The Renaine team will be playing through the newest demo for Steam Fest, answering questions, and having a laugh with anyone within the nearest vicinity.
Isekai: Reincarnation in a New World - marcelo_almeida15
Hello, Marcelo here, I’d like to share some of the changes that I have been making to the game in the last few months. Unfortunately, there were a few problems in implementing some of the ideas and that ended up taking more time than I’d like. There still have some functions that need to be better explored, but I believe these changes will be positive in the long run.
Changes
Story
In this update, I focused in adjusting a little the game’s rhythm, to give a better introduction of the mechanics and remade some systems so that the dynamic of evolution and exploration become more interesting. About the story, a new introduction has been added, making the plot more evident for players to gain a better notion of their objectives. Furthermore, the main texts have been edited to solve some grammatical problems as well as make for a better experience of the story. Some tutorials and menus may still provide errors, but I am working in upgrading them as soon as possible.
Synthesis Core
Synthesis Core is a new item added to help players during their adventures. It serves not only as a helper/support so common in the Isekai genre, Synthesis Core will also make it possible to upgrade and extend new functions.
Crafting
The crafting system has been remade to have a more clear and objective dynamic and interface as well. Thanks to a plugin made by Szyu, it was possible to create a system more objective, where it’s possible to see the recipe and the materials needed for crafting items. The new items have been added and can be crafted using the Synthesis Core. These new items can be used in battles and may bring a little more of strategy into fights. Some items will also be unlocked in accord to the number of memories recovered, making it a more relevant search for progressing into the story.
Reincarnation
The reincarnation system should provide players with different opportunities and new ways to see the game, however, the old system made it much more punitive and tiring, since all the progress was lost at changing form. This system was remade to encourage players in exploring more and adapting more into the situations. As of now, instead of only changing the form, players will be able to create Transformation Cores. These Cores will permit players to change form and preserve their level, making it possible to evolve into different creatures without losing your progress. Furthermore, the recipe for these Cores may be obtained in different ways, making the exploration and fighting new creatures more relevant than just farming materials.
Crystals
To create some Transformation Cores, it will be necessary to have certain Crystals. These Crystals may be found in the map and by destroying them, it will be possible to get the materials needed to create the Core. There have been added two types of Crystals to the game. Crystals of Memory have replaced magic circles, making a new way to challenge bosses and recover your memories. The items dropped in these Crystals are exclusive, making them necessary to progress into the story and unlock more Transformation Cores. The other type is the Crystal of Synthesis. This one offers the basic materials for crafting certain Transformation Core and must work as an extra challenge to players.
Farm and Ranch
The Farm and Ranch have been simplified to better attend expectation, since only adding new places would bring no benefit to players. In the last update, the Farm has gained a little more identity with the production of exclusive items there. Then this time I decided to focus on Ranch. The main change was the addition of the function “retrieve materials” to the ranches. By doing that, players will receive the materials needed to produce other items, but will lose the animal they had, being forced to find them in the map again. Another change made was in the bonus of acquiring the Paradigms Shifts of “Farmer” and “Gardener”. Instead of increasing production, now there’s a chance to receive additional material. This must help reducing the accumulation of resources very early in the game, as well to incentive the search for better Paradigm Shifts to increase the chances of getting those extra materials.
Books
With the changes made to the Farm and Ranch systems, there has been added an option to creating books. These books can be crafted through the Synthesis Core and will need materials that must be produced using the items acquired in the Ranch. By completing books, players will receive skills, Paradigms Shifts and exclusive recipes. Initially, there is a small number of books, but I have plans to increase them in the future. The recipe to some books may be learn by certain achievements, like defeating a number of enemies or recovering specific memories.
Bosses
During fights against Bosses, it will be possible to take some decisions, these decisions are influenced by the Luck and Agility of the character. In the case of a Success, an advantage will be conceded, while, in the case of a Failure, a disadvantage will occur. With this, it should make raising these specifics status in a more interesting possibility to players.
New places
Two new places have been added. The first is a map that will take the place of the old main region’s base. Changing the main base to a map of its own may be interesting for future updates and improvements, as well as making more visible where is the main area for players. The second place is a map made by two parts. This new region will present more powerful enemies that will serve as ingredients to special foods. This way, it will be easier to know where to search for items needed instead of depending on luck to find them in the main map.
Smaller changes
Loots
After defeating enemies, a body will be on the map for players to collect items and materials. This change will be essentially aesthetic, but may open possibilities for new functions in the future.
Karma
With the changes made to the reincarnation system, the Karma system has been remade. Instead of serving as an unlock function to new generations, now it will be an item droppable by Crystals. The reason for this was the fact that the CP cost will not be reduced by changing form. To compensate, the item Karma Refinement was created, making it possible to players reduce the CP points by consuming them.
Pixie’s Shop
Because of the changes in crafting items, the “Fertilizer” item has been added to Pixie’s shop, since there are more functions to using Stones now. Furthermore, some books and new ingredients have been also been added there to make the use of Souls more relevant.
Recipes
There has been added a new type of food. This new food does not recover hunger, but increase permanently some status.
Adjustments
There has been fixed a problem that made the Imp learn incorrectly their skills.
Shield World Offline Two Slices No Life No Death One Kick Cat Ninja Way Dragon Sphere Y Dungeon - Is It Wrong kill a Minotaur? Slime Time Devil Slayer Hana - That Ghost Flower Foodz! Foodz! Vol II Foodz! Vol III
With the changes made to this update, it is recommended to start a new game to better enjoy the new introduction. If you find any problem, bug, error or wish to send your feedback, please, consider contacting the following e-mail: isekainewworld@gmail.com Thank You
Run Steam to download Update 27.1, or buy Universe Sandbox via the Steam Store.
Cloud speed is now simulated based on an object's temperature and rotation speed. Surface simulation performance improvements, an Appearance interface redesign, adjustable planetary rim lighting, and more round out this minor update.
The feature image shows a laser heating up the Earth to speed up the cloud rotation with no planetary rim lighting.
Simulated Cloud Speed
Cloud speed is now simulated based on an object's temperature and rotation speed as part of our continued incremental improvements of clouds. Check out our new Clouds guide for a tour through our entire cloud system: Guides > Science > Clouds.
Before
After
Easier Appearance Editing
As part of our continued user interface improvements, the Properties > Appearance tab has been redesigned to combine color customization with visibility and other options to make changing the appearance of an object even easier.
More Highlights
Surface Simulation has been improved to update only objects that are changing each frame, improving performance for simulations with many objects
Created simulation of NASA’s Juno spacecraft flyby of Ganymede in June 2021: Open > Historical > Juno Flyby of Ganymede in 2021
Star glows correctly fade as you get farther away from them when Object Visibility is set to Realistic again
Before
After
Added Atmosphere Density and Speed of Sound Properties to Properties > Surface > Atmosphere
Rim Lighting can now be adjusted under View > Object Visibility > Rim Lighting
This update includes 8+ additions and 21+ fixes and improvements.
You can also check out our 2021 Roadmap to learn more about what we’re currently working on!
Please report any issues on our forum, on Discord, or in-game via Home > Send Feedback.
Come hang out with the Developers behind Renaine! We will be doing a live play-through of the demo, giving out information on lore and things to come.
Feel free to come ask questions, or just chill out and chat!
About the game:
Renaine is a game about overcoming failure. Aine, the Phoenix Knight, is tasked by fate to destroy the legendary Dragon. Should she die, she will return. Again and again until the Dragon is slain.
Hop, Bop and Roll through Lineria, the world of Renaine! Chat up a cast of colorful characters! Solve problems! Fail! A lot! Overcome failure! Fail again! Lots of fun in Renaine!
Key Features:
An adventure through an intriguing world steeped in history and whimsy
Colorful characters and puzzling quests that explore Renaine’s rich lore
Smooth and responsive gameplay, perfect for speedrunning or just feelin good!
Dozens of emblems and permanent upgrades to acquire and master
Buttery smooth animation running at 60fps
Vibrant, unique, art by Atsuzaki, THC Gourami, SinclairStrange, and JDZombi
An unforgettable, hi-fidelity soundtrack by Mason Lieberman with guests like Kevin Penkin (Made in Abyss), Substantial (Nujabes) and Casey Lee Williams (RWBY)
The Noble Citizens of New Eden have spoken, and after tallying the votes, we are delighted to present you with the 16th Council of Stellar Management. We welcome all candidates and are looking forward to continuing our close collaboration with the community on another exciting year in EVE Online.
This year, we saw 38086 confirmed votes with the players from the following top 15 countries leading in the number of votes cast:
Country
Votes
United States
12638
United Kingdom
3892
Germany
3499
Russia
2338
Canada
1762
Spain
1205
Australia
1163
China
902
Netherlands
766
France
669
Japan
659
Sweden
593
Austria
572
Ukraine
488
Denmark
484
On another note, we love EVE Online, so it should not come as a surprise to anyone that the average logon time among all players who participate in the CSM elections is a little over 160 days. It is awesome to see such unwavering passion over the years from you <3
The next few weeks are going to be dedicated to onboarding of all CSM members. It is an important period where we will go over all the ground rules and ensure we are on the same page in terms of expectations from one another. Therefore, even if the new council is in immediate effect, please be reasonable with your requests and understand that it may take a few weeks before everyone is up to speed.
Back when we were first testing out 512x64x512 maps, we sent one to The Largest Dog to try out, he pretty quickly made a map called "The Largest House". The map resembles one of TLDs most well known maps "House of Madness", but it is completely empty other than TLDs famous Spacedog that he built.
Starting soon this map will be hosted publicly and everyone is allowed to build on it, to make things more manageable the map has been split into 4 256x256 sections and has had the other sections blocked off until the current section is completed.
The map will continue to be hosted each day for a week or until it is filled for 5 hours a day (how long game nights last).
Daily Quest Competition The goal of the competition is to complete as many daily quests on your character as possible. It is of course only possible to complete 1 daily quest per day. The competition ends when the first person reaches 30 completed daily quests. At that point the top 10 daily questers will be given a reward. In addition I will randomly select 3 other daily questers for the reward, the requirement for that is to have finished at least 5 daily quests. You can view the daily quest progression for the top 50 daily-quest players in the ingame top list. The quests are based on Sweden time GMT+2, so after 24:00 it always starts a new quest.
New Content: * Daily quests added to the game. The same daily quest is shared between all the servers and it can only be completed 1 time per player. The reward can be gold, exp or gems. * Added 2 new top lists to the game: "Top Quester" and "Most Daily Quests Completed". * A new Global Event has been added to the payment store. It is a Gather event for gathering resources. * Added new items and spells. * Added 2 new spell target types: Wall and Chess. * Implemented a new spell behavior where a spell can stay longer active and deal damage twice. * Added 3 new upgrade types. Fixes: * Fixed so online players text on whos online page updates correctly. * Fixed an issue where clicking on a spell in a shop instead of hovering it showed some incorrect values. * Fixed player vitals experience not showing all numbers if you have a lot to next level. * Fixed steam achievement where you need to kill X amount of monsters to get them. Let's say you have killed 1.000 monsters but have not gotten those achievements before that. Then you will gain those achievements automatically when you gain the next achievement level of 10.000 killed. Balancing: * Archers can now wear quivers. * Taunt spell now keeps aggro for 6 seconds. * Removed the +10 vitals buff for immortal upgrades. * Mana potions now all gives 2 times more the amount. * Charms have been made more rare. * Spellpower now does 50% damage to monsters. So 2 in spellpower does 1 dmg to monsters. * Changed max pet level from 100 to 500. Other: * Quivers are now displayed in the datalist together with Shields, which is now named: Shields & Quivers. * You can now kick offline players from your guild. * Monster kill count for players are now also increased when the pet has the final blow. * Adjusted some how the anti-botting system works. * Adjusted penalties for botting. * Added new items/spells graphics.
A landmark update is launching today for Broke Protocol. Animals are finally added and you’ll see them roaming the streets of all your favorite servers. They’re both player and AI controllable too. This is mostly a fun addition rather than strict roleplay so you’ll be able to drive cars and bomb banks as a terrorist dog. Only limitations right now for mobs are certain jobs and usable items.
Animal Accomplices
Yes you’ll also be able to recruit the AI animals as followers. Whether you want a loyal K-9 police dog by your side, or a felon feline partner in crime, they’ll do your bidding and attack all those who stand in your way. They are slightly faster than humans so can often help in foot chases and hunting down elusive foes. Your animal accomplices will ride shotgun with you in vehicles too.
Pet Furniture and Items
A bunch of new apartment furniture and world items have been added with this update like toys and bowls. Many are pet-oriented and could be useful especially since animal characters can purchase apartments the same way as humans. You’ll also see some new crimes associated with animal abuse if you’re the heartless kind of role-player. Mobs, clothing, and usable items for them can all be modded as usual so I’m looking forward to the cool Workshop items in the near future.
Animal Control
Animals can get wanted levels if they commit crimes too. Police are called in to take out violent animals just like wanted criminals. There are no pawcuffs in the game, but Police are now issued muzzles in order to restrain animals and bring them into custody. You can also find muzzles sold at the Default map Pawn Shop. After restraining, animals can be controlled, searched, and placed in jail.
Clothing and Items
Animals can equip items and clothing only marked with characterType equal to ‘Mob’ or ‘All’. This can be set in the item properties before you export mods so things will work in almost the same fashion as before. I have an example Sunglasses item set up this way but TheUnishark has already modded in a police vest for animal sidekicks. Don’t forget to mod GameSource and skins.txt if you want to disable some of these features for more strict RP.
Modding Changes
Some other modding changes were made in this update that are worth noting. Cloth components are supported again, they’ll work on vehicles, clothing, and anything else. Clothing no longer needs any colliders or specific mesh bounds assigned since the game will do this automatically now. Also the player seating animation origin is now set to the buttocks instead of the feet so it’s consistent with the animal meshes. Vehicles older than this update are detected and have their seat transforms updated automatically. But any custom Player/Character mods will need to be updated with the latest BPResources else their character positions will be incorrect in vehicles.
Note Google Play only supports Android 10+ apps now. But I’ll always keep an updated Android 7+ APK at Broke Protocol Downloads.
Here’s the full v1.14 changelog:
v1.14 Animals Update Changelog
Added playable and AI Cats & Dogs
Added Mob/Animal character type with new equipables/wearables/animations
Added Muzzle item for restraining animals (Police item, sold by MerchantPawn)
Added new animal related crimes
Added various new pet related props and items
Added BattleAmbience audio entity
Tweaked some 3rd-person camera positioning
Fixed camera and bounds calculations for scaled entities
Minor mesh error fixes and tweaks
Minor tweaks and fixes to Human animations
Minor AI ChaseState fixes
Cloth components for mods are better supported and working again
Auto-set renderer bounds for clothing/mods to match player model bounds
Modders no longer need to add colliders to clothing (auto-set at runtime)
All Seat Transforms should be positioned at buttocks for mobs and humans now
New mobsUpdate boolean in mountable properties determines Seat backwards compatibility
New dropdown in CharacterPoser Scene to select Human or Mob
Additional entity lookup method: EntityCollections.TryFindEntity(int ID, out ShEntity e)
Rewritten wandering AI state used by mobs and prisoners (WIP)
Fixed SplineNode rendering and cleanup bugs
Ctrl key modifier added to Undo/Redo/Duplicate to prevent accidental presses
Fixed physics and collider bugs when changing cameras and jumping
Server details panel rich text handling fixes
Fixed occasional broken swim animations
Better vehicle dismount and safe position fixes
Higher water jump boosting allowed
Safely handle server history/favorites corruption if too long for registry
The fate of Utopia Island is hanging by a thread. Thomas More talks to God, possessed by the fever of life, asking how he can contribute to the advancement of island society. However, he is already old and fears that if he volunteers to travel to the civilization of the others and learn about their advanced technology, he will not be able to resist it. Wouldn't a porter from the island be more suitable to undertake the journey?
The matter will be debated during the assembly, which will be attended by most of the Utopians: young people, children and the elderly. In principle, More resists going to the appointment, knowing that his friend Peter Giles would propose him as a traveler; he wants to stay home reading quietly, but it will be the player who will decide whether to do so in this visual novel, which adapts a text by Víctor Atobas to the video game format.
Celebrating the 505th anniversary of the publication of Utopia, the video game takes More seriously in the sense that it parodies him, since the protagonist of the video game comes from another era and we cannot appropriate his figure without looking for what is current in it , what he lives today: the most current thing about More is the openness to the event, the concept of utopia.
In this sense, Víctor Atobas has fully respected the story, which he wrote during his quarantine and on which the video game is based, although also wanting to articulate - as far as possible - playable mechanics that allow the player to deepen the play experience , for example through color games or a visual acuity minigame.
More. The Eternal Utopia will be on sale on July 9 on Steam.
START AGAIN is now available on start. No more glitch where it would get stuck and never show itself. It is now a permanent part of the select screen. This skips credits, background of planet and the battle of Tern.
UNLOCK all points of change by clicking on Elyssia's necklace. Also, you will be given a choice to reveal solutions to hidden events which require more then one toggle for use with the rewind menu.
SAVE SLOTS have been increased by three times. Now 15 instead of 5. Please note: Save states retain the variables which were saved and cannot be used with rewind. You have to go back to the beginning of a story and use skip to see changes.
TYPOS! Many typos have been corrected, but not all. My eyes gloss over a lot of them. If you wish to report one, a screenshot will not help. Nothing is copy-paste and each story has it's own text, even though it is the same event. To Report: Go to the community hub, post in the topic typos, or create your own topic, and put which story and which location. example: Hino the cafe. This will help me greatly with corrections, as I don't have to look through three different cafe scripts.
SEX SCENES! Since the focus is not on sex, as this is not a porn game, sex scenes have not been changed, lengthened or written to be more erotic. Sex and nudity in the Elronde Commonwealth is extremely common place, much like going to eat at a restaurant. As a storyteller, I elected to not spend thousands of words describing how good a piece of meat tastes or feels on the tongue.
If you do not see the START AGAIN option at bottom center on the select screen, you have to reinstall.
Demo for episode 2 will be available in late August. Episode 2 is planned for an OCT/NOV release.