The first step in adventure mode villainous interactions and investigations was to prepare the information screen that displays organizations, plots and actors (such as agents and mob lieutenants and embezzling bookkeepers.) As we start to place witnesses and other evidence in the game, the organization graphs and plots will fill out and allow you to plan your next move, whether you're trying to stop villains in the name of justice or just trying to mess with the competition. It's kind of like those scenes where somebody is placing photographs and tying them together with red string, but the game will do all the annoying bits for you.
Initially, rather than restricting based on evidence, we just displayed everything to get a better feel for what's out there. The 200 year old world I generated had two thousand actors and five hundred organizations. Many of these organizations were just one person bossing another one around for years, but there were several that had more than twenty members and spread out over multiple sites on the map, from cities to goblin pits to abandoned monasteries, with the path from lowest-level associate up to the boss being five layers deep.
Once we could see what's been going on in history generation more clearly, some problems came to our attention, of course. For instance, there were too many of the groups and critters that were disconnected and inactive, trying one caper and then just sitting around for three decades satisfied with themselves, and a few 'organizations' with just one member, surrounded by (literally) dead connections, which the game should have recognized as defunct. We'll need to address those before moving on.
It'll be great to finally get player-led investigations and player villainy up and running!
The next few weeks are going to be a bit busy with PAX (as mentioned in the last news item), and also FDG, a digital game studies conference I'll be at through the end of August, but we'll be back to DF work on September 3rd.
- Tarn
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Kitfox's Note
Hellllo!
I promised to keep you updated if any of Tarn's panels would end up being livestreamed, and it looks like the System Design one will be! You'll be able to watch this LIVE on Twitch here. (Times are in PST.)
Beta 3 is now available for the massive-scale tower defense game
Newest update adds scenario workshop, endless mode, and much more
Set in the Ashes of the Singularity™ universe, Siege of Centauri places the player in the role of commander of the defense of Earth's first colony on Proxima Centauri. Beta 3 adds a scenario editor where players can create and share their own missions, and a new endless mode that allows users to see how long they can last against a limitless onslaught of enemies.
“It’s always been important for us here at Stardock to put customization into the hands of the players,” said lead designer Derek Paxton. “Beta 3’s scenario workshop does exactly that: it lets people who have always wanted to design their own tower defense games create their own maps and missions.” Players can learn more about how to make their own scenarios with the Modder’s Guide.
Endless mode is a highly anticipated feature that has also made its way into the Beta 3 update. Players can attempt to survive increasingly difficult enemy waves on a few new maps that will present them with some very challenging choices.
Several new towers, enemies, and upgrades that make for deeper strategic choices are also in Beta 3. In addition, new scenarios that continue the story of the colony’s struggles are ready for players to explore.
The Early Access program is designed to allow fans to have input into game mechanics, pacing, and balance. Stardock has been releasing frequent updates based on player feedback.
“Beta updates and community feedback are a critical part of Stardock’s development process,” said Paxton. “We’ve been really happy with how the fans have helped shape this game.”
Siege of Centauri is currently in Early Access on Steam for $9.99. The final version is expected to sell for $14.99. For more information on what’s new in Beta 3, visit the forums.
Endless Mode- The onslaught doesn't end. See how long you can last against increasingly more difficult waves.
Covey- Five paths lead down from the north toward your colony. Can you defend against them all?
Mendel- A huge desert map gives plenty of room to build defenses. And you will need it against a wide variety of attackers.
Ulrath- An arctic forest with dispersed resources. It will be hard to defend your Colony, Metal Refinery and Fission reactor, hard decisions will need to be made.
New Campaign Missions- Follow the story of the Siege of Centauri with seven new missions.
Plains of Fire- This Medium sized Desert map will test your ability to withstand threats of all sorts. Air units, dreadnoughts, shielded, swarms and even units that produce aircraft as they travel.
Dule- This night map introduces a new enemy whose army grows as it travels. Take it out quickly, or it could be too large by the time it reaches your Colony.
Plutus- Your Colony is well defended here, but your resources aren't. Try to keep everything safe, which won't be easy because of a new enemy that speeds up all its allies.
Sord- The enemy has also deployed turrets at this location. Be careful where you use Milton and Reinforcements, if they are too close to the enemy turrets, they won't last long.
Caina- Spiders eggs dot this map. If the enemies reach them they will tear them open and the spiders will join the attack on your colony.
Styx- A new Juggernaut assaults your colony, and it produces waves of Falling Stars as it travels. Can you kill it before it reaches your colony while the stars are disabling your defenses?Sedge- This time there is no Colony to protect. Instead you are building a device that will end the war. Can you complete construction and hold it for the 10 minutes it takes to activate while the enemy assault grows?
Download and Share Scenarios- Have you always wanted to make your own tower defense game? Create your own maps and missions, share them with the community and download scenarios the community has created. check out the Modder's Guide here: http://wiki.siegeofcentauri.com/index.php?title=ModdersGuide
New Towers- Two new towers are available to equip and upgrade.
Mortar- A cheap area effect tower, great for weakening swarms and softening any allies without spending much metal.
Nova Tower- An assault tower with long range, high damage and and area of effect. Whats the catch? It only damages shields and won't do anything to enemies without them.
New Enemies- Lots of new threats to test your defenses.
Rolling Hive- This hard to kill hive produces flying Wasps as it travels that will fly directly to your colony from wherever the Hive is.
Floating Factory- The enemy produces Scarabs as it travels that slowly add to its army. What starts as a single threat could be a massive swarm if it isn't taken out in time.
Harbinger- This flying fortress will need everything you have to take it down.
Taskmaster- This slowly advancing enemy will speed up all allies that come near it. From entire hoards, to dreadnoughts barreling toward your base. Be care who you allow it to get close to.
Nest of the Queen- A devastating production dreadnought. It can take out your Colony in seconds if it gets close. The Nest is especially difficult to beat because it sends out waves of Falling Stars to disable towers in front of it.
Heart of the Phoenix- The toughest and most deadly enemy so far. When this dreadnought is destroyed, it forms a sturdy egg that will birth a new Phoenix after a delay. Destroy the Egg before process can complete.
Vulture- A special enemy on Sedge that will take out anything in its path, including your towers.
New Upgrades- Lots of new upgrades to allow you to customize your towers the way you want.
Nuclear EMP- Upgrades the Carpathia's standard EMP delivery system to a small nuclear payload, allowing for a much larger blast radius.
Ares Charge- Reduces the Energy cost of your disruption beam by 25%.
Defense Scrambling- For a short period, targets take an additional 20%, 30% or 40% increased damage depending on tower level.
Chain Lightning- Overloads an enemy, causing them to pulse with energy that will damage nearby units.
Colony Interface- Connect to the Colony's computer network to assist its upgrade procedure, reducing the cost of Colony upgrades by 25%.
Shellshock- All enemies hit have their weapon reload increased by 100%, 150% or 200% depending on tower level.
Field Leak- Disables the targets shield regeneration for 30 seconds.
Lossless Recycle- Reduces the cooldown of all orbital abilities by 25%.
Colony Pulse- Colony Weapons ignore shields.
Recharge Generator- Reduce the cooldown of Overcharge by 90%, allowing you to spam it as long as you have the energy to use it.
Targeting Calibrations- Updates Milton with Icarus targeting capable of engaging airborne targets.
Metal Replication- Allows the Carpathia to automatically generate additional metal equal to a small percentage of your existing metal stores.
And many more.
Balance
Everything has been re-balanced.
Really, everything? Yes.
What about...? Yes, that too.
Difficulty now modifies maximum spawn size (so you wont get as many enemies in swarms on lower difficult levels).
Orbital Strike no longer has a 10 second delay.
Reduced the time a Falling Star disables towers.
Towers are allowed to shoot beyond their range a bit if they have been tracking an enemy that just moved out of range (this prevents a very frustrating issue where towers would aim, then the target gets out of range, then aim, then the target gets out or range forever and never shoot).
Fixes
You can't overcharge in the radius of an Orbital Nullifier.
So many performance improvements.
Fixed edge scroll issues that were keeping players form being able to place a tower at the edge of the screen.
Fixed an issue where maps with a lot of waves would overwhelm the wave panel.
Reinforcements are better at engaging with enemies.
First things first, thank you for everyone who joined our discord server and helped report bugs. Although we have a diverse team of talented writers, composers, and artists, I am the only developer for the game so had a bit of a tough time getting through some of these bugs.
I have added a day indicator at the start of each day and night, fixed the looping with every route, and added some QOL updates. In other words, the game is completely playable from start to finish. This is really the standard of quality that should have came out on release, and I deeply apologize for that not being the case.
I imagine there still may be minor glitches and typos in the game, and any help with spotting those in our discord server is appreciated.
Rest assured the second part won't be released until we are 100% stable and polished.
Thank you all for your patience, and I hope you enjoy the game!
Recently Verren, the protagonist of the Prologue and the one who employs you in the main game, started sending peculiar letters to everyone who accepted the contract.
He may sound grumpy but he is trying to prepare you for the quest ahead by sharing his numerous stories and other valuable information. He also intends to give you his heirloom ring with his last letter.
Maybe it’ll aid you on your journey… and there’s only one way to know how!
Recently Verren, the protagonist of the Prologue and the one who employs you in the main game, started sending peculiar letters to everyone who accepted the contract.
He may sound grumpy but he is trying to prepare you for the quest ahead by sharing his numerous stories and other valuable information. He also intends to give you his heirloom ring with his last letter.
Maybe it’ll aid you on your journey… and there’s only one way to know how!
**Changelog: K151** New Wider View Camera Angle Touch damage removed for Turrets and some enemies Players will now start off with enough rage energy for one dash after respawn After Respawn invuln now lasts for 5 seconds Fixed radius for Crab Bombs Fixed squeezing out balls for crab boss Darkness duration indicator fixed Donut room level update Updated background color for power up Timers Increased Size for Orbital power up Updated color for burning patch from aerial bombs Added v.1 of player silhouette shader when behind objects Extended Ultra Attack durations and updated FX Ultra Attacks will now cause slower turning and run speed Added delay to Turret Power up spawning, so you can choose where to drop it Increased rotate speed for player aim Enraged Enemy indicator now more obvious Beyond Mode Only: Health will now give extra Ratings/Score Multiplier
**Changelog: K152** Shield powerup changing to 3 hit shield, lasts 30 seconds Ultra Attack will now start with a 1.6s invuln period, then the attack Door gate switches decreased from 130 to 100 hp Additional dash pads added to level Dash Invuln reduced from 1s to 0.8s Enemy Spawners now fixed and back to normal spawn rates Increased Slow Debuff amount from 70% to 90% for end boss purple slow beams Updated Explosion FX
Based on the original module by Luke Scull, this newly enhanced adventure vastly expands the former module by adding 70% more story and gameplay, plus new art and audio!
Tyrants of the Moonsea
The harsh frontier land known as the Moonsea is besieged by demons. A mysterious cult has arisen, bent on death and destruction. Amid the chaos, war is imminent between the powerful city-states and their tyrannical rulers.
Accompanied by the dwarf merchant Madoc, you approach the town of Voonlar just as the worst snowstorm of the year hits. You soon discover that only you can prevent the total annihilation of the Moonsea at the hands of a legendary and ancient evil...
Features
A 20+ hour high-level adventure set in the perilous Moonsea region of the Forgotten Realms! Featuring new monsters, new tilesets, 35 minutes of new music, and 1,000 lines of new character VO.
- An expansion-sized high-level adventure with 20+ hours of gameplay - Use the world map to explore 18 areas in the Moonsea region including Zhentil Keep, Cormanthor, Thar, and prominent city-states. - Recruit from 5 different companions for your party - 5 new monsters to do battle with - 14 new character portraits - 35 minutes of inspiring new music including exhilarating combat tracks - 1,000 lines of new character VO
Get Neverwinter Nights: Enhanced Edition! Join the community today & snag the classic D&D adventure today and open the gates to scores of community content, premium modules, DM Toolsets, persistent worlds and more...
We just received "Game of the show" award from GamersPack!
We are so proud and happy for our team and everyone who worked on Gamedec!
It's been a busy week at Cologne - we had a lot of interviews and meetings with editors from many countries. This legitimate interest & curiosity about Gamedec is heartwarming and only gives us more energy to bring you the best game we can! For all of that: we thank you!
Be sure to follow us on our social media channels for the latest info about the game: Facebook Twitter Instagram
It also means the game is fully featured and will enter Beta phase on the 31st of October!
We're already looking for some enthusiasts who would be willing to try the game and provide feedback. You only need to join us on Discord and follow instructions there to register your interest, but be quick as availability will be limited.
Lastly if you've read this far, you might as well wishlist the game on Steam now and help a fellow 4X enthusiast who spent a lot of effort into making his dream game! Also, the music is *really* cool, so check it out!