This week we’d like to talk a bit about the health system in Glorious Companions and the approach we took in making sure our players stay wary of the threats on the battlefield without the frustration that a fluky permadeath can cause.
In Glorious Companions characters whose health drops below 0 HP faint and are unable to continue the battle. After the end of the battle, you will be able to perform first aid on the fallen companions (thus healing them by a small amount). However, if in spite of that the final blow causes them to drop further below 25%+ of their max health (the exact percentage depends on the unit’s Agility) a couple of things happen.
First, we roll whether or not that character makes it. Units with a higher Defense stat have a lower chance to die, although the probability is rather slim anyhow. If the unit doesn’t die it suffers from an injury which are grouped into two categories:
Lesser wounds: injuries which will take a long time to heal themselves, to get rid of them quicker you should seek aid from a skilled healer.
Permanent wounds: injuries that won’t go away and will remain with the character until their last day.
There’s a very small chance that the unit will get away scot-free without suffering any injuries, which is quite a feat in itself and something that other companions will surely be talking about for days! Each injury as well as other critical actions on the battlefield will adorn the unit’s achievements card and you’ll be able to boast about and share your companions success with everyone.
Now, getting back to the death situation. We want to make death a real threat, otherwise players can easily get too jaded as each battle seems less and less exciting and meaningful. On the other hand, an unlucky death that eliminates your key companion for many becomes a quick trigger to uninstall the game as they can’t be bothered to continue playing.
Thankfully, the world of Navaroth holds many secrets and you might come across certain characters on your path who could help you out even in the direst of scenarios. It can be risky and time consuming, but you’ll have a chance to make things right.
That’s it from us for the week. Stay tuned for future devlogs and make sure to tell your friends about the game!
A new build is live on Steam for Windows! The third update of 2019 brings brand new story content.
Continued Story Content
The fisherman's adventure continues! The new story content includes brand new scenes, more recordings from new characters and more.
To jump directly to the new content, use the cheat "map thebase#sp07" (though I'd recommend starting from Chapter 3 on the New Game menu if you haven't played in a while).
Uncover more of the story of Act II, and origins of the modern day infection on the island!
More Detailed Textures
Most areas in Estranged have now received a pass with more detailed textures, leveraging a technique known as "detail textures". This allows existing surfaces to mix lower resolution textures with higher resolution patterns when the player is closer to them, providing more detail up close.
That's it for this build - my focus from this point on is content, working towards the ending of Estranged: Act II.
As ever, thank you so much for playing - join me on Discord if you'd like to chat, report bugs directly, and get updates about Estranged! https://discord.gg/estranged
Added option to set default POV to Third Person rather than First Person
Removed POV defaulting to Third Person if you choose Fortnite or other Third Person POV games Instead this settings is now controlled under Options -> Graphics
Bug Fixes
Fixed bug where incorrect weapon model would show up for most weapons in 3rd Person POV
Fixed positioning of weapons in 3rd Person POV
Fixed muzzle flash and bullet spawn locations in 3rd Person POV
Fixed bug that caused targets to flicker in tracking tasks when in 3rd Person POV https://youtu.be/fUQWLL1kKHo Fixed bug that caused perspective to toggle to First/Third Person when pressing V while the ESC menu is up
Upcoming
WIP shots of holobody for people who still want to see their gun model but have trouble detecting targets that spawn behind the models.
Scifi, sports, survival, action, and space simulator.
Here we are, at last, and after intense work of implementation and testing. The result: a new game that wants to combine different disciplines and types of digital entertainment.
The final question is: what is "Stellar Sphere"? Basically it's a sport set in a science fiction universe. Distantly based on a game from a science fiction novel, "Stellar Sphere" is a zero gravity survival game. The goal: to get the most points and scores.
The way to do it: Survive an endless number of enemies and traps that are developed during the 24 levels of the game, plus the time from 3 to 15 minutes per level, plus the infinite final level, for those who want to reach levels that go beyond what was designed by the developers of the game.
The vehicle is a space fighter, so we could also say that the game is also, in a way, a space simulator, since physics moves the ship at all times. A physics that can be increased or decreased at will, like so many other things. The sphere also moves under the laws of physics, but in addition, gravity, which is normally zero, can be altered.
It is possible to activate a low gravity, or a more intense gravity. By doing so, the scenario changes completely, as will be seen by those who play the game or the demo of ten levels, which will be available before the release of the game so that everyone can get their own ideas about the game. These ideas can be passed on to the development team, who will adjust those opinions that make the game as perfect as possible for everyone.
The four levels of difficulty, plus a special bar of various effects, which can be increased or decreased, give the game many more possibilities. Even the upper pointer, which indicates where the sphere is and where the active wormhole is, can be deactivated. If this is done, the game changes completely, because you have to look for the sphere, which appears at a different point in each goal. And then you have to look for the active wormhole. We assure you that this adds a level of difficulty that will satisfy the most demanding players.
Soon we'll be releasing more info and videos to show how the game works, and of course data about the demo, critical for us to know how you feel about the game. We want to know about you, and give you the best experience from day one.
Thank you, and see you soon. Have a nice zero gravity day!
Greetings adventurers! I've got another update for you this week and I think it's one you'll be happy about. On level up, your characters have always received additional stats dependent upon on individual classes. This was of course all done behind the scenes without any player input so I wouldn't be surprised if many of you were unaware of this. But as of this patch, you now have the option to invest those points as you wish!
That's right! Specialize your characters the way that you want to. Don't conform to a mold set forth by some silly developer! This is also retroactive! So if you already have a party with powerful adventurers you can now customize them as you wish. I do however apologize for the EXTREME clicking that will be required for high level parties on old saves. Be sure to save your game after completing the stat upgrades to avoid having to repeat the process.
Here's a quick demo showcasing how to invest your new stat points:
Patch Notes:
New level up stat system. Spend points awarded on level up to improve your party members
Implemented backwards compatibility for old saves prior to new level up stat system.
Minimum level required for wolves to begin spawning has been increased
Max size of wolf packs has been decreased
Party can no longer be teleported to a campfire being guarded by a wolf pack
Fixed bug causing members to remain idle while the group returned to adventuring
Corrected several typos in UI elements.
Fixed bug causing enemies to be higher level than intended.
I think this patch is a nice step towards the game we all want Quests Unlimited to be. Have an idea for the game you think would be awesome? Got a question about the cogs behind the scenes? Find a bug that somehow slipped through the cracks? I'm all ears. Visit the discussion forum and let me know.
It's been a good several months working alone on this project, and being a single developer with it going at once isn't easy, but there are WAY better developers that are single in team and make easily better games, heh. This is a dream for me to make it.
Either way, development isn't over. Even after full release, I plan on making more and more updates. This is a promise. Thanks for purchasing Bashed.os!
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First off, plans are set. All updates are FREE. Free, free! And most coming soon. Documents, animated videos, and just all that fun stuff for the players. And changing the code very frequently. And even adding levels for that, too.