We are happy to announce that Kickstarter Base Funding goal has been reached! Thank you all for supporting this project.
That's not the end of our funding campaign! There are still many cool goals to be completed before time is up! We're sincerely inviting everyone to constantly support our project!
Pathfinder: Wrath of the Righteous - Enhanced Edition - galagraphia
Companions
fixed various issues with Daeran’s romance in the 3rd chapter (the date)
fixed the issue where Daeran’s romance prevented you from entering the Battlebliss arena
fixed the bug that occured if you attacked Trever during Sosiel’s quest
romance with Galfrey no longer blocks your progress in chapter 3
Zones
fixed the issues where your characters could fall through the texture in the prologue
fixed the stairs in Alushinyrra’s lower and upper cities, and a rooftop in the lower city where you could fall down
UI
fixed the tooltips getting stuck on the screen
fixed encyclopedia links
fixed the health bar near the portrait being displayed incorrectly in TBM
when re-training your character you couldn’t select the voice again
in character creation tiefling heritage was selected after the skills - fixed
couldn’t choose the Elemental Engine archetype for kineticists - fixed
Lorekeeper class features were not showing - fixed
fixed 2 pre-generated characters - a rogue and a sorceress
One more thing - regarding the mods. Even though Pathfinder: Wrath of the Righteous is still in beta and incomplete, there are already some mods out there. If you use mods, please don’t send bug reports from the modded game, or if you do send them, don’t forget to mention what mods did you use or what did you change, if you edited your save, for example. We respect our modding community, but at this moment our priority is to ensure our game works well without any modifications.
For those who see 114 Game guard error, please try to solve the issue by following the below way.
1. Right-click SMASH LEGENDS in your Steam library 2. Go to Properties then the Local Files tab 3. Click Browse Local Files 4. Locate SMASH LEGENDS 5. Right-click it and go to Properties 6. Click the Compatibility tab 7. Check the 'Run this program as an administrator box.
Sid Classic! The adventure story in Magic School Lussid!
Let me introduce the upcoming Events of Sid!
1.Season
Hello, everyone! A new season is upon us. Are we excited about these new Exceptionals?
■ Period: 5/21 ~ 5/27 (UTC)
■ The following Season Exceptionals can be encountered during Lessons and Explorations.
Location : Lessons
<R+ Meucci> Max Lv - HP : 17082 / AK : 13182 - Skill : (210/245/280/288/297)% of HP and more recovery proportional to the number of Sidians you have * Trigger % : 32% * Illustrator : JIT
Location : Explorations
<R+ Roentgen> Max Lv - HP : 13389 / AK : 16877 - Skill : (205/245/285/295/305)% of ATK * Trigger % : 42% * Illustrator : libby
※ R+ Meucci and R+ Roentgen will have x3 Attack Multiplier for the following period. - 5/21 ~ 6/3 (UTC)
2.Daily Summon
<SR Dr. Frankenstein>
Max Lv - HP : 27068 / AK : 13818 - Skill : (105/200/295/318/342)% of HP recovery * Trigger % : 33% * Illustrator : hakan
※ SR Dr. Frankenstein will have 2x HP between 2020.05.14 ~ 2021.06.17(UTC)
<May 21 : SR Hoan Kiem> Max Lv - HP : 15031 / AK : 25747 - Skill : (155/255/355/380/405)% of ATK and more damage inversely proportional to remaining HP * Trigger % : 35% * Illustrator : yomie
<May 22 : SR Angra Mainyu> Max Lv - HP : 12736 / AK : 27666 - Skill : (147/237/327/372/417)% of ATK * Trigger % : 42% * Illustrator : yomie
<May 23 : SR Michelangelo> Max Lv - HP : 15112 / AK : 24856 - Skill : (260/330/400/417/435)% of ATK on the first turn * Trigger % : 50% * Illustrator : An2A
<May 24 : R+ Jormungand> Max Lv - HP : 9540 / AK : 16240 - Skill : (300/330/360/367/375)% of ATK to a Flame type enemy * Trigger % : 42% * Illustrator : sila
<May 25 : R+ Watson> Max Lv - HP : 12420 / AK : 14580 - Skill : (200/240/280/290/300)% of ATK * Trigger % : 30% * Illustrator : GJ
<May 26 : R+ Luis XIV> Max Lv - HP : 15651 / AK : 12549 - Skill : (150/200/250/262/275)% of HP recovery * Trigger % : 25% * Illustrator : sila
<May 27 : R+ Apollena> Max Lv - HP : 11532 / AK : 15288 - Skill : (100/150/200/212/225)% of HP recovery * Trigger % : 43% * Illustrator : sila
※ SR Sidians Acquired from Daily Summon will have x4 Attack Multiplier for two weeks from the day of summons. ※ R+ Sidians Acquired from Daily Summon will have x3 Attack Multiplier for two weeks from the day of summons. ※ For Skills, this is the order that the effect percentage is shown: (Lv.1/ Lv. 2/ Lv. 3/ Lv. 4/ Lv. 5)
3.Mileage
■ Period: 5/22 ~ 5/25(UTC)
You can get mileage points if you defeat monsters and bosses. Depending on the point, you can receive various rewards.
<SR Wedding Marie>
Max Lv - HP : 25917 / AK : 14401 - Skill : (206/242/278/296/314)% of HP recovery * Trigger % : 37% * Illustrator : ayamy
Here come TIME EXTENSION KITs. Use them to put off an expiry, or even upgrade to a permanent item. Only a weapon or a character can be extended. And only advanced kits are able to make an item permanent, not normal kits.
WEAPON REBALANCING
The following change has been applied to ARMS RACE & SUPPLY RAID modes. Zhukov, TYPE95, SR47, SIG556xiRUSSIAN, HNK417, CZ805BrenMk2, AK47, AK12, AEK971 Spread range after a shot slightly narrowed
NEW ITEM
ELENA BOX & EVENT PACAKAGE
available from right after the maintenance on May 20, 2021 to June 17, 2021
ELENA EVENT PACAKAGE contains all the followings: 5 ELENA BOXes / +100% DOUBLE UP 3D / 3 TICKETs / 1,200 BS COIN
BS Coin Items
TAR-21 IRON WOLF
WEAPON TIME EXTENSION KIT
CHARACTER TIME EXTENSION KIT
Medal Items
PECHENEG B SPECIAL GOLD
BUG FIX
Fix some collisions in the map, COLLECTION
Fix the issue a message not matched to the purpose when a player try to input a message at clan chat.
Fix the remaining time of THE STARRY NIGHT random boxes
※TIME EXTENSION KIT is temporarily added, and may be removed in the future. ※The time of designated items cannot be extended.
In this Silver update called “Trailblazers” we’re adding a lot of depth to the world map by expanding the features like outposts and bandit combat. Other major improvements involve new building-based colony exploration, prefabricated buildings for game start and a number of quality-of-life improvements from research queue to carrier limits and more.
The outpost system introduced in the last update has been expanded with two new outpost types. The Research Outpost allows you to extract science points from new types of locations on the world map. Once built by a settler, this outpost will steadily produce science points to fuel your research. The other addition is the Survivor Outpost which looks for survivors wandering the wasteland and invites them to join your colony. The sector info UI panel has been added to give high level information about the sector, quantity of survivors in the sector and the science rating of that sector to help in finding good locations for the outposts. Science Point amounts and requirements have been rebalanced to accommodate this addition.
On the combat side of things, the new rules of engagement add bandit groups to the world map with a reworked method on how damage is divided between the combatants. The entire bandit group shares a common health pool - the smaller it gets, the more bandits are taken out, reducing the damage they can inflict on you. Bandits damage specialists in the battle evenly, so fighting against larger forces there will be more damage dealt for each specialist. This means large groups can do serious harm and should be approached with more than just one specialist to divide their attention, even if they’re competent fighters. The new combat UI with a balance of power indicator helps you assess the threat better and track how well you’re doing and how the situation changes in case you bring reinforcements, or pull someone away from the battle.
In our continuing efforts to reduce micromanagement, colony exploration is now handled via the Campsite and the new Scout Towers. You’ll no longer be ordering your specialists around to expand your colony limits one step at a time. Instead, once the Campsite or Towers are built, they’ll start revealing the area around them automatically - faster at first and slowing down when they’re closer to their maximum range. You can also upgrade the Scout Towers into Guard Posts for added security against intruders. Campsite improvements speed up its scouting speed and range. The final Command Center upgrade explores the entire colony map almost instantly.
New prefabricated or "prefab" buildings have been added to kickstart your colony in the first stage. You can see their amount in the various sections of the Build Menu. Prefabs cost nothing to place, and are quickly and automatically built. Once completed, they act like any building of similar type. We’ll start small with this feature and improve it with future updates for more impact.
Technologies can be now queued within a single category. For example, if you want to rush for Reinforced Gate, you can queue it to have your colonists tackle all the prerequisite techs first and your chosen tech right after without additional input. You’re then free to manage your colony without having to return to the tech tree after each new discovery. You can also reset the queue if research priorities change.
Other various improvements include adding a minimum carrier count for the Campsite. This helps you avoid accidentally assigning all of them to other tasks, effectively grinding logistics and construction to a halt. Colonists will also pick up and drop resource boxes faster to speed up resource transportation further. Guards and specialists are now more responsive in combat, firing faster after given an order to attack. And as usual, this update includes a number of bug fixes and balance changes to improve the game further.
That’s it, trailblazers and survivors! We’ll keep improving the already existing features and adding some new ones while polishing the game. Hope you’ll enjoy this new update and share your thoughts here on the forums and via the in-game feedback tool. Stay safe and play games!
Don’t forget to check out the full changelog here.
Fixed an error when using Two Minis Forceful Swipe. Fixed an issue when restarting round during an attack. Multiplayer - Fixed an issue claiming an achievement while some players are still on the Claim Rewards screen. Fixed a softlock when using Cthulhu Spread the Plague. Fixed a softlock with Angry Face Frightening Curse if you skip the selection of a doom to transfer. Fixed an error when Two Minis Bear dies and you have no cards to burn. Fixed an issue with the super bright effects at the start of a scenario with Cthulhu in multiplayer. Fixed an error with Circles Otherworldly Rage. Fixed an error when returning to the main menu during the AI turn. Fixed an error with Provoking Roar.
A new way of scouting in the colony has been implemented.
Previously the scouting was done by the Specialists and the colonists.
Now your Campsite and its upgrades as well as the new building Scout Tower and its upgrade Guard Post will do the scouting for you.
The scouting is done little by little automatically for all buildings, but the Tower buildings will need to have a colonist working in them for them to scout.
The first upgrade to the Campsite, the Mission Control will scout faster than the Campsite and the second upgrade, the Command Center will scout the entire colony very fast.
When placing one of these buildings, you will see a circle around them which indicates the range of the scout.
Scouting will first be faster but slow down with time as the distance to the building is larger.
The Scout Tower is immediately visible in the Build Menu and can be built after the Gate has been built. With this change, the colonists and Specialists can no longer be commanded to move to the fog and they cannot be used to clear it.
World Map Combat has been renewed.
Most locations will now have several bandits in them. You can see the amount of bandits from the number in the bandit portrait.
Each bandit will deal a small amount of damage to their combattants. This damage however will now be divided between the Specialists attacking the bandits.
After each turn the amount of bandits in the combat will be decreased based on how much damage the Specialists caused to the group.
You can also now see a clearer Balance of Power prediction of the combat before commanding your Specialist to attack. This meter will show you an estimate of the outcome of the combat. Adding or removing a Specialist will be reflected in this meter.
Two new types of Outposts have been added to the game. The first type is the Research Outpost. - This outpost will produce Science Points on a daily basis that are automatically added to the colony’s amount of Science Points. - The effectiveness of the Research Outpost is based on the biome of the sector and the amount of Science locations in the sector. You can spot these locations by the floaters on top of them.
The second type is the Survivor Outpost.
- This outpost will attract survivors to it who can then be sent to the colony. Please note that if your colony has too many colonists already, the survivors cannot be sent to it.
The effectiveness of this outpost is based on the biome alone.
You can see the effectiveness of a sector for these outposts from the new Sector Info panel that is shown in the bottom right corner above the World Map / Colony button.
The panel will also show you who is the holder of that sector, its hostility and its biome. It will also show you if the sector is walkable and if you could build an outpost to the sector.
Bandits in the sectors can also affect the effectiveness.
The previous type of outpost can also still be built, it is now called the Transport Station.
- This outpost is used in the same way as before, moving on top of it will make the Specialists drop their resources so that they will be transported to the colony. - If you are continuing a save, your old outpost should have been transformed to this type of outpost.
All three outposts are built in the same way as before by creating Settlers from Specialists in the Outpost Depot in your colony.
The Outpost Depot no longer requires you to unlock it from the Tech Tree. You can now build it straight from the Build Menu after building the Gate.
A new ingame intro has been added to the game.
This will be shown always when starting a new game.
During the intro you will see a Settler who arrives to the colony site. You must place the Campsite to exit the intro and move back to normal gameplay.
After placing the Campsite, you are also able to place some prefab buildings to your colony.
- These buildings are completely free to build and will be completed automatically. You will only need to place them to your colony. - You can spot the prefab buildings and the amount from a numbered icon shown on top of the building in the Build Menu.
Gameplay
You can now queue techs in the Tech Tree.
Selecting a tech that is beyond your reach at the moment will give you the option to Queue Research in the panel. Selecting this will automatically plan a route to the tech.
Using the Queued Research, researching the tech will not be started until you leave the Tech Tree and go back to the colony. Using the Research button on a tech that is currently available will start the research immediately as before.
Your colonists should no longer get the same condition all at once. Instead if the colony is hit with a disaster that causes conditions to several colonists, they will now be affected one by one within a time period.
The Campsite building now has a setting called Carrier Count. Setting this will reserve that amount of colonists to work as carriers in your colony. If a new workplace is opened but there are not enough colonists, the workplace will remain open and wait for a colonist to be free to work there.
The Tenement and the Shanty buildings now have upgrades available for them. As before, these upgrades will need to first be unlocked from the Tech Tree. The birth rates for each building have been adjusted as well, the upgrades will have a higher birth rate than the normal buildings.
Specialist tooltip in the Specialist Selection Menu will now show the correct name after changing the Specialist’s name to a custom one.
Specialists and Vehicles on the World Map should no longer prevent trade and outpost route calculation. This issue previously could cause the route to be longer or cause an issue where the route was -1h.
Boars should no longer spawn to the middle of a pollution deposit.
Graphics
World Map biome textures have been tweaked.
The textures of the pollution craters around the colony have been visually adjusted.
New portraits for bandits on the World Map have been added.
New outpost models have been added to the game.
With the added Scout Tower, the Guard Post was also redone and now has a completely new look.
A lot of optimization has also been done on the buildings in the colony to improve the performance of the game.
Balance Adjustments
The movement speed of the colonists has been increased.
The Pavement road should now increase the movement speed of the colonists more than before.
Happiness values and penalties have been adjusted.
Colonists suffering from Despair should no longer stop working because of it.
Malnutrition and Poorly Nourished conditions now cause a happiness penalty.
The Dirty condition also now causes a happiness penalty.
Homelessness and living in a shelter of lesser quality causes a bigger happiness penalty than before.
Dehydration and Starving conditions have a smaller effect on happiness than before.
Deposits around the colony will now be harvested a bit faster. The colonists will take a bit more time for each cycle but they will gather a larger amount of resources in each cycle.
The colonists can now carry more resources at one go.
The birth rate of the entire colony has been slightly increased.
Combat groups arriving at your colony gate should now be more balanced. They should now be more balanced based on how large your colony is at the moment of the attack.
With the new Outposts producing Science Points as well, the costs of the techs in the Tech Tree have been increased.
The amount of resources in Plastic and Metal deposits around the colony has been increased.
With the addition of the Research Outpost, the cost of different techs in the tech tree have been increased and the amount of Science Points in the locations in the World Map have been adjusted as well.