New Features * Added Console for combat (only for bugcatching at the moment, press ~ and make screenshot)
Bug Fixes * Fixed bug when u click anywhere while camera is moving * Fixed bug when Hull Module was not repaired if placed into Storage * Fixed bug when final boss did not come and you win (We know u loved that) * Fixed bug allower to multi-attack (overclicking) enemy, thus breaking the game sequence
Quality Improvements * There is no Save&Exit button during non-combat events anymore
It’s time to kick back and relax with v1.8. We’re bringing you over 50 new parts, including AMD’s 3rd generation Threadripper CPUs, and TRX40 motherboards to support them from AORUS, GIGABYTE and Republic of Gamers. We’ve got yet more AMD goodness in the form of X570 motherboards and RADEON™ graphics cards from AORUS, MSI and Republic of Gamers. And we’ve added Polish as a language. Niezłe!
New parts – some highlights
Case – Fractal Design Vector RS
Case – InWin 309
Case – RAIJINTEK NYX Pro
Case – SilverStone Fara B1
Case – XPG Battlecruiser
Motherboard – GIGABYTE TRX40 DESIGNARE (rev. 1.0)
Motherboard – GIGABYTE TRX40 AORUS PRO WIFI (rev. 1.0)
Graphics Cards ASUS ROG Strix Radeon™ RX5600XT OC edition 6GB GDDR6 ASUS ROG Strix Radeon™ RX570 8GB GDDR5 ASUS ROG Strix Radeon™ RX570 OC edition 8GB GDDR5 ASUS ROG Strix Radeon™ RX 5700 OC edition 8GB GDDR6 ASUS ROG Strix Radeon™ RX 5700 XT OC edition 8GB GDDR6 ASUS ROG Strix Radeon™ RX 5500 XT ASUS ROG Strix GeForce RTX™ 2080 Ti 11GB GDDR6 GIGABYTE Radeon™ RX 5500 XT GAMING OC 8G MSI Radeon™ RX 5700 XT MECH OC MSI Radeon™ RX 5700 XT GAMING X
Storage Team Group T-FORCE DELTA RGB SSD Team Group T-FORCE VULCAN SSD Team Group T-FORCE DELTA MAX SSD Kingston KC600 2.5" SATA SSD Kingston A400 SATA 2.5" SSD Kingston A2000 NVMe PCIe SSD Kingston KC2000 NVMe PCIe SSD
One two, one two... and we are live! Yesterday Card Hog started its Steam Early Access journey and I'm both super relieved and anxious to finally show it to a wider audience. But being anxious can wait (haha, I wish!), since I got a lot of great feedback already and had to roll out an update which should improve your experience with the game and keep you busy until new content arrives!
Balance
I might've went a bit too hard on this, but blame the streamers who managed to "beat" the endless modes and were not able to reach their end. It hurt to watch, so now it's my turn ːlunar2019piginablanketː
Added 1 light mob in 3x4 and 2 of them in 4x4,
Added 1 empty card to all the sizes (should make 3x3 a bit better)
Increased frequency of enemy level scaling
Increased frequency of boss level scaling
Spread out shrines (they were not supposed to spawn so frequently)
Spread out shop spawns a little bit
Lowered knight HP by 2
Moved around new enemy card inclusion points
Lowered damage of the Skullington by 1
This isn't ideal, but should make longer runs harder, bosses challenging without hurting early game too much. There will be major changes in certain game systems, so things will shift around in the future. Let me know what you think.
Card Interactions
Some of these affect balance quite a bit, others should improve the clarity and flow of the game.
Rewrote a part of card targeting system, which fixed Skullington being unable to target player moving around
Delayed charge targeting of the bull on spawn by 1 turn
Coins inside of slimes are now getting picked up if player bodies them
Weapons inside of slimes are now getting equipped if player bodies them
Burns now has an attack, which it will get after leveling up
Fixed a bug where slimes would destroy items after their "split"
Fixed a bug where graves didn't spawn at all (one more thing for you to discover!)
Fixed a bug where Burns could destroy very important cards after getting pushed into them
Medium Things
Fixed a lot of memory leaks which made Card Hog hog insane amounts of RAM
Fixed a bug where you could move diagonally by pressing two keys at once
Removed one of the upgrade price tiers to lower confusion
Small Things
Sorted character selection and game over stat items same way
Changed Sign description to not mention any towns until something like that is implemented
Cards won't show their LOCKED status after they spawn, because that was very confusing
Added a note to the upgrade information popups about card being "nearby" (on the screen)
Pause menu "Leave" button relabeled to "Save and exit"
Early Access information and social buttons now are hidden during the tutorial
Fixed multiple typos, because I can't English well
I think that's probably it. Also, here's a 1280x720 version of game logo in case you'll need it, because nobody should use Steam resolutions, not even Steam itself.
Community
And FINALLY, you MUST check this adorable Slime King out! Think about this image next time you're fighting it - is that achievement really worth it? This isn't TLOU2.
If you like current coin system, feel free to join the Discord and prove it to me that it shouldn't be removed or completely reworked: https://discord.gg/EpdZqS6
We're happy to present our sixth update: Tenets & Traditions! This is a Milestone update with massive game-changing features. We're still in Early Access, so if you find any bugs or major imbalances, please let us know!
Historic Discount
Starting today, Godhood is on sale with a historic 40% off discount! We believe that this milestone update presents a massive jump in quality for the game. With this discount we'd like to invite everyone to try out Godhood. With 'Tenets & Traditions' released, there was never a better time to play Godhood!
New Features
Tenets: Removed the old Development trees. You can now more freely adopt tenets that boost your whole religion and changes the behavior of your followers.
Traditions: Unlock Traditions through adopting Tenets. Traditions are game changers that give you new options and influence your society for generations!
Happiness: Replaces the Crystal Skull mechanic. Keep your people happy, and good things will happen. Make them angry, and sin will spread!
Consequences: Little stories will trigger in the Holy City based on your Tenets and Happiness.
Crowds: Sacrament crowds now react to your Disciples' actions.
Rituals: Disciples will perform upgradeable Rituals every day. Do a Ritual enough, and your Disciple becomes stronger. Miracles increase the effectiveness of Rituals.
God Actions: Burn Offerings to do specific powers in your Holy City, like granting XP, boosting a Ritual, or something Tradition related, like arranging a Holy Marriage.
Stat Ranking: Achieve stat thresholds with a Disciple to gain a powerful boost, giving you short term development goals.
Blessings: Give out small blessings to improve your favorite disciple ever turn.
Relic Choice: Instead of getting a random relic, you can now pick from a pool.
Side Bosses: Optional Bosses that give a nice reward, but are hard to convert.
Tribute Chests: Victory gives you Tribute Chests now, which you can influence and upgrade.
New Temples: A new visual for Base Temples.
Corruption: Disciple Power is now a strain on their faith.
New Content
40+ Tenets
20+ Traditions
90+ Consequence Happenings
30+ God Powers.
10+ Challenges
10+ Relics
Improvements & Balance
A few tutorials have been added and improved.
UI shows context for a lot of actions.
Changed how Dreams work, flow wise. You can now assign all your dreams right before Sacrament.
Changes some abilities of the lust priest to make some more sense.
Passives that increase base damage (like the Weaver and Executioner) have been toned down a bit.
All challenges have been adapted to the new balance
Classes are now cheaper to unlock, but get more expensive the more you unlock.
All old upgrades that targeted the whole religion have been removed in favor of standard unlocks or one of the new systems.
Martyrdom now gives Tribute Chests, and goes up to 2. This is to avoid very wild gambles and snowball effects.
Hp no longer scales of Devotion and Health. This was the main culprit of some pretty wack late game problems.
Fixes
Too many! We also changed so much that we probably introduced more than we fixed! Help us with the next update by reporting any bugs you find on one of our forums!
To show off all of the juicy new game features, we'll be streaming the game!
Today, June 24th, at 17:00 CEST (8:00 Pacific Time)
Tomorrow, June 25th, at 18:00 CEST (9:00 Pacific Time)
We will stream on Twitch, Youtube and right here on Steam. Maybe we'll see you there?
My word, again a massive update! We'll be keeping busy with fixing anything you find, improving the UI, and adding more content to the game! We're moving full steam ahead to our 1.0 release. There, we will finally fulfill our promises: Greed, Achievements, and a big finale to the game! How will your religion influence the future?!
Please let us know what you think, if we improved the game, or how you think we can do even better! You're all also invited to join our Discord to come talk with us.
Hope you'll enjoy the update; we are very proud of it! - Greetings from the Abbey
Here is a new massive content update for our 0.7 branch! It's introducing the ability to tame many of the wild creatures you can encounter in-game. It's also adding many new ones ranging from chickens to giant scorpions while allowing to exploit your cattle for other things than food production (like shearing for wool, collecting eggs, and so on).
As usual, I'm only going over the major new features and changes. There are plenty more modding, UI and balance improvements you can find in the full change-log at the bottom of this very article.
Interactions with cattle
Until now, the only thing you could do with your cattle was to butcher it for food and collect a few additional resources on top depending on the species. Not anymore! Most animals are now small factories on legs. Chicken will drop eggs, your sheep can be sheared for wool, cows will give milk on a regular basis.
The system might look a bit cumbersome with a large animal population, but don't worry we added a few menus to handle cattle and settlers. We'll get to those further down.
Grow and tame wild animals
I added a new technology to research: "Animal Care" (located after Medicine). Once completed, most wild creatures will get a chance to drop eggs when defeated. Additionally, you'll be able to construct two new buildings.
The first building is a simple container for those live eggs. The second building is an Animal Nursery. This is where you can grow those eggs into tamed versions of the defeated foes. Depending on the species, the fully grown creature can be used as cattle or as a pet (or both).
Scorpions, Nests, Events
On top of the new peaceful animals, hostiles scorpions of various sizes and types have been added to the game. You'll find the smaller and fairly harmless ones in infested houses, caverns and sewers. Much larger and poisonous ones will appear during raid/migration events. Yes, poisonous! This is a new temporary health damaging effect, for which a cure can be researched at a medical station with the remains of a scorpion.
Then, we have the Queen Scorpion, a rare, late game, event which we won't illustrate in this article. She is our first boss-type enemy. She is extremely deadly and has more that one trick up her sleeve. Granted you have the proper tech and you manage to kill her, you'll receive an egg to make a copy of herself.
Additionally, we're introducing the concept of nests. Simply put, those will spawn (within limits) creatures while will patrol the location around it. For now, nests can appear in two ways: in a new low probability building, or when removing a very large boulder (5% chance). Nests can be removed by shooting at them or razing them. You can also potentially use them as a fairly manageable hunting ground.
Colony Manager
I'm also introducing the new Colony Manager in this update. It's a menu replacing the old "faction/communication" menu and which is containing a few handy new features.
You are, of course, still able to discuss with other factions from this menu. But, on top of that, you can now select which jobs settlers can and cannot do based on their skill and the amount of people you want available. You can also use those settings as presets for new arrivals, so you don't have to review them individually if you don't want to.
In the same spirit and with the ability to use many tamed animal species as "factories", the colony manager also allows you to setup what you want to produce for each category in bulk. Making the whole process much easier to manage.
This is only the beginning regarding the Colony Manager, the menus will get standardized, and I will add new features in future updates.
Save Compatibility
This is technically compatible with 0.7.2 save-games. However, some of the main features won't be active until you start a new game:
Existing giant animals won't spawn eggs no matter if you have the "animal care" tech or not
None of the new events will occur (scorpions, queen scorpion, good/bad news)
Critter nests won't spawn
General Notes
This is a very. large. update. Hopefully, it's as bug free as possible (at least on the "critical" bug level). I've tested the version as much as possible, but we're way past the point where it was still possible to fully play-test all the features and all their combinations. No worries, we'll tackle any new issue in a timely manner through hot-patches, as usual :)
Full Changelog
AI: Fauna idles more often, giving a more natural movement pattern
AI: Red spiders can attack with both melee and ranged (instead of just ranged)
AI: Brawls between survivors are more likely to occur when their mood is low
Balance: Moods increase/decrease very slightly faster
Balance: Reduced health of wooden fence (250->150, as it was way too sturdy)
Balance: Toned down unhappiness for pet and friend's death a bit
Balance: Some low risk raids no longer trigger on very large bases (to avoid cases where 3 tribals would attack a 20 ppl strong base)
Balance: Reduced the occurrence of medical traits (one eyed/handed and so on) on settler spawn
Balance: Slightly increased bullet speed of most ranged weapons
Content: Added Animal Care to tech tree (after medical), unlocks the ability for hostile mobs to drop eggs, the ability to store and grow said eggs as exotic pets
Content: New Animal Nursery building (unlocked by animal care) to grow eggs into tamed animals
Content: New Egg container building (unlocked by animal care) to store eggs waiting to be grown.
Content: Giant scorpions, spiders and crabs can be "adopted" this way, some work as cattle, others as pets
Content: Sheep can be sheared to retrieve wool without the need to kill them
Content: Added cows who can be milked to make cheese or butchered for food
Content: Added chickens who can produce eggs to make omelettes
Content: Added new recipes to basic and electric kitchens
Content: Cheese gives a temporary "bad breath" trait (lower social)
Content: Omelettes and Cooked meals give a temporary "Well fed" trait (small stats boost)
Content: New "Golden Scorpion" small and giant mobs (melee, poison damage)
Content: New "Black Scorpion" small and giant mobs (melee/ranged poison damage)
Content: New "Scorpion Queen" mob, spawn smaller scorpions around her
Content: More critter variety in infested buildings
Content: Various poison effects (gradually increases sickness and/or decrease health)
Content: Scorpions drop poison that can be sold or made into a cure at the medical station
Content: New creature nest object can spawn during map generation or during an event. It will generate animals guarding it.
Content: Boulders (2x2 rocks) have a 5% chance to uncover a scorpion or spider nest when removed
Content: Added a few "mood modifier" events
Content: Several new "invasion" events with the new mobs (early, mid, late-game events)
Engine: Animals having specific names for males are females (bull/cow) can be named accordingly now
Engine: Tamed animals/cattle can be interacted with to produce resources
Graphics: Replaced the various "pipe weapon" sprites (and their associated techs) by much better looking ones
Modding: Doctors will consider medical traits (missing eye/hand and so on) as things to fix, technically making artificial limbs a possibly moddable feature
Modding: Added "FactoryMale" and "FactoryFemale" info to RaceData files (works the same as with clutter, allows settlers to produce stuff from animals)
Modding: Added "CoolDownDuration" field to "Factory" info. Used to force the factory to "pause" for this amount of time in between completed recipes
Modding: Added the ability to use frame animations for npc (like we have for clutter)
Modding: Added ability for clutter to spawn another one on removal (look at data/clutter/pcg_rocklarge)
Modding: Added ability for clutter and npc to spawn more npc (look at data/clutter/nest_* files)
Modding: Added the ability for specific building to spawn specific npc/mobs instead of the generic ones
Modding: Turrets (invisible for now) can be put on NPC (look at npc/mother_scorpion file)
Modding: Turrets can specify their own load-out without the need to rely on the equiplist (look at npc/mother_scorpion file)
Modding: Added "DropOnDeathChance" and "DropOnDeathTech" to traits (to give a probability and tech requirement for DropOnDeath to occur)
Modding: The game will now accept mods with PNG files without the need to convert them to XNB. The option is still given to further optimize the mod (By Alex)
ProcGen: Added rare "infested house" building, spawn with spider nests
UI: The game log will properly display the cause of death when someone is killed by a health damaging trait (blood loss and so on)
UI: Increased game log "memory" from 100 to 200 items
UI: New "Colony Management" menu, replacing the "Faction" menu
UI: Colony Manager: Job overview / ability to apply job templates to settlers and new arrivals
UI: Colony Manager: Radio communication with other factions done from this menu
UI: Colony Manager: Ability to set default jobs for your cattle
UI: Added a "Stats" menu to the pause screen, showing all steam achievements status (Steam only) (By Alex)
Fixed: Some cases where the settler using a factory wouldn't automatically pickup the output
Fixed: Attack job was forcing the agent to turn toward target, even when moving, resulting in jittery animations
Fixed: Giant spiders were missing proper animations for melee and ranged combat (we're about to replace them with something professionally made anyway)
Fixed: Right clicking on the artifact slot would open the headgear item info panel instead
Fixed: Pressing the previous button when selecting a skin for a furniture wasn't working as expected
Fixed: Robots would count toward the amount of beds required
Fixed: Turrets with explosive weapons wouldn't take weapons "Min Range" into account, and would occasionally blow themselves up
Fixed: On slower machines, if you rush toward loading a game, before the initial background game loading is finished, the game might crash
Fixed: Settlers would occasionally pick a door as a valid location to work or use some furniture, causing their position to reset every few seconds
Fixed: Some cases where clicking a close button would open the menu for whichever item was under the button
Fixed: Fissures and cracks on the ground weren't tagged as "removable"
Tweak: Tooltip Readability & Improvements Tweak: Turn off Reward Animations via Animations Toggle in Settings Polish: Several Tweaks and Bugfixes Optimization: Privacy Policy & FAQ Web View
Summer is ongoing, and we are forced to sit under conditioners and continue working on numerous improvements, bug fixes, and new content. This time our developers has done the most part of work. Here is the list of changes below:
- Fixed the bug with the inability to start a new game or download old saves after the previous update; - Fixed the bug of Sigismund's urn, now it steals cards from the hand correctly; - Fixed the bug with overlaying cards on the status announcement window; - Fixed the system of experience point allocation; - Fixed "Prickly" talent; - Fixed “Assault Shield”; - Fixed camera zoom; - Fixed an issue where the fight with Millenis ended with the game lagging. - Fixed “Cultist” animation; - Fixed the work of permanent elixirs; - Fixed "Idol" event in steppes; - Fixed achievement bugs. If you hadn’t triggered an achievement, you will get it when the game starts; - Fixed several problems in the trading window; - Increased maximum volume level; - Cards are no longer clickable at the end of the battle; - Updated localization;
Art: - Added a character with animations from "Elixir of Growth" event; - Added sounds from "Hospitality" event; - Added icons of the following trophies: Amulete, set of steak, Grimoire "Call of the Tick", Hair of the Queen; - Added icons and visualization for “Armor of Invincibility”; - Added animations for the elite “Ritualist” battle event; - Added sounds of “Ghoul” event; - Added sounds of “Ghoul” character;
We continue to work and are grateful to you for helping us become better.
Texture reduction of the printer -> the HighRes versions of the printer are in the folder \ OMSI 2 \ Vehicles \ BHD_MAN_LionsCity \ texture \ Drucker \ High-Res \ and just need to \ OMSI 2 \ Vehicles \ BHD_MAN_LionsCity \ texture \ Drucker \ to be activated
LowRes versions of all printer textures included
Corrected mirror setting of the right, upper mirror
Inside display now shows changing advertisements
New radio messages
Fixed bug that the passenger step sounds were in the wrong folder
Timetable integrated in the printer under "Driving list"
Window panes a little lightened
In the folder \ OMSI 2 \ Addons \ Bad_Huegelsdorf_2020 \ Fahrplantetextur \ VBBH \ you can find a timetable texture adapted for the printer.
Insert this under \ OMSI 2 \ Texture \ to activate it.
Attention: It will then be used on all buses. To get the standard texture back just the contents of the folder Insert \ OMSI2 \ Addons \ Bad_Huegelsdorf_2020 \ Timetable Texture \ Standard \ under \ OMSI 2 \ Texture \.
New repaints: o A25 Eurobus o A25 Eurobus express bus o A20 VBBH Bad Hügelsdorf Wolves
All BHD repaints have now added the "Lion's City" lettering
Chrome bar and MAN lettering revised so that they are now also visible when the relational map is deactivated
Map:
Corrections to AI vehicles
Loaded tow trucks are now driving around
Performance optimization through polygon reduction of objects, especially downtown buildings
General:
OMSI Bad Hügelsdorf manual updated to version 1.1 DE
OMSI Bad Hügelsdorf-Manual ENG v1.0 added in English
The basic framework of the plots was completed this week. Smaller details will be added. A very big point, the performance, was started. All models have been adjusted and edited.
The performance will be further optimized with the help of benchmark tests.
Next, more items will be created and cultivation will be optimized.
Another small preview.
I am also very happy to implement your ideas! If you have a restrictive suggestion, let me know. You can reach me here in Steam or on Discord.ːsteamhappyː