Here's a small update (v1.10) with a few fixes, to go with our ongoing sale.
During our last live party, we noticed a one missing text in the controllers menu. Fixed now :)
Also, at the end of the adventure, when the best builder badge was displayed, it always had the blue color, instead of matching the color of the actual best builder player. Of course you would see your avatar face there, but what if all players had the same avatar? The different player colors help in this rare, but fun to play, case. Fixed now too :)
And if you didn't check our feature videos, have a look now! There are some useful tips that you might have missed:
We're inching closer to launch day and 1.0. We're aiming to launch at the very end of April, but if we feel the game would really benefit from some additional polish then we may slip to the first half of May.
It's been about a month since our last scheduled update, and we've been working on our campaign and AI for the most part. The campaign's story, dialogue and voice acting are being locked in, and each mission is in various stages of progress. And of course, we'll be testing them to make sure they're all individually fun.
The AI in our current live version is rudimentary compared to what we're aiming for the AI to be doing in the campaign. Currently, they move and shoot and that's about it. There's little opportunity for back and forth with the AI units as currently in the live build, so we're focusing on improvements there where they feel as close to a human player as we can get it.
The one area we know will be difficult to improve before launch is our multiplayer. We've gone for a p2p system and it's incredibly sensitive to even medium amounts of latency. After sinking a huge amoutn of dev time on it already, it's still not as robust as we wanted it to be. We'll be working to improve upon it post-launch, but I want players who are interested only in multiplayer to have realistic expectations upon launch and would encourage a wait-and-see approach.
We're also currently in a Steam Festival, focusing on games developed in India.
Gas Station Simulator: Prologue - Early Days - DRAGO entertainment
Yes, we know… And we really hate to postpone it by a week, but we hit a roadblock with the save game system and need a week more to bring it up to snuff and re-test everything. Considering some people are spending upwards of an hour playing the prologue, we really, really don’t want to release it without a save game system.
As you might have noticed, some streamers and influencers got access to the prologue ahead of release and are enjoying what we made. They also reported us some smaller issues here and there and we will have fixes for those for the 28th April as well. So while you’ll have to wait a week longer, you will also get a better experience. At least there is a silver lining ;-)
So once more I need to announce that I didn't manage to wrap up the coming version 0.3 of MONSTERS OF KANJI 2 in time.
It did not launch in march, and it won't launch in April either. From here on out I think it's best I stop handing out estimations, since that would only make matters worse :) Instead, let me just asure you that I'm not gonna stop working on this game. My heart and soul is in it, as it's been since starting work on MONSTERS OF KANJI 1.
It's not an incredible busy account, but I do share some progress from time to time.
With all that said, I really hope once the time comes for the new content to launch, it's gonna be enjoyable for all of you. Thanks everyone for being supportive and showing interested! Just thanks :)
・Issues on picking up some weapons(ammo set to a certain wrong number) ・Falling on breaking some blocks in hub maps. ・Ammo duplicating bug on picking up some weapons.
In this update for Dead Age 2 small improvements and bugfixes were made, which were discussed in the community forum. For example, the additional HP for doctors in the escort quests.
Don't forget our last big update. Here we have improved the higher skills.
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.
increased the doctor's HP from the Bodyguard side quests / Office Dungeon a bit and also Nathalies's HP
improved handling of Tessa's quest when the player doesn't completes Lana's request and lets the time limit run out
Improved turn order when a new enemy wave starts
he Fatty's Sucker Punch attack now requires one round of charging so the player has time to prepare
updates to French and Russian localization
added a new dialogue for the leader room of the office dungeon base when there are no dialogue options left
the level up window will now wait instead of showing up when there is a transition between a cutscene and another dialogue
slightly adjusted the background graphic for the pinned quest area
during a cut scene some of the UI elements will now fade out as well
Bugfixes
fixed that one of merchant Joe's dialogue options regarding the Merchant guild was visible even if you already encountered the guild
fixed Denise's dialog asking if the player ever visited the Independent HQ was not correctly checking that state
fixed that in some circumstances the level up display could show a level up for the same character a second time although only having one actual level up
fixed a crash in combat that could occur when a Tough Brawler was killed by walking into one of player's traps
fixed that wolf enemies could visually get stuck at the back row when they got knocked back and stunned at the same time
fixed that the animation for climbing down the ladder of the hunting stand sometimes was misaligned when aborting the job
fixed that during the cutscene when chapter two of the story begins after the mutation fight there is a short moment the player was able interact with the menus when they shouldn't
fixed inconsistent spelling of Nathalie's name in several dialogues
fixed that the cooldown timer for a turret skill could get stuck if the turret was summoned in a fight before inside the same scene and that combat had ended with the turret still alive
fixed a bug where it was possible to skip the dialogue and start combat action even before the enemies arrived during mansion or shed entrance fights
fixed a crash that could occur when 2 enemies try to attack and the first one causes the second one to go KO by triggering a explosive trap