The Goddess of Time and the Ice princess ep 1 now has a Steam store page up! Wishlist it here!
"The Goddess of Time and the Ice princess ep 1" is the first part of a yuri visual novel following the love story of Catherine and Sabrina, along with the secrets that hold the Ice Princess.
I'm very happy with the coming release of another Visual Novel!
If you want, you can wishlist the game on Steam for an email when it’s released.
Stranded Sails - Explorers of the Cursed Islands - roka_flonja
Ahoi sailors,
The Foundation Update is not the end of our journey and so we have some more implementations for you. Especially for those gamers of our community who still were not satisfied with the energy system.
New relaxing camp buff!
As a little reminder, we changed before that normal running and rowing doesn't cost energy at all. What we did now is, You now gain a buff while inside your camp which removes all energy costs from sprinting, allowing you to freely run around the camp! You can run as long as you wish to all shacks and ship mates, but beware digging and watering your plants is not included!
Get more information from your map!
We know how difficult it can be to find special items, sometimes we even forget where we found them. To help you all, we implemented new detailed information on the map that shows you which items are common on each island, making it easier for you to acquire specific components or ingredients!
Small Update 1.3.1 - Patch Notes
New Features and Changes:
New relaxing camp buff!
You now gain a buff while inside your camp which removes all energy costs from sprinting, allowing you to freely run around the camp!
Get more information from your map!
New detailed information on the map shows you which items are common on each island, making it easier for you to acquire specific components or ingredients!
Other Changes:
Adjusted lock icon to look more polished when displayed larger than a certain scale.
Various performance improvements to smoothen the gameplay experience.
Added animations to appearing and disappearing buffs in the buff UI. Gaining and losing buffs is now also communicated in the pickup history.
Bugfixes:
Fixed an issue that would lead to the player being able to interact with objects while in a boat and subsequently getting stuck when doing so.
Fixed a bug that would cause fishing to not be immediately cancelled and thus to still allow input until the screen went black when blacking out during the process.
Fixed a bug that would cause music and ambient sounds to not properly start/stop when entering/exiting a ladder or rope.
Fixed a bug that would cause the interaction hint to have the wrong icon when starting the game.
Fixed an issue that would lead to French dialogues being displayed in the male version even though the character was female.
Testing and fixing as I build the new buildings into my base.
First, discovering the issue with Clothing. For some reason, when I instantiate a TargetObject, not all of the parts of the Item component are transferred to the clone, namely the Clothes. I'd like to find a cleaner way to fix this, but for now I can just re-write any parts that aren't transferred.
I think I fixed an issue where Items were appearing on load at the Fabricator's input.
The problem which was effecting both things was that I didn't handle the Item Sources properly on Manual Fabricators. As a bonus, this fix has provided some optimization for the Human's side of checking if the machine has all the necessary ingredients to craft.
Very rough and frustrating bug fixing session to get all of this working. Barely even managed to begin testing and fixing the new Buildings. But now the Human's clothes reflect the materials they're made from as intended.
Experimented to increase mating by changing the minimum rapport from '10' to 'Quality / 2' and removing the bed requirement. It didn't work and it's because it's actually quite rare to find a match. I wonder if this is good this way, requiring the player to put a bit of thought into making the humans mate, or if it should happen more often naturally. I don't this is going to be an ongoing project.
Getting a bit crazy thinking about all the possibilities.
Tuesday 18th: Summary: - Forest and Drug Labs functional. - Updated the base in game to test all new features.
Got the Forest working. Had to fix quite a few things. Applying the correct Container settings and fixing the way the Manual Fabricator does Clear Occupation.
Built quite a big base using all the features. Not tested them all yet but the framework is there. Made myself a nice list of bug fixes and things to do next. The biggest roadblocks at the moment are: 1. Need a way to build pipes, conveyors and walls in a straight line by clicking and dragging. 2. In a big base, building something new causes the game to freeze for a bit as it reconnects all the transports and things. Need to optimize that.
The game is pretty complex at this point. Getting all the necessary goods into the Drug Lab or Tailoring and out to the destination can get pretty crazy pretty quickly. This is partly the nature of Factory games. Essentially it's a bit like Autonauts in that there is a lot you CAN do and if you do it all it's a bit hardcore, but you don't need to.
Build and test drug lab and vents.
Wednesday 19th: Summary: - Lots of little bugs and fixes.
As much as I was enjoying playing the game and sort of building the content as I go, it's already time to go back into the guts of the game. As stated yesterday, I have some optimizations to do and things to fix. I have a list with about 20 items big and small from this week's testing.
Fixed bug on MaxProgress on Blood Drainer.
Fixed bug on using the button to exit the Pause Panel.
Fixed hair positions being slightly off 0 on instantiation.
Added Build animation for Forest.
Fixed bug when connecting container directly to another container.
Fixed issue where multiple Delete tools would appear.
Fixed bug where, if the first selected object is above the ground, the movement and copying is offset... In the case of Pipes, it is still offset by 0.5. Pipes currently exist on a separate axis to other objects, and I'm wondering if that's wise. If I change that, it will be a TON of work. Maybe for now it's best to fix the offset if the first object selected is tagged as 'Pipe'.
After some experimentation, I think the best way to solve this will in fact be to change the root position of each pipe piece so it's more like the other objects. Until then, players can avoid this bug by not selecting the pipe first. At least the height thing is fixed.
Stopped the player from doing certain things while Building (floors, pasting) is true.
Added recipes to drug item descriptions.
Sorted the Animator graph a bit to deal with some issues arising from culling.
Got all the small things off the list. Now I have a list of big complicated things. This devlog isn't for complaining but damn it's hard to think in this heat. Tomorrow I will start fresh with the Connecting Transports code.
Saturday 22nd: - Fixed/optimized the freeze when building in big base.
Maly has had the week off and I'm a bit ahead of schedule so I took a couple days off. Taking it easy today as well. I have the stream in a couple of hours at 3pm and now I'm just trying to solve this puzzle of optimizing the 'ConnectTransports' script.
Right now I'm doing something like this: Foreach Inpoint, Foreach Outpoint, if they are close then connect them. This is starting to overload the system because as I build more transports, it gets more and more crazy.
Possible solutions: 1. Optimize the 'ConnectTransport' code using better practices. 2. Restructure the code so that the 'Connect' script is contained within the transport itself.
Option 2 seems best, and I can use better practices as I go.
I found a way to make it easier on the Transports, but it seems that's not the issue [the plot thickens]. The issue actually lies in the code I have on the WallHider for 'UpdateTransportFrames' to show the transport frames when a transport is going through them. I think I should move this into the 'Connect' function on the Transport.
Seems my original ideas about what was slowing it down are wrong. I could easily have missed this, so I feel quite clever right now. What's slowing it down isn't the 'foreach(foreach)' thing, it seems the game can do 'getcomponent' 5000 - 200000 times without too much fuss. What is slowing me down is when I ask the components to perform a function. This could be that when you ask a function to happen, the 'foreach' script is asking the next one to do that function before the first one has finished, overloading the system. It could also be just that Unity doesn't like calling functions from different objects at the same time.
So ironically my first idea for the fix, of having it 'transport' centred rather than 'foreach(foreach)', was incorrect. What was slowing me down were the instances where I essentially ask for many functions to happen at the same time. So the first thing is to undo the work I've done so far today (good old CTRL-Z).
Managed to nearly completely kill the freeze when building. Now just trying to reduce it as much as possible with clean code.
Killed the freeze entirely.
Added a range check to the ConnectTransports script so that it will be nice and smooth no matter how big the player's base is.
We had a lot of new and exciting information to share recently, and a lot more is also coming! To make it clearer for everyone, here is a quick recap of what happened recently, before telling you the big news!
Edge Of Eternity entered its Beta phase!
Thank you so much for all the feedback and your positive responses! Your reactions have been great, and it is heart-whelming to see the game we work so hard on being appreciated. We also had a lot of players joining us, so welcome to everyone new!
The price of the game changed from 19,99 to 24,99!
We decided on this price raise to reflect the transition to Beta, and the work the team put into the game. Many of you have been comprehensive of this decision, and we thank you for it.
We also released a trailer showcasing what you can expect from the game!
If you haven’t see it yet, here it is (we are quite proud of it):
As you can see, the timing of future chapters has been changed. Chapter VI:The God’s Herald is planned for November 2020, chapter VII: A Message From Beyond should come out Q1 2021, and the final chapter VIII: The Ascent will release Spring 2021. We dedicated a lot of time to polishing for the Beta release, now we’re back focusing on more content updates!
If you made it here, congratulations! We had a lot of information to share, and we aim to make it clearer for you.
Thank you once again for the support. We are looking closer to the end with each day, and we cannot wait for you to get your hands on the finished product!
Beta 376 fixes a few logic errors when deleting cells in room. If you are in the beta, give room editing a whirl and please do report any issues you see (if you see anything problematic, I probably don't know about it!)
Beta 376 -Editing rooms does not affect other rooms aside from that being edited -Correctly infer if deleting a cell in a room will result in a situation causing a solid in the room to be deleted and disallow it
This is a massive patch that adds a lot of new features to the game and brings some pretty big improvements to existing features. I know the patch notes are long, but please at least skim through them so you're not taken by surprise with anything - even some of the fixes are pretty major!
It's inevitable that I broke a few things with this patch, so expect a few smaller patches today and tomorrow that contain bug fixes.
- ADD: The arena has been added to the game! You can unlock it by completing the new "Arena" project which is available after you complete the realm depth 51 story quest. In addition, the Arena shop has been added where you can access new creatures, inscriptions, materials, decorations, and much more. Note that only the classic arena mode (from Siralim 3) is available right now - the Kickstarter stretch goal modes will be added later on. - ADD: Siralopoly has been implemented as the fourth and final gambling dwarf mini-game. - ADD: "Macros", "Realms" and "Gods" guides have been added to the Codex. Please let me know if you think there's anything missing from these guides! - ADD: You should now be able to place decorations on top of each other without any issues. If you try to interact with multiple decorations at once, a menu will appear that asks you to choose which decoration you'd like to interact with or edit. - ADD: Creatures that you've unlocked (such as god shop creatures) now have a chance to spawn in realms as enemies. The higher your Realm Instability, the greater the chance they'll spawn. Note that you won't gain Mana from killing these creatures. - ADD: Gameplay options to disable notification popups for Knowledge and Summons. - ADD: If you already own a one-time purchase item in a shop, a yellow star will now replace its cost text to show you that it has already been purchased before. This will also happen if you have 100% Mana for a creature. - ADD: You can now see a preview of the selected decoration in the shopping interface. - ADD: Enemies that are resistant to debuffs now have different debuff icons on the main battle interface. - ADD: New realm property: "Strong Against [Class]". This causes enemies to take 50% less damage and deal 50% more damage to creatures of the specified class. - ADD: Plush decorations now play their corresponding creature's battle sound when you interact with them. - ADD: "Nirvana" and "Magic Barrier" traits now display an icon next to your creatures' class icons when they're active in battle. - ADD: You can now hold down the F key in battle to see a description of the enemies' Nemesis affix at the top of the screen if they have one. - ADD: You can now hold down the F key in battle to see a list of realm properties on the right side of the screen. - ADD: You can now hold down the F key in battle to see the number of turns each creature has taken in the current battle. - ADD: When you complete a prophecy, additional notifications have been added to inform you if you've completed a full line of prophecies, or completed the entire Rune of Prophecies. - ADD: 7 new plush decorations have been added to the game. - ADD: Started to implement in-game tutorial popups. They're not all implemented yet, but they'll be done by the time the next major patch is released. - ADD: You can now sort by "Equipped" in the Spell Gem enchanting, disenchanting, and upgrading interfaces. - CHANGE: "Player Can't Have Buffs" realm property is now "Player Can Have Maximum of X Buffs", where X starts at 6 and decreases by 1 for each level of Realm Instability. - CHANGE: Reduced the cost to use the Divination Candle from 5000 Power to 1000 Power. In addition, after each time you use it in the same realm, the cost increases by 1000 Power. The goal of this change is to continue allowing this feature to serve its purpose while disincentivizing players from staying in the same realm for an extremely long time, fighting the same enemies over and over. - CHANGE: Significantly increased mission rewards for Hunts, Pilgrimages, and Raids. - CHANGE: Decreased the average number of realms it takes to complete several early-game Projects. - CHANGE: Made some adjustments to how the Codex displays information. Check out the "Status Effects" section for an example - it's much more readable now. - CHANGE: Attacks now deal a small amount of additional damage that is unmitigated by the Defense stat. - CHANGE: The key and large chest in the Temple of Lies are now colored differently so they don't blend in as much with the floor. - CHANGE: Enemies' artifacts will scale a bit more slowly with your realm depth now. - CHANGE: "Cast On Extra Target" spell gem property now works with self-cast spells as well. - CHANGE: Increased the chance for Treasure Golems and Dumplings to spawn. - CHANGE: All project items now have bad luck protection. Previously, this only worked for items that required a quantity of 1, but this has been extended to everything now. - CHANGE: Arachnid Nest battle background now includes spider webs. - CHANGE: "Divine Intervention" now fully prevents a creature from dying during a damage cycle. - CHANGE: Riddle Dwarf now only asks about spells you've encountered (via Inscriptions) before. - CHANGE: Riddle Dwarf now only asks about gods and realms you've visited before. - CHANGE: "Experimentation" trait now only has a 30% chance to activate. - CHANGE: Revamped macro logic. This should make macros behave much more consistently with what you'd expect. - CHANGE: The game is now saved after the gambling dwarves take your tickets. - CHANGE: The prize for getting 3 Dumplings has been changed to Piety. You can now obtain Dumplings by killing them and earning Mana. - CHANGE: "Pandemonium Exploit" trait has a new effect since it previously had the same exact effect as "Power Overwhelming". - CHANGE: Additional optimizations have been made to increase game performance. - CHANGE: Small display improvements made to the Refinery and Goblet of Giving. - CHANGE: "Warcraft" trait has been changed: This creature's Stat Slots provide 40% more benefit. - CHANGE: Replaced the "Nightmare" inscription in Friden's shop with "Parasites". Nightmare is already given to the player at the start of the game. - CHANGE: The following perks have new names because they were the same as traits: Deterioration, Blasphemy, Wrath, Blink, Solidarity, Culmination, Chastise, Impunity, Independence, Spirit Link. - CHANGE: Default window display option when starting a new game is now "Borderless" instead of "Windowed", because this is what most people should be using anyway. - FIX: Decoration layering should behave as you expect it to now. Please let me know if you encounter any weird issues with your decorations, such as one unexpectedly overlapping another one. - FIX: Unique decoration icon was missing for "Miscellaneous" decoration items. - FIX: Several battle effects could activate on the same creature multiple times even when they weren't supposed to. - FIX: All 2x1 tile paintings had the wrong collision mask. - FIX: "Sabotage" spell should now always deal at least 1 damage, as intended. - FIX: Several bugs related to creatures moving to the top of the Timeline via traits, spells, perks, and other effects. - FIX: Poison, Bomb, Burn, and Barrier had default potency of zero. - FIX: Display issue related to minion descriptions in the Codex. - FIX: "Phlebomotize" trait didn't work. - FIX: Riddle Dwarf didn't ever ask about certain gods/realms. - FIX: Customizable NPCs always turned downward when you talked to them. - FIX: "Burst" perk should now work correctly. - FIX: "Pandemic" trait didn't activate on-debuff effects. - FIX: Game should no longer crash when you try to copy an excessively long battle log to your clipboard. - FIX: Enemies sometimes didn't move in the overworld. - FIX: "Unholy Augmentation" spell allowed the wrong properties. - FIX: Customizable NPC decorations could sometimes stop wandering under certain conditions even when this option was enabled. - FIX: Your character could sometimes continue moving when you opened the decorations menu. - FIX: Customizable NPC decorations wandered around while facing the wrong direction if you also told them to face a certain direction. - FIX: Slot machine didn't always give a prize even if you won. - FIX: "Serenity" perk didn't work on spells. - FIX: Everett's sprite would sometimes briefly face the wrong direction when you interacted with him. - FIX: Rare "out of memory" crash. - FIX: "Sharing Is Caring" trait didn't always work as intended. - FIX: Some Nether Stone properties didn't work. - FIX: Realm properties worked in your castle. This caused a lot of people to report that their creatures had lower stats sometimes, even at level 1. - FIX: Typo in "Countess Chalice" material name. - FIX: "Clawing Cockatrice" and "Inquisitor Countess" overworld sprites were backwards. - FIX: Projects didn't consume Granite. - FIX: Rare crash when socketing artifacts. - FIX: Some text showed random ` symbols in it. - FIX: Several issues that could cause the player's creatures to take unexpected actions. - FIX: "Asura Heartripper" had some issues with its overworld sprite. - FIX: Display issue related to god favor bars when the player had 100% favor required to reach the next rank. - FIX: "Ever Upwards" trait always activated even if the creature didn't meet the required number of defends. - FIX: "Break the Cycle" trait always activated even if the creature didn't meet the required number of provokes. - FIX: All the Soulflayer traits incorrectly classified all your creatures as the "dominant" race even if they belonged to a different race. - FIX: Bug introduced in a recent patch that prevented class-changing effects in battle from working correctly. - FIX: "Absorption" trait didn't work. - FIX: Rank 10 relic perk for "Petra & Aes" didn't trigger some on-stat-gain effects. - FIX: Decorations were drawn on top of the player in Decoration Mode. - FIX: "Sleight of Hand" perk didn't work under certain conditions. - FIX: Some enemies had extremely basic/weak artifacts. - FIX: Rare crash related to Nether Stones. - FIX: Tables and large rugs were difficult to interact with in Decoration Mode. - FIX: Typo in "Spontaneity" perk that caused its effects to seem misleading. - FIX: It should no longer be possible for players to abuse the Nether Stone pity timer. - FIX: Several effects that happened when a creature attacked displayed floating text in a strange order. - FIX: Minor display issue in the spell gem modification interfaces. - FIX: Goblet of Giving didn't change its sprite to "full" when it was ready for turn-in. - FIX: Typo in "Artifacts" guide in Codex.
Have you missed our 2D mini-games? Want to get even more amazing gifts by just playing your favourite title? Here is a new themed challenge "Samurai 2D". Explore the pixel map, watch out for enemies and grab treasures: you will receive valuable rewards including guns of three weapon series, skins, boosters and elite equipment.
Now it's time to take the path of the warrior on the pixel battlefield! We have prepared a cool mini-game with awesome gifts. You will need energy to go from start to finish and receive a reward. Just play Warface, complete simple tasks, replenish your supplies to get closer to the prize. Traditionally, there are two types of tasks: win or eliminate opponents in Quick Play, Special Operations or Ranked Matches. By the way, if you destroy the required number of enemies and win the combat, you will get 2 energy points at once. Learn details on the event page. Good luck, fighters!
Task Details
HOW TO GAIN ENERGY?
Complete simple tasks in the game and get 1 energy point for each task.
TASKS
1. Win a Ranked Match, win in any coop mode in Quick Play, or successfully complete any Special Operation.
2. Destroy enemies within a single battle in Quick Play or Ranked Matches:
Team Deathmatch, Destruction, Domination, Free for All, Bag and Tag — 10 enemies;
Plant the Bomb, Capture, Blitz — 5 enemies;
Storm — 30 enemies.
3. Destroy enemies within a single completion of Special Operations:
"Easy" and "Normal" Special Operations — 150 enemies;
"Hard" Special Operations, "Hydra" or Blackwood — 100 enemies.
OTHER TERMS
In tasks 2 and 3, both victory and defeat count for the event progress. Any matches finished early will not count.
You can do tasks simultaneously (win and destroy enemies) within the same combat in Warface. Thus, one match can yield you 2 energy points in total.
It takes the progress of the played matches from 5 to 30 minutes to get processed.
Rewards
Your efforts will be richly rewarded - you can get a true samurai melee arm "Katana", weapons and camos of the "Yakuza", "Yellow Emperor", and "Scarlet Dragon" series, as well as boosters and elite equipment. All the prizes can be temporary as well as permanent!
Rise and move on, because new challenges will come.
It's a community made map which means it will be free to play on steam workshop as soon as it releases (31.08.2020)
Prepare yourself for a replayable and challenging open-world adventure. The possibilities are endless and no play-through will ever be the same. Can you conquer the City of Corlina?
• A massive and beautiful new world • Randomized missions, events and airdrops • New features including fishing, farming and crime scene investigation • New character, difficulty and life systems
And much more to discover! Whether you’re a casual player or a serious gamer, there’s something for everyone to enjoy in the City of Corlina! Coming out on Monday, 31.08.2020!