Do you prefer to be lucky in love or in money? Time to choose your luck in this double event patch! The new event will be 3 weeks long with different items to trade every week. This week patch feature old item from our previous events. Many new items are coming next week, including a higher tier Valentine Weapons. (required old one to trade in so if you don't have one, get them!)
Sadly, we were too busy finishing up our promotional stuffs, we couldn't finish the new open world quest. We have the new demon ready for next week though, and he's a super cool one. For now, he's here as the Ranking-Challenge boss in a 1v1 fight to the death. };D
Patch Note v7.02
- Change Demon Slum and Open world to Lunar Valentine event theme.
- Add two new Chinese BGMs.
- Add new event item Orange-n-Heart.
- Add new event random box: Ang pao (cow)
- Add new Ranking Challenge #5 February Wind (one player) to campaign window.
- Add new Ranking Challenge boss: Devil Zuijin.
- Add new ranking challenge reward: Wind Emerald to Death King's collector shop.
- Fixed bug that prevent player from trading for Light Ametyst.
Attention! To view all changes and improvements you may need to restart the game world.
BASE GAME
Added support for the new DLC Heart of Evil which adds a new world to the game with opposing fortresses of dwarves and dark elves. The player appears in the midst of the battle and joins the last defenders of the dwarven citadel.
Optimized game performance.
Replaced the beholder model with new animations. He has become more ferocious and less stuck in narrow passages between blocks.
Improved AI dwarves. E.g. dwarves do not get stuck on elevators if a portal is open nearby.
Added a new underground creature that lives in caves made from new blocks.
A flamethrower turret has been added which deals significant damage to several monsters at once but does not have very high durability.
Blocks now retain their breaking state for some time which is reflected by cracks on their surface.
Added a stonemasson's tool to increase his skill.
A selection button has been added to the workshop window to filter resources available in the warehouse.
If you select a dwarf and do not move the screen the camera starts to follow the dwarf.
Added tornado event icon.
Fixed some bugs when playing in biomes.
Fixed some crash cases.
Many other minor fixes and improvements.
DLC Heroes
Statistics on killed monsters were not kept.
Ulvards killed the sheep while trying to catch it. Some of the monsters ignored him.
Anu Ran's frogs were dying under water.
Barry Tinkerton sometimes got stuck under the ceiling.
The heroes lost their skills when using the oblivion elixir.
Notifications about new heroes disappear every time you enter the store. Now you don't have to click all of them to hide.
DLC Lonely Mountain
Roots did not appear in earth blocks.
The gargoyle disappeared turning from stone to living.
Fixed animations of some creatures.
DLC Bosses and Monsters
If the drilling machine was removed the dwarves sometimes had the task of bringing the rails for it. Fixed some cases of drilling machine getting stuck.
Dwarves with wyvern sometimes get stuck in place.
Magic spells near the ship are unlocked after the death of the captain.
Drop from monsters did not appear when killing them with ticks from the Staff of the Living Forest.
DLC Grottoes
The deposits found with the help of the hermit elf were not marked with marks.
I didn't update something. Just translated all the text conversations into English and Japanese. But the most important point is that beta has been used as a prefix in later versions.
We're delighted to inform you our dev team have thrown down the gauntlet!
Pineleaf Studio devs will be queuing in conquest mode ready to take on any and all challengers. It's up to YOU our dear community, to put their smug selves in their place! Any noble players who prove to be up to the challenge will be awarded the "At their own game" Steam achievement, if you have the skills!
This is a rare and most coveted achievement (less than 0.1% of DwarfHeim players have this achievement) so be sure you're on your A game!
Find your Dwarven courage and try to beat us next Friday 12th February 8 pm CET!
If you need a team you can always find players on the DwarfHeim Discord .
🥳 Join me on February 5th at 10am GMT / 11am CET / 2am PST!
There will be a livestream about me playing both demo levels. After that I´ll talk about the roadmap of the game and last but not least we will dive into a level of the release version. Even though the session has been recorded beforehand, I try to answer all of your questions in the chat!
The game will be released very soon! The release date is February 12th, 2021!
On twitter you can also win a Steam key of the game by just retweeting this tweet and posting a screenshot below! 🎁 Support me as a solo dev and the project by wishlisting the game on Steam!
The timers for the long absence of players have been reduced so that space for new dominiums is quickly freed up. We remind you that in case of a long absence you will not lose anything, your dominium with all the buildings and contents of the warehouses will be packed into your inventory. Introduced measures to protect peaceful players from griefers, sprout timers are now saved, and servers are working even faster!
Changelog. Update 2.0.267
Fixes and improvements - Now the absence time before auto-packing of the dominium on the continent is 3, 6 and 10 days (basic, medium, large, respectively). Timers have been reduced to prevent inactive players from taking up space on the Continent. - Now, if you lose consciousness from the actions of another player in a peaceful zone, you will receive a temporary effect “Tranquility”, in which you do not take damage from other players until you start attacking them yourself or enter the danger zone. - Now sprouts keep their timers even if the server is restarted. - The watered Cereals stage is now more visible. - Changed the hotkey for the action of demolishing a building in edit mode, and the action itself is now displayed in red to avoid accidental deletion by mistake. - Increased the distance at which catching animals is triggered. - Fixed a bug due to which it was possible to transfer Dominium stones and a log shed to the upper floors and foundations. - Fixed a bug due to which it was possible to transfer a hut and a stone foundation to the upper floors and foundations. - Fixed a bug due to which it was possible to appear at the place of death if disconnected from the server. - Fixed a bug sometimes causing a red error in the console when selecting channels and pressing Enter.
Server optimization - Optimized places of saving, updating and deleting world objects and mobs in the database. - Optimized write-off in the base: shells, bait, water, seeds, and durability, which could lead to slowdowns of the player's actions and increase the load on the server. - Optimized saving to the database of mob deaths, generating loot for godsends, chests and mobs.
New & Changed - New level which hopefully makes more sense. - more stuff to destroy (you can now destroy windows, barrels, crates) - pickups are now mostly inside the crates - ladders - Boss fight. Boss is almost impossible to kill. It gets damage but I don't think there are enough bullets on the level to kill that bastard. And this is on purpose. You will learn why when you get the full game.
Fixed - Radically reduced the build size
Know issues - ladders need some more attention. We will fix that later
What's next? The demo will probably get some smaller polishing updates but soon we will go down the basement and hide to focus on full development mode - so enjoy the game while you can
As a narrative designer, it is the power to give life to a story; creating a universe through the use of game design tools. I want to create interactive emotions and continuously imagine how players will make the game’s thematics their own. That is the main reason I love my job. It is an exchange between what we want to tell and how players will interact with those stories and experiences. We won’t ever be able to control everything but when the “magic” works, when players feel concerned by the characters struggles, that’s when we can be glad with the unique experience we have created.
What do you enjoy the most in the Out There: Oceans of Time universe?
The whole Out There franchise offers a gigantic universe that has issues close to our own problems. Fibre Tigre has been able to give life to current scientifics questions. It is fascinating to be able to immerse yourself in those gears and try to create strong emotions out of it. On one side, you have all the complexity of science-fiction that seems unreachable, on the other side you will play as relatable people that have to pilot a spaceship, facing dilemmas and choices.
What are the tools you are using?
To successfully achieve this link between a complete storytelling game and the game design needs, I use gigantic excel tabs listing all technical requirements. After understanding the game’s framework, mechanics and specificity, I can start the creation of a storybeat: a technical cut of the story within the game. To write the dialogues, I got in the habit of working alongside Celtx. However, there are numerous technical constraints pushing us outside of the usual script. The story is huge, narration is complex and the gameplay is centered around the mechanism of management and survival. Which means, each dialogue, each decision, each interaction has to be introduced in a logical way within the global game design of the game. (What should be the background picture? Which resource is necessary to unlock this dialogue? Where should each character be while talking to each other?...)
If you could be an alien race from Out There: Oceans of Time, which one would you be?
Honestly, I would be a Forager, an alien race able to communicate through smells. With my essential oil diffuser on my desk and my room odorizer, I feel close to them. Furthermore, it is an important race in Out There: Oceans of Time! Do not underestimate them!