As we work on the online Base Defense mode, here's an update to address a new big batch of player feedback. As part of a big revamp to cooking, we got rid of some ingredients and simplified some recipes, while making the kitchen menu easier to browse.
After a lot of difficulty tweaks, the difficulty now seems to be in a good spot for me. Let me know what you think! I will probably do further adjustments when we're ready to add Hard Mode and Nightmare Mode. The current difficulty will become "Normal", maybe with some further slight tweaks to make it a tiny bit easier once there's a Hard difficulty.
I would now like to start more work on getting Escape from Earlsboro fleshed out into its own distinct mode, which you will probably see a bit of in the next update. EfE is going to become the main mode, and will have expanded quests and minibosses, while letting you choose to try to save all 6 (eventually 9) survivors. As we work on this, we will also continue working on the online mode. In the near future I will start posting some video of what we have so far, likely along with the next update!
Update 0.9.7.7.8
Major Changes
- Big Cooking revamp! See more below, in the Kitchen Revamp section - Hunger rate almost tripled. Previously 0.016 nutrition per second, now 0.04 - Extra Big UI option now also makes the Portrait and item bar bigger, and also slightly increases the size of the quest text - Work in Progress (but not fully implemented yet): We're adding it so you can see and change your weapons and items whenever you open a container, for easier stashing and organizing of your stuff. Just a big gray box for now, though. - More work on the gamepad rebinding menu - New big button in the Options menu to open your save folder, mostly there for easier bug finding - Option to uncap FPS past 60
Cooking Revamp
- New, easier to browse screen for the Kitchen - Got rid of bread, sugar, water, and chicken legs. Sin's Special now uses oil instead of water, and all bread or sugar recipes now just use Flour instead - Ingredients drop chances now edited to better reflect ingredient frequency in recipes, except for pepper, potato, and oil being slightly more rare - Pancakes now only require two ingredients - Rib Roast recipe is now MEAT, MEAT, MEAT. To compensate the easy recipe, damage reduction is now 15% from eating it instead of 30% - Freedom Fries now additionally buff your running speed by 20% - Ingredients besides Meat and Fish now all stack to 20
Difficulty Changes
- Boss health reduced across the board, about 80% of what it used to be - Enemies should now stick together more when spawning in. This makes them easier to avoid, but also easier to get mobbed. Overall hoping that this makes difficulty more consistent, before enemy amounts were very RNG based - Tweaks to how sounds can summon new enemies. Now walking and running has a smaller chance to attract enemies, door opening attracts more, and louder weapons have increasingly higher chances to summon new enemies - Quiet weapons now will no longer summon any enemies - The limit for how many enemies can be active per day has been lowered initially, and now takes until day 20 (day 13 on Radio Silence) to build up to full instead of day 10 (day 10 is now about 64% of what it used to be) - Max limit for enemies on day 20 is now a few enemies lower than previous max, which is the same as previous day 9 (day 6 on Radio Silence)
Tweaks and Fixes
- Arrows are now cheaper to make. Just 1 wood and 1 metal to make 15 arrows - Reduced amount of light when enemies are on fire, which should reduce lag - Tweaks to the helicopter to hopefully make it harder to get stuck interacting with the wrong thing - Visual indicator of where an enemy is going to shoot a grenade - The bug where you could summon multiple Nail Biters that would never stop chasing you is now fixed, it was related to being Liam in Radio Silence - Negatives now have legs again - Fixed a bug where you could get double items from containers by destroying it at the right time - Hitting attack on the game over screen will now make the gems tally faster - The container loot menu will now get closed if the container is destroyed - Controllers screen should be fully selectable using gamepad - Updated gamepad customization menu - Turret fixes to update energy status properly, and should search and attack enemies a bit better - Better parrying for gamepad users
Under the Hood
- Lots of work on the online Base Defense mode - Working on added minibosses back into the game
Those noisy Poltergeist arrives upon the battlefield together, bringing forth different musical notes into the battle. Their fluid and fluent command of music will affect the battlefield, or they could split up before the band does, giving the enemies their fair show of their own talents
In order to reduce the Prismriver’s test data that will be introduced into the game, for the first release week they will only be available for purchase with Diamonds, of course we have also prepared a few events to provide the Prismriver for the players to have a test run themselves. The characters will be available for purchase with Coins after a week in the Store , at the same time we will be considering to lower the price of other minions in order to bring the overall price down
Balance change
Koakuma Range 4.25→4 Seduction duration 2.5→2.25
Ringo HP 44→46
Mystia HP 29→28 Attack speed buff 15%→28%
Wakasagihime Range 7.5→8
Toziko HP 41→32 New Passive [Phantom]
Sekibanki Flying head’s HP7→14 Armor 0→2 Head summon HP lost 9→12 Tactical retreat speed after losing the head 3.6→3.2
In Year 5 Season 4, we are launching the Sixth Guardian Program! We aim to support a charity through an in-game bundle on Siege, spanning a full Season per bundle released. 100% of net proceeds, with a minimum of $6 USD per bundle sold will go to the charity.
Your purchases will help to directly support a charity and help a diverse range of causes. Together, we hope to unite the Rainbow Six Siege community and make a positive change outside of our game.
This Season, we’re releasing the Doc Sixth Guardian bundle. All proceeds will go towards The AbleGamers Charity, whose objective is to combat social isolation and improve the quality of life for people with disabilities.
This bundle includes for Doc the Sixth Guardian:
- Uniform - Headgear - Weapon skin - Charm
The bundle will be limited in time and available only for this Season. Make sure to check it out before Season 4 ends!
This week's update features new impact sounds for gunfire (headshot dink!), network optimizations, a fix to help reduce crashes when returning to menu on some machines (more later), and some more balance tweaks to round out our balance changes from last week.
Gameplay Changes:
New impact sounds for body and headshot hits
New sound for friendly fire, give negative feedback for shooting wrong team
Optimization and reduction of network traffic usage
Fix jump penalty offset when firing from non-ADS stances in jump penalty state.
Balance tweaks:
Attacker
Retuned flashbang flash to be more consistent based on the angle at which you are looking at it, as well as the distance to the flashbang.
Increased the rate of falloff for the initial flash punch by 100%. So half the aim punch at the same distance.
Nerfed smoke grenade, time reduced from 20s to 12s.
Defender
Barbed Wire slow increased to 55% up from 50%
Barbed Wire sprint slow increased to 65% up from 50%
Buffed molotov, size increased 15%, damage increased up to 120dps up from 75dps. (note the previous patch notes listed a reduction of 15% size in the molotov, this was actually a 30% reduction and is now 15%)
Fixed issue where gecnet would accept requests to join on private matches from relevant users
UI/Menu Changes:
Reduction in amount of calls made when reloading to main menu to help with some crashes after a match
Added instructions on how to the update game client if you connect and get the "Needs update" warning.
Added new video to training section
"Servers are locked down" > "Servers are being updated"
Recent weeks brought us three new awards for our incredible team here at Katowice. We appreciate how the community, press, and content creators share their feedback on Gamedec and the work we've done.
DevGAMM Awards!
Gamedec won in the most prestigious category - Best Indie Game! We're always very flattered when someone sees the quality of our work and effort behind it, we're putting a lot of heart into the development, and we're happy someone is excited about the game as much as we are.
Before we began designing Gamedec, we asked ourselves the question, "What in RPG is exciting for us?" Surprisingly, it was not the combat system, rather than the decisions we are making and how everything around us changes with them. We are trying to extract the essence of an RPG – To create a game with multiple story branches, where player choices make a difference to the game world. Such an award is always nice proof that our story will find an audience that will immerse themselves as a game detective in the 22nd century.
Unreal Engine Dev Contest 2020
Unreal Engine Dev Contest is a unique experience for everyone looking for expertise, publicity, and developers' input. We're happy to announce that we've won in two categories: Kefir's Best Game and Player One Editor's Best Game.
This reward is exciting in many ways, but having the industry's support is always a pleasant experience. It shows us that the way we wanted to go with Gamedec was the right path to follow.
It was a new experience for us, but the Eastern Europe region is known for its love for isometric RPGs, and we're honored to succeed in this market. Congrats to all other winners and nominated games. You guys rock!
Digital Dragons 2020 Indie Showcase
We have received the trophy for winning the Digital Dragons 2020 Indie Showcase!
Additionally, we were provided with a glorious PC from Actina, AMD, and Krakowski Park Technologiczny.
Once again, thank you for this award, and we promise to share this PC with some greatest minds and the most talented people at Anshar Studios :)
We're not stopping here, and be sure we will submit Gamedec to even more contests and showcases - we plan to spread the word about our game with communities, content creators, and press all around the world!
If you'd like to help us reach more people, be sure to send a link to our Steam Page to your friends; the more gamedecs in our community, the merrier! ----------------------------------------------------
If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek), or chat with enthusiasts like you - join our Discord channel.
We've just rolled out a new patch for Fury of Dracula: Digital Edition. Right now our focus is on squashing bugs you've all been kind enough to point out to us. Every single bug report helps us narrow down issues faster and improve the game for everyone!
Todays patch includes the following updates:
Added Features
Added a toggle in the front-end and in-game settings to remember the camera zoom mode between games
Fixed
Encounter cards are now matured in the order of Dracula's choice
Vampire encounter cards now clear their own hideout when matured
Dracula can no longer play Hide with Wolf Form when Hide is unplayable
Szgany Bodyguards' Mature effect
Dracula's last played Combat card is no longer duplicated when combat ends before Dracula has played 6 Combat cards
Fixed interactive guide box locations for all aspect ratios
Fixed some inconsistency issues with the tutorial text
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
In anticipation of our upcoming Operation: Cold Blood update, our Play with the Devs event is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.
Help test upcoming content for Operation: Cold Blood on the Community Test Environment:
New map: Bab
Two new weapons (M110 SASS and M1 Garand)
New Weapon Upgrades
To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment". Boot up the CTE, and please set matchmaking regions to US East. Click Play, select Co-op, select New Outpost Maps, and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!
During the CTE, we will be restricting the playlists to focus solely on the new content.
Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.
After playing, please fill out our CTE survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.
For more information on the CTE, please visit our frequently asked questions article here.