First of all, I have updated some screenshots on the store page, so you can go and check it out. It is still a work in progress, but I think, they better represent the current state of the game and show more gameplay, than the old ones. Also I am often asked about game trailer and I agree that it will describe the game better, than the thousands words. But good trailer requires well established gameplay, a lot of game polishing, and enough content to not disappoint anyone (and I still changing a lot of things in the game on a daily basis). So, I think I will be able to publish the trailer three weeks before the release in Early Access. And I hope it will happen in the 2019.
Now it’s time to talk about spaceport building in “How do you like it, Elon Musk?”. As I always said, this will be the main focus of the game. While this game mechanic is pretty easy to implement from the coding perspective, it is hard from the game design point of view, because there are too many ways of how you can approach this problem. You can also pretty easily stuck infinitely iterating over it and keep adding new systems to the point, when the game becomes unplayable complex mess of mechanics, numbers and buttons.
I should have come up with a set of rules and restrictions to avoid falling into this trap. And set them in stone after that, no matter how it will be difficult to follow this restrictions, because it is only way to find your way. So I will outline the set of found restrictions in the following paragraphs and we will deep dive into them in the next developer updates.
The story begins, when you get under control the ruins of the old Soviet spaceport. All you need is to transform it into the space center of the future. Unfortunately, the building permit was not given and you are not allowed to build anything on the surface. The only way to expand is to build deep into the Earth. Each building opens up new opportunities, complements existing ones or makes life easier. For example, laboratories allow researching new rocket parts and buildings more quickly, storages and workshops - to store and process items into resources, and generators - to produce electricity on your own.
Sounds familiar, right? The next step was to make this gameplay unique in its own way. I spent a lot of time thinking about it and came up with the first rule:
Nothing works without people.
Every building requires staff to operate. There are workers, engineers and scientists you can hire and assign to buildings. The more staff requirements fulfilled the more features the building have.
For example, each worker unlock more space to store items in the storage and when you will assign all four of them to the building, you will receive the ability to automate collecting or delivering resources to other production buildings. But don’t forget, you should pay every employee at the end of the month. And if you don’t, they will quit and will never return.
The second rule almost immediately arose from the staff system:
Every action takes time.
The game will be in real time. And the time will become the second main resource after money. Do you want deconstruct the Soviet ruins? It requires four days. Do you want to build a coal generator? The workers will finish it in a week. Of course you will be able to speed up time up to one day in a second. But you should think twice about this, because the end of the month is coming and you should not only pay salary, but taxes and bills too.
The third rule is the matter of my own taste. I hate routine and monotonous tasks in games if they lasts for entire game and not required by narrative. But in the right proportions they can set the tone of the game or make you feel current situation. It is just another tool that you should use carefully. So, the third rule is:
Every routine and monotonous task should be automatable.
For example, in the beginning of the game you will have few resources and money. And you should do some tasks manually such as moving resources from building to building, or throwing coal into the furnace of the coal generator. But when you’ll make some money you will be able to hire more staff to make it for you. But the option to do something manually will always exist, for example, if the hard times come, you can save some money by performing all this work by yourself. By the way, the flight plans system was born because of this rule.
The last rule is my preference too. I’m not a fan of linear upgrades systems in the games. Sometimes it’s ok, like in Action/RPG, where the upgrade trees exist just to make you feel the growth of your character. Or in Civilisation you feel how is you nation developing, thriving and moving from one era to the another. But I think that in some games it is a waste of content and potential. Why you should build, for example, the tower and then upgrade it ten times to do something useful with it? And very often there is even no situation, where you actually need the tower of level 5, so there are no interesting choices to make. The actual fun is delayed by meaningless actions to increase the playtime and create an illusion of depth.
So the fourth rule:
Avoid linear upgrades system as much as possible.
This the the hard one, because every game needs the progression system and linear progression is the easiest one and you almost instinctively want to add it into the game. But I think I solved it in theory and came up with nonlinear system with interesting choices and room for sinergy. And it called “Mechanisms system”. I hope I will tell you more about it in the next updates after I actually try to implement and play with it.
Now you know the four main pillars of the spaceport building. As always tell me what do you think and see you next time.
There's a new update on Steam for Windows! This update includes a new ending, and a complete Russian translation!
New Ending Scene
There's a new scene and more content at the end of the current build! This provides a glimpse at more of the story in Estranged: Act II.
This is a temporary ending that I teased in my last news update, and there is a bit more content planned after this point. To jump there directly, use the cheat "map TheBase#sp10".
Русские Переводы (Russian Translation)
Привет из Англии! Игра, включая меню, субтитры, электронные уведомления и газеты, теперь переведена на русский язык!
Перевод осуществлен переводчиками компании Gengo – если вы в дальнейшем хотите принять участие в переводе обновлений или предложить исправление ошибок, свяжитесь со мной: discord.gg/estranged
Japanese and Czech Translations
The game has also almost completely been translated into Japanese and Czech by members of the community, with more languages on the way. My next focus will be Simplified Chinese, which represents the second most popular language on Steam (Russian being the third).
Thank you to everyone that has helped out with the project, and those that are following the progress. If you have any feedback, want to report a bug or just want to say, head over to discord.gg/estranged
When a corporate trade envoy arrives, you'll now have the option of sending your goods directly to market. Goods on the market will get you about 25% of their base value compared to selling them directly to a trader, but there's no actual trade here - it's your corporation. So they always say yes.
Delegates from rival dwarf factions no longer eat your food or carry out your assigned tasks.
Dwarf energy levels are no longer tied to time of day - they will not decline based on what tasks they perform, and they won't wait until night to take a nap.
Now the real news...
The next stable update is (tentatively) planned for next Friday, July 5th. We expect to push it Friday evening, and are planning on gluing ourselves to the issue reporter. At this point, we can't physically test every aspect of the game (especially since by 'we' we really mean 'I') but 'we' have a lot of confidence in this build and have made plans to be available here and on discord.
This update will break your saves. If you have a save on the current stable branch you want to keep, I've forked the stable branch to create a beta branch called legacy. This branch is identical to the current stable release and will never be updated.
If you're playing on the unstable windows FNA branch, stay put, as the stable update will not include FNA on windows.
There's a bunch of little tweaks and fixes. There was a major bug where players couldn't save at all in Chapter 9. Saving was only supposed to be disabled until you cleared out the Polyphonic. Fixed a couple of dialogue/job problems with Junebug and Boris, tweaked a couple of stats and prices, and updated the team command icons a little. Also, I changed the name of the Elegguan Pirates in the Lonely Coast to "Kalfu Pirates" to clear up confusion because they aren't with Eleggua Tribe (Kalfu Tribe will be a faction in the Panama DLC).
Complete list of fixes:
SOURCE CODE: -Fixed bug that caused player to be stuck in scope mode if he opened it while sliding down a cliff into water. -Removed error message when characters teleport to the same map for script purposes (now simply nothing happens). -Plane prefabs now automatically have the drawPriority property set to 1 (visible from both sides). -Added new script command, "scaleSkin", to scale both X and Y dimensions more easily. -"If_inParty" script boolean is now also true if temporarily controlled by player.
SCRIPTS: -Fixed bug with Boris dialogue. -Fixed Junebug dialogue problem starting in Chapter 6. -Fixed bug where player couldn't save at all in Chapter 9. -Updated Eyes of the Beast ability description in globals script. -Increased Merc Strength to 10 and Thug Strength to 15 (INIT script). -Increased carrion demon corpse knockback from 70 to 100 for better death collision (INIT script). -Gave Junebug objective automatically upon opening Pochutla gates for the first time. -Hunter ghouls now take heat damage in the sunlight (mostly for upcoming DLC). -Fixed bug where confused player would burp underwater. -Decreased price of rockets from 88 to 80 jink. -Fixed BRIGAND - FORTRESS Arsenal AI.
RESOURCES: -Updated team command icons.
STORY FILE: (requires starting a new game) -Changed name of "Elegguan Pirates" in the Lonely Coast to "Kalfu Pirates" (not with Eleggua Tribe). -Increased carrion demon corpse knockback from 70 to 100 for better death collision (story file). -Increased Merc Strength to 10 and Thug Strength to 15 (story file).
For the past two months Nanobotic was being updated almost every day. We've tried to improve everything that players have complained about, and much more. So here we go...
Beginners challenge
One of the biggest changes is the introduction of a new playable tutorial called Beginners challenge.
Beginners challenge is comprised out of 7 rooms that contain different tasks for players to master:
Weapon crafting
Minion crafting
Fighting enemy minions
Destroying enemy objectives
Best use of certain weapon combinations
And more
Unlike the old tutorial that was removed, beginners challenge is quite fun, interactive, and allows enough time for the player to get the firm grasp of everything. We hope you'll enjoy it.
New queue + Join match in progress
Queue system got some nice improvments as well, not only that it looks much better, its functionality has improved.
No longer do you have to wait for 10 players to join the Queue for the match to start, match will now force start from 1v1 after 3 minutes. We have added a "Leave queue" button, and the ability to join a match in progress. "Join match in progress" button will show up in the upper right corner of the queue when there is an adequate match to join.
Death animations
If you've played Nanobotic right after Early Access release, you've noticed a lack of any indication that you've killed an enemy player. We have resolved that issue with introduction of death animations for both you and the enemy player. No longer will you just be brought to the respawn timer screen after getting destroyed, you can now see a beautiful death animation of your character's lifeless body getting slammed by the enemy, and you get a chance to look around for a few seconds after your character was destroyed.
Hitmarkers and killmarkers
One of the biggest requests by the players was a better hit indicator, therefore we have implemented hitmarkers and killmarkers. Hitmarkers have a different color and sound for when hitting an enemy, hitting friendly unit, hitting a target that's under a forcefield, and healing a friendly unit. Ticks of the Poison Elemental also got their own purple hitmarker and killmarker with special sounds.
Duration and scale, as well as the sound, can be adjusted for both the hitmarker and killmarker inside Reticle settings.
Brand new map
We have created a brand new map that is much less complicated to navigate. As before, map features 3 enemy rooms, 3 friendly rooms and a neutral area.
Settings
Settings menu has greatly improved, and is now accessible from the home menu. New additions include:
Reconfigurable input
Audio settings
Better graphics settings
Reticle settings
Resolution settings
Window settings
Gameplay changes
Turret can now target one character with only 1 weapon at a time, unlike before where character could get hit with up to 3 weapons weapons at a time. Amount of Nanobots that turret is earning for the home bank has doubled.
Destroying the environment now grants Nanobots every time, unlike before when there was a 25% chance.
Price of the Multishot barrel has changed from 200 to 400 Nanobots.
Camera is no longer rotating while in crafting, it is now necessary to hold the right click button to achieve that behaviour.
Home menu
Except from getting a settings option, home menu was improved with new animations and better interactivity. Some of the visual elements have also changed to improve accessibility.
Bug fixes
We have fixed many bugs, so to name a few:
Getting stuck in home bank
Getting stuck on loading 100%
Crash on exiting the game from the home menu with quit button
Repeating sound while re-spawning
Input latency reduction (Mouse and Keyboard)
Minions in playable Tutorial stop following through certain doors
Minions in match stop following through small doors
Heavy and Propulsion barrel costing nothing to fire with Regular bullets
Announcements showing over the interaction menu
Instructions showing over the crafting menu
Cursor disappearing inside the crafting menu
Rocket jump not working in certain situations
And many more...
That's it for this one, more updates are coming. If you have any suggestions, or complaints, feel free to join us on Discord: https://discordapp.com/invite/nDNUP9k You can also use the Steam forums.
Nanobotic is free to play, and will always be free to play. You can support the future development of the game by buying skins. Thanks!
NEW MECHANICS / CONTENT Baby Carrying -To grab and hold another creature, point your snout at your baby (or someone else's) -By default, players can only grab and hold smaller members of their own kind -All animals now have a held animation that fits into the grabbing creature's jaw -The Mosasaurus can grab all creature types, limited by size and weight, just as before, and is behaves no differently BabySnatcher: - Allows players to pick up creatures that are not their species with one point invested, and overall improves their ability to grab baby creatures - Ability drain is lessened for creatures who are not in the player's group or the player's offspring - Less weight is incurred when picking up the creature in question GoodParent: - lessens the weight incurred when picking up players who are either your offspring, or are players in your group - lessens the ability power drain rate incurred when picking up players either in your group, or who are your offspring - Increases the max size creature you can pick up, as long as they are in your group or are your offspring +This does mean the Elasmosaurus grab has returned -Elasmo talent Strong Neck has been replaced with Powerful Jaw -Elasmo now has Baby Snatcher, instead of Intimidation +Herbivores can pick up creatures of a different species if they're grouped, and Good Parent improves this as well +By default, the maximum pickup size for creature is 0.4 unless Mosa. This is improved by Good Parent or Baby Snatcher +Elasmosaurus, Velociraptor, and Pteranodon have access to the Baby Snatcher talent +You can now grab players who are grabbing another player, but cannot grab players who are being grabbed by another player +Grabbed characters can no longer be hurt by other players while grabbed +Being in a group with your offspring now applies a modest growth boost towards your creature -This only applies if your offspring is less than 0.7 growth -This growth boost only applies if your offspring are within the comfort radius -The Good Parent talent further amplifies this effect -This has been done such that the parents are awarded for their parenting efforts
+Added new sniffing sound effects for all creatures +Added new Velociraptor sounds, and finally got rid of the placeholder velo sounds +Added a new mechanic - Food Satiation -Gained by eating the glowing plants as a herbivore -Gained by eating fish as a piscivore -Gained by eating fresh meat as a carnivore -Gained by eating plants equal to your foliage tier as a herbivore -Gained by eating seaweed as a Lurdusaurus -While you have food satiation, your food ticks subtract from this value instead of your actual food value -Food Satiation is indicated by a special blue indicator outline appearing over the top of your food resource -The Botanist talent now increases the amount of food satiation herbivores get from eating foliage, rather than increasing the total amount of food given -The Scavenger talent no longer makes you inflict less carcass drain on small carcasses -The Scavenger talent now allows you to get more satiation from fresh meat as well -The Satiation buff will show up on the character screen
-Eggs now release purple scent clouds if you are either the parent of the egg, or if you have talented Egg Thief -More talents into Egg Thief increase the scent radius and cloud size for the egg
New Skins! Revamped Older Skins: -Butterfly Megalo by BananaBae -Leafy by Misha and Twilightwolf New: -Brownie Megalo by Misha and Mugman -Coastal Ptera by Omnomnomnivore -Toxin Ptera by BananaBae -Cowpato Apato by Misha and Renseal -Frosted Krono by Twilightwolf and DJZ -Zebra Parasaur by Misha -Snakehead Apato by Misha and Khibirres -Fern Hunter Velo by Twilightwolf -Woodpecker Velo by Twilightwolf -Peacock Velo by Twilightwolf -Sea Krait Elasmo by Misha and Hukysuky
OPTIMIZATION AND GRAPHICS +Redid the meshing of the carcass actor, removing a lot of uneeded polygons, bad UVs, and bad, stretched textures. Smoothed out mesh's normals, should look smoother overall. -Corrected carcass size to accomodate new mesh +Re-added support for Dirt Masks in our new dino shaders +Added full support for iridescence on our shaders. +Elasmo && Mosa have iridescence +Veloci feathers have faint iridescence on feather tips. +Increased velo swim animation locomotion rate +Added Pupil control for every creature that had UVs allowing it, and: -Pupils on these creatures now respond to shelter state, time of day, growth level, and weather -Pupils now adjust at runtime for every dino, on tick, value target is updated every 3 secs, interp speed is customizable, defaults 0.5f +Lowered carcass sound flies by 50% +Altered the max camera zoom such that you can go further away at very small growth levels +All creatures now have their own sniffing sound, rather than the placeholder sniff sound -Adjusted replication properties of tree stumps - should result in better server performance on scenarios with lots of eaten plants -Adjusted replication properties on groups, which sould also result in better server performance overall -Disabled replication of spawn points, which took a surprising amount of CPU time on the server -Added more text trackers to the log to narrow down why some stat ticks are taking about 1ms of time to compute, server-side -Added more text trackers to the log to narrow down why the player state is taking a lot of server CPU time
BALANCE ADJUSTMENTS +Larger creatures are now more capable of taking falls without receiving damage, to correspond with their increased jump heights +Players that have drank less food and water than the cap needed to drop a full carcass now drop a more forgiving amount of food +The Anti-self feeding carcass meat reduction mechanic now only applies to juveniles who were spawned in without parents, and hatchlings now provide full carcasses when slain +The threshold for dropping full-size carcasses has been lowered +The default scent radius for carcasses and freshwater has been raised to 500 meters, up from 350 +Carnivores of growth levels less than 1.0 now drain meat off carcasses more slowly. This effect is more alleviated the smaller the carnivore's growth is +The talents Sharp Teeth and Thick Hide now apply to the Mosasaurus' thrash damage +Pteranodon's size stat is now 150, up from 120 +Velociraptor now has Baby Snatcher in place of Latch Improvement +Pteranodon now has Baby Snatcher in place of Cleanliness +Creatures hatched from eggs can no longer change their skin -Nested-in dinos should be able to still customize alpha, saturation and value, but not hue, until 0.8 +You can now make vocal calls while grabbed +Fall damage has been re-added for aquatics that fall while beached -This does not trigger when leaping out of a body of water +The positive comfort limit from eating comfort flowers and crystals has been lowered to 20, down from 30 +The positive comfort limit for eating eggs as an egg thief has been increased to 40 +Made eggs smaller such that it looks more reasonable for velo, ptera, or other smaller creatures to carry the eggs of larger animals +Velociraptor footfalls have been reduced in volume +While in flight, you can now only drop the creature you are carrying by double tapping the use key. A single tap will result in braking +Pteranodon's turn rate is now also influenced by being overweight, while in flight +Pteranodon's flight speed is now influenced by being overweight, and by the weight of the object it is carrying +Pteranodon's flight pitch angle is now influenced by the weight of the object it's carrying, with heavier objects pulling you back towards the ground more aggressively +Reduced nest leaf size due to eggs being smaller +Creatures greater than 1.0 in growth now scale more slowly in what other creatures they're able to pick up
BUG FIXES +Fixed: Velo should no longer be expulsed after climbing cliffs +Fixed: Megalo Jaw +Fixed: Creatures such as the Pteranodon, aquatics, and the Lurdusaurus should no longer become tilted while swimming after leaving a slope that applies a roll angle to the creature +Fixed: Acro and Tyrannosaurus no longer play the wrong animation while swimming if entering the water from freefall +Fixed: Acro, Tyrannosaurus, and Velociraptor no longer twitch while in the water if entering while holding the jump key down +Fixed many bugs associated with the older, Mosasaurus grab mechanic such as: +Fixed: Being fat no longer causes grabbed opponents to inflict more weight damage to you, as a Mosasaurus +Fixed: Fat creatures now apply more weight damage to the Mosasaurus when grabbed +Fixed: Being overweight now properly reduces swimming speed +Fixed: Holding prey while swimming as a Mosasaurus now slows you down appropriately, based on the character weight +Fixed: Exploit where players could exhaust ability power or stamina and then spam dart to rapidly inflict damage +Fixed: The Mosasaurus grab should no longer cause the grabbed player to teleport around and glitch everywhere +Fixed a bug that would cause the climbing to apply two forces at once with no control if the movement keys were being held while latching +Fixed a bug that would the climbing to phase through surfaces if the movement keys and the sprint key was being held while latching. +Fixed a bug that would cause velociraptor to drop climbed surfaces if any UI taking focus was opened (menu, character screen, chat, etc..) +Fixed more bugs with velo climbing. It should be a lot harder to get yourself stuck with it. +Fixed several issues in the code that were causing missbehaviors in laggy scenarios. +Fixed: Juveniles now properly receive fall damage at normal thresholds, rather than receiving tremendously more. +Fixed: Animals greater than 1.0 in growth now properly are less susceptible to fall damage to prevent them from getting hurt off their own jumps +Fixed: the "Stuck" command now works properly for all users, not just admins. +Fixed a missing function call to prevent phasing through the map for velociraptor if they entered falling at an unexpected time. +Fixed: Males with Good Parent now properly have a chance to give multiple eggs to the female they mate with +Fixed: Elasmo head tracking now works properly +Fixed post processing on feathers not blending with environmental fog +Hopefully fixed: velo should no longer get stuck flying +Fixed: Eggs no longer have an ability cost to carry +Fixed: The distress key now properly plays the distress animation and sound, rather than submissive +Fixed: Dart no longer damages grabbed creatures that are in your jaw +Fixed: Eggs no longer have a specified gender until hatched +Fixed: Nested aquatics are now properly assigned IDs in the code, which fixes a large set of issues related to aquatics, nesting, and heredity +Hopefully Fixed: Pteranodon should be immune to fall damage if you disconnect from the server, making it not take fall damage while you're absent +Gave the Fatplant a super tall collision box so that it was easier for larger sized apatos to eat it. +Fixed: The parent who did not accept the egg invitation invite now properly gets the egg as their offspring +Fixed: The buff and debuff icons on the character screen now properly spread out, rather than stack on one another such that one or more are not visible / interactable +Fixed: Eggs no longer have themself as a member of their offspring -This should fix instances where Incest did not apply at the proper times +Fixed: Eggs now properly populate their visual properties, rather than always looking black and pink +Fixed: Adjusted velo walk animation play rate to match speed +Fixed: Footfall notifies now properly play while turning +Fixed: Held creatures can no longer be dropped through walls or other terrain objects +Fixed: Characters that are held through walls or obstructions while grabbed no longer experience extremely glitchy cameras +Fixed: Characters held underwater by a grabbing parent now properly behave, both in breath and in visual effects +Fixed: Tyrannosaurus crouch animation play rate now properly matches its speed +Fixed: Tyrannosaurus vocals no longer animate poorly when used while walking
Hello again everyone! Its looking like this update will actually be coming on Friday. Again apologize for the unexpected delay, my goal is to get through this shaky period and hopefully we won't have interruptions like this in the future.
Just to give a brief explanation as to whats taking so long. Pretty much from the beginning of the whole Rogue Fable series of projects I've been able to make progress on the games in a sort of ad-hoc manner.
Until now, I've managed to make decent progress by just focusing on details and short term improvements with only the most general plan as to how everything is going to work together in the final game.
This lack of longer term planning is apparent in both the design of the systems and content in the game and also in the underlying code and tools I use for development.
About two months ago (when this sort of experimental period began) I sort of realized that this was no longer going to work since the game had reached a level of both complexity and size that would require a bit more planning and conscious design.
So the last few months have really just been a wild adventure of really taking stock of everything I've built so far, the direction I'd like the game to go, and coming up with some sort of plan and schedule of how to get there. Since this is by far the largest project I've ever worked on, I'm pretty much learning as I go which makes it difficult to estimate how long things are going to take.
So over the past few months I've been spending a ton of time really taking the time to analyze the game in its current state, identify the problems and issues I have with it, trying to define what sort of long term vision I'd like to achieve, and trying to figure out how to move between these two states.
I've been going over literally every aspect or system in the game, most of which have just sort of accumulated over time, and really taken the time to figure out how I'd like them to work. In many cases (such as opening up the structure of the world), the changes I'd like to make are quite drastic and will hopefully lead to pretty massive improvements.
Doing this has involved not only a ton of design work, but also lots of experiments, on the dev-branch, which have left it a complete mess full of dead ends and abandoned or altered ideas.
I believe this experimental phase was critical at this point in the project, since I now have a much clearer idea of the final vision of the project, and many of these ideas are now present in some embryonic form on the dev-branch.
The current delays are just me fighting with this giant mess, trying to strip out all the bits that are not working while polishing and debugging the bits that are in order to get the game back to a playable state.
If everything goes according to plan, I think I can get this mostly done by Friday with the merge back with the main branch coming a week or two after that, and then its back to normal development, now armed with all the knowledge and experience gained from this phase.
Just as a warning I should point out that my current plan is actually to strip back the dev branch as much as possible, basically bringing it much closer to the 1.26 version, though with some massive changes, improvements, additions and re balancing.
Basically, I'm thinking of these last few months as a bunch of experiments and prototypes that helped locked down the long term vision of the game and expose all the stuff that will need to be implemented to get there. Due to the mess, dead ends and false starts, I'll be stripping back a ton of stuff to get us back to a point of relative stability (1.26). From there, I hope to be able to use the prototypes and experiments as a guide in order to gradually grow the game into its final form.
So yeah, to bring this long rambling explanation to a close:
Thank you everyone, for all your support and encouragement. Its been a tough few months but I think we're nearly past it. Update to the dev branch should be coming this Friday (July 05) with the update to the main branch coming a week later.
- New localization system ○ You can now change the language in the menu ○ Added French translation ○ The game will switch language automatically to french if you steam client is in french ○ Game font changed to handle special characters and give the ability to support more language in the future
If you want to help me to translate the game to your favorite language let me know
- New miracle : Mine allow you to convert a tile to a mine. ○ Mine miracle is now available for Greater deities. ○ The Mine created depends of the type of terrain where the miracle is happening. ○ The mines are producing ore that can be transformed to ingots except for the coal mine that produce coal
- Crafters ○ Some building are now crafters. There crafter are consuming some resources to produce other resources for the city. ○ Added European Blacksmiths ○ Added Nordic Blacksmiths ○ Added Steel Factory
- Cities can now evolve to Industrial age. - New human models for industrial age (all cultures) - New 3d models for most buildings of the game - You can now toggle heresy in the game menu - You can now toggle disasters in the game menu - Changed the model for the fur resource
Balancing
- Increase the quantity of resources needed by a city to evolve. - Increase the time needed by an heretic to convert a city - Reduce rates of trade, build and colonization - Swap regen and rain miracles cost and order - Reduce wildfire spreading speed - Increase reproduction priority
Bug fixes
- Improve miracle grab detection in the miracle menu - Prevent collision between miracles and buildings - Miracles will now return in the player's hand properly if they hit multiple tiles at the same time - Fixed jitter when grabing humans or buildings
Optimizations
- Cull some small objects when they are far from the player - All new buildings are using the same material to improve performance
What's next?
The game is now ready to include the production of crafted goods like tools, weapons and jewelry. Some improvements to the animal AI will also be done depending of your feedback. Mass production of new goods will allow humanity to evolve to the modern age.
You can now follow the developement of Deisim on this Trello Board. Feel free to vote and comments any task on it!
I hope you will enjoy this new update that required a lot of work. Please let me know what you think about it in the comments below or in the discord server of the game. And stay tuned for more updates :)
Myron
TL:DR - Industrial Era, Translations & new houses models
Today's update includes the new tree chopping system as well as some other improvements and fixes.
Tree Chopping
Chopping down a tree now causes the tree to fall, leaving a stump, parts of the trunk and tree canopies rather than just disappearing.
Rather than spawning logs, parts of the trunk can be collected directly.
After a few moments, the parts of the trunk that cannot be collected and the tree canopies fall out of view.
When an NPC chops down a tree or if a tree is cursed the old system is used.
I think this new system is way more visually pleasing, so much so that I'm thinking about doing something new with the rocks too!
Other Stuff in This Build
Fixed a bug that caused the optimization system to turn on all of the cursed particles regardless of distance. This could cause a noticeable performance drop.
The Dwarf model will no longer appear when you are polymorphed into an Orc.
Added a quick error message that appears when you click the craft button but haven't selected an item or building yet.
Fixed a bug with storage chests that sometimes caused the system to think you were placing a new chest when you are moving an already placed chest. This could cause the system to get confused and place items in the wrong chest or lose them entirely.
Added an Anti-aliasing slider to the settings screens.
And a quick thank you to everyone who has been posting feedback, sending bug reports, and writing reviews for HammerHelm. I appreciate all of the support very much! ːsteamhappyː
As some of you have already noticed, Voltage Graphic Novel has been released and purchase option is open. Release day was 21th June (21.6.2019). This first released version of Voltage Graphic Novel has 12 pages. Content will be updated during the development at regular intervals.
Voltage Graphic Novel is a book made up of comics content. Although the word "novel" normally refers to long fictional works, Voltage Graphic Novel is a mix of comic book and graphic novel. Screenshots below are examples about graphical style.
By buying this Graphic now, you can enjoy new content which will be added to the novel during the development! Or you can also of course wait for the final version.
Next update to the novel is planned to happen 4-12th July (04.-12.07.2019).