Thank you for your support and above all for your feedback which has motivated us all weekend. We have heard and understood your comments, whether they concern difficulty, RNG or readability.
Our goal was to provide you quickly with a patch that would improve the balancing in particular.
We will take the time to work again on this to give you the best possible gaming experience. However, we wanted to address the most urgent remarks as quickly as possible as well, so here is a first balancing patch.
Patch Note #2
Vagaries Balancing:
The Hidden Harmony stat will, from now on, have a much smaller impact and won't add as many Minor Vagaries. It will add / remove a few with a maximum cap.
There are fewer Vagaries per halt overall.
We have removed or remodeled minor hazards that are irrelevant or unfair. We will add more interesting hazards later but this remains subject to text translations and therefore requires a little more implementation time.
Rodents removes 300 resources rather than leaving only 100 resources
Overwork is removed
Influential Nature is removed
Amnesia now removes 500 Knowledge Points instead of 200
Blaze and Wildfire have a maximum duration of 9 turns instead of 5.
Damaged Path adds a resource to the path instead of increasing the amount of resources already needed by 20% (This can therefore increase the cost of a resource already requested).
Rise of the waters can no longer occur less than 50 turns before the end of the halt
Lightning now only deals 90 damage instead of 100
Vagaries cancellation costs have been increased to level 2 (500 from 400) and 3 (800 from 500).
Journey’s Balancing
We wanted the journey to present challenges, but we don't want it to lead to impossible situations.
The diameter of the small halts has been increased by 1.
Hovering the mouse over a more distant halt gives all the costs necessary to reach it.
Reduced the cost of "Distribution" Caravan Knowledge from 600 to 300
The forms of resources have been changed. Food resources are now L-shaped
Tribes Balancing
One of the Northern Tribe members now has the "Healer" trait.
Members of the Northern Tribe now consume only 2 wool in total per turn until the Caravan is installed
4 new "short game" tribes have been added. Winning each "short game" tribe unlocks each corresponding "long game" tribe and the next "short game" tribe.
Traits Balancing
Some traits are instant reset. Others are simply unnecessary or just unpleasant to play with.
Eternal beginner: "This pupil can only have one specialized trade"
The original Pupils of a tribe cannot have traits in common.
Immortal: An immortal dies if no other non-immortal is alive in the tribe.
Other Balancing
Hunger no longer makes Pupil ill. Careless error was too severely punished.
We have added tips to the Travel Map. We thus hope to compensate - while waiting to improve our tutorial systems - the shortcomings of new players on the mechanics not explained in the tutorial. We cannot ask everyone to come to the discord / to go to a wiki to understand the basic mechanics of the game. These tips are currently only in French and English. We are working to have them translated as quickly as possible into all languages.
Readability and Quality of Life
The background of the life bars is now white to improve contrast.
The minimal camera zoom level has been decreased
The last unit selected in the Trades Wheel menu is selected in-game when exiting the menu
Bug-Fixes
The profession talent "Candied Fruits" no longer gives 100 peppers instead of removing them.
F2 allows you to restart a game quickly
The blinking bug on halts with Auras is fixed
Multifunction no longer allows you to progress in expert trades
The Caravan no longer needs to be put down for the trades requested in the paths to be validated.
Join our community on Discord to give your feedback, chat with other players and ask questions to the developers: http://discord.gg/3pb3gNw
It has been some time since the last update; we understand that for some of our fans, it might felt like an eternity. Some of us had a short break to catch a breath after years of development of Fury Unleashed and return to you with new ideas and energy to implement them.
We've also been steadily working on adding the foundations for Online Co-op mode, and it will come in a later update. For that reason, we've been implementing a Save & Quit feature, which is now almost complete, but we've wanted to test and polish it a bit more before the public release. We're also changing the version naming (1.0.4 > 1.5) with the aim of unifying the numbering with the other (console) versions of the game. Sorry for the potential confusion!
Still, we didn't want you to wait any longer, so here's a slew of fixes, upgrades, and additions to the game - enjoy!
Interface scaling!
Some of you were asking us for a way to increase the readability of the game, especially on smaller screens or being far from the TV. Thanks to your feedback, there's now a new slider in the options menu. It lets you decide on the size of the in-game font as well as of selected interface elements. Grab your favorite brand of tea, cover yourself with a blanket, and unleash your fury from the comfort of your sofa, without the added strain on your eyes.
Steam Rich Presence!
That might not blow your mind but will blow those of your buddies on the Steam Friends List. Now, everyone can see which part of the comic-book universe are you in at a current moment, and why are you fighting those aliens without them. Tell them not to worry, as Steam Remote Play works as intended, and online co-op will come when ready!
Balance changes!
We want the game to be fun for everyone, and not feel too long or too short for anyone, so we keep our fingers on the pulse. Some tactics like stacking lots of armors were a bit overpowered, so we're tweaking them, as well as making adjustments to the leveling curve, for the game to feel more rewarding and less grindy.
Starting weapons are now better, faster, stronger.
Environmental traps are slower on the first comic-book page.
Armors are weakened by having fewer defense points. Toss a coin to your armorer~
Bosses now have less HP across the board. Less bullet-spongy, same unhealthy-deadly.
More black ink drops from basic enemies, but less for elite, bosses, and from item trades.
Less ink from the combo multiplier. You're still awarded more of it, but not in an unhealthy way.
And more!
New skin colors to choose from for both of the default Fury models.
SteelSeries GameSense support added to make your life more colorful.
Improvements and corrections to some of the game's language versions.
Also, bugfixes:
One of the challenges from the Death NPC will no longer occasionally crash the game.
Descriptions of enchants on weapons should now properly fit the text panel in every language.
Additional preventions against being locked outside rooms hosting a Sketch Chaos Invasion event.
The Bat enemy no longer makes ears bleed with how loud it screeches. It screams in pain quietly.
Other, minor stuff, we've fixed along the way.
PAX x EGX 2020 & Demo version!
As a bonus, we'd like to let you know that we're taking part in this year's PAX Online x EGX event! Our participation consists of not only having a [virtual booth] but also providing everyone with a demo version on Steam. You are welcomed to [try the game for free] if you like - Steam's demo will be available until September 20.
As usual, we wouldn't be here if not for our awesome community and its feedback. Thank you, everyone, for all the bugs you've reported, and the woes you've shared, and that cake you sent us some time ago. Unfortunately, we have yet to receive it, but we truly believe it wasn't a lie.
Stay tuned to more by following us on our social media (links below), and chat with us and the rest of the community on [Steam Forums] & [Awesome Discord server].
Ranch Simulator: Build, Hunt, Farm - James Clements
Watch us play the first hour of Ranch Simulator and offer some exclusive insights into development in this special PAX Online X EGX Digital stream! Enjoy, and make sure to add the game to your Steam wishlist - it helps us out tons!
Ranch Simulator: Build, Hunt, Farm - James Clements
Watch us play the first hour of Ranch Simulator and offer some exclusive insights into development in this special PAX Online X EGX Digital stream! Enjoy, and make sure to add the game to your Steam wishlist - it helps us out tons!
Ranch Simulator: Build, Hunt, Farm - James Clements
Watch us play the first hour of Ranch Simulator and offer some exclusive insights into development in this special PAX Online X EGX Digital stream! Enjoy, and make sure to add the game to your Steam wishlist - it helps us out tons!
Ranch Simulator: Build, Hunt, Farm - James Clements
Watch us play the first hour of Ranch Simulator and offer some exclusive insights into development in this special PAX Online X EGX Digital stream! Enjoy, and make sure to add the game to your Steam wishlist - it helps us out tons!
Flashpoints are our first step in supporting competitive Mythgard. They are events that are open to anyone in the community and will award cash prizes!
The first Flashpoint will take place on September 20 with competitive Draft, followed by two more weekends of Flashpoint in Constructed and 2v2. The Draft event will include packs from the new Rings of Immortality set. Signups for Flashpoint & Mythgard Open will start this Friday, September 18th when the new expansion is released.
Each Flashpoint will have a $150 USD prize pool. The Mythgard Open will have a $1k USD Prize pool. (More details about MG Open coming soon)
In-Game entry fee for all Flashpoints and Open will be 2k coin.