One major thing is that the base game is now 6 ACTS. The current ACT DLC's will be class DLC's after 3.0 with all the extras, so only the zones will be included for free. Price stays the same, so nothing changes technically.
Here are the patch notes:
General
- Slightly increased loot multipliers on ACT bosses and Minibosses on Hell and Inferno - normal to mythic drops on hell and up now range from 110 ilevel to 150 ilevel at random - Increased Base MS by 10 - Changed the color for superior items a bit - Buffs now show the correct effect with new icons - Max AS capped at 7 frames (overflow denies players attacks) - Added a 10% damage reduction to ranged classes vs 30% of melee - You can now craft Keys for 250g and Crystal Keys for 650g - Hero Talents are now disabled for players below level 100 - Added an effect to slowed enemies - Increased Exploring range in minimap - Starting armor scaling buffed to 17.5% from 12.5% - Changed NPC minimap Icon color - Bosses cannot be rare or elite in normal act 1 zone 1 and 2 - Pumpkins in Act 1 Zone 3 now drops stuff like bushes - Gamepad navigation made better in mapscreen - You can no longer go into town portal or zone portal if you are picking up an item - Nightmare now starts at MLevel 45 - Hell is now MLevel 135 - Inferno is now MLevel 205 - Satanic Items are now iLevel 160 (makes no difference to stats tho, just visual to compare mythics) - Slightly increased Key drop rates
Fixes
- Fixed drop names not showing thus item not working - Item drops should now avoid relic positions - Item drops should now avoid walls and objects better - Fixed traps being stuck in walls some times. - Fixed getting more followers or orbits than you should have - Fixed a crash with reflection enemies - Quest relics and usable relics you no longer use will no longer draw in your relic list. - Added runes to items that disabled speaking to NPC's - Fixed a bug with minion orbit ability - Oxygen Meter is now drawn on top of all the other overlay effects - Fixed a save bug that makes a character unplayable - fixed a problem with dropping rubies and gold - Fixed Poison damage and Poisoned effect (green hue) - Fixed stucking in enemies, and enemies stucking in you.
Relics
- Maryo's Pipe now teleports you to your direction or cursor direction for 128 pixels working as a "teleport" - Fixed Double Scythe Relics Hitbox (was small af before) - Fixed Bouncy dissapearing when hitting a wall or obstacle, now creates an explosion - Fixed Bouncy dealing 1 damage when exploding - Fixed Satans tooth doing 1 damage - Maryo's Pipe cooldown is now 3 seconds - Basic use relic cooldown is now 10 seconds from 15 seconds - ES energy now adds 10% energy for 4 seconds - Winner's Drung now adds 10% strength for 4 seconds - Fixed Toxic Orb's poison nova damage - Fixed Rice & Chopsticks - Helm of Chaos now procs at 10% hp instead of 5% - Fixed Devil Horn timer to 5 seconds
Pirate
- Rapidfire is now percentual, starting from 15% and adding 0.5% per level
Shield Lancer
- Fixed Endless Charge, now also refreshes charge cooldown 100%
Marksman
- Increased Deterrance speed a bit - Deterrance no longer gets you stuck
Amazon
- Death from Above speed increased - Death from Above no longer gets you stuck
This week there is already a new update after one week. This has the reason that many todos have already been worked through and on the other hand because of the approaching release. We are already extremely excited and hope that you will enjoy Summer Islands. As written in the last update, there will always be new free updates and enhancements in Early Access. We don't make ingame purchases, no subscription model, no paid extensions, no lootboxes. We only have one price and you get all the fun and everything that comes for Summer Islands.
But just a little hint: please keep your expectations low. In Early Access Summer Islands is far from complete. Summer Islands will also not be able to fulfil your childhood wishes. Summer Islands is a new game with similar well-known concepts but still endless fun :D.
Back to this week's updates: Finding the way for airplanes and ships in large maps sometimes resulted in short freezes. Because it takes longer until a ship finds the harbour in the dark water near the many islands. The solution was an extra Javascript Worker. So an extra thread that does this A* wayfinding. This brings us back to the almost constant 60 fps.
The first complex implementation in Summer Islands was the aircraft. The living thing that made the sky move. Unfortunately, the airplanes are always a problem and make new problems. At that time they didn't know how to do it better. So we had to correct the airplanes again this week. New airports had to change a lot here. Also for waiting airplanes in the waiting loops the wayfinding had to be improved. A time-consuming process!
A small improvement can be found at the NewsIcon. Whenever there are new messages, i.e. catastrophes or new buildings, the button starts flashing. Only if you click on it the flashing stops again. A small step for Summer Islands but a big step for usability.
Now you can also switch off the clouds in the graphics menu. In general, we try to offer all possibilities in the graphics menu that you can show and hide. Unfortunately we can't offer an adjustment possibility for the graphic quality. But due to the constant efficiency adjustments with Javascript Summer Islands runs very stable and has only low hardware requirements.
With the textures there is also a little something new to present. First of all, we have further developed the consultant posters. Now they have got real personalities:
Some new textures were also added to the buildings: we have extended our port selection with another 2x4 fields port.
There were also some changes in the hotels:
We hope you like the new Textures and you have a great week!
Update log:
-CLIENT: MausOver building plots BUG FIX. -CLIENT: New buildings are activated with ID. -CLIENT: A* method implemented in own worker. -CLIENT: New airports: landfield position for aircraft corrected. -SERVER: credit display asynchronous BUG FIX. -SERVER/CLIENT: Tourist history may only show visitors from houses and hotels BUG FIX. -CLIENT: Monthly histories only show every second number in the y-axis if there are too many numbers. -CLIENT: flat button position BUG FIX. -CLIENT: News icon flashes on new news. -CLIENT: Aircraft queue corrected. -CLIENT: Consultens with icons & portraits. -CLIENT: Clouds in graphics menu show/hideable. -SERVER/CLIENT: New building textures added. -SERVERCLIENT: Javascript stability/efficiency extended.
The introduction to the game was, to be fair, something awkward and weird and kind of inherited from the mobile days of the game. We did something about that. About time, huh.
SCORE BALANCING & RESULT SCREEN MMR
First. The reward for winning a match and the penalty for losing one wasn’t quite balanced in the way we wanted it to be. So we rebalanced it, slightly. Second. Winning or losing - your reward or penalty in the score is now more visible and readable. Check it out in your result screen next time you finish a match.
MATCHMAKING 1: PRACTICE MODE
If you loved having nothing to do in the game while matchmaking - this is a sad update for you. Don’t worry, we’ll rip that bandaid off together, okay? Ready? Steady? Kapaow! Queueing up for a match now offers active practice mode.
MATCHMAKING 2: NEW ARENA
One could argue that the use of “NEW” is a bit exaggerated here. We simply dimmed the lights in the Dojang arena. But hey, this is in the world of games and far bigger games have gotten away with far lesser cosmetic changes and called it an E X P A N S I O N. So, here we are. A new arena. Awesome!
ANIMATIONS 1: K.O. CELEBRATION
As if winning by K.O. didn’t feel awesome enough for you - and embarrassing enough for the losing part - we just added celebrating animations to the winner. Then again, if you’re a good sport about losing, you’ll enjoy the new content as well. Because that’s who we are. A bunch of good losers. Yeah.
ANIMATIONS 2: IMPACT
Hitting someone with a kick should feel awesome. Rewarding. Juicy. Intense. Moist. Flashy. Cool. We added some more impact animations on successful kicks.
FONT SUPPORT
Letters are important. So are special characters and symbols and most of all - your names. We love your names. Our font did not reflect this love. Now it does.
BONUS: CLOTH
Apparently, our Art Director spent some time exploring some kind of cloth animation for the leaderboard. That’s on the menu screen. Apparently, that was “totally necessary”. And apparently, it only took a “reasonable amount of time” to implement it. So, apparently, it’s in the game now. Leaderboard cloth. It’s a thing.
PS. Our Art Director’s name in the game is Filip. Extra kudos for beating him.
Hello and welcome to this developer diary for the Pompey patch! Today I will be talking about more changes coming to the naval part of the game (the general rework of naval combat can be found here), as I will cover Storms and Pirates, as well as some more historical and geographic flavor in the form of added events as well as the new on map Volcanoes.
Pirates
In Imperator: Rome Pirates spawn and block ports indefinitely, this is a nuisance for the strong, and very disruptive to those who are weak with no navy as they block their ability to “break free” from their home ports. Apart from laws blocking the creation of pirates from your own ports entirely, or permanently placing a fleet outside your ports there is little you can do to stop them. Meaning your options are to withstand constant penalties or turn them off completely. Neither is very engaging.
Nonetheless Pirates were a natural part of maritime life in the period the game covers and should be a natural part for the game.
The aim for Pompey patch has therefore been an implementation of pirates that:
Offer something, instead of just being harmful.
Have a clear way for the player to do something about them, instead of spawning surprisingly.
Is less bothersome on the whole than the constantly maintained blockade just out of the coast of your land.
Hellenistic Era Pirates in history:
Contrary to what one might expect Pirates in this era was frequently employed as seaside mercenaries to supplement the regular navy. They were not small individual groups with a ship but would rather often be a group of ships (sometimes a very large group), with a commander and seaside plunder and warfare as their way of life. Usually they would be hired, just like mercenaries, to augment forces in times of war, generally they would have many light ships and the Antigonid (Phrygian) navy at our start the commanders of such forces would even be styled an “Archpirate”. When not hired they would act as brigands and raid around the countryside near and round ports.
In times of peace Pirates were generally not hired as the interest countries had in them was as part of their navies. Their raids during such times would often be seen as quite bothersome by local states who would sometimes embark on entire campaigns with troops as well as ships to pacify them. This was famously the case for Pompey the Great, the namesake of this patch, but there are many other examples such as the recently deceased Eumelos, king of the Bosporan kingdom.
The new Piracy Mechanic:
What this means for us is that Pirates will be present around the map at start, much like mercenaries are. They can also be hired, with commander and all by any country within range, to supplement the navy. This may be useful both for when you need to quickly supplement your navy (as ships take some time to build) or if you are playing a country that hasn’t really invested in one yet. Pirates will only ever use Light Ships.
Unlike Mercenaries however the locations where Pirates call home are predetermined. They will exist in Pirate Havens all around the map. These havens provide a small benefit to the owner of the port but they are also the permanent home for a group of Pirates as long as they are not at sea.
If Pirates go unemployed for long enough (this is currently 2 years) they will set out on a raid, leaving their port and turning hostile to other fleets. They will head for a port that is not protected by a fort in another region than their home and raid it, leaving destruction in their path, before returning home and being open to new offers. If a pirate fleet is destroyed it will be recreated at 0 strength in its home port where it will regain strength over time.
Now not everyone likes Pirates. In times of war a unit in a Pirate Haven will be able to cleanse that city of its Haven and remove the Pirates permanently. Every country will also have access to a law to outlaw piracy, which will give them a Casus Belli on all countries that harbor pirates.
Likewise every country will have access to a law to condone Piracy, which will create a new Pirate Haven in one of your ports.
To accommodate these changes the mercenary view has been split into two tabs. One for land units and one for Pirate groups. Pirates, much like mercenaries, can also be hired by clicking on their unit on the map.
The aim of these changes are to make pirates into something you can deal with in more than one way. You can encourage them and strengthen your local economy, and have access to extra ships in times of need, or you can actively go after them and eradicate them from the seas completely.
Sea Storms
Apart from pirates another certainty at sea is recurring harsh weather. Storms have ravaged the Mediterrenean, the Baltic, the Indian Ocean and the Atlantic longer than anyone has dared to sail them. WIth the Pompey patch recurring storms can strike at sea (exactly during which part of the year varies depending on the sea in question but they are generally more common in the open sea than near land) and will impose a harsh attrition penalty on the affected sea zones for 2 months, before ebbing away. Storms will be clearly visible as animated rain, wind, clouds and lightning will cover the affected areas during this period.
Desert Storms
The harsh effects of weather is not really unique to the sea. In the Pompey patch Desert areas will also run a risk of storms, manifesting themselves in great sandstorms visible in the desert cities themselves, potentially turning an already inhospitable route into a much more taxing affair.
Winter Storms
In the parts of the map where snowfall exists the winter may now also bring snow storms, sometimes quite great in size, causing attrition to all units in an area. As with the other two storms Winter storms will be shown clearly on the map and will remain in place for 2 months.
Volcanoes
Volcanoes hold a very significant place in Roman history, as the eruption of Vesuvius has given us both a detailed snapshot of what a Roman city looked like just 100 years after our game ends, and the name for a Plinian eruption themselves after the man who left a description of it to the world. In the region covered by our game a large number of Volcanoes were active at the time, and many of them remain active to this day. Just outside the era we cover Volcanic eruptions greatly influenced the course of history, with Mount Aetna even stopping a Carthaginian invasion 100 years prior.
In Pompey patch we will build on and expand the existing Volcanic eruption events, which could occur and ravage the area around a volcano until a nearby power spent the resources to put the area back to use, after which it will benefit from the addition of volcanic soils.
We have now added a large number of new volcanoes, all visible on the map, and searchable in the province finder.
When an eruption occurs you will be prompted by an event, and the volcano in question will visible spew forth fire and lava over the land around it. In a normal play-through there will be 1 - 2 eruptions.
(Mid-eruption screenshot of Mount Aetna)
Flavor Events
As is often the case in our patches Pompey will come with a number of new events. In this case the focus has been on additional flavor events for Rome, Carthage and the various states if Italy as well as on events focusing on the relationship between the state and Slavery.
Lastly a number of new events have been added to expand on the relationship between the first and second consul (or, in monarchies the ruler and their consort).
That was all for today on changes that are coming to you soon with the Pompey patch.
If you want to discuss this development diary click right here!
It’s about time we started sharing some of our backer based characters! It’s been a really fun and challenging experience writing different people into the story of Ira while staying as true to the Kickstarter as possible. Some of you sent us some detailed descriptions of your life and we found them to be inspiring in or work. Ira's story and characters are literally defined by the people who helped make it a reality. We might be the first Kickstarter to do such a thing in such an in depth way! So thank you all.
Anyway, without further ado we want to introduce you to Johannes West. One of the original scientists, idealists, and founders of the Azimuth trading company. Before his mysterious disappearance he was working on a classified project named, The Black Iris. What happened to Johannes, and where did he go? Well, you’ll have to play to find out.
Some of the characters have minor changes to fit the story or aesthetic of the game. That being said your likeness are definitely there, but stylized in the Ira universe as expected. In this case Johannes will have round glasses, and a slightly different position in the Ira-verse.
So how did we do this? Well, we used a machine learning algorithm that extracts peoples faces from photos and generates a 3D mesh that’s then used to model the rest of your head. It’s wild. What this means is that the underlying structure of every character is using your actual face...Kind of cool right?
Alright, that's it for this update! We are trucking along doing our best to get things wrapped up, and we look forward to sharing more of the game really soon.
This Battle Bolts update comes with a brand new game mode called "Racing", as well as 2 brand new tanks, the long anticipated return to lobby option and some balance changes! We plan to keep improving the racing game mode based on the community feedback, as well as general game balance. All feedback is welcome!
Two new tanks!
Medusa Tank -Front weapon ability “Split Shot” On impact deals 3 damage and splits into 2 cannonballs each dealing 1 damage on impact -Side weapon ability “Bounce Grenade” Grenade that bounces 2 additional times with diminished effects
Ranger tank -Front weapon ability “Heavy Cannon Ball“ Deals 3 damage and knocks targets back 1 tile -Side weapon ability “Nuke” Grenade with massive explosion radius
Balance changes
Banshee -Front special damage reduced from 4 to 3, pull is still present -Side special will now try to pull diagonal targets to middle tile.Middle tile damage reduced from 4 to 2. Does not explode above open pits
Volt-Front special now deals 3 damage to initial and any chained targets. Chain radius is still 2 tiles around impact.
Bullseye -Front special now deals 3 damage to all pierced targets
AI Improvements
-Less Predicatable -Decreased difficulty -Dash is now reliably executed and incorporated into overall strategy
New Race Mode
-Players can now race in this new fun mode. Goal is to end turn on a tile highlighted in player color. All other mechanics apply -Added 3 race arenas (SHIFTY LANES, CROSSROADS and DRIVE-THRU)
Game improvements
-Improvements to network stability and bug fixes -Players will now see each other’s usernames when in the same lobby -Players return to lobby after match has ended
We already talked briefly about what to expect from the Sandbox mode , so I'll just remind you that this initial implementation includes only procedural generated content (so no new events or stories yet), but you now have all the modding tools to start adding your own areas & content in the world.
To start your Sandbox adventure, just choose the game mode 'Adventure' from the game modes list.
All area name tags are clickable, but in order to choose an activity or travel you have to click on the name tag of your current location (Grysbog) or the big button in the top of the map: Explore - [Current Location].
You can also create your own Sandbox mode rules in the 'Custom Mode Game Editor' if you find the vanilla Sandbox too hard or too easy.
The 0210 Build also includes lots of changes unrelated to the Sandbox mode. Most notable changes being 'Environment' specific enemies, 80 new Enemies, Enemy Compendium filters, Boss Generals, Towns Nerf and more... So make sure to check out the Patch notes below.
Without further ado, have fun!
(And of course if you have any questions feel free to ask!)
Sandbox Map Interactions & Game Loop Rules
Initial Travel and Exploration UI implementation.
To explore or travel click on the large Explore - [Current Location] button, or click on the current location on the Map.
The current location has a horse token next to it to indicate you are currently there.
Clicking on any other location will show all its activities and travel options but disabled.
There is a Map button in the Combat Log to switch between Map & Character view while in Map Mode only (ie. if player wants to examine their character sheet)
Hard areas are marked in a red color while Easy areas in a green color (Relative to player level).
Normal difficulty areas and travel options will display in white.
Unique and End Game areas will display the respective label in front of the area.
Once an activity is chosen player moves into the proper area and map functionality is disabled till the quest or exploration is over
Sandbox Areas don't necessarily need a boss at the end of stage, and the activity is completed oncle the last node is reached.
Once an activity is completed player returns back to the world map
Save will resume either in map or in the middle of the current activity, depending what the player was up to when the game last saved.
Initial Calendar Implementation with Day & Night Cycle
The year in Erannorth has 360 Days and 12 Months of 30 Days each: Algor, Beltazoran, Serpentis, Drekkal, Elorian, Erannos, Myrkaz, Ertak, Heliosar, Myrestian, Whoozhu, Kanthar.
Each week has 7 Days comprised by 24 hours: Moonhal, Dueshal, Wanehal, Thaurhal, Fryehal, Satyrhal, Sunhal.
To simplify things: Sunset is always some time between 19:00 to 19:59 and Sunrise between 6:00 to 6:59.
Whenever Travelling, time advances by the Days amount mentioned + (0 to 8h).
Whenever exploring an area Node, time advances by 1 hour.
Whenever camping, time advances by 8 hours.
(Time of the day and years spend exploring will have impact in future builds)
Misc Changes & Additions
Added a note in Attributes codex entry that 'Hand size can never exceeed 7 regardless of Intellect bonus or Perk Benefits'
When defining enemies, their "Environment" can also be set. If not it's set automatically to "Any" and they can appear anywhere
Enemies with a specific "Environment" setting can only appear in that Environment (unless they are part of a Boss' retinue)
"Environment" correspond to the current vanilla graphic sets: [Ice Cave, Bandit Camp, Dungeon, Infernal Cave, Marsh, Forest(includes Meadow & Plains), Beach, Arid (includes Arid Plains Camp, Arid Plains Shrine, Arid Plains), Tundra (includes Snowcovered Forest, Snowcovered Ruins) & Arctic (includes Frozen Lake) in either sandbox or non-sandbox modes. i.e for a Sea Crab, Environment:Beach will make it only appear in Beach Environments but nowhere else.
More than half of the Enemies are now Environment specific (Unclassified enemies can be found in "Any" environment)
Enemy Environment, Damage & Health will now display when inspecting encountered enemies or looking them up in the Terms Codex, but not in Enemy Compendium.
Added 80 new Enemies
Enemy Gallery now includes filters to filter enemies by race or by class (Filter area is scrollable)
Bosses can now have up to two normal enemies of their faction as their generals and may no longer fight you alone (if suitable enemies from their faction exist).
Boss cycle now includes Eldanoth the Reborn (D8).
Vanilla Ironman increased to 9 Stages.
Added option to create Sandbox Game Modes in Game Mode Editor (under "How many stages to complete the run" => "Adventure Mode Sandbox").
Towns Merchandise Tier in non-Sandbox modes is now equal to the Cleared Stage for Equipment (Min 0) & Actions (Min 1) instead of Cleared Stage + 1.
i.e At Stage 1 that's Tier 0 for Equipment (Previously was 1) & Tier 1 for Actions (Previously was 1).
i.e At Stage 2 that's Tier 1 for Equipment (Previously was 2) & Tier 1 for Actions (Previously was 2).
Merchandise Tiers in each Sandbox settlement is defined by the 'AvailableActionTier' value)
Bugfixes
When ending turn with [Space] Combat Log would automatically minimize
Custom user Events wasn't displaying the custom Artwork
The custom class icon wasn't displaying, when a custom enemy had a custom class
An Intellect penalty would negate the Handsize bonus from perks, whereas it should apply despite any penalties
Modding the Sandbox Mode
New Game Property: Sandbox
Any Game Mode can turned into Sandbox, but it's recommended to set Endless:true.
All Stage related settings (like Custom Stage Sets, Starting Stage etc...) are overriden by the Location json files so won't have any effect
But you can set about everything else: enemy related properties, all pc related properties, custom rules etc.
Added option to create Sandbox Game Modes in Game Mode Editor (under "How many stages to complete the run" => "Adventure Mode Sandbox")
Locations
Game modes will automatically use any defined locations if "Sandbox" mode is true
Each Map Location contents and properties are moddable through their location.json files but their spot in the map, ID & Location name can't be altered
It's not currently possible to add new locations in the map, only areas within the existing locations
For instance You can't change Lanmerih's position (or name) in the map, but you can create your own areas in Lanmerih and/or edit any existing ones.
Each location can have up to 10 Areas. Areas are like Stages but have some additional (moddable) properties
Location .json files are located in ../Content/Locations or ../Mods/[Your Mod]/Locations
Modding the Location Properties
LocationName & ID: should be left as is, eitherwise vanilla locations won't work
IsStartingLocation:true or false. Only one should be set as true. Make this Location the initial player location.
TravelDestinations [Destination]:[Means]:[Days] i.e "Grysbog:Land:2", Define which are travel destinations from our location, by which mean (Land or Sea), and how many days it will take. Traveling by land consumes Rations at the rate of 1 every 2 days. Traveling by sea consumes Farthings at the rate of 10 Farthing / every day of the trip.
HasTown: true or false. Determine whether the location has a settlement or not
TownName: [Town name]. The settlement name, doesn't have to match the location
AvailableActionTier: [Tier]. What actions tier can be found in Town, in turn also declares the settlement size (0-6)
Each location can have 10 different areas. Each area can have each own Stage either procedurally generated or with custom nodes. x Below can be for every field a number between 1 to 10. i.e x => 1 to declare the first area etc.
Area_x_GraphicSet: For now use one of the vanilla Stage Graphics Sets [Ice Cave, Bandit Camp, Dungeon, Infernal Cave, Meadow, Marsh, Plains, Beach, Arid Plains Camp, Arid Plains Shrine, Arid Plains, Snowcovered Forest, Snowcovered Ruins, Frozen Lake]
Area_x_Name: The name of the area
Area_x_isProcedural: true or false. Determine if the area is procedural or custom. Procedural stages never include a town node & may or may not include a boss as defined by Area_x_CompleteRequirements below.
Area_x_Length: If the area is procedural how many nodes it have?
Area_x_UnlockRequirements: a comma delimited Requirements string for the Area to show up. (Same options with the Tales System requirements) i.e Level:5, Class:Vampire. Area will be only available to level 5 vampire characters.
Area_x_CompleteRequirements: requirements to complete (a procedural stage). Can be "Boss", "Endgame" or "". If it's "" the stage won't generate a Boss at the final node. If it's 'Endgame' completing this stage will end/conclude the sandbox mode. "Endgame" setting in procedural stages will always spawn a Boss, but you can also use it non-procedural stages in case you want something like an 'Epilogue'.At that point any bonus mastery & token rewards declared in the game mode are also awarded.
Area_x_isRepeatable: true or false. Whether are is repeatable or an one off adventure.
Area_x_MinEnemyTier: Min Enemy Tier
Area_x_MaxEnemyTier: Max Enemy Tier
The Base Enemy Max Level will be set temporarily to a value in between Min & Max Tiers. i.e 3 to 6, may set enemy Max level to 4 and the Boss to D4. Normal Enemies will then be level 1-4 while exploring this area. Next time you visit the same area can be different ie 1-3 and the Boss D3. etc.
Area_x_Nodes: A list of your custom nodes if the stage is not procedural. (Similar to how you declare stage nodes in Custom Stage Sets.)
EA Build 0210.3
Card Damage value was converting to range before any bonuses apply. ie. 1 Damage + 3 Affinity Bonus was always 4 (Max) Damage, instead of 2 to 4 Damage as supposed.
In Sandbox Mode: in-between explorations, the previous Graphic Set & Location was displaying when minimizing the World Map to view the Character Sheet. The Headquarters image will be now shown instead.
Attempting to locate a suitable Environment/Faction/Tier-specific encounter could in some cases lead to errors. i.e when such an encounter combination never existed in the Enemy DB in the first place.
When no suitable encounter is present, encounter system will still retry to find another one (but only up to 4 additional times). If despite that no suitable encounter is found, a relevant message will appear and you can freely proceed to the next node.
When no boss retinue can be found, will retry once more with a single +1 level enemy
ChemLab (Chemistry Laboratory) is another type of workbench (part of martian Hab) used to perform and discover new chemical reactions, such as: electrolysis, sabatier reaction, making rocket fuel and others.
The laboratory is equipped with chemical fume hood and tools: electrolysis station, the reactor, micro-crusher, lab phials, burner, mixer etc. The workplace is also equipped with a screen that displays formulas of each reaction and instructions. Some of the essential ingredients you will find in the inventory or on the table.
At the beginning of the game, you will be able to make only basic reactions. As you progress through your Technology Tree you will be able to perform and unlock more chemical reactions.
While working in the Chemlab you have to remember about safety and to follow the instructions displayed on the screen. Performing the chemical reactions carelessly can be very dangerous and can cause the damage. For example, if the pressure you set is to high the reactor will explode!
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If you have any questions, feel free to ask on our discord channel! Stay tuned for more updates and keep following us on social media!