Elemental World Part 1:Rise Of The Guardians - wiseowlstudios
Hi after doing some testing i noticed some more bugs where i messed up a setting or two so will patch them out in next few days these are:
single player not set to offline mode correctly so other players will pop up in game and can chat (basicly mp but all stuff saves localy though so it more just uses a chat slot)
rabbits not working as intented so going to fix that asap
Crafter not showing some items
edit: the patch should be done and uploaded in the next 24 hours this turns single player to offline fully, rabbits fixed and updated loot and fixed the crafters
edit 2: almost finished last build so will be live in next few hours
Alpha 49 is primarily focused on introducing a new underground cave system, currently accessible only via deep-water scuba diving. Expanding on the later-game resource trees and adding further world exploration to the later-game progression. Along with many other new items, gameplay and graphical improvements, fixes and tweaks.
Scuba Diving:
Players can now craft scuba diving gear to explore the deep waters in the world. The equipment is crafted at the new “Diving Station”, a powered crafting station that can be crafted in the BCU.
Diving Station:
Must be placed within the radius of a BCU and is used to craft both the Diving Gear and the required O2 tanks.
Diving Gear:
The diving gear uses the chest armor slot on player’s clothing profile (however provides zero damage or warmth protection).
O2 Tanks:
The O2 tanks are single-use items and will consume their O2 contents while the player is wearing diving gear and submerged in water. While in use, the standard O2 meter will update to show the tank-count and current tank O2 amount. As one tank depletes, the next one will take over and start being used.
Caves:
There is a new explorable cave system deep underground. Currently this area is only accessed via a dormant lava tube deep underwater in the largest lake. If you venture down there, be sure to pack extra O2, or risk stranding yourself with no means of escaping alive. Building is not restricted in caves, although in the future I may need to put some restrictions on blocking entrances (on open public co-op servers). Resources are limited however, so players would have to transport resources if they wanted to start construction projects.
Crystal and Coal:
Throughout the caves, deposits of Crystal Ore and Coal can be found and mined. Mining crystal nodes causes more wear on tools than other ore types. Crystal can be processed down in the refinery to produce raw crystal, which is used in later-game crafting recipes and item upgrades. Coal can be used as an alternative fuel source for campfires/woodburners, lessening the demand to chop wood for fuel. It’s usages may be expanded in future updates. Note: Cave ore nodes have a much longer respawn cool-down. So if you clear a cave area, it will take quite some time to repopulate.
Mining Hunters:
Groups of mining hunters patrol the caves. Unlike other hunters, these guys pack double barrels, .44’s and recurve bows, so can be dangerous. I have plans to expand on their behavior and roles in future updates.
Clam Shells & Pearls:
Clam shells now spawn in the lakes in the world. Bash them open using an axe or pickaxe and harvest the pearl inside. While these shells spawn at all depths, they are more common in deeper waters.
Circuit Boards:
Circuit boards are a new item, crafted at the workbench. They have been woven into the later-game crafting and upgrade recipes.
Ore Node Destruction Physics:
I’ve increased the size of the ore nodes in the world (also corrected their placement alignment). I added a more realistic destruction physics simulation to when they break apart. I think this makes harvesting nodes more satisfying, but let me know what you think.
Large Storage Unit:
There is now a larger 42 slot storage unit, which can be crafted in the BCU. This unit is intended as more of a lavish, later-game convenience item and should be a nice QOL improvement for established players maintaining large bases.
Blood Decals:
Taking damage, bleeding, harvesting animals, etc will now cause blood splatters in the surrounding environment. This means that violent battles can result in quite a mess. Some players may not like this, so I may make a toggle for this in a future update.
Premium Weapon Parts:
Currently only used for 4th-tier weapon upgrades. These parts are currently only acquired from specialty crates spawned from detonating BCU crackers on established hunter bases. The larger (more established) bases yield greater number of these parts. Destroying an underdeveloped base will yield none.
Fixed Loot Despawning Near Player:
Sorry for the delay on this fix (I know this was frustrating). Plants and ore nodes in the world will no longer despawn while the player is nearby.
Daytime Color-Grading and Foliage Density:
Previously the daytime color-grading had a heavy yellow tint. I've dialed it back to a more natural pallet, where the blues and greens can pop more. I’ve also been experimenting with denser ground foliage detail (see image above), so you’ll notice certain areas look a bit different.
New Underwater Environment Detail:
Previously, as these areas were inaccessible, they had almost no detail. I’ve now added lots of new rock formations and detail.
Distance Visibility Culling:
Since the last couple of map expansions, I hadn’t updated the settings for visual culling on distant objects, meaning certain areas were making needless draw calls on very distant objects (especially on the west side of the lake). I’ve updated it to be far more aggressive. It’s unlikely you’ll notice distant objects popping out from view, but the stress on performance is now reduced in these areas.
Fishing Mechanic Tweaks:
A couple of tweaks to the fishing system: If a player is too close to the bait, the less likely fish will bite. Fishing in very shallow water will reduce the chances of hooking large fish. I’ve been working on some other cool improvements to the fishing system, but couldn’t get it wrapped-up for this update, but it will follow soon.
Tool Degradation For Mining Nodes:
Tools now take usage damage when mining nodes (not currently for chopping wood).
Prevent Unneeded Med Usage:
Accidental usage of bandages, health kits and antidotes will now not consume if the player is not in need of that particular med type.
Camera Smoothing While Stepping Up Ledges:
Previously when stepping over geometry, the camera would instantly snap to the new Z axis. I’ve added smoothing to make this feel more natural. This is a subtle change, but I think makes a marked improvement to the feeling of play.
New Language - Romanian:
Huge thanks to VaeVictis for localizing this version!
Other Notable Changes:
Slugs cost 1 less iron.
Fixed bug that allowed items to be shift-clicked into the bed.
New water splash particles in rivers.
Fixed bug where HC profiles weren’t being successfully wiped in a fail-state.
Reduced storm sounds while underwater.
Fixed bug that could cause rain particles to play while underwater.
Added new underwater caustic lighting fx (moving light ripples).
New axe/pickaxe underwater swinging sound.
Extended reach of axe and pickaxe.
Increased size of kelp.
Moose have had a slight stats boost.
PvP kills now get logged in the launch log file (allowing server admins to identify them if they wish to ban).
New console command “coord” will display the local players map coordinates (type “help” to see a list of available commands). This is primarily to help with trouble-shooting bugs with the community.
Deer and moose will less frequently choose to swim in lakes when fleeing from danger.
Fixed bug where you couldn’t switch ammo types when clicking the ammo-type icon while weapon was in slot 1.
Fixed bug where hunters would fire random shot at the ground when fleeing to cover.
Fixed co-op client audio bug where sleeping players would make reloading sounds.
You now get slightly more gunpowder and casings when crafting at the workbench.
Fixed glitched floating ore nodes and kelp at the foot of he western river.
Fixed edge-case bug where moose would choose to stay in a particular area and stop roaming the world.
Fixed hammer impact/repair sounds not playing for clients of co-op games.
Thanks for everyone's support and patience while I worked on this one. If you haven't already, please join the community on the Steam forums and the official Discord server (invite below). I welcome your thoughts and suggestions for the game moving forwad. Please stay tuned for more updates as the project continues to evolve!
Continued Translation Support Credits (in no particular order): I hugely appreciate the support. Spanish (David Lascasas) Hungarian (Erb Ármin) Portuguese BR (Thiago Schumacke) German (LPCaiser) Italian (Marcello Brancaccio, Federico D. Ravagli) French (Anthony Charrault) Czech (Dílna U mnicha) Danish (Morten Sørensen, Jesper Christensen, Bartholomeo Alexander) Dutch (Damster_NL) Russian (FRAME) Turkish (Çagla Gurbet) Swedish (Mattias Gustavsson) Norwegian (Christer Djuvik, Svein Tore Stegemoen) Romanian (VaeVictis)
Hello, In this update I've added the Crystalarium, Tower Buff Abilities, and a Curse status effect.
The Crystalarium
The Crystalarium is a central place to learn more about gem towers, the Star Babies, stats etc. Right now it will display all known gem combine recipes. More additions will be coming to this area with time.
The Crystalarium is available from the Lobby and in game.
Tower Buffs Implemented
All Rose Quartz Gems now buff friendly towers around them. Any tower in range will receive an attack power bonus relative to the attack power of the Quartz tower. These buff effects stack with each other.
Curse Status
Amethyst towers now curse enemies they strike reducing their movement speed. Curse slow stacks with chill. Slow amount ranges from 10% to 30%.
Navigation
I've made a change to how entities navigate. This should cause them to automatically recaculate their path if it becomes invalid. It was possible before to sometimes have Lou or enemies path be interrupted. This should fix that issue.
We hope everyone`s enjoying their summer, and in case you decide to spend some time with MKW this weekend, there`s a nice new update ready - full of pleasant surprises.
As you might have heard, our team is busy working on another project - KW2DE - rework of our earlier game, that we are releasing for free for the players of the original. This is adding a bit of a delay to our MKW updates, but we are still on track. And you can expect a major update 1.15 in July that will finally include controlling AI lords, and giving AI orders in battle.
Meanwhile we wanted to update the visual fidelity of MKW, as well as iron out some issues in pathfinding and combat, and after few weeks of work on our game engine, we are finally ready to release this small, but sweet update.
And so presenting Update 1.4
-Visual Update - added Anisotropic filtering - on by default -Visual Update - added Anti Aliasing filters - MSAA 2x,4x, 8x -Visual Update - various minor improvements and post-processing tweaks -Updated options menu layout to implement new visual options -Major pathfinding update when tasking a large number of units -Fixed pathfinding issue with units ignoring orders to move -Fixed pathfinding issue with only some battalions moving while others don`t -Pathfinding improvements to tasking units across the map and in combat -Pathfinding improvements to tasking a large number of battalions into a tight space -Units form up on the wall on most levels (other than hamlets) much better -Fixed units positioned on walls, sometimes standing on the ground -Fixed Garrison Commander Achievement
A word of a warning, for most players we recommend using Anti Aliasing filter set to 2x or at most 4x. 8x only make sense on more advanced video card like 1070+
Highlights: - Steam rich presence - Now your friends can see when you're falling to your death! - Korean translation - Thanks to 스팀유저! - Map-end votes should actually do something now - unless there's a server mod interfering with it :/ - All melee is now lag-compensated - previously only fistpunch melee was lag-compensated, and only if you left-clicked. - Fast Weapon Switch (hud_fastswitch) now works as intended - no more extra clicks!
I've been holding off publishing this update for a while, since I didn't have contact data for many of the servers' admins and was looking for way to trigger auto-update mechanisms that people might or might not have. However, with the recent closure of a bunch of servers, that number is down to 1 server.
All other server owners have been notified about this update and will probably update their servers to the new version very soon.
On servers that haven't updated yet, there will be some issues with 3rd person crosshairs not pointing where they're shooting. As a workaround until they update, switch to 1st person mode using the X key.
Weekly Patch 3 Hello everyone. We are back from vacation, rested and ready to jump back into continuing to improve The Last Hex. We managed to get a bit done this week as we are ramping up for the future.
TL;DR
Biggest changes this week include a couple things - Events now have a difficulty rating. Higher the rating the more likely it will be something deadly. Because of this change, event enemies no longer scale. If you decide to go into a 3 or 4 skull event in level 1, you may have a bad time. But if you leave, the event reshuffles back into the event order and you will see it again, so you will not miss out on the rewards for the run. - Initiate, Adventurer and Hero difficulties now have different map lengths. With Initiate being the shortest and Hero being the longest. - Lastly I made some visual changes for damage on player and enemy to know what the damage is coming from (poison, bleed, expose, ect ect)
Latest version 0.7.8.22
New
Initiate, Adventurer and Hero now have different map lengths for ease of play
In survival you can only move forward and not backtrack now
Added status effects that player and enemy had to defeated screen
Events now have a rating system.
Event enemies do not level depending on where you face them because we now show difficulty. Every event crab will be the level 1 crab, every highwayman will be level 3, and every undead will be level 6.
Also because of the addition of showing event rating, harder events will now shuffle back into event order so that they will be seen again. this only applies when leaving the event at the start.
Added ability to see all unlocked cards even if unowned.
Added Events to compendium
Steam cloud has been enabled
Added a new trigger point for fights, certain effects and cards will only trigger if a card is played. IE Expose,bolster will only work if the card actually hits now; This also extends to potions and items - Last breath poison only works if card hits. And this should fix multi play card issues triggering multiple times with multi proc items
Added new text display when attacking/evading/being shocked. Saying what kind of damage was dealt and for how much.
Bugs
Fixed an issue with opening compendium during survival character creation breaking run
Fixed an issue with berserk ring giving -1 draw at the end of fight
Fixed an issue with The Pact giving incorrect defense
Fixed an issue with Blood Pact giving enemy bleed
Fixed an issue with Called Shot giving -50% critical due to critical update
Fixed issue with potions not being saved as owned - will need to obtain potions again to save correctly
Fixed issue with Champion enemy Combat Frenzy card
Fixed issue with Crack the shell and Sword breaker if enemy does not have cards
Fixed issue with Banshee Shriek breaking if no cards to remove from player
Fixed issue with Holy Rites event purification not costing money
Fixed issue with Death Call not working in survival mode
Fixed issue with Mercenary boon not lasting forever if bought that specific tier
Fixed issue with Meditate giving permanent +2 draw
Fixed issue with removing Light of the Chosen artifact
Fixed issue with Crucial Strike causing issues when playing "generated" cards
Fixed issue with Spirited boon not triggering when Hood of the Chosen was equipped
Potential fix for lucky rabbits foot to play certain cards more than once
Fixed issue with Sanctuary event breaking save files
Fixed issue with sleep ending after 1 turn
UI
Updated text of Double Down to be more specific
Applying weakness now updates the values when seeing next enemy card
Cards that the Banshee consumes are now visible in consume deck
Updated equation for Tainted Blood
Updated equation for Sentinel
Grammar and spelling updates
Removed Curse key word from Mummy attacks
Iron Skin Potion now shows reinforce tooltip
Added a vague formula to One for all
Items that trigger once during a fight now disappear from status effect bar once triggered
Balance
Initiate mode has been adjusted and made easier due to smaller map size
Introducing Rifts, coming to the newly announced Elves, Rogues, and Rifts DLC expansion this summer!
Portal Knight, get ready for the the new roguelite RIFTS! A completely new, highly replayable gameplay mode that will challenge both new and veteran Portal Knights. Rifts are randomly generated passages filled with devious traps and puzzles, and never-seen-before enemies. What's more... They also contain rare and powerful treasures, but to obtain them you’ll need to gather resources and find the Rift Forges before time runs out…
Adam is still working on his first solo project since Alex's departure. It's self-funded and going well.
Now bad stuff:
It's costing us more to run the Hex Gambit servers than we make from selling the game. So it's with a heavy heart that we announce the end for HG, probably my favorite game design in our nine years doing this.
Servers will cease operation for online matchmaking starting Tuesday, June 18, and the game will no longer be listed on Steam or the Humble Store.
After Alex bowed out, he planned to peck away at the remaining work and eventually make good on the Switch port, maybe sometime in 2020. But the prospect of bleeding money until then just isn't an option. We're both very sorry that this is how it ends.
With public access to game builds in our "Early Crowd" crowdfunding campaign we got multiple new bug reports from our dedicated players. This release focuses on fixing all the reported bugs:
Fixed a bug that allowed you to haul massive object back to the station, even if it didn't fit your cargo hold.
Mineral market now works properly even if you don't have any money.
Stats of the cargo upgrade preview no longer obscure upgrade descriptions on ultra-wide displays.
Crash logs are now correctly written, so we can now pin-point problems even if game crashes completely.
Fixed a bug that could cause game to crash if multiple ships with cargo baffles were on the screen.