I am currently updating interface in the game. I've almost finished working on the right panel, which includes several different sections.
ARCHITECTURE
In addition to being compact, the menu has become more functional. Now you can hide the unnecessary things in the game, for example, the display of closed territories. To open a closed area, you need to use a new tool designed for this purpose.
RESOURCES
Resources are divided by type. For each type, you can choose different resource (in the demo version, you could only choose 1 for all). You can fix the number of resources and it will be automatically bought or sold when there is a shortage or excess. The more resources you order from the company, the more loyal it will be to you, lowering the price for your product. The capacity of each resource type is limited, and you will have to build and improve warehouses to be able to stock up on a large number of resources.
ENGINEERING
The engineering menu has undergone many changes. For the sake of compactness, you will only see the power unit that you have selected. Added tools that provide statistics by sector, allowing you to turn off a specific sector or buy a new part.
ABOUT THE PLANS
My plans are to redo the control panel, replace the mechanics of selling electricity with the addition of full-fledged contracts that will be offered during the game. Third-generation power plants will be added to allow the use of nuclear reactors. There will also be different endings, depending on how you play, for example, when you lose your reputation, an explosion of a nuclear power unit, or after 100 game years.
Official Royal Transcript. 25th day of the first month of God’s year that is 1221. For Royal eyes only.
**Royal scribe enters the Royal chambers**
Sir Godfrey. Sir Godfrey!!
I am sorry to interrupt your morning routine, but I *need* to show you a snippet of the Ships and High Seas prototype the Yaza Games scribes, or “programmers” as they call themselves, did recently. You have to watch the naval battling right now Sir!
**Video ends. Sir Godfrey is taken back**
Sir Godfrey? Are you ok? Why are you so green on your face? Medic!! We need the Royal Medic!! We might have a case of seasickness here! Everyone else here, DO NOT let Hildegarde know about this!
**Ten minutes later. Royal Musician enters the Royal chambers**
Oh my brave, fist-pumping Sire! While we wait for the Royale Medic, let me play you an official piece of music from Inkulinati itself. Composed by Aleksander from Yaza Games, it’ll get you in the battling mood in no time my liege!
**Sir Godfrey nods in approval. His Royal foot moving to the beat in the most Royal of ways**
End of Royal transcript.
Hope you enjoyed what we showed you today. Let us know your thoughts below. Before we end, one more thing. We want to wish you a Happy, Happy 2021. We feel that it’s going to be one heck of an exciting New Year!
Until next time,
Yaza Games Team, Sir Robin, Royal Musician, and a bit greenish Sir Godfrey.
Here are patch notes for our update: Release 1.0.3.
Bug Fixes
Fixed an issue so that Elder Ent skull’s [Tree Buddy] skill properly damages enemies with Magic Damage instead of Physical Damage.
Fixed an issue so that Guardian Commander skull’s [Shield Rush] skill properly damages enemies with Magic Damage instead of Physical Damage.
Fixed an issue where the swap skill of the Werewolf skull would not grant frames of invincibility as intended.
Fixed an issue so that the ‘Blizzard’ synergy effect properly damages enemies with Magic Damage instead of Physical Damage.
Fixed a bug where the Thief and Priest adventurers would disappear from the map when players entered the map but did not touch the ground as the Gargoyle skull.
Fixed a bug of a VFX being repeatedly applied to the Rockstar skull.
Fixed a bug where the charged basic attack of the Warlord skull would repeatedly damage nearby enemies.
Fixed a bug where players could duplicate skulls during skull Awakenings.
Fixed a bug where players could not normally Awaken their skulls when attempting to Awaken while charging, focusing attacks or skills.
Fixed a bug of sound effects not playing after defeating the Chimera boss.
Fixed a bug of not being able to use Quintessences when rapidly using and swapping two different Quintessences.
Fixed a bug where players would be able to freeze the game by moving too far to the right of the exit after defeating the First Hero.
Fixed a bug where the buff effects from consuming food items could be transferred over to a new game.
Fixed a bug where shutting down the game right after deciding to make repairs to the Demon Castle would keep Dark Quartz from being spent.
Fixed a bug so that starting a new game will properly reset the game to its original settings. (camera view, amount of bone fragments, camera shake effect, etc)
Fixed a bug of the Leiana Sisters becoming stuck on map terrain.
Fixed a bug of the Priest adventurer becoming completely invisible when stunning her at a certain time.
Fixed an issue where players could knock enemies to unreachable areas in Chapter 4.
Text Changes
Fixed a text issue regarding Eternal Werewolf skull’s [Predation] skill cooltime.
Fixed text issues where damage types would not be properly displayed in languages other than Korean:
- Eternal Werewolf skull, [Beast Leap] skill
- Water Skull (all variants), Passive wave attacks
- Nightmare skull, Swap skill while riding hell bike
- Neo Samurai skull, [Quick Slash] skill
Fixed text issues that existed in German where the text did not match the actual in-game values:
Fixed issues so that all of the player’s current buffs will be shown as icons.
Added a new VFX for the buff granted by the “Iron Altar” for better visibility. (the altar that grants players/enemies super-armor)
Partial 21:9 screen resolution support enabled
#Discussions_QuoteBlock_Author
Developer Comment: We’re making adjustments to fully support 21:9 screen resolution, but we’ll need more time to do so. In the meantime, we’ve added partial 21:9 support for certain in-game maps.
Map
Added an invisible ceiling to the First Hero’s 3rd phase fight map.
Fixed a bug of Chapter 4 enemies being able to teleport around the map.
Skull
Changed the Ent skull (all variants) so that its swap skill animation can be interrupted/canceled by dashing.
Enemy
Fixed an issue so that players will be able to more stably stand on Yggdrasil branches.
Hey everyone and welcome to the very first FishBlast.
Written by the community, for the community: The FishBlast is your monthly update on what is happening within the Megaquarium community, their creations and more.
Community builds
Don’t you love it, when the aquarium is well decorated, and the visitor emerses themselves in the theme of your aquarium? User 100_pourcent_clafoutis really showed us what your builds could look like by using some of the many mods on the Steam workshop. This cave-tunnel adds depth and style to your builds. Causing all your visitors to feel like they are in an underwater cave-adventure!
You might be wondering; these items are not in the game, are they? These are some of the top-notch mods that are available for you on the workshop. Look for the Building kit, Custom Rocks, and maybe you can create this build yourself!
Mod Spotlight
This edition’s spotlight will be focussed on a mod that changes the way your aquarium looks. Not in the way of the fish collection but the way you can display the fish.
We are talking about the “Raised Tanks” mod by Flishster.
These tanks change the way your aquarium looks by putting the tank floor on eye-level for your guests. Now everyone can easily spot those hermit crabs and look through the caves to see that one tiny chromis in the back of the tank. This really is a mod you would need to have in your game.
Range: Indo-Pacific and predominately along the coast of Mexico Habitat: Lagoons and seaweed reefs Size: 15CM (6 inches) Diet: Small sponges, mollusks, algae, and other small marine life
Needs in Megaquarium:
Warm waters
Greedy
Dislikes Food Competitors
Armored
Fun facts:
Males of the Spotted Boxfish are more likely to swim in open waters than females
Juveniles of the Spotted Boxfish stay usually near rocky areas, while the adults tends to go near reef crests.
All Juveniles are born as a female; some can change biologically to become males over time.
Want to be more involved in our community? Join our discord and share your works, we love seeing what you created and maybe we feature your work in the next FishBlast.
Brytenwalda Studios welcome you to Beyond Mankind: The Awakening, a single-player Action RPG game with survival elements; or as we like to call it, SARPG.
You wake up, but your world has changed. You are a soldier of H.O.P.E., a sacred brotherhood of warriors whose mission is to recover Earth, an Earth that is now in the last stages of a nuclear winter.
When the battle begins, mankind's survival hangs in the balance.
Intriguing and dark narrative - Beyond Mankind provides a unique experience in which you will discover a post-apocalyptic world through the main story and secondary quests shaped by your decisions.
A rich and dynamic world - Help human civilization, exiled in space, avoid extinction while exploring an Earth devastated by nuclear war.
Unique character generation - Create a character based on DNA and culture selection, then accumulate experience to improve your abilities.
Complex social interactions - Experience personality-based kinship, loyalty, and romance with other characters.
Real dilemmas - Face problems that may not always have a completely positive solution, let alone an obvious one.
Challenging survival mechanics - Explore, collect or hunt for food, craft tools, light fires for cooking and warmth, and construct a shelter. Above all, monitor your psychological state.
3D inventory management - Pick your resources at your camp. Storage space is limited, so choosing well can make the difference between life and death.
Are you up to the challenge?
-------------------------------------------------- Remember to wishlist and follow the Beyond Mankind: The Awakening!
Luxion is back in our welcoming world to warm our hearts in these difficult and cold times. He has filled his hoard with mounts, allies, and a Restorative Emblem that unlocks a flask that temporarily boosts your health regeneration.
From February 5, Luxion will be waiting for you in the Light's Den, and on February 8, it will magically disappear at 3:00 a.m. PST / 12:00 p.m. CET.
Here are some pictures of Luxion's special offers! Blizzard Behe-moth (Mount), Tranquil Tentacle (Ally), Stormy (Mount), Gabby Gobbler (Ally)
What are you waiting for ? Grab your dragon coins and hurry up, dear Trovians!
Luxion loot is a way for players who have missed time-limited items in the past to collect them directly. You will also find brand new items for a periodically higher amount of Dragon Coins. Items will repeat eventually, but it may take a while for a specific loot item to return, so be sure to check back every visit!
Greetings Travelers! The new content update of Sands of Salzaar is finally here! Apologies for the delay in the planning to have this version released in Jan. However we believe you will find it is worth waiting.
After the last major update, in addition to regular bugfix and hotfix, we have devoted all our efforts to the reconstruction of the Siege Mode and the design of new professions. Right now, the new Siege Mode has been completed and goes live. We hope that this upgraded siege system will bring you more gameplay strategies and fun in the later stage of the game. As for the new profession, it will be officially released after March. Please also stay tuned! As always, if you encounter any issue in-game, contact us through indie@xd.com, or join us on Discord.
New Siege Mode
In the new siege system, we have added infrastructures such as arrow towers and camps to the siege map. If you already own a land, you can build a “siege weapon” camp in the town. Different defensive towers can also be built, such as frost towers and scattering towers. Players can build different defensive towers depending on different regions their towns are located in.
At the same time, the entire siege warfare rules have been reconstructed: The offensive NPC or player will have 2 chances of resurrection, while the defensive NPC or player can have unlimited resurrection opportunities. In addition, the minions cannot be respawned in the new siege mode, which will challenge the player's strategies and game skills even more.
Profession Redo, Witchcraft for NPC
The skills of Hyena and Sentinel have been reworked, together with some new cool special effects added.
Also, in old versions, if an NPC with a high level has learned all its own skills, the extra skill points can only be wasted. However, this update has equipped arcana talent for every NPC, and now you can take NPC to learn witchcraft from those witchcraft masters in every town.
Units AI Upgrade, Automatic Combat for Encounters
As some of you reported that the siege units won’t attack the next stronghold after they’ve occupied one, we have upgraded the AI of these units to make them more flexible on the battlefield.
Also, when encountering combat in the desert, players can now choose either to lead troops to fight, or to fight automatically. Please note that the auto combat option can only be available when you turn on the new Real Injuries mode in the settings.
In addition to the above updates, we have also resolved a couple of issues that our English players are most concerned about, such as adding the skip dialogue option and enabling the player's camera to free-roam the map after the character is defeated. For details on more adjustments and bug fixes in-game, please check the full patch notes below:
2021-1-30 Codename: Battle of the Black Sun (0.8.2.1)
New Additions:
Added and replaced new siege modes and maps (if MOD authors want to use the new siege mode, they need to change the siege mode to "capture mode" in the corresponding siege war map settings to take effect), new rules linked with siege weapons, defense towers, barracks, warehouses and other buildings, and external town construction. In the new siege mode, heroes from both sides can be resurrected, but the resurrection time is extended, and each hero of the siege party has only two chances to resurrect.
Added a new Real Injuries mode for our hardcore players. Now you can choose between the new and the old mode at the beginning of the game.
Added auto-battle feature for encounters (note: the auto-battle option of encounters is only available when the new Real Injuries mode is turned on).
Added an auto-skip button in the conversation interface (this function is only valid for continuous dialogue commands, and will automatically terminate when encountering non-dialogue commands).
Added lots of new equipment icons.
Adjusted stats of most equipment and added descriptions for them.
Adjusted entry values and descriptions, added some new entries. Most of the previous errors and descriptions of entries that were not displayed have been fixed.
Reworked the Hyena skill page, balanced the values, and replaced Rocket Rain with SwitchBlade.
Reworked the skill page of Sentinel, added a series of shield-type skills, and removed skills like Enlarge and Hook that do not match the character settings.
Replaced the models of Hina and Nura.
Added models for Batu, Princess Bellen, Fadia, Tasha.
Added the definition of armor type.
NPCs now have an arcana talent level, and they can be assigned to major arcana learning sites!
The special effect position type in the BUFF table added the position type parameter for special effect positions of the left and right hand.
Players can now choose whether to open the Land of Ifrit in a certain period of time at the beginning of the game (no need to complete the main storyline).
Added a simple MOBA PVP multiplayer MOD under MOD samples (SteamLibrary\steamapps\common\DesertLegend\ModSamples\MultiplayerMod).
Added two new points of interest related to siege weapons near Redstone Keep and Diresprings.
Added a NPC with warehouse function and backpack expansion in the spawn point of Redstone Keep.
Players can now join the AI camp and can be granted as a Sultan. The probability and quantity of grants are related to the relationship between the forces and the number of territories the player has obtained. The more territories obtained, the lower the probability of granting.
Adjustments:
Adjusted the mana cost and damage values of some skills, nerfed some skills that were too overpowered, and buffed some skills that were too underpowered.
Minor adjustment for the skill pages of some heroes.
Increased the distance between the initial points of the two sides on several small battlefield maps.
Adjusted the talent tree values.
Adjusted monster types in some dungeons.
You can now choose to retreat in a siege.
Enabled free-roaming camera that allows players to observe the battlefield freely after death.
Minor adjustments for the interaction value between weapons and armor.
The dialog box of the leader will no longer pop up when wages are paid for working for factions.
Bug Fixes:
Fixed the problem where the AI automatic battle result judgment might be abnormal.
Fixed the bug where the basic attack skill field of the specified character in the character configuration table failed abnormally.
Fixed an issue where AI would not automatically attack the next stronghold during a siege.
Fixed an issue where some sound effects played too many simultaneously.
Removed the invalid reminder of "goods are hard to sell".
Fixed the problem where bleeding did only 1 damage.
Fixed the problem where Rusen’s conversation disappeared when the Rusen quest was completed.
Fixed a bug where switching of non-weapon equipment during battle might not cause attribute changes.
Fixed a bug where Legendary Blacksmith could not perform basic attacks.
Fixed the bug where the basic attacks of harp, bow and sub-weapon were not considered as long-range attacks.
Dear followers, long time no see, I guess. I am currently working on the next chapter and level for Dayscream. It will feature a City where you will walk arround, search for clues, fight enemies and, of course, search again for buttons!
Perhaps I have overreached myself with the endeavor to create a small section of a city. But Still I am happy with what I have accomplished so far. I will also add some screenshots of my latest work here.
So yeah, the game is still in development and I hope to bring you the next and final chapter within the next 2 months.