
Druid:
Weapon Damage is tied to current druid aspect to add an additional strategic layer when shape shifting.
Other:
On hovering over the reshuffle ability, you will now be able to see the amount of essence released available.
In addition to color, an ability card rarity is now also shown by its frame:
Increased scroll sensitivity on spells window.
Staff animations are now faster.
If you want to help out you are welcome to check this build out.
FAN'CIE VEER! (Fish Are Nasty, Cake Is Excellent Vektor Evading Emblazed Rapture) - ZaxtorGameS
The following changes were made to FAN'CIE VEER in update 1.02:
- Fixed a game breaking bug that would give you endless extra lives when you scored more than 100,000 points in a game
- Your bullets will now bounce off of Vektor rocks and Vektor fish if they are the wrong color to destroy them. The good thing here is that if they bounce off of a fish or rock because they are the wrong color and bounce off and hit a fish or rock that is the right color, whatever it hits will get destroyed.
You can now use the above ricocheting of your bullets off of asteroids that are not the opposite color of you and that are the same color as a Vektor fish to score 3x the normal points of just shooting a Vektor fish directly. To give you an example.. if you see a blue Vektor fish and there is a red Vektor rock nearby, you could turn yourself blue and shoot the fish directly. Let's say that fish would be worth 100 points if you just shot it directly... But now with this update if you instead ricochet your blue bullet off of that red Vektor rock and hit the blue fish with the bounce-off shot, you'd score about 300 points instead! ..This can actually be fun and reward you with more points!
- Changed the opposite color assist diagram in the bottom right of the screen to now clearly show what keys (WASD) changes your ship to what color.
- You'll now be rewarded with an extra life for every 100k points after your first 100k points scored. Previously, no extra lives could be earned after getting your first 100k points.
- Crashing through Vektor rocks scoring has increased significantly to better reward the player for taking the higher risk and speeds required to do so. previously, you were awarded double the points of actually shooting a vektor rock, starting with this update, that has been increased to 5x the shooting-a-rock score.
- You also will be better rewarded for getting "crash combos" then before! Smashing through Vektor rocks now also rewards you at about 350% the previous levels when you crash through multiple rocks in quick succession.
- The smash timer has been increased from 5 seconds to 7 seconds, allowing you more time to crash through a new rock in quick succession to help you build up your "smash combos"
- Eating cake makes you bigger and move slower, and now rewards you about 300% of previous point rewards before this update.
- You'll now properly be able to lose your ship size by moving. To slim down, just keep thrusting with the right mouse button. The faster you move, the faster your ship will lose size and gain speed mobility.
- With the ships size reduction by simply moving, you can now die from starvation if your ship size drops to 20%. Your size will change color at the top of the screen to RED if you drop to dangerous levels. ..Eat cake to increase your size if your size drops too much!
These changes I believe better reward you for taking risks with the smasher aspect of this game and will also help players achieve higher scores on the high score list.
I hope you enjoy the new changes made in this update! ..Let me know in the comments below! =)
1.0.3 has just released! We have some fixes and other improvements that we wanted to get out while we're working on 1.1. Stay tuned as we'll be unveiling what's to come in the games first content update soon!
Note to ship creators
If you have uploaded a CSF ship to the workshop you are going to need to update your Unity project with the latest Unity Tools package and re-upload them. Changes to how the game handles CSF ships in this update requires all file names to be unique which originally uploaded workshop CSF files do not have.
If you've downloaded CSF ships from the workshop and they haven't updated then the game won't load them and details will be printed to the game's console.
Apologies for the inconvenience.
Highlights
If you want the quick rundown of what's new, here are the highlights:
Survival now has leaderboard support
Improved collision detection and made bottoming out more consistent
Updated several of the games sounds
Model B ships now have animated airbrakes
Fixed several issues related to CSF format custom ships
Changelog
User Interface
You can no longer select Model B tracks when playing eliminator
Gamemodes
Added support for Survival leaderboards
Removed leaderboard support from race based gamemodes
User Interface
Added a close button to the console
Drastically improved the consoles rendering performance
Ships
Added animated airbrakes to the Model B Ships
Fixed each Model B ship now having a default livery name
Fixed ghost ships using the vertex wobble offset in the energy wall shader
Fixed some inconsistent behaviours with heavy wall impacts
Fixed distorted UVs around Caliburns right airbrake
Ghost ships now use the ships frontend mesh when available
Scenery walls not aligned with a track sections right vector now allow heavy wall impacts
The collision sparks now inherit the ships impact velocity
Bottoming out is now handled upon collision with the track floor instead of being triggered by a hover threshold. This provides more consistent floor bounce behaviour across all ships
Ships now use continuous collision detection, this prevents ships with sharp wings like the NX from clipping through walls
Tracks
Fixed the holograms shader ignoring the clipping distance setting
Weapons
Fixed the plasma bolt spawning in the wrong location for certain CSF format custom ships
The spawn position for the plasma bolt projectile is now determined using the ships mesh length instead of a static offset
Ai
Fixed the pitch input not being reset to zero when an AI takes control of a player ship
Rewrote the ship-ship collision avoidance to make it more effective by letting AI react to the player ahead of time
Audio
Fixed the afterburner sound playing multiple times on some inputs and also playing when pressing the input in the pitlane
There is now a delay threshold between playing track impact sounds, sometimes collisions can happen very close together so this prevents sounds from overlapping each other
Update several sounds:
Wall impacts (now also used for bottoming out)
Wall scraping
Start boost
Start boost fail
Airbrakes
Turbo pickup use
Energy wall bolt fire
Engine
CSF ship bundles are now fully unloaded when navigating the ship turntable and a lock system is now in place which prevents assets currently being used from being unloaded.
Bottoming out on the track now spawns the collision hit particle effect
Achievements
The minesweeper achievement is now achievable if you destroy a mine while the mines destroyed stat is above the achievement target.
Custom achievement unlock statuses are no longer forgotten if you disable the mod they belong too.
Multiplayer
Fixed CSF ships not loading if a player selects a livery that has an index higher then your own local copy of the same ship. The game will now load the default livery if this occurs.
Modding
Fixed the BallisticNG/CustomShipCull shader not being translated to the in-game version upon custom ship loading
If duplicate files are found in the myships/mytracks folders when categorizing root files the game will now replace the already categorized files with the uncategorized version.
Layout Creator
Fixed side snapping to a track route traversing in the opposite direction resulting in vertices connecting to the opposite side of the track
Unity Tools
Updated all video assets to use VP8 encoding, this should fix crashes on Linux once custom tracks have been updated by their authors
When uploading a CSF to the workshop the temp file it generates to upload is now given the workshop ID as a file name
Multi-platform specific
Linux builds now stores all settings in the game's ini file instead of using Unity's PlayerPrefs system. The game now also manually retrieves the desktops resolution to assign on first launch.