We have made a good progress with crafting (as you can see below). All items have been grouped into themes, e.g. Chaos, Alchemy, Knight, etc. Crafting one item from one group has a chance to let you learn another item from its theme group.
There are over forty resource items which are gathered after battles. The available resource types depend on environment and also on defeated enemies.
The crafting will be released together with the next game in the series. We hope to release in April 2021.
Hello, survivors! Today we will discuss important changes and improvements regarding the vehicles with tracks and augers. Let’s have a closer look.
We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all. You can familiarize yourself with all the planned changes in detail on the special test server!
The main goal that we pursued in preparing these changes was to improve your gaming experience from using these kinds of chassis. For example, let’s consider the most common questions about augers: about the inability of using a strafe and turning in the same direction at the same time and the inability of changing the direction of the build’s turning during a strafe. Or messages about poor crafting responsiveness when installing 4 “Meat Grinders” or more. We have almost completely redesigned the chassis’ movement mechanics, and now cars with 4 or more augers are much more responsive and respond to turns during strafing correctly. Vehicles with any number of augers installed turn around much faster while being stationary.
The changes also affected the overall comfortability of controlling the vehicle with augers: changing the movement direction, turns, transitions from forward and backward to strafe and vice versa - all of these parameters have been improved, which made the gameplay and controls of the vehicles with this chassis better.
The same applies for vehicles with tracks. Due to the completely redesigned chassis mechanics, the vehicles became more maneuverable when using 4 or more large tracks. The underwhelming feature of the car being “stuck” in place when turning at low speed (and when turning while being stationary took a very long time), disappeared. Tracked vehicles can now perform quick turns in a small area.
But this is all theory. The main thing is to experience the changes in practice! We invite you to join the testing of changes and we are waiting for your feedback in a special topic regarding the open test results!
The Move counter on the Undo button would increment even if nobody moved. This was purely visual and did not affect the actual Move score, but has now been fixed.
The Tweet button in the Custom Levels menu has been fixed
Boxes no longer emit landing particles in midair
Earning a Pony Badge will now show a notification in the world map
Other misc. fixes
Stay in touch, we'll have more news for upcoming patches soon!
Recently, we have been bewitched by the amount of your interest in this freaky title! Not only because of that, but we have prepared something special for all of you!
We have opened an official Vixa Games Discord!
It is LIVE & OPEN for all fans of Dino Galaxy Tennis. You will find a lot of behind the scene information, some sneak peeks, and even giveaways and contests!
In this first announcement we want you to meet some of our dino characters!
Those are only some of the cool characters that you will be able to choose from! There is a lot more to discover!
The game has 3 modes! Each one will bring you equal amount of entertainment!
Play Story Mode either solo or with your friend! Discover the galaxy full of freaky dinosaurs & don't get surprised when you will face a special opponent!
Versus Mode gives you opportunity to confront either bots or other players! Choose your favorite dino toon and planet!
Set new records or improve your results in Challenge Mode
Challenges & Planets & Dinosaurs & Tennis! If that isn't awesome combination, we don't know what is!
First of all, thank you all for showing such an interest in our little freak show! It has gone beyond our expectations and your interest in the title gives us a lot of encouragement and more fuel for our freaky minds in order to deliver a game that will satisfy your deepest roguelike and bullet-hell fantasies!
We also have prepared for you something special! We have opened an official Vixa Games Discord!
It is LIVE & OPEN for all fans of The Crackpet Show. You will find a lot of behind the scene information, some sneak peeks, and even giveaways and contests!
In this first update from us, apart from the most important DISCORD SERVER, we would like to present to you our heroes (they have volunteered to participate in the show and no animals have been harmed during the process of production).
Meet Rooster, Sharky, Bunny, Cowie! Due to GDPR restrictions, we are not allowed to provide you with their real names, however, if you will think of some cool nickname - tel us! Maybe your creativity will shine upon us like a rainbow over the nuclear mushroom and your idea for the nickname will be implemented! (Suprise us!)
Our contestants will fight together in a hellish arena, jumping, rolling, shooting, and making a huge massacre wherever they are. Remember they are all contestants and there is no one winner! Well... unless you play solo!
With cooperation mode, you can jump around the arena with up to 4 friends which only gives you a bigger chance of winning. Remember! They all need each other and are like a little crazy family (crazy or mutated - who would see the difference here) ːsteamhappyː
You have met our freaky participants. What do you think of them? Are they crazy enough to satisfy your deepest urges to meet loony characters in a mutated version of them? (Remember, this happens during post-apocalyptic rampage - just like Mad Max vs Happy Tree Friends but betterːsteamhappyː)
More updates will come quite soon as the game has quite a lot of different freaky features. Guns, perks, awesome (ugly or mutated you decide) bosses, and we can bet that your fingers will be buffed up after playing (never skip a finger day during the workout).
How much can you build in just one hour in Cities: Skylines?
This week we challenged ToadieYPG with her attempt at this speed-building challenge. This video will show you all the best highlights and hopefully inspire to create your own version of a Ski Resort.
Spire of Sorcery (Limited Early Access) - Sergei Klimov
This week's update is already available (since the last night!) and changes the map as well as introduces more than 3 characters in the party, and a pre-encounter character selection screen. Additionally, small improvements across the UI, new sound effects and new illustrations, and the overall adjustment of creature behaviour, spawning and attack values.
ゲームの日本語版はまだ完全に翻訳されていません。 ご不便をおかけして申し訳ございません。
游戏的简体中文版本尚未完全翻译。 很抱歉给您带来不便。
Release notes are available here, as well as below –––>
OVERVIEW
We managed to ship this week's update on Thursday, not on Friday, which we see as a positive sign. Now that we have a functional core of the game, the focus of the development has shifted towards preparing the game for the general Early Access release and here we need less stress and more planning. Keeping our eyes on the ball is more important than the force with which we kick it.
UPDATED MAP
From a 50x50 map of Prologue in version 175, we now moved to 100x25. You start in the west and your destination is in the east.
This is also reflected in the new quest description.
The magic node that must be activated in order to recall the party to the Spire is now seeded in the northeastern corner:
The change reflects our desire to make Prologue more straightforward.
Certainly there will be chapters where the map will be circular, and where exploration happens in the free-form style. But for Prologue, we felt that a 360-degree freedom at start is a bit too much, and largely unnecessary.
YOU NOW START WITH 5 CHARACTERS, AND YOU CAN GET MORE CHARACTERS ALONG THE WAY
In the earlier versions, you always started with the 3 characters – and losing 1 of them meant a restart of the chapter.
We addressed this by two means: first of all, you now start with 5 characters.
Additionally, you can get (or at least try to get) more characters from Anomalies.
Changed: instead of healing everyone, Anomalies now issue 1 additional party member.
CHARACTER SELECTION PRIOR TO ENCOUNTER
As we finally got to play with more than 3 characters in player party, the time has come for a related feature: selection of characters prior to the encounter.
You can start with 1, 2 or 3 characters (if you want to test yourself or limit exposure)
Character stats are shown as a tooltip when hovering over any portrait
PLAYER/OPPONENT INITIATIVE
During encounter, a round consists of Environment's turn, Opponent's turn and Player's turn. In previous versions, we always seeded as Environment – Opponent – Player. Now this depends on who attacked whom: when player initiates, their turn always precedes the opponent, and the other way around. What this means is that by attacking another party, you can now get the advantage of wiping some of the opponents right in the first round, before they have a chance to cause any harm to you.
REFLECTION TOKEN CHANGED
In the earlier version, Reflection was meant to reflect one action rather than one token issued. This lead to some unexpected outcomes.
Changed: Reflection token now reflects one token (not action) issued to its owner, 1:1.
Changed: Reflection token now no longer reflects Protection tokens.
Changed: Motherstone amulet now issues 3 Reflection tokens to its owner at the start of the encounter.
BALANCING CHANGES
The chances of Damage received during the encounter to cause an Injury or destroy equipped item have increased. We'll see if a further increase is merited (currently: 7% and 2%).
Shadows (all types) got stronger attacks across the board, and lost small-chance attacks.
Gigglers (all types) got stronger attacks, and lost small-chance attacks.
Spitters now have increased vision range: up to 7, which means that their groups will see you before you see them. They, however, remain slow, and thus you have a plenty of chances to escape from them.
Shadows now have increased chance of being spawned in larger groups.
Spitters now have increased chance of being spawned in larger groups.
Gigglers now have increased chance of being spawned in mixed groups.
It is no longer possible to destroy Corpse with Cold tokens.
Barrow got a bit easier to unlock, but releases more Shadows.
Abandoned palace is now easier to restore.
NEW ILLUSTRATIONS
"Bloodplaster" now has its own illustration
"Twilight serum" now has its own illustration
"Fetid hisser" now has its own illustration
CHARACTERS CAN NOW BE EXPELLED FROM THE PARTY
You don't really need it for now, but this will come handy once we implement the hunting/cooking/hunger mechanics.
EXPLORED EVENTS DISAPPEAR / CHANGE ON THE MAP
It's been bothering everyone for a while, and now it's done:
Corpses, when destroyed, disappear from the map
Chests, when opened, disappear from the map
Barrows, when unlocked, are shown in a different (opened) state on the map
Giggler haunt, when destroyed, is shown in a different (destroyed) state on the map
SOUND EFFECTS
We are now able to play ambient sounds during encounters.
Forest now has its own ambient sound.
Environmental effect 'Burning ground' now has its own ambient sound.
Environmental effect 'Cloud of smoke' now has its own ambient sound.
Environmental effect 'Hail' now has its own ambient sound.
When player gets a new item into their inventory, the game now plays appropriate sound.
Opening an Encyclopaedia now plays a sound.
When player initiates an encounter, it begins with a specific sound.
When opponents initiate an encounter, it begins with a specific sound.
When opposing creature progresses in preparing a multi-round action (0/2 -> 1/2), there is now a specific sound.
Every week we add more sound effects.
Sounds are a very important part of the player experience for us!
WHAT'S NEXT?
Update 177 will focus on cleaning up things (we have a number of minor bugs that we haven't chased yet). We're now working on the visual concept of user interface (it's getting a facelift, which takes time to conceptualise and then execute) and on creating an easier start of the Prologue (a number of small, helpful quests to explain the basics) – some of these things will ship in 177, and some in 178 and 179.
An absent-minded man of mysteries, Franz Lohner relies on his bulging journal to keep track of occurrences, intrigues and arguments around Taal's Horn Keep. Sometimes his notes are even useful, believe it or not. The Franz Lohner Chronicles are extracts from that journal.
FRANZ LOHNER'S CHRONICLE - THE FATE OF GRUNGNI'S WHISPER
Still no luck finding Bardin’s daughter, sad to say. It’s depressing, really. Time was, a goblin couldn’t sneeze within the bounds of the Old World without me hearing about it – if I were interested in greenskin nasal discharges, leastways – but nowadays it’s getting harder and harder to lay my hands on solid information. Getting old, that’s the problem. Spying’s a young man’s game.
Recent events don’t exactly help. World’s gone mad, and that’s trouble for those of us who pride ourselves on having a bit of sanity left.
So what do I actually know? Well, I’ve had word from Barak Varr that a Hedda Bardinsdottir took ship – as captain, no less – on the nautilus Grungni’s Whisper about a year back. Nothing since, not about the Whisper, nor anyone aboard. Mind you, that’s about standard for a nautilus. Sneaky little submersibles. I like ‘em. I tell you, if we had even one patrolling the waters of the Reik, this Rotblood bother of ours would be much less of a bother. Nothing says ‘get off my land’ better than a torpedo right in the supply barge.
But I digress. Might be that this disappearance is where the tale ends, but my twitching nose says otherwise. This don’t feel like an accidental disappearance, but something deliberate. The Whisper doesn’t want to be found, and likely neither does young Hedda.
I suppose I’m left with no other choice but to see if her mother has any ideas. Not something I do lightly. ‘Overprotective’ doesn’t begin to do dwarf lasses justice. You know how you never see their womenfolk in the battle line? That ain’t because they can’t fight. It’s because every dwarf knows that when you march to war, you leave your sharpest axes behind to defend your home, like Valaya tells you. If you’ve not heard that before, happen you’ll want to think on why that might be.
If the thought of charging a dwarf shield wall chills the blood, spare a thought for those who sneak into what they think is an abandoned hold when the menfolk are away. I’d sooner corner a dragon in its lair than chance the fury of a dwarf maid defending her clan’s beardlings and her ancestor’s tombs, so you can see why I’m wary of troubling Grelda Thrangsdottir about private family matters.
Still, I owe it to Bardin to try. Let’s hope I don’t regret it.
This week’s update contains a change to the way some overworld encounters are distributed to give the player more of a meaningful choice on where to travel next.
Also this week, some UI and balance changes to some of the harder enemy encounters.
Let us know what you think on Discord!
Adventure Updates
Forest and glasslands events no longer lead to combat.
This is to differentiate these events from ruins and roaming encounters.
Added more variety of combat events to roaming enemies.
UI Updates
Hovering over crafting materials displays the equipped items that it can help upgrade.
Card Updates
‘Flourish’ (Assassin) – Updated effect to ‘Defend 2 + your current Melee Damage bonus x2.’
Balance Updates
Updated ‘Devil Moth’ deck to make it a little easier – particularly at higher Cataclysm levels.
Increased challenge rating of ‘Human Shaman’, ‘Bandit Lord’ and ‘Basilisk Spitter’