The solo mode of Soulfire has finally arrived, and there is no longer any need to worry about matching the unreliable teammates, who always prevent me from victory! I heard that the new version also added some powerful weapons, so I interviewed the producer of Soulfire, PixelBacterium (PB for short), to understand the latest information.
I: Hello PB, I heard that the latest version of Soulfire has added a very powerful primary weapon - whip sword. What is its design inspiration?
PB: Whip sword is a relatively common type of weapon in ACG. There are characters in SoulCalibur to use this weapon, and in Bloodborne. In short, it is a weapon with two forms, sword and whip. There are also many cases in comic, such as Tenjō Tenge and Bleach. There are also chain sword in Pacific Rim, but mainly in the form of sword. Of course, there is no such thing in reality, because with such a structure, it is difficult to guarantee the performance of the sword form. However, it looks cool. We also have other deformable weapons under development.
I: It seems to be very powerful. Will the addition of the whip sword destroy the game balance?
PB: The whip sword is found in the treasure chest of the fourth treasure thief only. There is only one whip sword in one match. Its strength is definitely more than other weapons. However, this strength is not numerically, but the versatility of the action module. Its general attack is the speed of standard weapons, and the combat skill has the range of heavy weapons. The advantages of both weapons are taken into account, and there are no shortcomings. If you do want to ask for its shortcomings, it is that its impact level and hyper-armor level are only equivalent to tier 2 weapons. While to be honest, the disadvantages in actual combat are negligible.
I: The new secondary weapon, poison gas bottle, when should I use it?
PB: The positioning of the poison gas bottle is a group battle weapon that can force the enemies to move in one position. It is not suitable for solo match, but it can be used in place such as edge of the dreamland gate. However, the damage of the poison gas bottle is not high at present, which may need some enhancement.
I: Final question. The price of Soulfire has reduced from $16.99 to $6.99. What is the consideration?
PB: In fact, we also launched a free version, which has essentially the same functionality as the paid version, except that you cannot buy items with gold. This is all about making more players enjoy Soulfire.
I: Great, I cannot wait to try out the new weapons, see you in the dungeon! PB: See you in the dungeon!
Shadow Blade is a master assassin from an ancient cult. With her nimble maneuver, she strikes enemies in their most vulnerable moments.
Key Skills:
Snake Eyes: Inflict damage equal to 80% of your ATK on one enemy. (80% chance of causing Stun.)
Strike from Behind: Inflict damage equal to 150% of your ATK on one enemy and forcibly move it 1 tile. (80% chance.) Give yourself a 25% Collect Power Buff.
Secret Action: You move forward 1 tile. Give yourself a 25% Collect Power Buff.Give yourself a 25% CRI Increase buff.
Release Power!: Inflict damage equal to 200% of your ATK on one enemy, dealing additional damage with accumulated Power buffs. Removes all stored Power. You move backward 1 tile.
Shadow Casting (Co-op skill): Give all party members a 25% Damage Reflection buff. Requires a Paladin in front of you.
* Also, please note that names for skills, effects, resources, and figures may not be finalized.
Like a true assassin, Shadow Blade evades monster attacks and prepare for critical attacks with Power Buff.
She uses skills like "Release Power!" to amplify attack damages and has strategic skills such as "Strike from Behind: Forcibly move a monster", "Bomb Toss: Gives continuous damage".
So I managed to cobble it together - the entire game is playable, from start to finish. So you'll 'see' the final boss, see how Alma and Leto met, and be introduced to the rest of the cast of the game.
However - things are rough. We're talking some levels are a flat plain with a few dialog sequences raw. Animations aren't playing, characters act weird, and I noticed a few spelling errors when I was checking it.
BUT
If you love the characters and want to see a rough draft of the final half of the game, you can! It's three additional levels and all the plot needed to get there. Credits and everything play, too, when you 'beat' it.
Feel free to drop me a note in the Discord and let's talk about what you think! I have ideas and know of things that NEED to happen, but I'm open to feedback on what actually happens. :)
Next - content right after you defeat Issac - working on the cutscene for saving a dragon egg, and next level of meeting Scylla.
I'm at the point where I just need to generate content, basically. It's all downhill from here.
Always feel free to reach out if you need me!
Ride on the backs of dragons, ~Summer
P.S. - I'll be increasing the price of the game in a few weeks to reflect the progress I've made, so if you like my game, buy it now! I won't discount it for a long time. :)
I'm a bit late, but Halloween Event is out now! It works a little different than last year, with achievements and some advanced monsters if you make enough progress.
Let me know if something is too hard, I might have to do some balance adjustments. Thanks for playing!
This weekend we released Path of Exile: Blight, and it was one of the smoothest launches we have ever had. We released a small handful of patches and important serverside hotfixes, and our team are working on the remaining issues that have been reported (such as some problems with Blighted Maps). Please report any problems you encounter in the bug reports forum.
Thanks so much for your ongoing feedback and support.
The latest changes are now live! We're wrapping up our balancing of Chapter 2, but in the mean time, don't forget you have plenty of Survival maps to enjoy!
Enemy NPC pathfinding has been improved for tight corridors.
Workers now consider a resources distance from both the worker and the resource hub while deciding a target.
Reduced Multis spawn rates.
Day-night cycle visuals have been improved. Rather than a linear gradient, there are several hours of light, several hours of dark, and the hours between transition between the extremes.
Fixed issue where the presence of stationary multis units would lessen attack sizes.
Hovering over the clock now shows the day number
Improvements to NPC resource target selection.
Lumberjacks now weight normal vs. thick trees evenly, rather than only cutting down thick trees if no normal trees exist.
Selection algorithm now weighs distance from the worker twice as heavily as distance from the resource hub.
Fixed a memory leak related to target selection.
Fixed bug where NPCs could walk off-screen to get to resources
Flashlight-equipt characters (including the player) now have a circle of light around them. This makes it much easier to see.
Fixed purchase emitters showing gold icons for wood costs and wood icons for gold costs.
Fixed crash that would occur if the player attempted to save while purchase emitters were on screen.
Fixed bug where workers would not free resources that were being harvested when sent to the garrison.
Fixed bug where upgraded structures would produce two units at a time.
Fixed bug where upgraded structures would not show associated units in the infobox until a new unit spawned.
Fixed a bug where the recruitment buttons would disappear from a structure if it was open while the upgrade completed.
Come join our Discord server! Here we can provide support for the game as well as receive feedback from players and share less-official "devlogs" and bits that we're working on.
In addition, keep an eye out from some more news from us very soon. We hope to have something new for you to play... Make sure you're following us on Twitter or signed up to the mailing list.
Things have been incredibly busy. In the time since last update tons of code has been written, graphics created, songs crafted, an official website built, and a trailer made. That is without question a lot of work but it's well worth it!
Without further ado I present the trailer!
Oh yes, earlier I mentioned an official website. The game's website is officially at https://www.advisorsdev.com That website will also be the place to find sneak previews at the inner workings of the game and game mechanics.
In this DCS: F-16C Viper video, we'll take a look at how to taxi and takeoff in the F-16C Viper. This is from a pre-release build and is very much work-in-progress. We plan to release the Early Access version in early Autumn 2019.