When you create a new profile you'll see the option to make this profile a Hardcore Profile. Note that you can't change a hardcore profile to a normal profile later.
Hardcore Mode follows different rules than standard Pathway: All adventures play in a sequence one after the other. Almost everything carries over to the next adventure and you have to survive with only the things you find during your travels. Some additional changes:
All jeep upgrades and characters are unlocked from the start.
Failing or successfully finishing will lock the profile.
Permadeath: When a character dies, they are dead for good.
Higher base difficulty
No achievements
The one thing that isn't guaranteed to carry over are the temporary perks you pick up from events. When you move to a new adventure, your team will lose a randomly selected positive and negative perk.
We'd love to hear your thoughts on this new way to play Pathway! Expect some rough edges including a few untranslated bits of text. If you want to play it safe, wait for this build to hit the main branch (in a couple of weeks). For everything else a good place for feedback is of course in the forums here on steam. If you prefer a bit more real-time interaction with the dev team we're pretty active over on our Discord server. Come join the fun!
If you haven't opted into the preview branch before, you can find instructions on how to do so here.
There are also some other goodies in this update. Full Changelog is below:
Full Changelog for 1.1.4p1:
Hardcore Mode added: A fresh take on Pathway! See above blog post for full description.
Extended difficulty: We have extended the max difficulty, which means you may encounter higher difficulty enemies at the pointy end of the game.
Added Resource tooltip: When hovering over resources on the exploration bar or in the journal you will now have a tooltip which also tells you the resource's max capacity.
Added action tooltips: When hovering actions in combat you will now also see available ammo/supplies.
We've improved selling of valuables hinting. There's now a tooltip when hovering the bag and if you leave a merchant without selling it'll prompt whether you intended to leave without selling (similar to leaving loot behind).
New Artifact "Bastet's Amulet" added
Item Type information is now more consistent across tooltips
Map/Sector count is now once again visible in the Team Journal
Fix bravery cost in tooltip for Reaction Shot/Parry
Fix some collision issues
Fix some smaller UI issues/alignment/scaling.
Fix bug that allowed sporebearers to be pushed around with Sucker Punch.
Fixed a bug that caused Psychic Control to trigger evade
Fixed a bug that caused the Adventure play time to be skewed when using accelerated AI turns.
So far Aurum has already been comfortably functional. The new update brings a lot of functions that were necessary to round the experience. Read below for the full list of completing features and where they will go in future.
Theme editor You can now find it in the Aurum settings. It comes with a couple of predefined themes. You can take any, duplicate it and create the type of style you would your overlay want to be. Especially interesting is to use images instead of colors. Just drag and drop an image to the field and change the tilemode to Tile or FlipXY. If you need more skinability, there will be additional possibilities and a more sophisticated theme editor layout within the next months.
Hide and show animations You can now change the way the overlay appears and disappears in the general settings. So far your can adjust the opacity, and sliding values, we will be adding additional possibilities in the future updates. That would include bounce effects, zoom, etc.
Fullscreen background color Can be found in the general settings. Makes it feel more like you can forget the whole other system when opening Aurum.
Gridsize For smooth editing there will be more features in the next months, so far the grid is helping to reposition Aurum's elements.
Button background picture zoom & pan You can now just drop a picture from your files or the browser on any icon. To adjust it you can then use the mouse wheel to zoom and drag to change the offset.
Tiles with regular mouse arrow You can create background squares with background pictures, with an empty command field they will have the regular mouse arrow, looking not clickable.
Updates to the time addon With the new time addon you can add multiple elements with a different time format. Independently you can add time, date, hours or minutes only etc. and change the font and color for each. Right click on the existing one opens the new context menu.
The F1 window Press F1 to open a window containing new features upon an update and the complete user guide.
Aurum commands So far did handle all the external windows commands, now it comes with internal commands as well. You can find them if you click "browse presets" in a command tile's menu. The commands are: aurum settings general, aurum settings hotkeys, aurum settings addons, aurum help, aurum close.
Big patch. In case you encounter problems, you can always load the "previous" branch in the steam beta settings. But we will try to hotfix asap in such a case. We are greatful for everyone sending uns the automated bug reports. Rest assured that we don't collect any data except the savegame, crash text and in some cases game internal log data. But most often there is no description added by the user so that it is hard/impossible to reproduce the crash. So please give us more infos on what you were doing last or supply your email adress for questions. Thanks you very much!
Anyway, fixed about half of the crashes that were reported and solved the black tiles that were seen on Nookriums youtube video. Also implemented the new GUI! And a lot of minor improvements :) Started adding more log info for the crashes we were unable to reproduce and continued the work on language support preparations.
Bugfixes: - Fixed middle mouse movement not triggering the tile refresh (in battle too) leading to black tiles - Fixed a crash in battle connected to - Fixed a crash with the message system - Fixed missing obj_map_tiles from quick and custom battles - Fixed a crash with the fog of war manager - Fixed a crash with the special figure tokens travelling to invalid tiles - Fixed a crash with AI placement - Fixed a crash with setUnitRange - Fixed an out of range battle crash - Fixed a Multiplayer crash after one player conquers a certain region - Fixed title refreshes when panning to a battle from a save game - Fixed skill tree crash from pressing escape while cards are in motion and the obj_skill_tree gets destroyed - Fixed within_view tiles not refreshing when screen pans over HUD rather than over map - Fixed the ability to edit your army using a rival's resources by hovering over their region when editing your army - Fixed blank tiles when right clicking to make a radial menu appear - Fixed non editable armies from having merge + edit menus showing up rather than merge + view menus - Fixed concede leading to a conquered region - Fixed a bug with the menu background being of poor quality - Maps for less than 4 players now only allow for the correct number of players in the lobby - Fixed hunter getting stuck and not moving to trees. - Fixed mini map dropping a hunter without a forest causing the hunter to slide toward a town, under an army. - Fixed dropping a hunter on a tile that would allow him to stay under an army hidden (different than the mini map drop) - Fixed bishops (and probably bailiffs) being the incorrect color when picked up caused by owner not being dh_dynamic[? "owner"]. - Fixed a rare beggar crash from loaded save file. - Multiplayer games now end when one player has lost everything
New: - complete GUI rework and more tooltip text - All players get message when creating special characters - Added the "Inn" Building - Added new input box graphic - Wasteland clearing notice - garrison amount is now shown for owned regions
Changes: - Drinking peasants (happiness boost) are on the inn, peasants on the town center are just hand peasants - ready button for Multiplayer lobby is now in the right place - Added brightness to the "show regions function" colors to be less subtle - adjusted fog of war around playable areas - performance improvements - increased distance between armies on the same waypoint - Modified tooltip box to pop up above the cursor so the cursor isn't blocking half of it
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We’re starting the 2020 with the dev log to let you know about the current state of the development. Blockchain Tycoon in now in “Phase 2” of its development process. The game is being redesigned according to all the feedback gathered so far. In series of development logs, you’ll read about current and future state of the development process. Since everything is in-code or in design stage at this point, there are no screenshots today.
Updates in Phase 2:
All coins are different from each other. They use a hashing algorithm. Bitcoin uses “SHA-256” and Ethereum uses “Ethash”. Algorithm determines how the coin is mined. Multiple coins can use the same hashing algorithm.
Each coin has a unique block reward mechanism. The coins we are mining are rewards for the verified blocks. Current reward amount for BTC is 12.5 and 2.00 for ETH. Rewards have pre-determined rules depending on the coin. For example, BTC rewards are halved every 210K blocks.
When you use the same hardware for mining a different coin, hashrate will be different. That was something not included in the game due to simplification. It will be included in phase 2. Power usage also change depending on the algorithm. For example, RTX 2080 TI has hashrate of 52.5 Mh/s for Ethash and 2.80 Mh/s for NeoScrypt.
ASIC’s are designed to mine a specific algorithm. For example, there are different ASICs for SHA256 and Scrypt and they can’t mine coins that are using different algorithms. This needs to be included too. There are also cases that a new ASIC is introduced to mine a coin that was previously mined with only GPUs.
What systems are already completed?
Formulas for mining reward calculations using different algorithms. There are 5 algorithms planned right now (multiple coins can be created using the same algorithm).
A new mining system which allows GPUs to have hashrate value depending on algorithm. ASICs also only mine for coins using the same algorithm. So, you have to buy a new ASIC model to mine a coin using a different algorithm.
What is being developed right now?
Pricing system same as a real exchange (ask, bid values executed in order)
Multiple exchanges allowing price alternatives
Task system for the campaign
The game will be updated as soon as all the systems are redesigned. By estimations, it might take a little over a month for the new version to become playable and balanced.
Thank you all for the patience and as always feel free to share your suggestions.
Main: 1. add unit: information center 2. add background animation 3. extend user tool bar to 12 slots 4. Add different color to remind if this place is buildable. Bugs fix: 1. Unstopable noise to monsters after setup a sonar. 2. Underground display abnormal