Details: 1. New magic objects: mouse clan, cheeper clan, dragon clan. 2. Added a map on the second floor of the grocery store to open a new side quest: fantasyland.Through the world of fantasy land can be opened [magic sword], [sewer sound], [red lotus grottoes], [wan long temple] a total of four levels, and can repeat the challenge, there is a chance to get the spirit spirit of magic objects. 3. A new talent reset card is available for purchase at the apostle of vision on the second floor of the grocery store. 4. Added video game magic scrolls, which can be purchased at the online mall on the first floor of the grocery store.
Fixed: 1. Correct animations of some skills and props. 2. Fix the prices of some online mall props.
To adjust: 1. Win a challenge to the dream world and receive online gold.
Supplement: The next version will bring new monsters and new NPC challenges, goo goo goo.
Captain Bones : A Pirate's Journey - sayginkarahan
Hi everyone, I'm proud to show the new environment video. I worked very hard to achieve this beautiful view and performance. Now, there aren't any fps drops anymore and it is fixed to 60fps.
After the release of v3.2.7 with the new "Support us" option added in the menu, we noticed a game-breaking bug that would completely destroy the menu screen. Apart from bugs, we redesigned the chapter completion screen.
Deep v3.7.4 Patch Notes
We have redesigned the Chapter Completion Screen that used to be just credits. Now you can see your chapter statistics like deaths, time and coins collected.
Everything is fine. I had to take a break from Project Apocalypse and finish some IRL stuff. And so I failed all the planned features, roadmap, Early Access in december etc. But now everything is stable enough and I'm pushing the project forward. Yay! :D
For the last few weeks, I've been moving core gameplay stuff to C++ from Blueprints and working on the game systems and their interaction with each other. Hundreds of changes and almost every part of the project were affected... but it looks just like the november version and it's a little bit sad. I hope to finish the gameplay stuff soon and finally make an actual gameplay video.
I've also removed the concrete dates from my roadmap. The main milestones are the same, but now I'll just be working on them and releasing updates when they're done. I still hope to launch Early Access soon, just after the basic game loop is not THAT bad :D
Today I was killing the survivors, by the way:
First, they started to die from Hunger.
They learned how to use the Storage and get the food from it. And so they died after there was no food left.
I fixed the hunger balance and they started to die from Exhaustion. For some reason, they couldn't find their Home and rest there.
I've added a "rest without home" behavior and they still died, sometimes from hunger and sometimes from the lack of sleep.
After the "priority need" function implementation, they started to die from hunger, with full inventory of food.
I fixed the inventory logic and got an unplanned behavior...
Now the survivors just sit on the food spawn point. They eat infinite food from "the bush" and then just sleep there, in the junk. And that's just their complete life cycle, all the basic needs are covered and they actually can just eat and sleep for the rest of their lives. That's creepy, a bit.
I need to fix inventory size, transportation, food generation (and maybe cooking for it?) and infinite amount of other things. But I'm glad that I'm moving with my project. Stay tuned ;-)
I managed to get some extra time this weekend and did a number of quick fixes to the code that I figured I could simply post up today. Every bit gets us that much closer to 1.0. Enjoy!
Bugfixes
Action Fixes -Fixed a bug where hunting wolves got progressively EASIER rather than harder with lower predator density
Building Fixes -Fixed a bug where Country Cookhouse's extra culina use would be removed upon loading game
Character Fixes -Fixed a bug where character sprites would not change on class up unless game was reloaded
Ledger Fixes -Equipment choice icons now properly disappear when closing ledger, switching gear categories, or changing sections -Character class innate (passive) skills now are also shown in ledger display, as intended -Contract submission list is now properly destroyed when closing black market ledger
Menu Fixes -Section menu now properly closes when clicking Buy Animal and Influence when prompt appears
Tool Fixes -Fixed glitch where tools would sometimes not apply their bonuses to actions despite being used -Watering rig now gives free watering action once per turn as intended
Upcoming Features (! = Major feature) (!)Steam Achievements(!) Dark Gadgetry for Agent (requires addition/reworking of Use Items) Muse's Song skill for Guildmaster (requires addition of art objects) Journeyman Smith for Warrior (requires additional items and iron) More battle gear (battlecapes, battlepack, sling pouches and special ammo) -----alpha 8 (tentative)-------- More advanced classes and class skills Remove studio action Second factorium size upgrade
Some spoilers for you, guys. I am enjoying this sick game despite knowing all the sith that's going on there, so I hope this little leakage won't hurt you.
Here are ten basic male characters you're going to ecounter in the Asmodev universe. I believe you can guess the name of one of them.
Each of them possessed someone or got possessed by someone. Just like our dev team. We highly recommend this experience.