We found the way to use and carry variants was annoying. The variants would clog up your inventory making it cumbersome to switch cubes. If you accidently selected a variant on the wrong cube, you would have to reselect the variant again and undo your previous action
To fix these issues we have changed how variants work going forward
You no longer carry cubes and variants of cubes. You now just carry cubes
Picking up a variant automatically changes it to a normal cube in your inventory, so it will stack with the rest of your cubes of the same type
Selecting a variant now sets that as your current variant. When you place any cube it will place as that variant
This cleans up your inventory and prevents the selection problem noted above. It also lets you place the same variant for different cubes easier
The current variant is now shown as the icon for your cubes in the bottom bar
The Outer rounded ramp corner variant has been added to Ficterra. This gives you a corner between two outer rounded ramps. This can give your buildings a smoother corner look compared to the sharp look of other cubes
The Inner rounded ramp corner variant has been added to the game. This gives you a corner between two inner rounded ramps
The Plate variant has been added to Ficterra. This is a flat square variant with 5% of the height of a normal cube. You can use this to build thin walls or platforms or to cover existing wall with a different material
The Pillar variant has been added to Ficterra. This is a rectangular prism that is a third of a cube thick and a full cube in length. You can use these to create support pillars, bars, 'pipes' and more
Plates and Pillars rotate based on where you place them. Plates stick to the sides of other cubes. Pillars stick out length wise from the sides of other cubes, i.e. placing them on the ground create a vertical pillar
The UI for choosing variants has been updated. It now has a title and a blurred background along with other minor UI changes
Fixed a bug where inner ramp variants would place the wrong way if there was only a single ramp next to them
Painting
We have reworked how painting colours on cubes functions
Previously painting a cube would just tint the cube the colour of your paint brush
This worked for good greyscale and whiter cubes. Cubes with vibrant colours would however be combined to produce a third colour and not the expected result. Example: painting a red cube blue, would result in a purple cube, not blue
Now painting behaviour changes based on the cube's texture in order to produce a more expected result
Painting a cube that is greyscale or whiter does the same behaviour and just tints the texture. For example painting Checkerboard yellow, will result in a black and yellow checkerboard look
Painting a cube with a more coloured texture will now perform a hue/saturation/lighting shift to get an expected result. For example painting Brick (a red brick with white mortar) blue will result in a blue Brick texure with white mortar
Depending on your cube's texture, you may need to repaint your buildings to get the correct colour in this new update
The Paint Can now snaps to grid, so they stop falling all over the place
Scripting - Modding with Code
Replaced old code block system with new scripting system using the Miniscript programming language
This allows for much more modding capability and makes it easier for use to update and maintain
New code editor with syntax highlighting. You can create and edit scripts for your mods in-game
The editor automatically checks for 'compile-time' errors, so you can check for some mistakes before actually testing your code
You can now assign code methods to be called from game events (without using addons)
The actions found in code blocks have been translated to Miniscript functions
Your code runs in its own sandbox per mod. It is also time-sliced, so if it takes too long to run, it will continue on the next frame. This prevents mod code from butchering the frame rate or freezing the game
Added per-world storage for mods. This lets you save data for a specific world. This can be used to keep track of story events or world progress
Added per-player storage for mods. This lets you save data for a specific player, in a specific world. This can be used to track player progress or save custom stats for your players
Use the 'print' function to output debug text to the player.log file
System Upgrades
We have updated the Unity version used to Unity 2019.4 LTS. This lets us do more with the game and the LTS track will ensure better stability for several years.
We have also upgraded the game from 32 bit to 64 bit. This will let the game use more memory for larger more complicated worlds
The resolution and quality popup at the beginning of the game has been removed
Resolution settings have been added to the Settings menu. This includes the specific resolutions along with the Windowed, Fullscreen, etc. screen options
Quality settings have been added to the Settings menu. You can lower this setting if you computer is struggling to run Ficterra, or increase the setting to get better graphics
Cubeopedia
The Cubeopedia has been upgraded to use the newer UI
Page buttons now have an icon as well as the name relating to the page
Variants are no longer shown in the Cubeopedia, they have the same information as the non-variant version
Monsters, Animals and NPCs tab has been added to the Cubeopedia
Category tabs now have a tooltip explaining them
Category tabs now have icons relating to the category
Other
The in-game menu has been upgraded to use the newer UI
The background behind the menu is now blurred instead of just darkened
The game world no longer pauses in single player while in the menus. This is to appease the new menu and bring the behaviour in line with multiplayer. We may revert this change at a later date
Fixed several bugs where placing objects would try to place inside the ground instead of on top of it
Fixed a bug where Door Mats could not display certain pictures
Stone Ball and Crop Plot now have textures again. They have also been updated to look better
Placeable objects can now have more than one action assigned for right click events
The inventory screen no longer resets to page 1 after a refresh
The '?' icon in the character screen has been replaced with a more apt 'empty square' icon for equipment slots that are empty
Fixed a bug where chests would think they were static objects
Fixed a bug where when placing an elevator you could 'pick up' other objects. The objects would be purple and un-interactable when the elevator was placed and they would just be deleted when the game was reloaded
Helper Key info should no longer stay stuck on the screen
Helper Key info now appears quicker and fades slower
Switching looking at different placeable objects now instantly switches the helper info instead of fading out and in again
Our Kingdom Rush Vengeance Game Designer answered a lot of questions during today´s AMA in our Discord. Here are some of them : What was your favorite part of the process of creating Vengeance?
I think the best part of the process is when things start falling into place. When you’re starting a project you try this and that and everything feels incomplete even if things are coming out as desired (Which is not really frequent). Even so, there’s a moment when something clicks and all the content starts to interact and make sense. Even sometimes new interactions and synergies appear and make the game extra fun or interesting. That’s the part I like the most.
Why is there no hero or tower in KRV involving the Saurians?
In previous games, we got faction-based heroes or towers (e.g Bruxa and Tribal Axe Throwers) but with the Saurians being really prevalent in the series (the untold story arc of the mysterious Xoguieth) it makes sense that they should have a bigger role, but they don't We thought that Saurians despite having a whole terrain dedicated to them in Frontiers wouldn’t follow Vez’Nan into battle. They’re more of a neutral race like the Anurians. They have their own motives and joining a major scale invasion wasn’t on their plans.
Is there something in Vengeance that turned out differently than you originally thought it would?
At first, we made a player power where you could summon Vez’Nan Acolytes instead of heroes having active powers. Even we did a whole upgrade tree for them but ultimately we cut them out of the game because the heroes we’re much more interesting and diverse.
What are some of the steps and thought processes when creating new towers and enemies for Vengeance?
First, we check for roles that are already covered. Single target damage, physical, Magical, etc. After finding something unexplored or different, we start tossing out ideas, anything goes, and sometimes the whole team brainstorms concepts for them. With all that information we start to document a first rough document of the basic mechanics and skills trying to think about how things would interact and what could be interesting or cool to add. After that, we do a meeting to cover all the parts (art, code) and to see if the concept is doable and fits into the game.
How far is the final product from the original concept?
Well, initially the game was going to be called KR D&D (Dwarves and Dragons) trying to go with the idea of portraying different races of the game but ultimately we thought that showing the story from the “baddies” side would be so much interesting.
Out of the 3 dragons, what was your favorite to make?
The only dragon I made was Beresad (the other two I just supervised and approved) and I had quite some trouble doing it. Dragons… are hard to balance, they’re supposed to be super powerful but at the same time, they shouldn’t be able to break the game. Even so, I must say with all the lore that revolves around him, Beresad is my favorite dragon. If I had to pick a “dragon” that I loved to do that would be Phoenix from Origins since it could be considered on the same tier as one of them, only with a lot more feathers.
What do you think is the best level you have ever made?
I think that both the Jokull stage at the top of the mountain and the final battle at Linirea castle are my best creations (which without the team I’m part of couldn’t be possible to be the way they are). Those two stages took several weeks to complete. We did a lot of work on them, a lot of ideas and concepts we’re thrown out to ultimately be the way they are. What I most like about them are the conditions to win said stages, we tried to do something different for them instead of just slaying a big creep and I think those two stages turned out amazing.
What is the most difficult level for you in KR?
Not from Vengeance but from the original Kingdom Rush, the Rotten Forest proved to take a toll on my sanity for a while. I was young and naive and the original GD from that game (Vanzen) seemed really bloodthirsty when he balanced out that stage.
Has a Gnoll ever attacked you?
If you ever end up facing a Gnoll, always have some snacks to share. They prove to be very chill when they get something to munch on.
Why are there Twilight elves in the game, when they have no reason to be part of this fight?
They thought this was a chance for them to reclaim their former glory after they got devastated by the events from KRO.
Which is the best free hero for you?
Best Free Hero Asra all the way I think I kinda went overboard with her, and it's really powerful
Why did you reduce the number of upgrades (the ones you buy with upgrade points) in Vengeance?
I will try to answer two questions with this one. Upgrades work differently in KRV, we decided to do the progression detached from performance since a lot of players struggled when they weren't getting too many stars. Mainly for balance purposes, we fixated the number of points so you would pick the most relevant upgrades for your playstyle even if your performance wasn't the best all the time
Why don't more heroes from previous games, especially KR1, appear in KRV? (e.g. Ingvar replacing Arkuz or Elora replacing the Winter Queen)
Those we're considered but we also wanted to mix up some new concepts to give new faces to the game (The winter queen initially WAS Elora, but we decided to go against that so we would add a new character and Elora could be used in something else).
Why is damage variance so high in KRV?
That's what we decided for the balance of this game, it doesn't mean we thought it was better or worse (that would be up to you to decide), just a different take on how damage works for the game.
What was the hardest thing to program in the series?
I think that the rebuild of the engine was something really challenging. I can't be fully certain of the problems and challenges the coders had to go through but I remember that it was no easy task at all.
Do you have Magnus's soup recipe (from Lozagon City)?
Magnus is really serious about not revealing his recipes and I don’t want to get on his bad side again. Last time I did, I had to work polymorphed into a sheep for two weeks.
Hey everyone, Squeaky Wheel is celebrating its 5th Anniversary with a weeklong sale of our games! On top of that, we’re celebrating by giving away games with some of our friends! Follow our Steam publisher page to be alerted about the giveaways!
What games are going to be given away?
Awesome indie games including Project Highrise, Democracy 4, and more! Follow our publisher page to get the daily updates!
Dates and Schedules
Game giveaways will be from October 19-26 at 4PM and 8PM (GMT+8), with a special giveaway on October 25 and 26 at 9AM! We will be making the announcements on this page, so follow our publisher page to get updates and prepare for the giveaways!
Mechanics
Follow our steam publisher page to get daily updates on what games will be given away. Then follow the squeaky wheel Twitter page for the giveaway Tweet and RT it for a chance to win a copy of the games!
Hey everyone, Squeaky Wheel is celebrating its 5th Anniversary with a weeklong sale of our games! On top of that, we’re celebrating by giving away games with some of our friends! Follow our Steam publisher page to be alerted about the giveaways!
What games are going to be given away?
Awesome indie games including Project Highrise, Democracy 4, and more! Follow our publisher page to get the daily updates!
Dates and Schedules
Game giveaways will be from October 19-26 at 4PM and 8PM (GMT+8), with a special giveaway on October 25 and 26 at 9AM! We will be making the announcements on this page, so follow our publisher page to get updates and prepare for the giveaways!
Mechanics
Follow our steam publisher page to get daily updates on what games will be given away. Then follow the squeaky wheel Twitter page for the giveaway Tweet and RT it for a chance to win a copy of the games!
Hey everyone, Squeaky Wheel is celebrating its 5th Anniversary with a weeklong sale of our games! On top of that, we’re celebrating by giving away games with some of our friends! Follow our Steam publisher page to be alerted about the giveaways!
What games are going to be given away?
Awesome indie games including Project Highrise, Democracy 4, and more! Follow our publisher page to get the daily updates!
Dates and Schedules
Game giveaways will be from October 19-26 at 4PM and 8PM (GMT+8), with a special giveaway on October 25 and 26 at 9AM! We will be making the announcements on this page, so follow our publisher page to get updates and prepare for the giveaways!
Mechanics
Follow our steam publisher page to get daily updates on what games will be given away. Then follow the squeaky wheel Twitter page for the giveaway Tweet and RT it for a chance to win a copy of the games!
and first of all let us thank all of you who shared their views regarding our planned priorities. We took that to heart and worked tirelessly to implement Companion Progression, which includes raising the Prowess cap from two to five, introducing Companion-specific traits that increase stats, and much more.
It is important to mention that the Companion loyalty storylines that will in the final game open up Prowess 3 and 6, are not yet in the game and not planned any time soon either. Our plan is to add those once all the planned regions are added first, so those questlines can be placed to their ideal location rather than crammed into the currently available territory.
We have also made various other improvements that make Companion combat more interesting:
Diminishing returns will help against enemies with high Block or Evade stats, and though it is applied on the player side as well, some of the Companions have access to the Resolute perk now that allows them to ignore diminishing returns, meaning they can Evade or Block without getting a debuff.
Thanks to some AI improvements, the enemies will now be much better at using complex skills instead of spamming a unit's base attack or even just skipping turns or swapping when out of position somewhat.
The mechanics of many combat perks, like Channeling or Life Leech, that are available through companion progression or as gear effects, have been implemented giving even more Companion upgrade options.
Beside changes on the code side, we are opening up a new subregion in this patch for the first time, the salt basins above the Mines of Plenty. The area includes Salum, the headquarters of the Scythichnis Covenant as well as the Auguros Work Camp, a prison colony of the Empire.
[salt mvideo or image]
Let's dive into the detailed list of changes:
Patch 0.5.16 - codename: Salty!
New/Updated Features
Companion progression - Prowess cap raised from 2 to 5 ⬆️ - Second level skill upgrades enabled (and can be boosted to third) - New companion-specific Traits added that raise baseline stats such as VIT, ARM, ACC, etc. - For an interim period, companions can be 'reset' during camping (via the 'brain' button on camp/rest screens)
Companion Combat - Diminishing returns on Evade and Block introduced - New 'Resolute' combat trait available for certain companions; this trait makes the companion unaffected by diminishing returns - AI improvements - enemies can now use complex skills and are less likely to skip their turn - Skills involving movement or two phases now work as intended (their animation is split into two so that is still not final) - Enemies may now seem to have gotten new skills whereas in truth, those just started to work properly 😅 - Initiative order altered to accommodate enemies with multiple actions per round; also to properly remove/add characters losing or gaining actions (i.e: Stunned or Aided)
New combat traits implemented: Arcane Leech; Blood Magic; Channeling; Durable Spells; Frenzy; Life Leech; Siphon; Spell penetration
New/Updated Content
The salt basins region added with settlements, events, and a questline
Gor'Goro has a new fourth combat skill
UI improvements
Camp UI 'X' button added (the most requested feature ever :smile: ) - goes inactive if any camp action is started, like banter, etc.
Companion combat decal flips finally work for enemies used as allies, as well as some other decal effects fixed
Animation and decal refinements
Various smaller UI changes & Tooltip updates
Bug fixes 🤞🏽
A bunch of Resourcefulness/Authority/Perk base/effect related bugs/potential exploits resolved
Save/Load issues around camping resolved
Companion combat skill effect resists against Impervious enemies now properly work (no Bleed status vs Specters, sadly)
DOT damage kills now trigger companion combat victory when defeating the final enemy
Wrong node-path taken bug fixed
Various smaller fixes
Known issues
Scouting result crash - still unable to reproduce
Crew combat looting does not work yet
The visual presentation of companion combat skills with two phases are not final yet
'Is Vagrus properly balanced now'? - Nope. 'Was it a step in the right direction?' - We think so. Please let us know how you find it.
We are eager to hear how you find these new changes. With Companion Progression added, we are refocusing on the most critiqued area - well actually two areas - of the game: crew combat and companion combat. Our first priority will be to implement our planned Crew combat looting design and depending on how long that takes, we might take a crack at Crew combat Actions, too, soon afterward. While Companion combat has received a number of feature updates, the visual representation is still far from what we imagined. Beside the generic goal of making it 'better paced and more impactful', we are planning to improve specifically how we visualize targeting and complex skills, and also explore adding turn/round announcements and initiative order animations - the list goes on. This may take a while, so no promises on the deadline but we thought it was important to share that we are working on it. In terms of content, our eyes are set on Deven and the surrounding area already. It's coming.
Stay tuned, stay alive, conquer the wasteland!
- The Lost Pilgrims Team
P.s.: We are still receiving a high number of messages, bug reports, and improvement ideas via the various channels so we might not be able to respond to everyone but we're trying our best. ✌️
Wanna see the full game released as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!
Prevented journal from opening using TAB when the SHIFT key is pressed
Display non-remappable buttons to the keyboard controls screen as help
Fixed issue where non damaging visual FX were bigger than damaging ones
Attacking but not dealing damage will now use a hopefully clearer VFX
Language switch is no longer saved unless the player applies it
Prevented the ankh from removing the leader flag, which was causing a crash on moving to the second layer after reviving
All players in a local coop will now move to the entrance along with the ankh's revived player
Low Scorer achievement will now unlock even if the player skips the ending scene
Challenges will now cancel if the ankh is used
Players can no longer skip the ending before getting the bonus score
Fixed coop camera when first player dead and the second player sacrifices himself in the CoG altar
Fixed issue where the current seed was showing during character selection and other screens
Fixed leaderboard filter text that was too long on certain languages
Fixed temple level generation (crush traps should no longer spawn next to pushblocks)
Tuned monsters spawn chances in Dwelling
Added more room variety in the last Dwelling level
Fixed some blocked levels generation in multiple themes
Fixed crash when finishing the game with a mount
Fixed entities' looking direction on being pick-up while webbed
Fixed movement when leaving a ladder due to monster collision or weapon recoil
Fixed oversight that made paste bombs attached to corpses not blow up on contact with lava
Fixed an issue with saves not saving on Proton (checked on arch tkg-5.1.8)
Minor performance optimizations
Fixed crash when cavemen equipped jetpacks or capes
Olmec floaters can no longer be pushed by shields
Golden scarabs are no longer collected during leaving doors invulnerability frames (helpful for no money achievements)
Dice tossed against a laser beam will now bounce back with half the force
Explosive stuff now have some invulnerability frames on creation (prevents rare hoverpacks spawned from mosquitoes from immediately being blown up, for example)
Finally, The steam game festival has come to an end. Thanks to all players that play our game demo and give some feedback and support! Please continue to support us until the release day! See you later~