Thank you for your continued support and feedback of Tears of Avia. We have been working hard and are happy to introduce new bug fixes and balance changes to the world of Estera. Please see the full list below:
Bug Fixes
- Can no longer move onto the same tile as another player that is also in progress of moving to - Deft strike, swap and teleport now allow moves to undo correctly to the tile you teleported to rather than the tile you started the turn at - Buffs should no longer 'miss' targets with high def - game hanging when triggering achievements - damage numbers displaying twice - Desert 2 damage challenge now works as advertised - Clicking the base panel while a skill is being targeted no longer leaves the target indicator visible - Fixed an issue where sometimes graphics settings would not save - Formatting issue on the deploy screen that caused Prisoner 1337's name to overlap - fixes triggering of the legion/long shot achievements - summon spiders no longer bug out when skipped - Source of sorrow challenges now work as intended - Frozen city 2 had some active tiles floating in empty space - Icy wastes 2 challenges now work as intended - Orphanage challenges work as intended - Achievement for completing all the challenges should now trigger correctly - You no longer take reflected damage when you own a reflect totem and heal an ally - Damage numbers appear when the attack strikes, rather than when the attack ends for: zombie punches, slash, fireball, firebolt and energy bolt - fixes fire and lightning shields such that they are despawned if the wielder is defeated - you can now assign space bar as a bindable key - pipework dusters no longer display the wrong model - Nosaram now performs his split phase when you reload a hardcore save at the split phase point - When you spend ID scrolls, the ID scroll counts are updated in the inventory/shop screens - Swap skill no longer fails when skipping the animation - Collateral damage should now do 25% of the damage as specified rather than 100%
Balance/Game Changes
- Nerfed priest XP gain - Right clicking and dragging off of keybinds no longer leaves all buttons in a highlighted state - Made adjustments to the way loot is generated to promote more potential desired stat drops - Clicking on the back tooltip while assigning new keys now closes keybind assign mode - If you use teleport on a mage portal, you will now also travel down the portal after teleporting - If you summon a creature onto a mage portal, that creature will be teleported down the portal - Summons can now undo moves after their first turn deployed - Rebalances catacomb and swamp levels in standard mode - You can no longer 'end turn' when the 'stage clear' banner appears using a joypad - Improves the shrine screen UI
We are constantly listening to your feedback and looking at ways to improve the game.
Easy Red 2 has just been released in Early Access.
A great milestone has been reached, but the final goal has not yet been achieved.
Already in the coming weeks new content such as missions, weapons, vehicles and fetaures will be added. The game will have significant improvements month after month.
Also the current price is very affordable, but this will change at the official launch, so we recommend buying the game right now!
As usual for questions and advice, you can reply to this post or contact me at marco@corvostudio.it.
It's quickly coming up to one month since Raji: An Ancient Epic launched on PC, Xbox One, and the PS4, so we wanted to write a special thank you to everyone in our community for their amazing support.
Though the launch has been a successful one, we've been watching all of your feedback, from feature requests to bug reports, and we are happy to let you know that we are hard at work on an update for the game. We don't have a specific timeframe just yet, so be sure to keep your eyes on us as we'll provide much more detail the moment that we're ready with it!
Discussing the Indian Game Development
One of our co-founders, Avichal Singh recently joined ancientOne on the 11th edition of 'The Bongshot' to talk about our journey developing Raji: An Ancient Epic. Be sure to check out the full discussion in the video below.
Note: the video discussion is 1h 32m so be sure to get comfortable!
Raji Fan Art
We want to end this post with a small call-out to the creative members of our community. Even before the full launch of our game, we've seen some amazing fan art, from drawing paper, to digital art, even all the way to live-streamed recreations of Raji in Blender.
We'd like to start highlighting and sharing some of these amazing works. So if you enjoy creating and sharing fan art, please do post your Raji fan art and tag us on Facebook or Twitter and use the hashtag #rajifanart.
So that's it for this quick update. Once again, thank you to everyone for your support!
Lots of features and bug fixes but the highlights are additional terrain transition tiles (24 additional variations), upgraded city street textures and revamped fog shader!
** Below is a complete change log of what we have been working on since 2.2.16 **
0001689: [Avionics] Moved PFD elements from old instruments class to the new display system (reskin) 0001361: [Avionics] Windshear detection and aural (EGPWS Mode 7) (reskin) 0000690: [Avionics] Additional VMU sounds (reskin) 0001727: [Descent] Mach transition and dynamic/local density increase (reskin) 0001721: [Vehicles] Thrust output increases with these space vehicles as they get to orbit (reskin) 0000036: [Vehicles] Engine trails as an extra effect to show movement and acceleration? (reskin) 0001719: [Sound 2.4.15] Additional doppler effect for higher thrust engines (reskin)
Bugs
0001830: [Avionics] Moving map doesn't calculate DME slope errors (reskin) 0001786: [Interiors] Lightning in apartment, toilet needs to be flushed, kitchen sink missing a drain (reskin) 0001811: [Atmosphere] Rain droplets visible above the clouds (reskin) 0001806: [Vehicles] Teleport off the roof to the ground is back (reskin) 0001807: [Vehicles] Loading a colonist into a C-2 and getting an "open bay door" message (reskin) 0001773: [Deois] Financial District hangers are rotated (reskin) 0001755: [Deois] Lighting between city center and transit districts (reskin) 0001746: [Cockpits] Binocular issues, F5 to get rid of them, the clouds are part of the windshield only (reskin) 0001523: [Vehicles] Headlights and brake lights do not appear to respond to respective statuses (reskin) 0001753: [Vehicles] W-6 Manx CG is too far aft (reskin) 0001754: [Colonies] Airfield colony buildings floating above ground (reskin) 0001685: [Avionics] Moving map not appearing in planes (reskin) 0001822: [SteamWorks SDK 149] @wendell09 reports that Steam crashes first launch after each update (reskin) 0001791: [GUI] Production halted messages fall off screen (rme2001) 0001720: [Vehicle Manager] @timelord couldn't return his rented T-120 to Rusty's (reskin) 0001741: [Communications] Sending tokenized waypoint data to client that uses "," as a decimal separator (reskin) 0001735: [Vehicle Manager] When moving cargo every time that I use + and - it increases or decreases my engines power (reskin) 0001766: [Intermedia] Toast announcing incoming bank transfer do not show. (reskin) 0000560: [GUI] Scroll bar jumps around, moves different rate than mouse (reskin) 0001287: [Vehicles] Vehicle telemetry smoothing using acceleration (reskin) 0001817: [Installer] Upgrade from Inno Setup 5 to Inno Setup 6 (reskin) 0001816: [Splash Page] Halloween 2020 (reskin) 0001781: [Vehicle Manager] Simplify procedure to fill up fuel or load all cargo without macros (reskin) 0000692: [Waypoint Manager] GUI "type" icon for "touchdown zone" aka "runway" waypoint (16x16) (reskin) 0001732: [Installer] Needed new code-signing certificate (old one expires 8/4) (reskin)
Game Server
Features
0001828: [Discord] Added the Discord bot to a Deois ATC voice channel (reskin) 0001827: [Vehicles] Player loses internet connection while airborne we will inhibit their death (reskin) 0001547: [Economy] Enhancement to futures market to avoid "pump and dump" and gaming the system (reskin) 0001404: [Menus] Prevent players from picking up prisoners under other contracts (reskin) 0001158: [Vehicles] Moved title history system to a table (reskin) 0001107: [Vehicles] PODS usage count is based on how many times it has been loaded in a bay! (reskin) 0001815: [Vehicles] Moving lien information to a new table VehicleLiens (reskin) 0001809: [Economy] Bringing Consumer Goods online (production and consumption) (reskin) 0001814: [Vehicles] Moving rental information to a new table VehicleRentals (reskin) 0001759: [Vehicles] Refuel cars that make it back to their apartment (reskin) 0001761: [Players] First cross-promotional achievement email for Astronaut Wings (reskin) 0001762: [Bonuses] Bonuses (aka Community Goals) (reskin) 0001716: [Players] Demo limitations and restrictions (reskin) 0000866: [Deois] PODS dealership in the city (reskin)
Bugs
0001826: [VoIP] Looks like engine 7 voices have been deprecated (reskin) 0001667: [Players] High production record award is not wired up (reskin) 0001804: [Economy] Commodity Future interface doesn't match actions (reskin) 0001799: [Colonists] Building a colony the server did not see colonist in bay 0 (reskin) 0001800: [Vehicles] Unable to return a Construction PODS to Rusty's Rentals (reskin) 0001792: [Messaging] Harvest yield message contains too little information (rme2001) 0001805: [Vehicles] Server is not keeping offline ships in stable orbit (reskin) 0001798: [ATC] The newer voice files are not separating the numbers in to single units (reskin) 0001771: [Messaging] Fix email SPF records (reskin) 0001742: [Menus] Precision error when unloading Iagerous fuel from Aux. Fuel PODS (reskin) 0001748: [VoIP] Do not transmit ATC beyond certain range or to certain vehicle types (reskin) 0001752: [Menus] Law offices is really messy (reskin) 0001677: [VoIP] New Engine 7 is giving us two different variations of Veena! (vocalware) 0001729: [Menus] UrbanExplorer achievement hasn't been issued since January (reskin) 0001728: [Menus] You can access the trade futures through any ATM (reskin) 0001722: [Messaging] Apparently we never sent a toast for the construction or demolition of an expansion (reskin)
Originally called “Armistice Day”, Remembrance Day in Canada commemorates the armistice agreement that ended the First World War on Monday, November 11, 1918, at 11 a.m.—on the eleventh hour of the eleventh day of the eleventh month.
Every year on November 11, Canadians pause in a moment of silence to honour and remember the men and women who have served, and continue to serve Canada during times of war, conflict and peace. We remember the more than 2,300,000 Canadians who have served throughout our nation’s history and the more than 118,000 who made the ultimate sacrifice.
To honour this occasion, we are releasing Radio General's soundtrack for free! Sit back, listen to those bombastic melodies, and give a thought or two to all those who fought in the war.
I hope you've been enjoying the new Daily Challenge mode. I'm back this week with some more new deadly dangers to populate the dungeon, and a significant change to the way the Rest ability works.
👹 4 New Monsters
Potted Gob
A man-eating pot plant. It can't move, but its bite packs a real punch. Keep it at arm's reach or simply push their pot away in a condescending manner.
Rooted Gob
Like its potted counterpart, but rooted into the ground so it can't be pushed. This Gob is free to grow larger in the soil, which means it can reach further with its bite. Best avoided.
Hunter Mad Lad
The Hunter variety is a new 'movement behaviour' for your opponents. Monsters with this behaviour will chase after the nearest player. You can identify them by their teal colour instead of the usual green or orange.
Brutolith
A terrifying new super-enemy that shows up in Trial 4. It hunts down players and lunges at them when it gets close. What does the Brutolith look like? You'll have to make it to Trial 4 to find out... but you might not live to tell the tale. 💀
😴 Resting no longer uses up all your AP
NOTE: This change is somewhat experimental, so I welcome your feedback.
When you use the Rest ability you will now only consume 1 AP (instead of all your AP). Several players rightly pointed out that it really sucks to run out of Stamina and be forced to rest on a turn that results in death.
Now, you can Rest using your first action point, then move out of harm's way with your second.
To balance this out, Resting now only replenishes 6 Stamina instead of the full 9, and the Powernap perk has been changed to boost that number instead of granting a free rest as it used to do.
🔪 Spikes
Wuh-oh!
These deadly daggers marks the introduction of traps, something I've wanted to add for a long time. I intend to add several more types of trap, which may eventually be unique to each different Trial. But for now, you'll see spikey death tiles randomly appear in most stages.
Traps do their thing after your player turn, before monsters take their turn. Anything standing on a spike trap in this time will be skewered.
Here's the full list of changes in update 0.18...
🆕 Changes
Added Potted Gob monster.
Added Rooted Gob monster.
Added Brutolith monster.
Added player-chasing monster behaviour for new Hunter Mad Lads.
Resting only uses 1 AP instead of all remaining AP.
Resting only restores 6 stamina instead of fully replenishing it.
Power Nap perk now boosts how much stamina is restored when you rest instead of causing resting to use 1 AP.
Added Floor Spikes traps which can randomly appear in all stages.
Goalies now track the Ball and try to block it from entering the goal.
Goalies health reduced to 3 from 5.
Non-goalie monsters no longer move behind the goal line.
Player help popup now appears instantly instead of animating from left.
Improved dust particles when characters move.
Improved star particles when characters die.
🐛 Bug Fixes
Fixed AI quirk where Savage monsters would sometimes step away from the Ball if a direct path was blocked.
Fixed issues with Redhorn's charging animation.
In the next update I intend to introduce new systems that will give you more control over how you upgrade your team.
Until then, give me a follow and try out the new version of Dungeon Deathball!