Ministry of sales: The scariest day of the year is coming! All citizens are ordered to pay attention to the extreme price cut! From October 29 to November 2, Beholder is available with a 75% discount for all Great State residents! https://store.steampowered.com/app/475550/Beholder/
As the most frightful time of the year draws near, we’re giving Move or Die the gruesome makeover you’re accustomed to, complete with bloody splatters, a sinister soundtrack and all the scary visuals needed to turn your frown into a contorted grimace.
And you’re not out of the woods yet. Get ready to jump out of your skin and into two new ones by playing as our new creepy characters - Lupita and Medudesa. One is a were-she-wolf with a taste for teenagers, while the other is a classy dude, ready to rock your world.
Both can be unlocked through the Community Debt Challange!
Another thing that might sneak up on you is the downright scary 75% discount we’re prepping for the occasion.
Halloween Season's started! Only 4 days to join us with free mech in your hangar. Let's check out the details with 0.0859 Patch Note here. We are waiting for you, commander!
0.00859 Halloween Patch Note.
-Halloween FREE DROP EXP started! Let's collecting the pumpkin orb to gain more EXP in play-able modes. - Free mech update, DG ACID VIPER is already in your hangar permanently. 4 parts, 1 backpack, and full weapon set have been added.
All purchased users need to update the game and access to any game save during 29-2 November to claim your Mech and Weapons. Don't forget it! This is the time limit campaign we participating with The Steam Halloween Season 4 days only.
FREE DROP EXP campaign will end on 2nd November by 10:05 AM EST. 4 Days to play with XP boost and beyond your pilots level to prepare for the next Major Patch! One Pumpkin Orb = 1000 EXP. They will drop from any destroyed enemy in all play-able mode!
Additional Feature and Hotfix.
Added VS panel. VS panel is a durability indicator that's appeared when the beginning of the attack stage. The panel will be showing clearly durability gauges part by part and help the player to indicated AP/CP gauge between player and enemy.
Resolved zero displaying ACC status on Strike Rattle Main Camera.
Changed position of the floating text when obtained any consumable item.
Fixed wrong credit obtained panel to not show during the skirmish mode.
Changed wording from OK/Cancel to OK/RECEIVE REWARD AND EXIT when finished any skirmish wave.
Fixed ammo required if using a Bloody Sting with Blade Skills.
Work In Progress.
We are working on the new level and solid tactical view especially, the future tactical view. We adding more features to help player indicate a true range and attack capacity in the better way. The latest screenshot showing a ghost unit that moving to predict your future move. Still WIP and reflecting on based features right now. Just wait a little bit before lunching on next Major Patch.
This gif screenshot showing the jump-able area. Jump or Booster Jump will be important for the future mission and bring some advantage when you are above the enemy.
In the latest build. Versus Panel has been added permanently. The panel still support about 80% of play-able skill. The improvement is on the way
More thing, We decided to add The Auto Pilot Move into the game. That will make the game to be more Tactical Turn-Based in future. More detail about it is coming soon. Let's enjoy this Halloween Season, Commander!
The final chapter of the Setting Roots is still being worked on- but in the meantime we still have updates and additions for you all!
In the meantime, we've included patch notes showing off the new additions coming with The Spooky (Mini) Update, the big one being the cool new Halloween-themed content!
While all of this is going on, TinyHat Studios is also running a publisher-wide sale! If you're interested in finding more discounted adult game goodness, check out these games!
Saves are Compatible
Notes and Warnings
All Albums should have contents restored when loading a save from an older version that is based on the state of your quests and monsters you have. This is not a perfect system, so if there are discrepancies between what you remember possessing, and what you have unlocked, then it should be simple to fix simply by talking with an NPC or breeding your monsters once more.
The new save game manager will now periodically clean your save directory to remain under 900 MB and 900 files. However this will never delete an entire player save slot but instead opt to preserve the latest save file in each slot. If you wish to keep older saves, consider backing up the files manually in a separate directory.
The difficulty slider in the new game menu may have some layering issues. If it does not seem to respond, try clicking it closer to the top or bottom of the slider marker for the time being while we work on this issue.
Additions
New error handling - When the game encounters a problem, this will be shown to the user in a pop-up window and given the option to keep playing & ignore further errors, or terminate the game and report the issue in a useful format
Overhaul for save game manager and save/loadUI
Huge performance improvements for browsing save files
Option to delete individual save files, not just entire player slots
Overhaul for NPC follower pathfinding
Added 3 new music tracks for the different seasons on the farm
Added 3 new music tracks for the different season at Cloverton
New Scenery for Cloverton and the Farm during Autumn!
New night time Cloverton
A new Halloween focused NPC named Sebastian with his own narrated sprite sex scenes. You can find him in the area of Yonten’s and Jaero’s shops from the 15th through the 21st of Autumn.
Made it so you can refine crops into seeds
Changes
Keybinding improvements - more actions are now rebindable and with up to 2 alternate keys each
Changed the farming controls to have more parity with other farming games
Updated Stat improving traits tooltips text
Stat-improving Traits now only affect the max range
Stat-improving Traits are now percentage-based instead of granting a flat bonus
Monster bloodline traits now have a lower maximum range
Time of day now progresses twice as quickly - 1 real second per 1 in-game minute (was previously 2 real seconds per minute)
Changed the math of how the essence market determines it's prices
Increased the loss of value when vendoring items from 20% to 25%
Increased the health bonus for getting seeds from 40% to 60%
Changed seed drop traits from +1 per grade to 3% chance per grade
Converted the monster interaction radial to the new system that is currently being used by the new farming UI
Changed the chest in the Mill to receive the goods to be a interaction from a trigger area, should clear up confusion
Updated the SexScene album UI
New images for unlocked scenes
Reorganized the scene selection filters
Changed the GlobalSettings file to new format, to better avoid issues with version changes in the future
Created new Centaur enemies, available for testing in the Training Room
Shettle, which begins the battle asleep, and remains so until damaged
Centaur, with a basic bow attack
Mason, which has a passive effect which shares it’s damage with allied monsters
StoneBreaker, which in addition to it’s own attacks, is also able to summon allies once alone, or heavily damaged, and has a “last stand” ability that makes it immune the first time it’s health reaches 0.
Updated Breeding/Harvesting UI
WIP: New traits, pasture selection, search, and filtering features will be completed in a future build
The exit to Giev’s tower now highlights
Reduced seed drop chance, so you no longer get a guaranteed seed for harvesting a crop.
Fixes
Album unlocks and options settings should no longer reset when closing the game
Greatly reduced texture memory usage on Savannah dungeon floors 3 & 4 - players who previously encountered crashes or missing textures when loading these floors should now be able to progress
Fixed not being able to obtain byproducts from monsters
Fixed the max value of a trait not working as it should
Fixed the bar on the essence market going off the graph
Fixed the docks giving 25% more value than what was intended
Fixed an issue the sell price modifier was only affecting the quality value
Fixed crop plots showing when they shouldn’t / crops should no longer appear as if they are not saving their state.
Fixed farming tool hotbar being displayed on the first day
Fixed the message being too long when finishing breeding with the player
Fixed issues related to rendering palette monsters after loading
Added missing Chimera X Chimera sprite sex scene
Made improvements to how the monster sprites update on the farm when moving monsters between pasture/barns, or breeding them together
Made improvements to how the sex scene filters are applied, in the album
Reduced the memory required to open the sex scene album
Fixed Construction UI tooltips going off-screen
Fixed an issues in market day merchants dialogue
Fixed an issue with interrupting transitions during level loading
Fixed an issue with triggering the BoozantCore pool event again, while it was switching to second dialog
Fixed an issue that was preventing time from updating when you sleep, after loading a save game
Fixed an issue when removing an item from the inventory
Fixed fertilizer selecting ingredients instead of essence inventory tab
Fixed Edeline on market day not having a shop option
Fixed changing scenes too fast resulting in an exception being thrown
Fixed changing items on the party selection screens causing an exception
Fixed small text on the party selection screen
Fixed player taking damage while jumping across acid pools
Fixed putting crops into the food bin eating the crop.
Fixed tooltip for training field not showing the correct physique to exp ratio
Fixed Fio not following the player outside during the cat event
Fixed the cooking UI saying that you can cook more than you really can.
Fixed snack bars causing an exception
Fixed a bug where quality was set wrong
Fixed an exception when selling the seeds you are planting
Fixed a bug where pregnant status was being cleared when updating the status of the couple when they finished mating
Fixed a bug where you could select seed bundles for planting
Fixed an exception related to delegates not being cleared when album window gets destroyed
Fixed bugs related to trainer slots on training fields
Fixed a variety of issues related to Inventory data changes and improvements
Fixed issue where working monsters where being saved in two locations, and data was unlinking when saved
Made more improvements to post-load process to fix these broken links
Fixed issue with active crops not being tracked properly on load, preventing them from all updating consistently
Fixed issue where monsters would not add an experience buff when fed an associated food from the overworld or silo
Fixed issue with activePlots not being managed correctly for rubbish farm and the farming tutorial
Fixed issue with the player not moving to the DeathScreen after load position fix
Fixed issue with Managers trying to update farm objects while not in the farm scene
Fixed sequence issue with initializing breeding couple on the farm
Fixed issue with updated scene filtering, where it couldn't distinguish between the same pair of types, but with swapped genders
Fixed issue where palette selection was active in-game, for paletted HDs, instead of only in the album
Fixed issue with save games storing multiple copies of the same breeding couple
Fixed issue with the dialog history not clearing old messages, resulting in too many messages trying to display
Fixed issue when trying to load immediately after entering game, while meta data is still be created for the first time
Fixed issue with some global settings (like autorun) not being saved (so not restored correctly)
Fixed issue where draggable icons on the job board would not update for status changes, after opened the first time in the scene
Fixed manual refining not keeping quality
Fixed some refinements not working as they should
Fixed not being able to unlock Giev’s tower
Fixed Healing crops being nerfed instead of experience crops
Fixed an error popup when trying to feed someone a crop
Fixed not seeing the player’s outline when they are behind a building
Fixed threading issues with save converter updating album
Reduced the number of times GlobalSettings is saved when multiple unlocks happen in sequence
Fixed bug in LoadSave menu, which allowed a player to delete the last slot in an expanded world
Fixed bug where the wrong value could be used for ExperienceGain when feeding an item to a party
member from the inventory
Fixed unlinked shader reference on material in Savannah 4
Fixed bug where Fio’s abilities would not show the cooldown overlay
Hey everyone! It's sale time once again, which means you can get the full Deluxe Edition bundle of the game + all OSTs + audiobook at 71% off for the duration of Steam's 2020 Halloween Sale.
We've also put together some detailed Brigador Modding Documentation that we hope will be of use to aspiring modders. Please feel free to leave your questions in the Steam forum thread - we will expand on it over time (you can find the google doc version here).
Welcome to our second Devlog which will be talking about, “I've already seen the emotions, now I want to feel them” how did we reach this goal?
“The Last Show of Mr. Chardish”, is a story-telling based game. At every stage you will find different notes and even hidden messages which will reveal the thrilling story of Robert Chardish.
The game has two perspectives, one the real world which talks about the different emotional moments and struggles Robert Chardish had on stage, and the other perspective which will let you feel and experience his journey.
To help you feel like you are a part of the game, interactive music was added to the game. Wherever you go or what you make, different types of music will start playing according to the story which is told.
Aggressive, calm, and all the feelings a person can think of. A very talented compositor helped in achieving this result thanks to her expertise.
October is upon us and things are getting spooky! First, the good news - The game also continues to chug away slowly but surely over on Steam, but we haven't had any reviews on there in a while, so if you haven't got around to leaving one yet, it would be very much appreciated. :)
Getting to the release - as always things have started to progress in order to get it out on time at the end of the next month. In terms of writing, Winter is working on a number of things, including a new scene for the Jezera NTR path, the Shaya NPC arc, and new job events for Alexia. Hooky will be contuining his work on improving the Fae plotline, and the Greyhide NPC arc, while Rein is starting to work on more Nasim content. We'll also have a few events from our new writer, Exagie, who wrote the Rowan x Valrys mine event in the previous release.
On the art side, we now have all the sketches back. We also have most of the lineart and this has been sent on to our colourist. Sommy also finished his CG for the battle of Astarte, which you can see above, and it looks amazing as always.
On the programming side, we're starting to code all the necessary event changes to implement the mechanics update, but this is a very large task that has to be done piecemeal. We're hoping we'll be able to add it in the January release, but it will require a huge amount of testing, so might be further delayed. Dragoon is fixing the issues with building, as well as a number of QoL improvements, including UI updates, map improvement, and the requested naming saves fuction, as well as in-engine deletion option.
That’s it for this month's recap! Keep an eye out for more news as the next update comes together!
This content is not a new release- but instead will be coming up in the next big update, due around January!
Version 0.9.35 is out! Its main focus is on balance adjustments to account for the introduction of a new hero and the Inspiration mechanics in the Blood Bonds update. It also includes several changes in the ongoing effort of making Bonfire more accessible and easy to grasp for new players.
Initially these tweaks and additions were meant to be a part of the next large content update, but as they're all of the small-but-high-impact variety, and there's already a lot of them, we've decided to roll it out earlier.
We would also like to give a shoutout to the community, as a good third of the following fixes were either reported or directly suggested by the players. In particular we would like to thank Midnightdragoness, Tobias Wehrum, TowerWizard, Mahotion, and ltwhiting who provided us with an absolutely copious amount of feedback! <3
FULL PATCH NOTES:
NEW CONTENT & FEATURES:
Bloatscorch, a new enemy type, has been added to the monster pool.
Two new mini-bosses have been added, both with unique abilities and combat patterns.
Three new highly-challenging quests have been added, featuring the new mini-bosses. Dev note: these new enemies are designed around disrupting the currently dominant tactical patterns and should stir things up quite a bit.
Character's progress towards their next turn can now be seen as a circle around their portrait.
Affinity gains are now visible through a little heart effect on hero's portrait. Dev notes: These changes are a move towards more clarity for the basic mechanics, but they're more of a stepping stone than the final solution.
A new tier of super-hard combat encounters has been added to late-game rotation.
Added some custom errand texts and interactions for Erzsie.
BALANCE:
Zhu the Pyra now accumulates Motivation XP 5% slower.
Zhu's Detonator rune has been reworked to damage all enemies (leading to some sweet chain reactions), but its power has been reduced from 400% to 250%.
Nadia's inspiration first-turn damage boost has been increased from 75-120% to 90-120%, but the effect is halved for area attacks.
XP gained from area attacks has been reduced by 15%. Dev note: The combination of Nadia's Trickery and Zhu's high damage output made her the clearly dominant choice for the team carry on Endless runs. These changes aim to reign her in a bit and prevent her levels from spiralling out of control without resorting to ability nerfs. It should also free Nadia's inspiration as a viable option on other heroes.
Erzsi's inspiration Max HP restoration effect has been reduced from 8-14 to 7-10.
Erzsi's Hypnotize delay power has been reduced from 130% to 120%.
The drain effect on Erzsi's Thrall debuff has been reduced from 80% to 70%.
Erzsi's can now only have one skeletal minion at a time when using her Skull Seed rune. Dev note: Erzsi's power levels and damage output were simply too high for such a flexible hero, so a small nerf was in order.
Nadia's Venom Strike has had its poison power increased from 50% to 60%. Dev note: On the other hand, Nadia's DoT output started to lag behind Zhu and Erzsie, so we've decided to give her a significant buff and see how it goes.
Endless Journey has been re-balanced to be more challenging, with faster growing difficulty.
Certain high-difficulty encounters may have mini-bosses mixed in as normal enemies.
Food chests are now much less common in the Endless Journey.
The effect of all stat-boosting items has been reduced from 12-10. Dev note: Endless Journey's challenge level couldn't keep up with the hero power spike caused by Blood Bonds, and some players were able to reach areas in the low hundreds. This should no longer be possible, making Endless runs a more interesting late-game activity.
After a certain in-game event, all Mournfolk begin to utilise more advanced AI & tactics. Watch out!
Similarly, all undead enemies get a stat boost after another event. Dev note: These changes let the game catch up with the power of late-game heroes. Mournfolk AI boost in particular should make the battles against them much more challenging and tactical.
Unassuming Undead's Multi Slash attack is now less random.
Slightly increased the stats of Wight and Wight Berserker.
All summoned creatures (both enemy and party-controlled) now have 50 HP instead of 70.
Summoning, as well as actions taken by the summons, now grant Motivation XP to the summoner.
Likwise, abilities that manipulate turn order also grant XP now.
GAMEPLAY TWEAKS & MINOR ADDITIONS:
Story quests no longer disappear from the map upon loss. You can retry them right away.
Quest Log can now be viewed during gameplay through the options menu.
Numbers shown when using healing abilities now show the actual amount of HP restored.
Levitating heroes and monsters now actually float! Dev note: This is clearly the most important update in the entire patch.
Piercing attacks now take negative Armor values into account when calculating damage.
Coins are now more shiny-sparkly!
Kill Events won't happen in the very early game now.
Several early tutorials were added to explain some basic but critical mechanics and concepts.
Hero descriptions on the character customisation screen have been updated.
Replaced some ability sound effects with nicer ones.
Timing on several attack animations has been adjusted.
A few shockwave effects have been given way more oomph.
Summon HP bars no longer displays over heroes.
BUG FIXES:
Heavily optimised the amount of texture swaps, especially on the quest summary screen.
Fixed a pretty nasty memory leak related to ambient sounds. Dev note: These two changes could lead to a significant performance increase on some low-end systems.
Wight Berserker is now correctly classified as a mini-boss.
Mandatory encounters with Erzsie are no longer missable.
Inspiration tooltips now show the correct next level data.
Earshot buff no longer produces an attack sound if the user got killed before its activation.
Some important menu chatter on the quest screen is no longer missable.
Several wording issues and typos were fixed.
Fixed a rare crash related to quests with bonus item drops.
Gold counter could sometimes get stuck on sceen for the entire quest. Not anymore.
Corrected some erroneous sprite positions.
Fixed a few more potential crashes related to The Hunter.
Hunter now also displays sportsmanship by actually staying dead when killed.
Mournfolk Knights won't protect other protecting Mournfolk Knights, no matter how hilarious that was.
Fixed some errors in the item collecting sequence at the end of a quest when many items are present.
Corrected some transparency issues on the hero upgrade screen.
We hope you like these changes. As always -- if you encounter any problems, would like to check our current development roadmap, or share your suggestions, feel free to drop by our community forums or MoaCube's Discord server.