Due to unfortunate timing and personal reasons, Zofia has temporarily been placed on hold.
The art upgrade to the 'new style' has been much more time consuming and costly. The artists have left the project, which has made finishing the project while maintaining the art standard difficult. The scope of the project is big enough that the art will likely not be able to continue in this style - Though I am unsure of what the changes, if any, will be.
The other primary reason is personal - I don't feel the game plays as its supposed to. We made some significant changes to accommodate the art style and try out suggested ideas from feedback, some of these changes have led to more design problems and gameplay impact than we could have realized.
Sorry to be the bearer of bad news, hopefully the next update will be more positive.
English ########Content########## Added supply boxes to the 3rd floor of the "Unfinished Building" Made the 3rd floor of the "Unfinished Building"'s corridor area much wider so that it does not feel like need to fight those construction workers. (It's now much easier to avoid them.) When you escape from police officers, they no longer disappear. Instead, they will be confused and stop chasing you for a few seconds. They will still be on the map, continue their duties when they recover. When defeated by police officers and get a "game over", the tip about considering to reduce combat difficulty will display like other combat defeat scenarios. Added new cheat code "Gain Level" to increase everyone's level by a certain amount. ( 隐世的疯子's suggestion) A certain Illuminati senator will no longer call out Donald Trump directly anymore. Instead, he will call him by a nickname. ########Debug########## Fixed an issue that police officers in combat does not have their name localized. (Thanks to 隐世的疯子's video) Fixed an issue that the entire scenario of police forces are forced to retreat was not localized. (Thanks to 隐世的疯子's video) 简体中文 ########内容更新########## 未完之建筑3楼加入了补给箱 加宽了未完之建筑3楼的走廊区域,让它看上去不再有必须去和那些建筑工人交战的感觉。 (现在可以更容易地回避那些工人了。) 现在当你逃离警察追捕时,他们不会再直接消失。而是在原地陷入迷惑状态,停止追捕几秒钟。当他们恢复后他们将继续追捕犯罪分子。 当被警察击败并进入游戏结束界面时,一个关于降低战斗难度的提示现在会出现。(和其它战斗失败进入游戏结束画面的情况一致。) 新的作弊码 "Gain Level" 增加所有人的等级,可以自选增加的数量。(隐世的疯子的建议) 光照会的某个参议员不会直接吼川普的名字,而是用一个昵称。 ########Debug############ 修复了警察在战斗中名字未本地化的BUG。(感谢隐世的疯子的视频) 修复了警察被迫撤退的情节未被本地化的BUG。(感谢隐世的疯子的视频)
Fixed blocking from building at sea level (Included in Update #22) Fixed - Leg rotation without function when using a weapon Small problems fixed Missing water collision effect added again
Changes
Swimming revised Day Sound are now controlled via Sound Effects Night Sound are now controlled via Sound Effects Rain Sound are now controlled via Sound Effects Save / Load System - Revised Save / Load - Multiple saves now possible Save / Load - Load save game via MainMenu Languages revised Host Menu revised Main Menu revised Host Menu - Text (allow new players) changed to single player mode
New
Damage Indicator Damage Indicator Sound Weather system - thunderstorms added
Others
Lost island in preparation Preparation Ki Civilization Preparation New HUD Switch between male and female
This update may cause your saved game to be lost. Before you load the update, back up your save game. There is no guarantee if it will work to save your save game.
Unfortunately, it is currently impossible to avoid continuing to use the saved game.
I saw that nearly 50% of all players struggled with absorbing the very first star. Therefore, I thought about a way how I can make this game even for those people enjoyable, but without changing the force mechanics nor the simulation itself.
The solution is this simple change:
increased start mass from 3 to 1000 stellar mass
It basically means that you already have absorbed one bigger sized star. With this change, your gravitation is at start over 300x greater than before. This means at the beginning of the game you don't have to hit other stellar objects exactly anymore like before. The small distance between you and the other object you always missed will be now reached due to the greater gravitational force.
So, if you were one of those unlucky persons, who never had the delightment to absorb a star, now is your chance to give it a second try.
Hello everyone, it's Sunday and we have a balance patch ready, as we said before one of the reasons for the Early Access is to test new things and balance the game, the others is to fix all the problems that may arise and add more content.
In this patch we are going to change how resistances work in the game and introduce negative resistances, we are also going to change what the "Vulnerable" debuff does and make a balance pass to many cards, mainly the 0 cost cards with card draw.
Negative resistances and "Vulnerable" We have decided that from now on resistances can go below 0 and be negative, having a negative resistance means that you will do more damage with that type of damage. The main reason is that since we have a system of damage types and resistances we want to make the most of it and that each monster has its own identity, until now that identity was lost when you reduced all the resistances to 0, now there will be a big difference if you get to lower the resistances to an enemy and this will be different from another enemy.
We have made a revision to all the enemies in the game and we have tweaked their resistances. Now all the monsters have at least 2 resistances that are notably lower than the rest, in normal mode they can be negative by default, for example the trunkys and the boss of act 1 have negative resistances to fire.
We have changed how the "Vulnerable" debuff works, now it lowers the resistances by 5%, it has a cap of 10 maximum charges, and 2 charges are removed per turn (similar to how the powerful buff works). So 10 charges of vulnerable lowers the resistances by 50% but as there are now negative resistances it means that you can do more damage. Also in some cases now burn/dark/spark can do more damage than bleed or poison.
Monster balance and Act 2 We have slightly lowered the number of debuff stacks used by the monsters in Act 2, applying a little less burn/bleed/poison charges in their respective maps. This change is only for Act 2, the difficulty of a map varies depending on the order you do it, it is not the same to do Velkarath mountains in Act 2 than in Act 3, and the same happens with Aquarfall Marsh.
With this change and along with the general lowering of resistances and negative resistances on enemies, the game will be "easier" in normal mode in both Act 1 and 2.
In NG+ mode the resistances have also been lowered in general, making it also a bit easier. Keep in mind that the next content patch will focus on making the NG+ mode more customizable and difficult for those who want to challenge and compete in the score boards.
Card balance. In this patch there have been many changes in many cards for most of the classes.
Mainly we have reduced the ability of heroes to draw cards, especially at 0 cost, so we have tweaked those cards by removing the draw, adding cost or changing them completely.
In addition there are general tweaks such as high cost cards are even more powerful, cards with thorns have gained a couple of extra charges(except for the 0 cost ones) and powerful charges have been lowered in general. Undoubtedly the decks that have undergone the most changes are the scout and healer decks.
Note: All these changes are not final and we can revert any card changed or make new ones if needed.
Other New quality of life functionality, now when you are going to use a dispel or purge, you will see on top of the hero what debuffs you are going to remove. Also, if you are going to attack an enemy with a card that casts a curse, if the enemy is immune to this curse, a warning text will be shown over the target.
Vitality: As it confused many players, we are going to try that vitality never heals... not even if you are at 100% health, now it will serve to increase your maximum health but you will have to heal it.
There is also a new card for mages(Ice Barrier), and there are several cards that have had entire reworks.
There are 2 new items in the game: *Handbook: Every turn reduce the cost of a skill card in your hand by 1 this turn. *Advanced Handbook: Every turn reduce the cost of a skill card in your hand by 1. With these items you can lower the cost to some of your favorite skills but it will be a bit more RNG and you will have to get the item, not being like before something 100% guaranteed (Using scavenge for example).
Note: Some of the items you can see in the Tome of knowledge are not yet available in the game.
We have corrected some texts in the game.
Multiplayer We continue on our quest to fix every combat related problem, we hope with this latest hotfixes and patches things are more stable for you. If for whatever reason the combat freezes, you retry a combat and the problem persist, we suggest to close and reopen the game. At this moment we suggest too that you disable autoend and skip corruptions until we have a stable solution for this freezes in coop.
Multiple fixes and changes have been implemented. Some people are reporting issues while others can play without problems, so it's being really hard to identify the exact problem. We are working on a solution to reload the current turn instead of the combat, but it will have to wait a few days.
On the other hand we fixed the problem in town when some players buy a divination round at the same time. Now only the first one to create a divination round will pay for it.
Thank you all for your support, feedback and understanding.
Bugfixes: - Missing crafting for chainmail, crossbow, steel - After a while, settlers stop delivering items to buildings - Flickering creatures (creatures tried to drink and eat at the same time)