Shortly before Easter there is another patch that fixes various bugs, most of which were posted by the community. Thank you for your support, because this way the (smaller) bugs will be fixed faster. :-) Luckily our only programmer is very fast, so we got some stuff together this week.
If you want to support us now, please write a review, so that we also survive on our huge quest. It's really hardcore difficulty level for developers to survive with masses of indie games on Steam.
After a few days of exchanging bugs with Easter eggs we will improve some skills from balancing. You can still give feedback here before we work on it. https://steamcommunity.com/app/951430/discussions/0/3104642254775088723/ But we need to find a consensus of all different opinions here. It's kind of like a faction alliance xD
fixed a crash that could occur during the merchant escort event when using Spanish language
changed entrance to Army HQ to not require the armor or reputation ONCE you talked to Charles
fixed that merchant Joe was still available in the outpost after certain story events
fixed that Steven and Hank in the final dungeon events would not have the same stats they had when being part of player's camp members
fixed that the game could get stuck if Jack was knocked out during a fight
fixed some occasions of side jobs that didn't make sense because of the faction alliance in chapter 2 of the story
fixed that side jobs from the outpost in Snake Desert could have the wrong quest giver depending on story decisions by the player
fixed a crash that could occur when clicking the right mouse button quickly while reentering the base in the office dungeon
fixed that the loot event with the injured person on the ground could get stuck when clicking through the result dialogues too fast
improved animations for Crawler when reacting to buff damage and while KO
improved Weapon Test Event: the pistol given to the player will now be called: "Experimental Beretta" during the test combat
fixed issues with progress count display of some quest tasks during the final dungeon
fixed a crash that occurred when leaving the game back to main menu during a loot event scenario
Suit zombie will no longer call reinforcement when the hit kills it
the Smuggler merchant portrait offering subway travel will now be exchanged in case the player made smugglers his enemy in chapter 2 of the story
improved handling of corrupted save files in the main menu when trying to load a game (if a backup is loadable it will replace the save with that backup otherwise the file is removed)
right clicking while the mouse is over an enemy during target selection will now go one step back instead of confirming the attack
when escorting a prisoner for the cop side job they will now show a speech bubble instead of a broken dialogue when loosing to much health
when killing a Tough Brawler the old body will now disappear as the Crawler is spawned in its place
fixed a bug where 2 enemies could summon a reinforcement on to the same slot
fixed that a character doing the hunting job in camp could sometimes visually try to climb up in the air through the hunting stand
fixed that the heavy armor of armored enemies didn't break properly if they got damaged by walking into a trap
fixed brief error logs when leaving the game back to main menu while in a scene with thunderstorm effects
fixed a bug where survivors could behave strangely when leaving the camp, then entering the final dungeon and then going into the first fight with them
fixed main survivors that were fighting with you while they didn't really belong to your party didn't properly show up in the combat inventory screen
fixed that some nodes on the map southern of Freedom City West didn't show their correct area color
fixed that combat equipment is sometimes visible spawning in the ground for one frame
Hey everyone! I hope all is well. The sun has finally started to show its face in Estonia so that makes me a happy little fellow. In this update, I'll be revealing one of the new mechanics in the game: the Heat Gauge!
Heat Gauge showcase video
The Heat Gauge shows how much you have heated when using your robot abilities. If you get too hot then you will become overheated and you will need to wait a short period until you fully cool down. Once you have cooled off, you will be able to use all your abilities again. On top of the auto-cooling system, hitting enemies also cools you down faster. This promotes a slightly more aggressive playstyle for players who like that kind of thing.
Abilities and costs
Slide + dodge: Haiku can now slide across the floor to dodge and pass through enemies. This uses 1/3rd of your heat gauge. You can also use this ability to get around faster but be careful not to overheat yourself!
Blink + teleport: Later on, you will gain the ability to blink through time and space. This replaces the slide and dodge which can only be used on the floor. With this ability, you can also teleport through some world objects and use it while airborne.
Super bomb: Haiku can use his inner-circuitry to create a quick explosion that deals triple damage in a small radius. It can also be used to unblock some paths in the world. This ability generates 2/3rds of heat.
Zipline: A late-game ability that helps you travel through previously explored areas a bit faster. Currently, used to travel horizontally and upwards. This ability uses 1/3rd of your heat gauge.
Attacking enemies: Haiku can cool down faster if he attacks nearby enemies. This means you can create different combos of attacking, bombing, and dodging while you manage your heat resource bar.
Environment interactions
Different environments affect your heat gauge. For example, when traveling through the incinerator area then you will become persistently overheated.
I want to hear your ideas!
Let me know in the comment section if you have any thoughts or ideas on how the Heat Gauge should be used. It could be interesting upgrades that cool your heat gauge faster or new abilities that you think would tie in nicely with the design.
If you liked this update then consider adding Haiku to your wishlist!
An update for Yomi Alliance is available for download!
Bug fixing
Fixed a crashing issue during the first fight in the game
Fixed an issue with Sulijan's romance story being broken. In order to fix this properly you have to load a save before starting a relationship with her (when you meet her in the bar sipping a scotch)
Vampire: The Masquerade — Night Road - choiceofgames
Changelog: * Fixed "drop out of the code" bug when you look at Chiara's Jaguar [auction.3789] * Added the missing Ministry Discipline options in chapter 1 [1_just_getting_by.2638] * Removed exposed Chimerstry code in Biosphere Zero [8_biosphere.4613] * Added Ministry variant for when you threaten Julian with Protean [3_eagle_prince.2465] * Millicent training choice now disappears once you've done it. [5_camp.996 and 9_club.1345] * Fixed incorrect stat description in Aila dream [willpower.255] * Made sure that Millicent always fulfills her obligation to teach you [9_club.2837] * Added a variable so "a [car beginning with vowel]" is "an" * Fixed various spelling/grammar errors * Fixed bitey-sex options if playing Clan Hecata
Easter Sunday is almost here! In celebration of the Easter weekend we are hosting an Easter Bonus Rates! Starting tomorrow at 11:00 AM to Monday, April 5, 2021, we’re offering increases on the following types of gains:
3x Experience monster kills
3x Item Drop rates on all monsters
+3 Contribution Points gains during PvP
Event Duration: April 2, 2021 11:00 - April 5, 2021 18:00 PST (Server Time
The Festival is over. Time for the after-party! 💃🕺
Hello Clan!! We had such a blast at the Festival of Kickstarter. Thank you all for having fun with us, and for all your support and love. 💙
Pre-order store
But this party is not over yet! In case you missed the campaign or had trouble with Kickstarter payment methods, we’ve opened a pre-order store page where you can still get the digital rewards. It will only be open for the month of April and then we will need to end the party, have a bunch of mates 🧉 (the drink), and get back to work.
Food, so much food 🤤🤤🤤. Our stomachs have been growling nonstop for the past month. Thanks to everyone who participated!
Raffle Winners
🥁🥁🥁 Congratulations to @askjdniasucialsd, @batonga, @rollingstampede! You’re the 3 winners of the raffle and will be getting access to the alpha 🔥!
Main Prize Winners
We’ll be choosing the 2 main prize winners in the next few days. You’ve made this really hard for us, your creativity, descriptions, and yumminess were exceptional!
What we’ve been up to
While planning and running the Kickstarter campaign, we continued to build on the game even after letting streamers play.
During this past month we’ve added:
Style & new decorations
We added tall grasses that spawn in batches, 3 flooring types (dirt, wood, stone), worked on item alignment, and updated plant shadings. This is how the game looks now:
Food
We’ve added the initial cooking mechanics with a few recipes you can make and their animations!
To expand on the importance of food preservation, we’ve added fish drying and fermenting to the existing processors.
Multi contribution & Storage
A much-requested feature by the content creators who played the pre-alpha, and something that was on our backlog, was the ability to contribute multiple items at once. You can now open a contribution menu to easily contribute after a good day of foraging and harvesting. You can even recover what’s been contributed for the day if you accidentally dropped it in.
Feedback
We’ve implemented an easy way to report bugs and feedback inside the game. Just pressing F1 will bring up a feedback menu. Alongside your description, we’ll receive a screenshot and state of the game to try to reproduce the issue.
Cross-platform tests
We received our Switch Dev kits last month and were able to play cross-platform! There are still many integrations, optimizations, and improved controller support to do. Still, it’s great that we develop for it early on!
We’ve always had a save system, but loading was a bit tricky and not 100% functional. We’ve now implemented a basic but proper menu and also integrated it with Steam for identifying users in multiplayer.
What’s next
This month we’ll split our time between coordination and development.
Coordination
We’ll be processing Kickstarter pledges and pre-order stores. We’re developing a simple tool to automate the process of assigning Discord roles and providing alpha backers with keys.
Open up Discord channels for alphas.
We’re working on an updated timeline that includes stretch-goals and assets from Kickstarter design tiers.
We’re growing our team. It’s a gradual process as we want to have the right size to keep our current synergy.
Development
Our main priority this month is to deliver the updated alpha to backers and winners of contests, receive and categorize feedback and bugs.
We have a few things already going on, which we’re scheduled to finish this month:
Sketch and try the dimensions of the updated map with new locations (Tundra and Turtle Islands).
Seasons assets for The Land Between Two Rivers and Forest area.
Work on the back story of the game, the Yakuans, and other roaming tribes.
We’ll also start working on the features defined in this month’s planning sessions.
Added the ability to have a checkpoint every 10 Glory levels... yes, not just a one time checkpoint.
I know people will be screaming against this, so I've added an option to turn it off... also there are 2 leaderboards, one for the checkpoint progress and another for the hardcore players!
#Weapons
Add 3 new weapons, two one-handed and one two-handed.
Nerf the stickiness of the one and two handed swords.
Fix the Flare.
Nerf the AI damage when yielding weapons.
#Misc
Buff the Roll, it should give you more space to evade enemy chained attacks.
Introduce two "Environment Weapons", the Ballista and Cannon... can't wait to see you guys use them. You can practice them in the Practice level.
Cap the max power to 200%.
Performance Improvements
Let me know how this patch plays, have fun Gladiators!
Every major new update and expansion deserves a couple of solid Quality of Life follow up updates, and this is the first in that vein. We've added exciting new faction affinity's for specialist recruits, including a section in a crew roster detailing Trait and Gear bonus summary, further tuned economic and Contact simulation, fixed issues with Shock Trooper Talents, some of the new weapons and fixed a bevy of other community reported issues.
Thanks to every new captain for your support and especially to those leaving reviews!
As we've added Jobs all the way up to #38 with Shock Trooper, we've started linking highly specialized Jobs to certain factions and granting them a Attribute bonus when recruited from that faction. The first was Blade Dancers -- which is an ancient and traditional Steel Song practice -- and Steel Song. Of course, the other factions have learned the practice, but the best Blade Dancers (may, all things depending) hail from Steel Song. Saboteurs have a faction affinity to Rychart and the Shock Trooper has an affinity to Cadar.
With Update #260, we've added those affinities clearly to the new game screen where you are picking factions and seeing their unique bonuses and special rules. We have also added 2 new faction affinities -- there is no tougher defender than a Zenrin Bodyguard and if you truly want an ace pilot, look no farther than a Alta Mesa Wing Leader.
Trait and Gear Bonuses
We've now included a section in every crew member's roster dedicated to the summary of all bonuses granted by Traits and Gear. This can be a quick way to see the full effect of the choices and mutations your character has and is super helpful when evaluating officer potential!
Economic and Contact Simulation
We've rebalanced the economics of 2 major trade goods -- Terraforming Components and Spice Extractors to ensure they are more profitable in trade routes. We've also adjusted the Influence and action rates for some of the more powerful Contact types including High Prince, UCF Emissary and Fleet Commander.
Shock Trooper Fixes
We've fixed the last few things about Shock Trooper that were outstanding. In the Talent detail for their counterattack Talent, "Retaliation", is now correctly stated that if you have trained Bracing Shot, that is the Talent the Shock Trooper will counter with, otherwise Close Blast will be used. And finally, we've fixed a bug with "To the Front" which was always moving the Shock Trooper and not the target of the buff.
Other QOL
We resolve issues with 3 weapons that were released in Update #259 not having the correct stats -- Paratitan HG, Otrike Domer, Solar Dragoon. We've also resolve an issue that was causing Thulun on map v2 default to have an 11 jump Arbiter mission which had potential impact on a lot of different maps, given the whims of proc gen. Finally, we've resolved an issue where purchasing a Military Rank would temporarily allow you to use the services of any landing zone regardless of faction rep.
v3.1.47 - 4/1/2021
- Added new "Traits + Gear" display in Crew Details to show summary of all effects - Bodyguards recruited from Zenrin spice hall or Contacts will have best Attributes - Wing Leaders recruited from Alta Mesa spice hall or Contacts will have best Attributes - Added faction affinity (such as Shock Trooper + Cadar) to list of faction special rules in New Game - Rebalanced the economics and trade for "Terraforming Components" making them more profitable - Increased galactic production of "Spice Extractors" in Industrial and Orbital Zones - Increased Influence Base and Growth Rates for: Fleet Commander, Emissary and High Prince - Increased Hull Points for Boarding Shuttle Small Craft at Level 5 and above - Fixed issue where buying a rank temporarily allows you to use landed services with large negative Rep - Fixed issue with Shock Trooper "To the Front" moving the Shock Trooper and not the buff target - Fixed issues with low stats on level 10 weapons -- Paratitan HG, Otrike Domer, Solar Dragoon - Fixed incorrect Talent detail in side panel for Retaliation, which uses Bracing Shot in its counter-attack if available - Fixed issue with Thulun start on Map V2 default that could lead to an 11 jump Arbiter Escort mission