Today we've rolled out a new patch for Talisman: Digital Edition, which improves a bunch of things in the game! The key highlights are:
End of game stability fixes (We were finally able to consistently recreate this internally, meaning you should now be able to finish games and get your earned EXP!)
Witch Hunter nerfed from 4/4 to 3/3 (We've heard your request to adjust the Witch Hunter as they are too powerful in dedicated PVP scenarios - we'll keep an eye on how people react to him now he's been adjusted)
Fixed losing progress when increasing post-game goals (Along with the end of game stability fixes, this should help make sure you get the right EXP when you finish a game)
Gamepad Board and UI Navigation updated (We've made a couple of improvements to help you get around when using a gamepad, and the UI has also had a few updates)
New Quick-Use menu for Cards in the 'Usable Cards' tab (This is something we've been asked about implementing, so please give it a try and let us know what you think!)
We're hoping that we've also fixed the issue where people's challenge points weren't resetting as they should at the end of the month.
Crash Fixes
In more Talisman: Digital Edition news, we've also just announced that we're bringing the game to Xbox! You can read all about it over on our official website.
Now, onto the full patch notes!
UI updates:
Avatar Page scaling fixed
Some non-existent decks have been hidden from the deck list
Gamepad Board and UI Navigation updated
Gamepad support for navigating 'spaces of interest/possible moves'
Terrain and Beasts no longer show icons on their card backs
Light & Dark-bound characters now work in Russian
Removed keyboard shortcuts for toggling screen modes
Busy-spinner should show whilst challenges are updating
Fixed losing progress when increasing post-game goals
New Quick-Use menu for Cards in the 'Usable Cards' tab
Online updates:
Stability fixes to end of game
Better handling of joining games
Fixed issue when changing regions
Games should no longer be able to have multiple game-owners
Gameplay:
(Changes)
Witch Hunter nerfed from 4/4 to 3/3
Resurrection in the Woodland triggers drawing of a Path
Missing turns as a result of losing combat ignores 'cards remaining to encounter' rule
(Fixes)
AI should no longer be able to complete certain challenges on players behalf
Able to complete quests outside of your turn again
Amarok now joins all forms of combat - not just Battles
Astral Spirit is now correctly optional
Astrolabe challenge fixed (again)
Bog wasn't doing 'Draw 1 Card even if there are already any cards in this space.'
Book of the Dead should now wait when it can be used
Boulders Dodged increases when auto-dodged
Conscription no longer possible in Psychic Combat
Fix for Barrier & Black Ice staying on the board permanently after their caster dies
Flail of Blood's effect no longer triggers when no dice were rolled
Ganymai can no longer bring people back from the dead on 0 lives
Ghosts moving to anticlockwise spaces in the City no longer move clockwise
Harbinger Cards no longer reappear when rolling 3 on his chart
Havenville reveals the Follower given (triggers on-revealed effects)
Lost Warrior & Lost Maiden can no longer destroy undestroyable cards
Merchant can sell items at the Cataclysm Village
Queen Mab's bonuses no longer stack
Swampland now has a minimum of 1 (negative numbers were coming out as 6)
Tapestry Rewoven - should only use your already selected (and only hidden) endings
Tavern Maid pouring drinks to no players issue resolved
Terrain 'reloading issue' fixed
Crash fix when leaving an online game
Crash fix for multi-clicking card 'menu choices' (e.g. wishes)
Yesterday's hotfix fixed the sensitivity bug for old players, but a game-breaking bug appeared to new players. That bug should be fixed now so if you experienced it we'd love if you give Geadows a second try!
Second Industrial Revolution got a new unit: Anti-Aircraft Car.
Resources of the losing player are automatically sent to members of the team with the highest transfer percentage.
Any player can be removed during private match preparation phase.
INTERFACE:
Added original camera direction restore button.
Added underwater enemy sighting indicator in the unit properties window.
Added a notification on getting resources from another player.
If a unit cannot be train because the required buildings are missing, it will still be shown in the creation interface.
BUG FIXED:
Cannot train a worker in Wonder of Japan.
Clicking on a player in chat often opens another player's window.
The ship's turrets keep firing at the submarine when it has submerged.
Other errors.
VISUAL CHANGES:
New appearance for the Bronze Age, Medieval, Industrial Revolution Age Wonders of the World.
Many of the countries' houses have received a variety of looks.
The time on the clock of the City Hall of the Russian Empire / USSR shows the correct time.
BALANCE
"Extra beds in homes" upgrade:
Medieval Europe: price increased from 1000/0/0 to 2000/0/0, research time increased from 80 sec to 120 sec.
Asian Middle Ages: price increased from 750/0/0 to 1800/0/0, research time increased from 80 sec to 120 sec.
Industrial Revolution: price increased from 1000/0/0 to 3000/0/0, research time increased from 100 sec to 200 sec.
"Spacious Houses" upgrade:
Industrial Revolution: price increased from 3000/0/0 to 5000/0/0, research time increased from 110 sec to 200 sec.
"Granular gunpowder" upgrade:
Added damage increased from 3 to 5.
Early Europe:
Spearman: training time reduced from 25 to 22 sec.
Heavy Spearman: training time reduced from 32 to 28 sec, no longer required to train. "Quilted skin", but requires Iron Age.
Axeman: training time reduced from 35 to 30 sec., price changed from 75/25/35 to 80/40/20.
Barracks: "quilted skin" removed.
Early Asia:
Spearman: reserve time reduced from 32 to 29 sec.
Heavy Spearman: reserve time reduced from 40 to 35 sec., no longer requires "quilted skin" to train, but requires Iron Age.
Barracks: "quilted skin" removed.
Western Europe:
Musketeers, grenadiers, and dragoons no longer require "smoothbore weapon", but do require Late Medieval and a forge.
Forge: "smoothbore weapon" removed.
Cannon: now upgraded to Howitzer.
Eastern Europe:
Musketeers, grenadiers and dragoons no longer require "smoothbore weapon", but require Late Medieval and a forge.
Forge: "smoothbore weapon" removed.
Cossack: damage increased from 9 to 10.
Halberdier: damage increased from 7 to 10, time between attacks increased from 0.8 to 1.2, maximal attack distance increased from 10 to 12, minimal attack distance increased from 0 to 8, deals area damage.
Cannon: now upgraded to howitzer.
West Asia:
Bashibuzuk and elephant bashibuzuk training no longer requires "smoothbore weapon", but requires Late Medieval and having 3 firing ranges.
Shooting range: "smoothbore weapon" has been removed.
Tower: damage increased from 12 to 14, damage to buildings reduced from 12 to 5.
Oglan: can be upgraded to cavalryman.
Sipah: price of upgrade to cavalryman reduced from 325/25/0 to 225/25/0.
Mamluk: upgrade price to cavalryman reduced from 250/0/0 to 150/0/0.
Cannon: now upgrades to howitzer.
East Asia:
Arckebusiers and dragoons no longer require "smoothbore weapon", but do require Late Medieval and the presence of 3 firing ranges.
Shooting range: "smoothbore weapon" removed.
Horse archer: may be upgraded to cavalryman.
Ronin: Upgrade price to cavalryman reduced from 300/25/0 to 200/25/0.
Mounted samurai: Upgrade price to cavalryman reduced from 150/0/0/0 to 50/0/0.
Industrial Revolution:
Anti-Aircraft gun: damage increased from 50 to 60.
Anti-Aircraft heavy gun: damage increased from 50 to 70.
Howitzer: damage increased from 220 to 240, movement speed decreased from 40 to 35, minimum attack distance increased from 50 to 70, health decreased from 300 to 260.
Armored Car: armor, on average, increased from 22.2 to 27.0
Light Tank: armor, on average, increased from 30.0 to 35.5
Soldier: price reduced from 200/100/25 to 150/100/20.
Light Bomber: range increased from 60 to 70 sec.
Light Fighter: range increased from 75 to 90 seconds.
Ranger: inter-attack time by aircraft increased from 3.8 to 4.0 seconds, damage by aircraft decreased from 19 to 18.
Turkey:
Sniper: increase of aviation damage percentage from 2% to 5%, increase of time between attacks increased from 3.5 to 4.0 seconds, decrease of aviation damage from 19 to 18.
Light Cannon: damage increased from 150 to 160, movement speed decreased from 45 to 40, minimum attack distance increased from 50 to 70, health decreased from 300 to 240.
Zamburak: damage increased from 100 to 120, time between attacks increased from 8 to 10 seconds, maximum attack distance decreased from 220 to 200.
Russia:
City Hall: added improvement to increase territory in the second industrial revolution.
Scythe of Death: movement speed reduced from 45 to 40, health reduced from 300 to 240.
Rocket launcher: time between attacks reduced from 50 to 40 seconds, health increased from 300 to 500.
France:
FT17: armor, on average, increased from 28.2 to 30.5, time between attacks reduced from 5.2 to 5.0 sec.
Anchor aircraft carrier: reserves one Farman Goliath.
Heavy anchor aircraft carrier: reserves one Dewoitine D520 and one Potez 633.
India:
Wheeled tank: armor, on average, increased from 30.5 to 33.4, speed increased from 55 to 65.
Sikh: can build a warehouse.
Tiger: added damage from "training" improvement increased from 3 to 5.
Britain:
Dock: added improvement that significantly increases the speed of fish and the size of the hold of the barge.
Tank Rhombus : armor, on average, increased from 37.2 to 39.6
Holifox: health reduced from 1000 to 900, time between air defense machine gun attacks increased from 2.5 to 3.0 sec, air defense weapon damage reduced from 20 to 18.
Germany:
Cannon Kolossal: time between attacks reduced from 10 to 8 seconds, projectile dispersion reduced from 11% to 8%, damage increased from 300 to 400.
Tank Maus: damage increased from 200 to 300, time between attacks increased from 12 to 16 seconds, minimal attack distance increased from 50 to 70.
Me.262: damage increased from 160 to 180, price decreased from 400/1000/1400 to 400/800/1200.
Japan:
Dock: an improvement has been added, greatly increasing the speed of fish and the size of the hold of the longboat.
Jet fighter J8M1: reduced projectile area size, range increased from 40 to 45 seconds, price reduced from 400/1000/1200 to 400/800/900
China:
Howitzer: damage increased from 220 to 240, movement speed reduced from 40 to 35, minimum attack distance increased from 50 to 70, health reduced from 300 to 260.
Armored Car: armor, on average, increased from 22.2 to 27.0
Light Tank: armor, on average, increased from 30.0 to 35.5
Type R: armor, on average, increased from 37.2 to 39.6
Type FT: armor, on average, increased from 28.2 to 30.5.
The game is now available, and as you can seem it costs 14,99 United States Dollars and 14,99 Euros in the old continent.
Unique Ambience
Film noir atmosphere with an original jazz soundtrack that will make you fall in love...
Mini Games
Want to take home the pot playing Blackjack? Be our guest…The tables are still hot.
Guns & Apparel
Customize your character's weapons and clothing, evolving them through the L.I.F.E. System..
Boss Battles
Let’s raise a glass or two to the good old times! Besides taking part in an intense and dashing narrative, you also get to fight against big, bad, bosses!
Head to the Cereal Games' Discord Server at 8.30 PM (UTC+0) and join the talk while our stream is going live on STEAM. The team will be around! ;)
About the Game
Pecaminosa is a Pixel Noir Game where you play as John Souza, a former police detective, caught in a web of lies and femme fatales, on a journey for redemption. Cliché? Just like we want it!
With the release of Alekon only a few weeks away, we are honored to be featured on Wholesome Direct, a broadcast by Wholesome Games featuring exclusive content and announcements from 75 uplifting, thoughtful games!
We will be premiering a new trailer and announcing release details, so tune in on June 12, at 10 AM PST!
In the meantime, you can follow @AlekonTheGame on Twitter. We have been posting a new GIF showcasing the game's features every day since February!
This is a rather large patch I have been working on for a while now. It contains all sorts of suggestions, tweaks, and QOL improvements. These come from demo players, as well as content creators / streamers who have had time with the game. Both early players, and demo players especially, those present in discord have been instrumental in helping to improve the game. Honestly, I consider all of you to be apart of the development team for this game, and together we can make a really great tycoon experience. Now lets get to the details.
I lied there is one more thing before we get into it. I HIGHLY recommend you use a new game save, not an old save with this version. I decided not to deny old saves they will work if you really want, but when they try to write to new structures that do not exist in the old save. You may have a game crash. It should just close down though nothing to serious, but ya play a new save please.
Fixes
-Subsidiary companies who released games in January could sometimes not release there game.
-Fixed a rare issue where you could click through the review hud, and have a worker popup menu stuck on your screen. Only one Panda has ever done this :)
-It was possible to overlap the tips / guides menus on the main menu screen over top of the seed window. These tip windows now hide the main character creation screen until you close them.
-Conventions held in December could end in week 1 not giving you time to book them for your games.
-There was an issue where a variable was not resetting properly after creating DLC, this could be used to exploit other special work.
-It was possible to have $0 sales for DLC or Console Ports if you created them to quickly after launching a game. Especially if you made use of multiple workers using "Rush". I was looking at your current sold copies, not your calculated totals. This is now correctly looking at totals, and you can crank out as much DLC as you want. Go all Pay Day up in here.
-A sound cue for the bubbles was left out of the sound class override. Meaning even at 0 sound you would always hear those bubbles.
-Fixed an issue where you could use company programs during contract work.
-Fixed an issue where the right serious of choices during game creation could trigger the dev cost to get messed up. This can no longer occur.
-Fixed an issue where you could launch a convention with no game selected resulting in negative fans being gained.
-Fixed a small issue where if you saved and quit during a worker doing a task then immediately continued that game, he would till be flagged as on the task. This caused you to have to start and finish a task in order to fix his state. This now resets properly.
-Fixed, well changed the idle animation used during character customization, and for screen capture to put your pictures in the staff tabs. The previous idle animation was good, but this one is better.
-Changed the story / quest slider in stage 1 to be more design based than tech based.
-fixed an issue with a house upgrade in the second office triggering the wrong size value change to your monthly costs. Instead of reducing your rent by $10,000 it instead increased it by $15,000,000. No big deal :)
-Fixed an exploit you could create with loans by taking / paying a loan back over and over for a profit gain. This can no longer be abused.
-Fixed an issue with deep dives where if you had one topic up selected a few things, then changed topics and selected those same things it would instead of adding research remove it from the cost. This allowed you to pay -RP causing game crashes.
Changes
-Changed the "Game Report" task in office 1 to now be "Complete Contract Work".
Some of my procedural, and more detailed players have an issue with this task. I don't want to waste your time with a ton of reports, as such we aren't getting reports for games we already know the match quality for. Due to this if a player always researched there matches before making games, a game report can never be made.
-Changed the way license costs, and dev costs worked for consoles. This was confusing people. Now the first time you buy a console you will have to pay the dev cost, followed by the dev cost for each game you make, listed correctly.
-Added the ability to see which game seed each save slot was playing on.
-Added a variety of QOL additions to the menu system. You can now go menu to menu without closing each one. There are some exceptions, but you can click most menus regardless of what is open now, including if you have a worker popup, but you want a studio command.
-Added the ability to go back on the main menu. You can now return to the char creation / main menu or base model depending what step you are on of character creation.
-Added the ability to choose a random logo on creation instead of manually cycling through.
-Added the ability to randomly color your office. This creates some completely wild and terrible results, but you asked for it you got it. However, I personally will take my time and choose my own palette.
-Removed the chance for it to snow in April. I guess for you non Canadians this seemed like an odd choice. Must be nice.
-Added a quick jump to researching of a genre you don't know when creating a game. The warning message now allows you to go back / research that genre / or just make the game anyways cause reasons.
-Added a Highly requested feature. I present to you the glorious PAUSE button. You can now click play / pause on screen or press space as a hotkey. You can move through menus, start games / marketing, assign tasks to every worker all while staying paused. You can then hit play when you are ready. I hope this helps make life easy for people, I know I am already loving it.
-Added your picture to the training menu cause I could, and I thought it was cool. Oh, and I formatted the training menu to encompass all levels of each task type. If you jump to any stat you can now click onto any task level easily.
-Added the engine used to the archive menu for players to easily see which engine was used for a release. This helps you know if your current engine is the same and would hurt to make a sequel.
-I have changed some of the language in the tutorials to better teach the player the rules of the game. In particular I have made it more clear with sliders that Very low is 0-20 Very high is 30-100 not 20 / 30, The range is yours to use as you see fit for your games.
-I have added a few more sections to the help section such as Fans / Requirements. The requirements menu describes the scaling minimums as the years pass.
-I have renamed all of the Studio Commands thanks to some feedback from DyCart on twitch. I have made them all more concise.
-Added the tech + design total requirements, and the tech requirements to each stage HUD. This should help you decide if you need to put in more features to crank totals, or maybe slow it down, and focus design balance.
-I have completely reworked balance in Office 1. After watching multiple new players try the game, I realize some of you like to take your time, and don't want to rush to office 2 as fast as I had envisioned it. Plus you want some more room to stumble, and play your way until you are ready to move onto office 2. What I have decided to do is have the minimum tech + design totals scale to a factor of 60 + (10 * year) This means your expected minimums will go 70 / 80 / 90 / 100 instead of 75 / 150 / 225 / 300. These were virtually impossible to hit with one worker. You can now comfortable make games in office 1 as you grow your fan base / sales until you are ready. The next addition continues this trend.
-I have completely reworked Contact work. Contracts are now basically free money for time. Instead of you get xx for completing or pay me xx for failing. They are now you get xxx + xxx for completing and xxx for failing. Honestly, this decision to have you lose money makes no sense. Contract work is considered an early game tool. I was making sure it was more of a nightmare previously. I have also scaled down the requirements to instead of just using the year, they use your stats an number of workers. The pay for contracts will rise every year, but they will always be within your range of completing. Even if you don't they are still a great tool to keep you a float in the early game now as they should of always been, and you will likely waiting for January / July to roll around for fresh contracts.
-Added a warning mail to be sent to you in September in a year where consoles will drop in December. If you are working on a game when the consoles change this will not affects sales, it uses old console information. However you can not port an older console game to the new consoles when you finish. You could later make a remake, but they need to be the same generation in order for a Port.
-I have slowed the breaking news scroll speed down by a good margin. On top of this when the breaking news is your critical game feedback, you will also receive a mail you can open when you wish to view it. This tells you up to 3 things you did wrong design wise, and is great information. Some players were missing this in the news, and wanted there own copy. Also you can pause the news when it scrolls into view for other breaking news events if you need to.
-Added a slight name change to an engine when you upgrade it, Ver 2.0 is added to the name. This lets you see if your engine has been upgraded at a glance.
-If you own any subsidiary companies. When they release games you will now get a mail telling you when it was released, what your percent is, and how much you made.
Conclusion
This is a great patch on the road towards polishing the game, and improving the experience for players. I am so grateful to everyone who has supported me with there amazing feedback, kind words, and of course amazing suggestions. Just having people talk about the game in Discord makes me smile.
This patch has only had minimal testing, but I am pushing it live so my early players can help me test it over the next few days. You can expect a small patch to come soon to address any issues found with the patch.
This is now live on the EA client. This update will be made available for the Demo client later today.
I know things have been kinda quiet around here, but I wanted to drop in and preview some of the new content coming up in the next update. 00.02.12 will be the biggest update ever in Brimstone Brawlers and will contain a bunch of new content and systems.
Thanks for hanging around and for all the support so far, things are only going to get better from here.