4月份将推出Live2D&语音DLC,定价约 11 RMB Live 2D & Voice DLC will be launched in April, priced at 2 $USD.
别吐槽为啥DLC和本体一样贵,Live2D软件和制作市场价就是这么高( Don't mention why DLC is as expensive as main game. Live 2D software and production are so expensive in the market.(
Reminder beforehand: In order to be compatible with everyone's system, after two days of research and development, I finally decided not to use real-time skeleton animation mode, but to use the GIF derived from Live 2D, so the interaction of Live 2D will not be too high, but can be compatible with everyone's system. Interactive Reference Hand Tour Kanban Niang, but no mouse to follow the animation (because it is GIF) GIF animation obviously can not reach the level of vtuber, but the moc3 and action JSON files of the model can be considered for sale in creative workshops such as Live2DViewerEX software. The size of DLC will also be more than 1GB
In terms of voice, it is pure Japanese. Maybe the producer uses his own voice changer, or maybe paid CV. If I use paid CV, the number of voices won't be too large and the updates won't be too frequent; conversely, there will be a little more.
The updating rules of DLC are the same as ontology, that is, users who buy this DLC can continue to enjoy the follow-up actions and voice updates without paying twice.
The content of this DLC is Liv2D action and voice of [Guming Land Love] [Changfu]. The basic content includes: All postures, actions and expressions of the non-Live 2D version (still drawing version) of Live 2D; A little Live 2D action; Some props (such as cakes) use voice; Phonetics of some everyday expressions
With the recent release of the Pet Skin Crafting Scroll on Jan. 31, 2019, numerous players have reported that a pet's attack speed can change after equipping the Pet Skin Badge.
After careful review of this issue, we found that the animations of the pet can potentially impact the speed in which a pet attacks. Unfortunately, this isn't something that can easily be fixed, as standardizing the animations of all pets could create other side effects.
As a result, we will be updating the item descriptions of both the Pet Skin Crafting Scrolls and the Pet Skin Badge to properly reflect that the pet skin's animations could impact the pet's attack speed. Additionally, we will be offering refunds in Blue Merets for those who submitted a ticket through our Customer Support and have purchased the Pet Skin Crafting Scroll between Jan. 31, 2019 and when we update the item description (which we expect to deploy on Feb. 28, 2019).
We apologize for any inconvenience this issue may have caused.
- Added Grenade and Cocktail Molotov weapons - Auto Save Game every turn - Performance on load/save game, now it saves and load games very fast - Added info about amputee state and negative effects - Added prosthetic arm and leg accessory to counter the negative effects of amputees - Changed character info use interface and added new information on stats - New trees animations - New warning when a survivor is bitten - 2 New Events while exploring - New selection graphics - Added new tool-tips information - Added 7 new Steam Achievements - Added sound when a building is built - Display moral values - Display chances of favorable odds by color in events - New mouse cursor
[Fixed] - Lumberjack profession not applying bonus - If pass a turn inventory will refresh displaying updated information - junkie perk not working properly - fix wrong damage output if a character is an arm amputee - Wooden Houses are now a place to rest slowly recovering moral and health - Increase the factor of exploring in locations - While exploring could make a ranged attack even if there's no ranged weapons - Bug where you couldn't unequip an item if inventory was empty
Hello all slayers! Start from Early Access version, the long journey of TITAN SLAYER II is finally come to an end!! Yes, we are finally about to launch the game! More episodes, variety of Challenge Mode stages, Rush Mode, and HELL difficulty...lots of new features are added. Please experience all of them by yourselves.
Those of you who already have a previous TITAN SLAYER or TITAN SLAYER II DEMO, the special discount coupon should be issued. So use the coupon to purchase TITAN SLAYER II and feel the exciting VR experience.
▼Final update contents ・Story Mode episode3-1 is added episode3-2 is added ・Challenge Mode BossBattle Added 6 more species Extra Added 7 more species Extra Boss Added 5 more species ・Rush Mode Boss Rush is added Story Rush is added ・Option Fix the graphic setting to allow customization ・Other improvements Background of title screen is updated HELL difficulty is added Character motions are improved Sounds are improved Background is improved Character behavior when some enemies were killed by bomb in Episode1is improved Motion to climb up ladder or wall is now improved Each stage performances are improved
Finally TITAN SLAYER II is now on store! Those of you who already had TITAN SLAYER will receive discount coupon. So use the coupon and purchase TITAN SLAYER II and feel the exciting VR experience.
Hey everyone! It's been just over a month since launch, and it has been incredible reading your reviews and watching the communities' videos. It's honestly a dream come true that people enjoy the game.
This update includes a lot of fixes as well as two nifty new sounds systems. The first one effects the pitch of your weapons to let you know when your ammo is running low. The second changes the music pace depending on how well you're doing. If you have ideas for future updates or find a bug, let me know in the discussions tab or over on Twitter!
Change Log
New pitch system to let you know when your weapons are running low.
Updates to the Ghost's performance. It's much more fun now
Math-related performance improvements (I will make this work on your grandma's computer)
I'm slightly sick and very tired, so the release notes will mostly speak for themselves, I think. But there's a lot of amazing stuff in there from Weapon Master, helpfully integrated by Badger and Puffin, along with a long list of things that they also put together. The Dark Spire are getting increasingly cool, and the AI is more active in a variety of ways, and tractor beams are a lot more of a thing.
My contributions to this release are pretty well nil, but I have been working away on the next great thing, don't worry. Basically I'm writing up a document that explains my design for some substantial changes -- please hold your pitchforks -- that I think will address most of the complaints people have about control groups, fleet management, fleetballing, the docks ui, and maybe even scouting. That last bit I hadn't expected to tackle, but as I've been going through things in a comprehensive fashion I realized that it's actually just as much related as the rest of it.
I think it's only a couple of days of work for me once I finish writing it up, so the design and writeup process is longer than the actual implementation time if I'm correct on that. But this has been a bugbear set of issues for me for over a year, and I'd rather measure twice and cut once on it.
It's also a short enough amount of work once it is done that I'm planning on inflicting it on everybody AS I give you the explanation document, rather than giving you the document first. ;) My rationale for that is that we can all nitpick the theory of it forever, but it's hard for anyone to see exactly what I have in my head from a document and not just react to parts of it. Much easier to have the full thing out and then react to that, and the document then serves the purpose of illustrating if there's some place where the actual implementation deviates from intent, or where further refinements or rework is needed to keep to the spirit of the intent.
I have a couple of other irons in the fire at the moment as well, one of which is looking into a replacement ui framework that might make things vastly easier on all of us that want to do any UI work. So depending on how much those other things take up time-wise, it could in theory be as late as the end of next week before I have the big new set of changes out, but a big part of me would like to have those out this week if possible. Probably not feasible, but it would be nice.
Assuming that the big changes go over well with folks, then that's the last big design hurdle remaining for the game, prior to 1.0 at least. The new plan for multiplayer, detailed two releases back, will still need to be implemented, and the ui will need to be majorly updated in one fashion or another, but everything else is just a matter of content and getting individual slices of work done, versus something that is a larger design question. So that's very good! It was important for me to start nailing the really tough stuff as soon as I got back to work, since I really didn't want that hanging over me.
As noted recently, I am fully back at work now. If you were wondering what was up, I recently put together a video explanation of what happened. I don't go into a lot of detail, for privacy reasons, but there's enough there to get the important pieces across. I'm increasingly happy, for a variety of reasons, and that's a real relief. Life is still a work in progress, and finances even more so, but there's a path forward.
Continual thanks to Badger, Puffin, and Quinn for having held down the fort while I was away.
Problem With The Latest Build?
If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options. You can always choose most_recent_stable from that build to get what is essentially one-build-back. Or two builds back if the last build had a known problem, etc. Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.
The Usual Reminders
Quick reminder of our new Steam Developer Page. If you follow us there, you'll be notified about any game releases we do.
Also: Would you mind leaving a Steam review for some/any of our games? It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen. Reviews make a material difference, and like most indies, we could really use the support.
Hey there, It’s been a few months and we’ve been hard at work making content. Check it out!
Updates:
Brand new map Arctic Outpost 31. This outpost is an interesting experiment and we’ve been having a great time testing it out. It really changes up the defense style from the original map. There are even mini outposts you can hold up in, and running around the map is now a legitimate strategy.
New main menu with level selection.
New checkpoint system! You don’t have to start over when you die.
Everything will be reset to your last saved checkpoint.
New ingame pause menu. This is activated by selecting a button on one of your wrists. From this menu you can change levels, locomotion types, reset you checkpoints, or level, and even exit the game.
New voice acting moments for wining and dying that are randomly selected from list to keep them fresher longer.
Updated A.I.
Older AMD graphics cards should no longer glitch out.
We are currently working on integrating knuckles controller support as well. The Homestead is still very much in early access, but, we have a clear vision and are steadily working towards completion.
Let us know what you think of the new map and features! Discord link
There are also a handful of small CTF map balance changes (more details here). Thanks to everyone who voted and to the folks involved with applying all the changes!
We've also built the infrastructure required to get Round Table Patrons their custom heads. We'll be reaching out over patreon and discord to get your head files game-ready. If you missed the news, you can support the game on patreon and get access to heads packs, fancy capes, and custom heads over here!
There are some quality of life changes and fixes, including:
Quick swapping class at the tent - just tap the button, like you would for quick-swapping bomb and arrow types, very useful in tight tdm situations.
Drill "startup" time inconsistency fixed
"file not found" spam in the console fixed for servers
Functions that are specific about what angle units they take for modders
Linux chat position fix
Recent tournament accolades updated
see the changelog for more!
As always, if you'd like to be involved with #democracy or #mapcycle voting, become more a part of the community, or want to get involved in #development - you're welcome in the official discord server!
Have Fun! Max
Changelog:
Misc:
[added] Quick swap class (thanks eps)
[fixed] drill inconsistency when starting to drill. (thanks shy)
[fixed] "config file not found" spam from taunts/emotes configs
[added] warning to filematcher when using illegal ..-containing path
[added] some radian versions for angle functions using degrees and specific degrees versions (thanks shy)
[fixed] linux's chat was sometimes clipped. Raised by 10 px. (thanks vik)
Patreon: (thanks patrons for testing!)
[added] patreon tier rendered in scoreboard (needs testing with long names, scoreboard might need a bit of layout work)
[added] patreon head for Coroz
[added] first patreon head implementation for CodeRedAlert to test spec (special PATREON key in accolades)
Accolades: (thanks bunnie)
[added] mrpineapple map accolade
[added] alain github accolade
[added] 1v1 archer EU tournament
[added] 2v2 knight US tournament
[fixed] various accolade typos
Maps: (thanks Mazey, Ni, Bunnie, everyone who voted in #mapcycle)
[modified] #mapcycle results and map changes
[modified] Oodle_Stonethrow map
[modified] bunnie_Lech_Walesa map
[modified] 8x_Gloryhill2 map
[modified] Ej_Cataracts map
Security:
[fixed] set
[fixed] CTF Flag arbitrary chat message (thanks Alain)
[fixed] Tunnel bounds check bypass (thanks Alain)
[added] Archer command validation (thanks Alain)
[fixed] Limit the ballista to shooting it's ammo type (thanks Alain)