Congratulations! Absolutely everyone in the reviews asked for the navigation system! We thought about it for a long time and came up with a solution! We did not want to make the game casual, so this system will not tell you exactly where to go, but it will tell you the direction that will allow you not to get lost in a cave. No longer have to swim in a circle.
We made it so that each item has its own color. And we have added glowing pointers that will point the way to different quest items.
-> Attention, old saves will load the game without pointers!
The second part of the ILEUM update got delayed as we hunted down bugs, and then was delayed more by some personal life stuff. I will keep editing this announcement as the testing branches come up, and will do a new post when we're very close to launch.
7/27 News: Very close to launch, soon I'll do another post with final news and Linux and Mac support.
7/7 1:40 PM Update: Fixes to multiplayer, some broken weapons, and some other tweaks. Please test the multiplayer fixes!
7/21 11 AM Update: Some new events! I'm posting another update tomorrow that should have most of the rest of the update. We've tested most of this already on our end, but I want to do final tests before we send this to mobile and to the console update people.
7/24 Update Getting there. Events finished, along with some adjustments for how Fireproof works so it will no longer fully take up the Trait slot necessarily. New trading camps will be up next.
7/27 Update New trading camp, cut the other one for now to get update out faster. Also some other tweaks.
INSTRUCTIONS
IMPORTANT NOTE: The testing branch and the retail version use different save files! Testing Branch saves also get cleared out on occasion.
HOW TO INSTALL: Right click Death Road to Canada on Steam. Go to Properties. Go to Betas. Select Testbranch, no password necessary.
7/27 LIST OF CHANGES
- New Special Trading Camp, The Last Arcade. Contains a way to train shooting until you run out of food, and also two new special characters - Fireproof special recruit now gets a 20 charge Napalm Launcher, losing the 200 charge blowtorch - 50 charge Napalm Launcher added as a Fire Sale 8th option to the 10 food list - The bandit events for the ones that take everything and the weapon stealing ones tweaked to be slightly less harsh - New weapons added to weapon buyer - Overpowered and Endless mode added to game-info streak tracking
7/24 LIST OF CHANGES
- 2 new rare events added, Wonkor Burger and Trust Building Exercise - Changes to how Fireproof works so it's statmod based instead of a Trait check. This will allow new methods to gain fireproof that doesn't eat up your Trait slot completely - Checks to make sure previous fireproof things don't break with this change
7/21 LIST OF CHANGES
- 3 new events. The Last Internet Connection, Death Car to Right Here, and Cloud Watching.
7/7 LIST OF CHANGES
- Player 2 should now be able to give up control - Player 2 should now be able to pick new characters
- Napalm Launcher will spawn in the Inferno locations, replacing the flamethrower - Napalm Launchers found on the ground give 50 charges - Burning locations now have a slightly higher chance of flamethrower
- Fast Food event now has a title
- Blowtorch and similar weapons will now properly work again, instead of characters swinging them around like a melee weapon at full ammo
The mermaid is tired to catch You endlessly, as you are constantly being respawn, she got into a temporary loop.
Now she has become less aggressive in trying to catch You. (Her movements have become more predictable) Perhaps we need to make it even easier, we will wait for your reaction.
We decided to remake this game once more after we released it, a new Version (2.0.0) is available since 25th June.
It contains: 2-3 hours more gameplay (including a prolog) Total Gameplay is around 10-12 hours Deeper Story and Characters More dialogue (total of 50.000 words) Remake of some Maps, Puzzles, Message Box, etc. More Features like interactive Map, Flashbacks, etc.
Please notice: Currently the first 3 chapters of the game are available, will be adding chapter 4-10 back very soon (still checking for bugs and improving dialogue).
The savefiles from Version 1.5.1 are not compatible with Version 2.0.0, the game also starts from a different location.
The savefiles from the current demo are fully compatible with the full version.
the new patch 1.5.7.0 is now available! Steam will automatically download and install this patch for the English and German version. This patch needs to be translated for other localizations of the game (currently Simplified Chinese, Italian and Russian) and it will be available as soon as the responsible translation teams finished their work.
Be careful the patch notes could contain spoilers to some extent, we try to avoid them as much as possible, though.
Thanks to community members gavrant and overdev for their contributions to this patch.
Fixed a glitch of the player character when drinking wine with Jespar in the Drunken Bee Inn while sitting.
"The First Steps" (MQ03):
Fixed an issue causing the guard in front of the Sun Temple to be missing when the player committed a crime beforehand.
Random arcanists should no longer interrupt the scenes in Constantine's rooms during the quest.
"Part of Something Momentous, Part II" (MQ05):
Improved headtracking during the ritual scene.
Improved the enemy encounters with the "Suppressors".
Fixed Aixon interrupting a certain dialogue.
Fixed an issue that caused Aixon skipping dialogue lines when being "one-shot" by the player.
"Part of Something Momentous, Part III" (MQ06):
NPCs in the Curarium should now always take all their positions out of sight.
The fade-to-blacks are now smoother without mix-ups and tearing.
The player now can't force Jespar to speak his generic dialogue.
Refined headtracking during the consecration scene. Calia and the player also got better fitting idle animation assigned during the scene.
"The Word of the Dead" (MQ07a):
Partially fixed the weather during the Pyrean Dream.
Fixed the player not knocking on the door.
Potentially fixed an issue causing the player to be stuck on their way to the living room.
Reduced the volume of the "player's voice".
Fixed Zura not speaking her lines properly.
Fixed and streamlined the interactions with the hut's door.
Reduced the objective update spam during the fight scene.
Fixed the player not being able to lie in the bed on teleporting back to the Aged Man manor after the battle.
Fixed headtracking and AI packages, smoothed fade-to-blacks, better voice ranges, removed unnecessary NPCs.
"-" (MQ07bAftermath):
Lishari now leaves Old Dothûlgrad earlier and is no longer stuck there.
"The Lion's Den" (MQ09):
The player is no longer stuck on a black screen while taking to the High Ones as a werewolf.
"Part of Something Momentous, Part IV" (MQ10b):
Fixed a bug causing not all dialogue options to be displayed properly.
"Angel" (MQ11a):
Fixed an issue causing the scene with Dal'Galar and Maya on the dinner table to trigger too early.
Fixed a small but constant performance issue that occurred when starting the quest.
"Black Light, Part I" (MQ12a):
Fixed an issue causing the player being able to talk to Lexil about inserting the stones while Lexil is on his way to already insert the other stones.
"Black Light, Part II" (MQ12b):
Fixed an issue which caused that certain NPCs weren't targetable after the siege.
"The Shards of Order, Part II" (MQ16):
Fixed the audio output codec of on of Yuslan's dialogue lines.
Sidequests
"-" (CaliaDialogue):
Fixed a small but constant performance issue.
"Two Souls, Part II" (CQC02):
Fixed a bug that caused the conversation with Calia to halt, when the player tried to interact with her.
"The Biggest Egg Hunt Ever" (NQ01):
Fixed an issue that caused Kurmai not having a dialogue option.
"A Touching Effigy" (NQ17):
Fixed a bug that caused the player to lock themselves out of dialogue with Rys.
"Apotheosis, Part II" (NQ26):
Fixed a trigger being missable when approaching the Mechanist's lift.
Improved the first encounter with Pahtira when riding down the lift.
Fixed the red protective barrier not being displayed under certain circumstances.
Fixed the "turn" animations on activating the four valves.
Fixed the core not being displayed properly.
Fixed Yerai not going into cover when the final fight starts.
Smoothed fade-to-blacks.
"Old Yogosh" (NQ30):
Fixed the issue that the player never needed to insert the valve into the mechanism to progress.
Fixed the objectives.
"Retribution" (NQ34):
Fixed an issue causing the quest to not be displayed properly in the journal.
The quest now properly fails when the player progresses with the main quest at hand.
Fixed an issue that caused Calia only to respond with "Anything" when the player tried to interact with her if the quest never was completed.
"A Drop in the Ocean" (FS_NQ01):
Fixed an issue causing Yuslan to be stuck within the Dust Pit.
"Our Mark on this World" (FS_NQ02):
The bandits in Duneville no longer attack each other.
"Dreams of the Dead" (FS_NQ03):
Fixed an objective.
"The Long Way to the Top" (NQ_G_02):
Fixed a bug that caused Menhir not to talk to the player if they were too far away from each other.
Fixed a bug that caused Menhir to wiggle around constantly and not responding on two occasions.
"Trails in the Sand" (NQ_G_05):
Fixed an issue causing the objectives to be stuck when the player acquires multiple ingredients at once.
"Scorpion and Lion" (NQ_G_07):
Fixed an issue with the protector not being present when bringing the letter to Maél.
Fixed one objective that wasn't displayed properly.
Added a new objective that advices the player to read the letter after taking it from the bag.
Fixed an issue causing the quest not to progress properly when the player entered the sewer "too fast".
Fixed an issue causing the player to deal no damage with staffs against the protective shields.
Also fixed the behaviour of Devra and Alyx during the fight, it should now be more clear when the player is able to attack and the visual effects should not impair the view anymore.
Probably fixed an issue that caused corpses not to be cleaned up at the end of the quest. Only applies for saves before the scene in the theater.
"Blood and Dust" (FS_NQR01):
Fixed an issue causing Tharaêl and Rasha to be unresponsive after the first arena fight.
Fixed a constant performance issue occuring after finishing the fifth fight in the arena.
"Dark Chambers of our Mind" (FS_NQR05):
Fixed a bug causing the scene with the dead elk being stuck when elk isn't there for some reason.
Fixed a bug that caused the scene between Brother Hatred and Tharaêl to be stuck when the encounter with the greater perversion has gone wrong.
Fixed a bug causing a voice line of the Father not to be audible.
Fixed a bug that caused the two clones to spawn even after the fight with the Father ended.
The music should no longer "randomly" disappear in the Frostcliff mountains after the Rhalâta quest line ended.
Tech:
Potentially fixed an issue that decreased performance over time when using the Devour Soul talent with the Dark Keeper affinity.
Fixed a bug that occured when the player was a half-aeterna and certain NPCs would stop talking mid dialogue.
Fixed a sound bug of the "Shadowtongue Oil" talent and improved its code.
Fixed a bug that caused a cooldown reset for the "Starling spider" talent when successfully used. Removed redundant code and fixed various other script errors regarding the clean up of the leftovers of the starling spider after the explosion.
Fixed a wrong display of the spell level in the menu and the mana cost reduction calculation of the spell "Spell ward".
Fixed the issue causing the player not being able to enchant anything with the "Fortify Lockpicking" enchantment.
Fixed an issue that caused perversions to explode forever and not give EXP.
Fixed an issue causing the spectral chest not showing its correct weight.
Fixed an issue causing memory points being used when learning a talent from a talent book despite the talent already being known to the player.
Fixed four rhetoric options throughout the game not showing up properly.
Fixed a message not showing up on game start when not all files are loaded properly.
The blueprint collection can now be obtained again if dropped from the inventory. Improved the inventory filter by replacing the formlist with one keyword. Fixed an effect being displayed when the book was used.
Potentially fixed the issue that the Alchemy and Magic shop in the Sun Temple being locked.
Fitzai should now always sell his proper wares.
Halda now buys and sells the Oder's arcanist and novice robes and hoods.
Larenya now actually sells some wares.
Flawless Amethyst is now sellable at the correct merchants, it is now displayed as gem instead of clutter.
Fixed AI of a couple guards, nobles, beggars, apothecarii in the undercity, the travellers at the northwind storage.
Fixed a bunch of small bugs within the Poem-reading scenes of Prince Mith in the Noble’s quarter. Furthermore, he no longer recites the same poem twice in a row. Fixed an issue of Prince Mith using the bed that the player can purchase at the Far Leoran Inn.
Reverted changes to troll combat behaviour. They now roar, flail, etc. again but less often than before.
Improved more enemy encounters across the game.
Arcanist Hood is now displayed on mannequins.
Fixed multiple meshes and textures.
Removed unused stuff.
Balancing:
Fixed multiple issues with the boss encounter in Ad'Balor. Slightly increased the stats of the boss to match them with the stats of other encounters in the same dungeon.
World:
Improved performance in the Old Man's Manor, the Chronicum, the Fat Leoran, the Golden Sickle Guildhouse, Gabor Gaboff's warehouse, in the Library, the Apothekarii house in the Undercity, in Old Ishmartep, in Fortress Rockwatch, in Dal'Mercer's Estate, from Fortress Goldenforst down to the southern tip of the Goldenforst, in the Dark Valley (around the Myrad Tower and abandoned village), around the Northcliff Hold and in the Suntemple.
Fixed various floats, leaks as well as navmesh. Fixed positioning of various furniture.
UI:
Fixed a bunch of typos and grammar errors.
Thank you for all the Feedback and for all reports!
EDIT: I posted this on Sector Six hub by accident. Sorry!
After releasing the alpha demo I've been working on improving the game's graphics.
I've started with small things - cloud shadows and sand particles.
Cloud shadows went through several changes:
Currently, cloud shadows are still not finished because I started working on non-cloud shadows, which currently look like this:
I've also made minor changes to attack animation, added idle animation, and changed the font.
Improving graphics is just one of the many things that I want to do before releasing the next demo version:
Add interior system and Locul town
A system to allow you to go inside houses and then a bunch of houses!
UI looks 2.0
Current UI looks too bland.
Character interaction system
Pressing a key while you are near to a character will open a screen with options, such as talk to a character, trade with character, etc. This is system is necessary for making quests and trading.
Role system and first four roles
This is a big one: It requires a lot of coding, staff and bow attack animations, 6 new attack spells, and countless UI additions. The first 4 roles to be added are Warrior, Mage, Archer, and Survivor. Expect to get more information about roles in the future.
The first quest
Combining roles, new content, and character interaction system into your first big adventure in Caios!
My goal for next week is to finish working on graphics and start working on the interior system.
[/img Well, this year’s most epic Trout fishing tournament, the Independence Trout Open is officially over! The Grand Finale was quite a battle of its own, in which 20 best Trout anglers fought for the title of ITO Champion on the waters of lovely Falcon Lake - every Trout angler’s paradise! And finally, we can name this year’s three ITO Champions along with our glorious Top-10, who skillfully handled this challenging competition throughout all of its exciting stages!
1. Optimize and fix tournament pairings with a large number of participants. 2. Fix tournament play button disabled for the first game for one of the players. 3. Fix Daily Quests rerolling 4. Fix opponent casting fast spells causes the game to freeze 5. Fix tournament timer sometimes shows 00:00 for a second while the countdown is active 6. Fix tournament now grants proper reputation 7. Back to Dust ("Ethereal. Kill all units. Your Leader loses 4 Health.") Cost reduced from 8 to 7. (The previous cost increase removed some interactions that we weren't sure that are good for the game but the current cost limits the number of actions you can take during BtD turn, so we decided to roll-back the change. The changes to other cards also affected this decision) 8. Trial by Fire OLD: "All units lose 2 Endurance, then all units gain 2 Power. Your Leader loses 2 Health." NEW: "All friendly units lose 1 Endurance, then all friendly units gain 2 Power." Cost reduced from 7 to 3 (Our initial goal with this spell was for the Norse to be able to convert Endurance into Power and boost their rushy side. However, the spell's main usage in real life was for board wipes. The game is currently not in a stage where so many board wipes are needed. This is why we decided to do this drastic change. We will keep an eye of how the spell will perform now.) 9. Fix Axeman of Stamford Bridge now properly shows visuals for Cannot Attack 10. Tsukuyomi Power increased from 1 to 2 11. Thor OLD: "Pedestal: If the first unit you summon each turn has 3 or less Power, it gains Rush. That unit loses 1 Power if it attacks this turn." NEW: "Pedestal: If the first unit you summon each turn has 3 or less Power, it gains Rush. If that unit attacks in the same turn, it has -1 Power during the battle." (This is one of the leaders that we are still trying to tune. As you can notice this is his 3rd change for the past 2 weeks. The difference for him being too strong or too weak is very small so we will keep making small changes until we are happy with his playstyle and performance.) 12. Fixed Zeus sometimes didn't give Ethereal to returned curses. 13. Added full art of "Reflection of Yata-no-Kagami"
Just a quick update about two things, the first is that ANCIENT ENEMY, the card game that Jim has been working on with Grey Alien Games, is available for wishlist, and isn't too far off release (date TBC!) and if it's your sort of thing then we'd definitely appreciate support!
Jim has been overseeing the art direction (his first 2D game!) and wrote the story. We're hugely excited to have worked with two fabulous artists, Dan Emmerson and Jen Pattison. Jake at Grey Alien has had years of experience at this sort of thing, and we're anticipating a tremendous game a bit later this year.
Additionally, we're speeding towards the next update for THE LIGHT KEEPS US SAFE, and now is absolutely the perfect time to try the game out if you've yet to dip in. If you enjoyed Sir. You Are Being Hunted but want something even more atmospheric and mysterious, then we suggest you take a look!
Just a quick update about two things, the first is that ANCIENT ENEMY, the card game that Jim has been working on with Grey Alien Games, is available for wishlist, and isn't too far off release (date TBC!) and if it's your sort of thing then we'd definitely appreciate support!
Jim has been overseeing the art direction (his first 2D game!) and wrote the story. We're hugely excited to have worked with two fabulous artists, Dan Emmerson and Jen Pattison. Jake at Grey Alien has had years of experience at this sort of thing, and we're anticipating a tremendous game a bit later this year.
Additionally, we're speeding towards the next update for THE LIGHT KEEPS US SAFE, and now is absolutely the perfect time to try the game out if you've yet to dip in. If you enjoyed Sir. You Are Being Hunted but want something even more atmospheric and mysterious, then we suggest you take a look!