Earlier this week we revealed what we were working on so far this year, Dungeon Defenders: Awakened! As Chromatic Games, we're a new studio (which can you read about here) with entirely new leadership, vision, developers, goals, and focus: to make player-centric games. This new Dungeon Defenders title is our first step in the right direction and we hope that you'll join us along for the journey.
We're taking tons of feedback on this new project at our forums, so if you're interested in joining the conversation head on over to the new snazzy forums and your voice will be heard!
There's so much left to go and we can't wait to get there with you.
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Hey guys, the beta will run for 2 weeks, since I'm going to GDC. After that, on my return, I will fix all the bugs reported by beta testers and improve things upon feedback. I'm gonna upload the update to the public branch probably the firsts days of April.
Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. more
Changed expensive version of assembling machine 2 recipe to match the normal version better. more
Minor Features
Added map editor support to delete items.
Bugfixes
Fixed pipette making error sound in latency state even though you have enough items. more
Fixed that technologies would sometimes disappear from the technology list when added to the research queue. more
Fixed problems related to circuit network connection inconsistency related to undo. more
Fixed NPE issue where Compilatron could destroy essential buildings. more
Fixed NPE crash when Compilatron tells you to pick up scrap. more
Fixed that he bonus GUI wouldn't show personal equipment. more
Fixed using special-item tags would cause desyncs. more
Fixed NPE crash when Compilatron tries to point at an object that doesn't exist any more. more
Fixed Local errors in scenarios would crash the game when viewing scenarios in the GUI. more
Fixed that reviving and underground belt could sometimes change it's direction. more
Fixed a crash when using modded recipes in furnaces with fluids. more
Fixed that the active-version selector in the mods GUI didn't work. more
Fixed that randomizing map seed didn't have any effect after an exchange string was loaded. more
Fixed that resources wouldn't be rendered correctly in the map preview. more
Fixed miscalculation of peak influence in autoplace specifications with more than 2 peaks. more
Version 1.00291 Allows "Shadows" to be turned off in OPTIONS.
Some players mentioned flickering shadows with their system. Not sure why some video cards cause flickering shadows while others do not. But newest version allows players to turn off shadows in the options now.
Enjoy.
Also, if you enjoy Bloodlust you may want to check out my other vampire games on steam, "Bloodlust Nemesis" and "Lost City of Vampires"
It’s been a week since we had our 1 year anniversary, and we would like to extend our gratitude towards our entire community. We have received tremendous positive feedback from both old and new players, and while we were confident we were doing something right, any shadow of a doubt we may have had, has been eliminated.
With this first community update, we would like to share some of the love we have received from our community in the form of fan art, screenshots etc. We’d also like to share some of the teasers of upcoming content that we’ve shared across our channels over the last few weeks.
The first piece of fan art comes from @Caedo_Genesis on Twitter. We couldn’t help but laugh from the pun.
We jokingly said he needed to add Karl too. So he did.
From Sinnerman on Discord, we got this awesome pixel animation of a dwarven drop squad.
Some great poetry courtesy of hatzyle on Discord.
BuckWild on Discord has created something magical with this little masterpiece.
Feel free to submit your own artwork to us on Discord, Reddit or other channels.
Content Teasers
Since we launched Update 22 we’ve been teasing some of the upcoming content. Keep in mind; we can’t guarantee that any of these small sneak peeks make it into the next updates, but we’re not letting that keep us from sharing them.
This Update introduces the new map Warehouse to Strike Force Remastered Multiplayer. It's playable in Deathmatch and Teamdeathmacht with full Bot support.
In the near future we will be pushing out several Updates adressing Multiplayer Features and Content.
Today we have another patch with a range of narrative and tech improvements and fixes. Meanwhile, we're still hard at work on our first major post-launch update, which will be focused on adding more variety and depth to the experience while travelling between ports.
We'll be ready to talk about the update's specific features and story additions a bit later this month. To be notified as soon as that happens, follow us here on Steam or @failbettergames on Twitter.
Narrative fixes
The Heart-Catchers will now assist a captain whose death has been prophecied only once. After all, one foretelling of doom is happenstance; two seems like attention-seeking.
The Repentant Devil's quest will now be correctly marked as completed in the event that he remains aboard your engine.
Captains who drop off the Repentant Devil somewhere in Sky Barnet will now be able to reunite with him at the same location.
The Truth ambition no longer directs captains to _Low_ Barnet.
The Price of Charity now removes rather Visions of the Heavens instead of giving them.
Captains may no longer infinitely renew their acquaintance with the Blind Bruiser.
The Dismal Chamberlain will no longer attend funerals when his personal circumstances preclude it.
Your journal will no longer incite you to export Sapling-Knots or Verdant Encouragement from the Nature Reserve if they can no longer be procured there.
Hybras may now always be put to new purpose even if your captain died after finding it abandoned. (If this affected your game, selecting any branch on the Hybras Deserted storylet will put things right.)
Dying at a certain point in the Fatalistic Signalman's story will no longer prevent future captains from pursuing it.
It is no longer possible to get something for nothing when experimenting with alchemy in the Shapeling Vats.
Captains who stand for Parliament in Worlebury-juxta-Mare will no longer be thrown out of the port afterwards.
The Deathless will no longer set impossible deadlines when asking you to smuggle Starshine.
After completing the Amenable Host's quest, future captains will now still be able to interact with him at Magdalene's (unless he has in fact gone somewhere else).
Captains will now have permanent backstage access to Magdalene's so long as one captain in their lineage has discovered the Amenable Host's identity.
Getting caught with contraband at Albion will no longer result in instant transportation to a relay.
Captains who pay the Chrysanthemum Price will no longer receive a sudden windfall of Visions of the Heavens.
The Illusive Forged Companion's magic show will now leave an appropriate impression upon your crew.
A chorus of devils for the Well of the Wolf may now be gathered only once per legacy activity.
Only spider-sweepers may sweep the well.
There should be fewer printing errors in the Song of the Sky.
As usual, many typos have been corrected.
Other fixes
Segments should now always spawn correctly when entered.
Linux users will now see their own captain's avatar instead of the default one.
Randomly generating an avatar will now correctly select a random brow.
Must events will no longer delay other must events from firing.
Branch previews will no longer include rogue quotation marks.
Branch previews now display a single sentence rather than the entirety of the branch text.
Selecting branches with difficulty challenges will no longer cause the result text to draw downwards before snapping to the top of the storylet interface.
Speaking to officers or closing the storylet panel when outside of ports will no longer result in a The Sky area interface.
Players will no longer see a blank Leadbeater and Stainrod storylet before branches load.
The bank button is now greyed out at ports where it is unavailable.
The bazaar is no longer available at most platforms.
Bazaar item tooltips are now formatted correctly.
Equipped items for which you no longer meet the requirements are now clearly marked on the hold panel.
Blast damage is now displayed on mine and rocket tooltips.
The armour tooltip now displays your base hull instead of your current hull.
Tooltips will no longer run over the edge of the screen.
Tooltips on the character progression screen now show correct quality values.
It is no longer possible for equipment icons to become stuck on the screen.
Locomotive names will no longer overlap on the hold interface when inheriting a Spatchcock.
Hull and Crew will no longer overflow on the hold interface when the font size is set to large.
Quest icons are now aligned correctly in the quality result text.
The Something Dark chart icon in Eleutheria is now replaced with something more specific once the player draws close to them.
Investigating Curator's Eggs, Bully's Acres and Wrecks may now sometimes reveal enemies.
Discoveries that have been fully exploited will no longer be marked on the chart again if you voyage close to them.
Homesteads now display the appropriate animation after interaction.
Discoveries will now never spawn on top of each other.
Agents will now never spawn underneath discoveries.
Damage visuals are now removed from agents if their health recovers.
Scouts no longer discover platforms in the Blue Kingdom when traversing the Reach. (Unfortunately, a consequence of this fix is that players who have actually visited platforms in the Blue Kingdom will now need to rediscover them; until then, they won't show up on the chart.)
Discovery icons on the chart will now always be the correct size when zooming out.
Scouts now have additional messages.
Mining sky-rocks in Eleutheria will no longer result in messages implying that the player is in the Reach.
The Blue Kingdom chart is now correctly aligned in relation to the player.
Players will now see the loading screen when using transit relays, rather the region's skybox.
When loading a save, the title screen artwork no longer fades back in before transitioning to the loading screen.
For people who cannot pass the piano room, I provide you a save file right after the piano puzzle.
Go check local files and find a folder called Savefile after piano, open it, you will see a save file. Copy paste it into www > save. It will replace save file No.10.
Load that file and you can continue the game. And you can use this file to achieve both normal ending and true ending.
I really don't know why that thing is not working for some people. I apologize for the inconvenience.
This game is scheduled to be free on Friday, March 15, 2019 by STEAM. Perhaps we will switch the game itself to the free version on March 14th of Japan time(JST). Please download the bonus displayed on the title screen of the game. In the free version, the decompress password of the FPS game file which is the reward for customers will not be displayed.