Lately, we were heavily involved in the back-end part of creating Lost Viking: Kingdom of Women or as many are calling it "invisible changes" so there wasn't much to share. Now we are back with news and new content. First and foremost: We have decided to delay the Kickstarter launch
There are few reasons for this:
We have decided to increase the amount of content available in the Kickstarter Demo
We have encountered some unexpected issues while implementing new mechanics
We put great effort into game optimization that took longer than we expected.
Raga the Wolf - our four-legged companion. We will talk more about him in the next Devlog when we connect more mechanics related to him, like hunting for food. Who is a good boy? Raga is!
Wildlife, both useful and dangerous. Wounded and unprepared Viking stands no chance against a healthy Deer.
Main character injuries and statuses:
getting wet while in water,
getting burned while in fire,
getting poisoned while eating raw food or mushrooms,
getting ill,
twisting ankles when falling from heights,
open-wound system, currently limited to twisting ankle for the second time. It Will be developed further in Full Release.
other that probably would not be included in Kickstarter demo (all above will)
Being wounded on hostile land is no joke.
More crafting and cooking recipes
Acquiring food will be an essential part of Lost Viking's survival: Kingdom of Women. We are adding more food sources and cooking recipes to the game
Overall, we are steadily increasing the number of items, materials and usables in the game
work in progress
Raft building process and rafting mechanic
No spoilers for now ;)
Besides new mechanics, we constantly improve overall graphics quality, performance, QoL, and UI solutions. Small things matter
Lighting work progress deserves its own Devlog. We are also implementing more sounds and voices into the game. Lost Viking: Kingdom of Women keeps us busy and it's continuously growing. More news soon!
Hi everyone. Lately a bunch of new small updates has been released.
The most interesting additions are:
Dog Tag System: You can now collect enemies dog tags holding F on their bodies. Some soldiers will drop unique gold dog tags, belonging to soldiers who really existed in the battlefields of easy Red 2. With their dog tags, the player will be able to play as one of those soldiers with a special loadout.
Tank loopholes (At the moment for US tanks only).
Multiple-objective phases (for both campaign and editor missions).
English #########Content########### Removed some equipment limitations on rats. (They can now carry guns. ) Increased the cat's base and potential hp and speed growth per level. Added skill "Barking" Added some dogs in the "Unfinished Building". (Can turn into pets.) Made Alicia approaching you a bit faster when she wants to join you as you leave safehouse. #########System############ Developed a way to skip movie cutscene. (However, it's not used in a current cutscene as it contains interactive.) Changed "change hotkey binding" key from "Alt+number" to "Ctrl+number" to solve input problems to some players. #########Debug############ Fixed a bug that when use items from hotkeys, the effect may not be updated to the target selection window. Fixed a bug that sometimes hotkey cannot be changed by using "Alt+number".(It's "Ctrl+number" now) 简体中文 #########内容更新########### 取消了一些对老鼠的装备限制。(它们现在可以带枪了。) 增加了猫猫的每级生命值和速度的基本和潜在的成长 增加了技能“汪汪汪” 在"未完成的建筑"内加入了一些汪星人。(可以变成宠物。) 增加了艾丽西亚在你正要离开安全屋时要求加入队伍的移动速度。 #########系统改进########### 研制了一种跳过电影过场的方式。(但是,未被用于当前的某个过长动画中,毕竟那段动画有交互的部分。) 改变了“变更快捷键”的组合键。现在是Ctrl+数字(此前是Alt+数字),此前的组合键在部分玩家的电脑上疑似无效。 ##########Debug############ 修复了使用快捷键运用物品时,效果未被及时更新到目标选择窗口的BUG 修复了部分玩家无法通过Alt+数字改变快捷键的问题。(现在该组快捷键改为“Ctrl+数字”)
Due to bug reporting on the Apollyon discord, a few minor bugs and quality-of-life issues have been resolved!
Most namely: Load time on the initial loading screen nearly fully eliminated for those not using mods. Game initialization time after the mods screen now ~15% of the delay it used to be. Should be less than a second now, in my tests, it was around a third of a second. Spoiler-card blocking issues. And a few other minor issues.
Welcome to dev log #7 'Rewind, Ladders & Highlights'
This weeks dev log will let you travel back in time, climb to the tallest building and find the grime hiding in plain sight.
Last week's developer log is available here where we talked about getting repeat customers in familiar areas, map zones and dirt game design!
Onto this weeks content heavy log!
Rewind
After finishing a job, you'll be able to see a replay of your power washing exploits unfold before your very eyes.
At the moment this is a sped up video of your washing. To achieve this we added a fixed camera to each job which records whilst washing to then compile into your replay.
We hope that people could get creative with it, especially with washing art in a time-lapse and potentially even creating rudimentary dirt gifs with the system.
We'd love to hear your feedback on this feature and if it is something you like!
Highlight
With large, intricate and sometimes obscured dirt in the maps we've added a system to highlight any unwashed grime to you with a yellow flash. This is done at a tap of a button and can quickly lead you to that 0.1% of a job you still need to complete.
This also goes alongside the details menu which lists each part and the percentage of dirt you've already washed off of that area.
The highlight feature was available in our itch.io demo but has only just been reinputted back into the game ready for an Early Access launch. Though, we're still fine tuning it and can't wait for some more feedback soon!
Ladders
We've shown off scaffolding before which can be placed and climbed but we haven't revealed the more sophisticated ladder. The ladder, due to its precise angled nature and extra gravity related safety considerations is set to snap to pre-set ladder locations.
As you can see here:
Allowing you to get to roofs and other relatively high spots.
Are you ready for a climb?
Mega Scaffolding
Some of the structures in PWS are rather taller than simple houses and to wash the outside of them requires some equally large structures... meet the mega scaffold.
Note: this is WIP but for now you can get to the top of the fire station's tower to clean all of the exterior. We just thought this would be fun to show off so let us know any of your feelings below!
Turbo Nozzle
Something else we've teased recently in our social media is the turbo nozzle! This rotating pencil jet is ideal for blasting away some of the toughest dirt. It's rotations are also great for making perfect circles and have a lot of potential for grime art!
How satisfying is that?
That's All Folks
As always we'd love to hear feedback on anything shown today, so please let us know any of your thoughts in the comments below! :)
That's all for this content rich developer log, we've got even more great additions to show in the next one!
In developer spotlight posts, we discuss the detail and ideas behind Carrier Command 2.
In this post, we announce naval warfare in Carrier Command 2.
Across the archipelago, the enemy have a small fleet of corvettes and gunboats that guard the highest value islands. While these ships only guard a small number of islands, they are very dangerous. These ships are armed with a subset of the same armaments you carry on your carrier.
While it may be possible to sometimes approach an island undetected and deploy ground forces while avoiding a naval conflict, it is often prudent to eliminate the enemy naval force before landing. This can be achieved through several means, such as the same armaments that you already have versus ground targets such as cruise missiles, naval artillery cannon, guns, rockets, precision bombs, but also the new carrier launched and air launched torpedoes.
Torpedo combat is inspired by classic Microprose title, Red Storm Rising, and also the well-crafted spiritual successor Cold Waters. Torpedoes are launched with a compass bearing and arming timer. Once the arming timer becomes active, the torpedo switches from cruise to search mode, and actively searches for sonar targets. Once a target is locked, the torpedo steers towards the target to close the distance and maintain lock.
Torpedoes are displayed on the vehicle control screen including their position history to show their progress and tracking behaviour.
As well as offensive torpedoes, your carrier and some enemy ships are equipped with decoys and noisemakers. Decoys are another type of torpedo that emit a strong signature, which other torpedoes are likely to lock on to. Noisemakers simply generate a huge amount of sonar interference in order to blind sonar tracking capabilities and disrupt a sonar lock.
Fighting these ships is hugely engaging, but also serves as great practice for when you finally fight the enemy carrier, and everything is being played for.
We have been having a great time developing and playing with the new naval combat and cannot wait to share more with you.
Please let us know if there is anything particular you would like to know more about, as well as your thoughts and feedback on naval combat.
1. ADriver Looting Update - No Time Count While Looting In ADriver Mode
The new change is that if you were going into ADriver (racer avatar) Mode, time would not be counting. If you successfully loot (only that), you will get even 5 extra seconds (so no one can't cheat and press ADriver and smooth out time, and you will have with those 5 extra seconds chance to speed up and also hit the leaderboards with score without any looting delays.
Also, what's important some of the tiers will enable you, based on your luck and chosen tiers, to get much more AD$ and XP than before, so you can buy more upgrades, customizations, or fancy cars.
Time will count only for your allowed time to be out in ADriver.
And looting in-air-drops can bring you tons of rewards, many AD$, nitro improvements, and many upgrades.
Here's instructions and freshly updated Reward tiers that brings you more XP and AD$, if you lucky:
If not, you will still have a chance to win some useful or solace prizes so that you can have more of ADrones or ADrivers, or you will fill up your nitro and boost out the off-roads!
This is done to have more fun in ADriver mode without feeling guilty about the time score, lol. But actually really to have a chance to enjoy the loot & nailing out the leaderboards.
2. Some Wild-Ride mode tunes:
- if the player thrown from the drone, no cinematics - when ADriver Mode expires and cars back to the checkpoint - no cinematics - when the player reset cars to the previous checkpoint - no cinematics
Overall, Wild-Ride gets more balanced so that it will blend smoothly into gameplay.
3. Delivery Cinematics fixed
Lady gets through the tropic bar, when dance, now it is fixed.
4. Pause Menu gets new look and extensions
New features were always added to the pause menu, so it's redesigned and extended and more features, like info on Looting Tiers, are added:
5. ADJ's Soundtrack bar with text enlarged
This is done, following feedback from players, so sound names of over 130 soundtracks that AD have, can be more visible: Note: This and other HUD elements can be opted out in the Settings.
Offtopic
This is an overview of more modes that can be introduced into current gameplay on 32 tracks, so with current normal campaign racings, there can be 1000s of more cool challenges (don't forget all 32-night racing tracks):
Stay assured, as, with everything here so far, I work hard on them! just for you! :)
OUTLAW MODE
BTW Fresh new game mode is in work and to be introduced by a great idea and the updates of #1 AD Player, XxZ3R0xX:
That's all folks for today, and I hope everyone will find delight in the offroad.
This update was focused on the look of the game, as I said some time ago. Here we complete this transition from a game with various visual styles, to a game with homogeneous textures. I also worked better on the map, which I said was still under construction. As much as the focus was on the visual, also important changes in the gameplay.
Fixed: // - Fixed double click on duplicate materials in the chest. // - Fixed spawnable materials. // - Fixed spawnables where they shouldn't be.
Changes: // - Decreased speed needed to take fall damage. // - It is now possible to rotate all collapsible objects. // - Torch fire slightly altered. // - Reduction of ammo loots around the map (changed to weapons). // - You now have up to 10 rounds to get the ammo loot. // - Reduced foliage in some areas. // - Added foliage in the city. // - Bank redone. // - New buildings created. // - Now the texture of the radioactive bear is more similar to that of the radioactive wolf. // - Texture of the remainder of the remainders meshes.
There was a pesky crash in Verituf Labs that we thought we had fixed with the last update, but apparently not. We got it this time - I'm sure of it ːsteamhappyː Special thanks to Escheria for helping us track this one down!