General! Our ever-vigilant intelligence service has prepared a news update, for your eyes only! Here are all of our spy’s key findings.
Starni Games insides
This week the strict transport lockdown was once again imposed in Kyiv, so we had to switch to the remote work for the time being. No worries though, as exactly the same thing happened last year and the last 6 weeks + release of the Strategic Mind: Blitzkrieg were done working remote. Afterwards, we moved back into office, but we are confident that moving to the remote would not slow down the development significantly. A more significant issue was that many of our employees got ill lately (Negative for Covid-19 though), but now almost everyone has recovered, so we are back up to full speed. The team is very passionate about the project, so even if anyone on the team takes a sick leave, he/she would usually work as much as their current health condition allows. It is in no way required or expected of anyone, but rather done on a voluntary basis, as no one wants to let down the team.
Fight for Freedom gets a Korean localization
Huge thanks to piliaboar11 and asura-223 who have volunteered to work on Korean localization. Right now, the localization is already in the works and should be ready for the release. Additionally, the work on Korean localization for the Spectre of Communism is now finished, so all finishing touches will be delivered with the April update this month.
Hello, tactics fans! Since our last update, I've been working hard on the new engine. As of this past week, all of the game's basic systems are now complete! Engine improvements include:
new procedural animations help everything feel more vibrant and alive. Characters breathe while standing idle; foliage now sways in the breeze; water and lava visibly slosh to and fro.
the rendering pipeline underlying it all has been upgraded to something more modern, with bloom lighting and full-screen anti-aliasing. Thanks to the bloom lighting, lava, sparks, fire, and other combat visual effects now visibly glow, and post-process color grading now makes everything pop more. There are glow effects in certain character portraits, too! There's a new trailer up on the Together in Battle page where you can see this all in action. :)
speaking of character portraits: I've hired the incredible painter Georgi Minkov to redo them all in a beautiful painterly style while retaining all the new, alternate facial expressions. Trust me, you're gonna love it. He's starting with the proc gen portraits, then moving on to the "generic unit" portraits, and then we're tackling the portraits for unique handmade characters.
the UI is prettier now, too: I had Franklin Chan (whom you might remember from True Messiah) paint some lovely new windows and cursors. I also added in more animated elements: new turn and combat victory/defeat screens now feature banners that sway to and fro in the breeze.
more combat interface improvements! Most notably, left-clicking an enemy now shows the spaces it can reach with its attacks in addition to its move range:
further AI improvements! The game now supports differing AI profiles with different ways of prioritizing moves, and these can be assigned on an army-by-army basis. Enemies will now take opportunities to shove your characters off of cliffs.
better proc gen battles! Gone is the old method of slapping together premade chunks into a level. Instead, the game now crafts levels from scratch algorithmically based on customizable parameters.
better campaign editor tools. The proc gen battle generation I mentioned? Yeah, it's in the map editor too! If you want some help fleshing out your campaign, you can let the map editor think up a level for you and then take it from there with your own edits and additions!
the game now supports custom voice-over dialogue. Wanna try voice-acting Emma--or an original character for your own campaign? It's supported!
cut scenes have a lot more polish as well, with changing facial expressions and proper walk bobbing and sound effects during portrait movement.
the game is now up to 153 skills! (To put this in perspective, I think Telepath Tactics originally shipped with a little over 110?) New skills include the new trap Caltrops, the area control skill Hold, the movement ability Juxtapose, and the first-strike ability Preemptive Stance.
new visual effects and sound effects for advanced skills!
bug fixes. My god, the BUG FIXES. I'm not playing around this time. Every bug must. Be. Squashed.
But wait, there's more! I haven't just been working on the engine: I've also been getting Telepath Tactics' cut scenes and battles working in the engine, one by one. I'm currently up to the "defend the camp" battle, which you can see me working on here in the game's spiffy new map editor:
I am shooting to have the remade version out no later than early 2022, but it's entirely possible I'll have it done earlier. I'll keep you posted!
General! Our ever-vigilant intelligence service has prepared a news update, for your eyes only! Here are all of our spy’s key findings.
Starni Games insides
This week the strict transport lockdown was once again imposed in Kyiv, so we had to switch to the remote work for the time being. No worries though, as exactly the same thing happened last year and the last 6 weeks + release of the Strategic Mind: Blitzkrieg were done working remote. Afterwards, we moved back into office, but we are confident that moving to the remote would not slow down the development significantly. A more significant issue was that many of our employees got ill lately (Negative for Covid-19 though), but now almost everyone has recovered, so we are back up to full speed. The team is very passionate about the project, so even if anyone on the team takes a sick leave, he/she would usually work as much as their current health condition allows. It is in no way required or expected of anyone, but rather done on a voluntary basis, as no one wants to let down the team.
Fight for Freedom gets a Korean localization
Huge thanks to piliaboar11 and asura-223 who have volunteered to work on Korean localization. Right now, the localization is already in the works and should be ready for the release. Additionally, the work on Korean localization for the Spectre of Communism is now finished, so all finishing touches will be delivered with the April update this month.
General! Our ever-vigilant intelligence service has prepared a news update, for your eyes only! Here are all of our spy’s key findings.
Starni Games insides
This week the strict transport lockdown was once again imposed in Kyiv, so we had to switch to the remote work for the time being. No worries though, as exactly the same thing happened last year and the last 6 weeks + release of the Strategic Mind: Blitzkrieg were done working remote. Afterwards, we moved back into office, but we are confident that moving to the remote would not slow down the development significantly. A more significant issue was that many of our employees got ill lately (Negative for Covid-19 though), but now almost everyone has recovered, so we are back up to full speed. The team is very passionate about the project, so even if anyone on the team takes a sick leave, he/she would usually work as much as their current health condition allows. It is in no way required or expected of anyone, but rather done on a voluntary basis, as no one wants to let down the team.
Fight for Freedom gets a Korean localization
Huge thanks to piliaboar11 and asura-223 who have volunteered to work on Korean localization. Right now, the localization is already in the works and should be ready for the release. Additionally, the work on Korean localization for the Spectre of Communism is now finished, so all finishing touches will be delivered with the April update this month.
First, we wanted to thank everyone for trying out The Slormancer. We really hope that you are having fun, despite the delayed launch and some very annoying bugs.
The number of players who tried the game between yesterday and today is FAR beyond what we anticipated and we are doing our best to read all your comments and help you as fast as possible. That being said, there are only two of us. So we're trying to prioritize bugs that are preventing people from playing before fixing the smaller issues.
Black Screen on startup
Our first goal is to solve the black screen at startup problem that affects a number of you. We have some ideas but we are not sure how effective our changes will be as this is a hardware issue that we cannot reproduce.
If you have been subject to this bug, please let us know if this update has made a difference. If not, we will try something else.
Thank you for your patience.
Solved Crashes & Issues
- UI: Fixed a bug where players could no longer interact with the main menu. - UI: Fixed a crash when checking the Tooltip of Steady Arm (Chinese) - UI: (Not Sure) Fixed an issue that prevented the game from properly closing
- Grappling Hook: Fixed a Crash with Determination - Mage: Fixed a crash when taking damage :o - Ray of Obliteration: Fixed a crash when using it for too long :) - Chrono-Puncture: Fixed a crash when triggering Puncturing Nightmare - Book Smash: Fixed a crash when leaving a room with Book Smash in the air - Legendary: Primordial Crusade: Fixed a crash when triggering the Effect - Reaper of Vindictive Slam: Fixed a crash when the effect triggered on a dead enemy.
- Mission 10: Fixed a bug where you could loot the keys multiple times. - Mission 12/13: Fixed a Crash when switching classes after leaving the mission - Mission 12/13: Fixed a bug where you could get back to Main Menu and still play the class to unlock
- Expeditions: Fixed a crash when trying to get back to the village from expedition
- Fixed a Soft Lock when using Time Warp + Change of Heart
What's next
In the following days, we will try to take down the last remaining bugs and crashes so we have a healthy game. Once, we're all set and once everyone can play the game, we will address other important issues require a bit of work, such as: - An option to increase Font Size - Support for larger Resolutions and Wide screens
Thanks again for your patience.
And remember that you've been playing the worst version of the game, and that it will only get better from now on. We really hope that you're having fun anyway!
STAR WARS™: The Old Republic™ - SWTOR Community Team
The All Worlds Ultimate Swoop Rally Date: April 6th - April 13th, 2021 (BEGINS AND ENDS AT 5:00AM PST/12:00PM GMT) Requirement: Levels 20+
In the growing shadow of war, swoop fans across the galaxy descend on Dantooine, Tatooine, and even Onderon for the sport’s biggest spectacle—The All Worlds Ultimate Swoop Rally! They’re packing the stands, eager to take their minds off their troubles and cheer their favorite swoop gangs. The bikers are here to take on dangerous challenge courses, show off their piloting skills, and flaunt their souped-up swoop bikes. The thunder of the engines, the deafening applause from the fans, the wind battering their helmets… there’s no bigger rush for these thrill seekers.
Despite their reputation as wild rebels whose makeshift courses disregard local districting restrictions, swoop gangs aren’t a serious threat to anyone--something all true swoop fans know! They just love adrenaline-pounding speed, sweet jumps, and big explosions, and the All Worlds Ultimate Swoop Rally combines all three in one crowd-pleasing package. The biggest gangs on the circuit — Horizon’s Razor, the Pit Screamers, and the Blatant Beks — are ready to show their fans a great time.
FEATURED REWARDS:
Swoop Rally Mounts (regular and gold versions)
Swoop Gang Outfits
Promotion Droid Mini-pets
Various Stronghold Decorations
…and more!
Rakghoul Resurgence on Corellia Date: April 20th - April 27th, 2021 (BEGINS AND ENDS AT 5:00AM PST/12:00PM GMT) Requirement: Levels 25+
The Hyland Organization for Rakghoul Neutralization (T.H.O.R.N.) has issued an official level-2 emergency alert concerning an outbreak of the Rakghoul plague on Corellia. Quarantines have been put in place to restrict traffic of the plague off-world, but exceptions will be made for individuals with priority clearance.
T.H.O.R.N. is recruiting qualified volunteer emergency responders to travel to affected areas to combat the spread of the Rakghoul plague. More information about the outbreak can be found by checking the News Terminals on the Republic or Imperial Fleet!
T.H.O.R.N. wishes to remind you that plague symptoms can be treated if they are identified in the early stages of infection. Whether or not you have travel plans, please consult your nearest trusted medical supply droid and get vaccinated!
Silicon Dreams | cyberpunk interrogation - James Patton
Followers, fans, and fellow cyberpunks, it’s finally here: Silicon Dreams is launching on April 20th!
It'll be available through Steam for Windows, Mac and Linux. Here's the trailer!
If you'd like to know as soon as it's out, you can wishlist it here.
A cyber-noir thriller with a Blade Running soul
In a corporate-controlled dystopian future where the lines between the real and the artificial have blurred to almost nothing, an interrogation-model android becomes caught between big tech and a brewing revolution. Players can intimidate, manipulate, betray or befriend; they can aid the insurgents or bring about their downfall. They can adhere to their strict programming – or succumb to deviant emotion.
Speak, or forever hold your peace: Carefully control the flow of information. Decide what to reveal, and when, and to whom.
Facts vs feelings: Monitor interviewees’ emotions in real-time – joy, sadness, anger, disgust, shock, and fear. Use this data to plan a strategy & draw conclusions.
Live and let die: Choose to spare deviant androids, or condemn them and secure your own survival within the corporation.
Branching paths: Move through a vast web of dialogue options and experience multiple endings depending on the path you choose.
We can't wait, but we need your help!
If that sounds like your thing, great! We're only two developers, though, so we'd really appreciate a wishlist, or any support on twitter, facebook or instagram you can muster.
Replays are in! You are now able to review your plays and marvel at your awesome tactics. Or sheer luck. Hopefully, both :)
Also included: four new maps (including a new chapter), new enemies and many other improvements and QOL changes, see full changelist below.
This was supposed to be a much larger update, but we decided to split it in half to get you replays sooner. We also thought all fixes should be out sooner rather than later.
Have fun - and Steam Workshop is next!
Full changelist: - 4 new maps - replays: can now review your plays - 2 new enemy types - Bodyguards - new sounds for various equipment/explosions/ambiental sounds - doors open faster when kicked than when opened by hand - various graphics and QOL improvements - fixed freeze on Intel GPUs (the one which mostly happened when shooting the sniper) - fixed grenade launcher preview being different from actual trajectory - fixed not being able to pass through some doors/windows - fixed bug where troops would get stuck after placing explosives on doors/walls - fixed slowdown in coop when using the drawing function - fixed multiple issues on generated maps - fixed startled Civilians causing the Stealth challenge to fail - fixed troops getting stuck while vaulting - fixed a couple of crashes - fixed doors showing as closed even though they were opened - fixed a bug where explosives+jump on a window would happen the other way around - faster loading for large maps - proper implementation for sliding doors - fixed firing animation looping indefinitely - fixed missing UI elements for armor - added rain effect - consumable equipment items which have been consumed no longer consume mobility points - editor: option to rotate map 180 - modding: triggers can now enable/disable other triggers - modding: fixed triggers not repeating Light and Sound effects - lowered volume for dog barking sound which would cause distress to real dogs