It's been a long time since the last update of 3x64, but I believe today's great news will be a good compensation - to cut it short, after much testing and tweaking, 3x64 finally arrives to long-promised Android phones!
About the development
I thought it would be nice to talk about why the development took so long. We originally planned the Android release for last year, but it turned out that developing for Android is a little more difficult with too many new challenges. Originally I tried to build the Android version together with the PC version, but soon I found out that it would be better to make it completely separately from the beginning. It was a better decision due to optimization (as the original game, with its many effects and carelessly written code, was quite heavy for mobile GPUs) and also due to controls and UI, which had to be completely different from the PC version.
The UI and controls were the biggest challenges and it took a very long time to find the best possible solution. In the UI, we wanted to make powerups more accessible for fingers which I think we did, and fortunately we have preserved the in-game leaderboard with some new cool animations :). Supporting all aspect ratios with so many UI elements in 3x64 was a big challenge, but I hope it looks good on most devices :)
Searching the right controls was even harder as I wanted to find one common playing style for all players, but testers were divided into two groups - most of them liked the touch screen controls, but some of them played much better with virtual side buttons. In the end, I decided to support both variants.
I'm very grateful to all testers who gave us great feedback, especially during the last month before the release. The game can still have some problems or bugs, but it shouldn't be anything serious.
Differences in the Android version
The Android version has many differences compared to the "classic" PC version. You can notice the biggest change in the controls - it's now possible to move blocks down with fast landing which makes the pace of the game much faster. Also as you unlock new ranks, you can upgrade one of the powerups for a single game and even start with ready to use (or craft) powerups.
For using all these features you need coins - but don't worry, they can be obtained only by playing or completing the quests, there is no way to exchange real money for them. The coins can be also used to get special powers, which are designed to make the game a little easier but at the same time with minimal impact to the leaderboards - all special powers have one use per round.
The mobile version has almost all features from the PC version, including colorblind modes, quests, and multiple game modes. The only PC-exclusive features are replays and cloud profiles with statistics (which are Steam-only). The mobile version is completely free, and is supported by ads in the menus.
Future updates
With the Android release we have met our biggest goal, but there are still some plans for both platforms. I would like to expand the game for iOS soon, and regarding the PC version, I promised myself to finish update 1.4 with some new interesting features and also completely new game mode, but now we begin to focus on a completely new project so I can't promise any dates.
I hope you will enjoy the game, you can find it on Google Play! We will be absolutely happy for any reviews there, or feedback in the discussion here!
Hello everyone! Godless is not a story-oriented game. However, it includes a few mechanics to tell about the conflict between the gods and mortals without distracting you from the gameplay.
Rich Past
The continents you destroy are not just pieces of landscape. They have past and their inhabitants have unique culture and traditions. All of these will be described in a short preview before invading a continent. For example, you can learn that the fallen ruler of the Antarda kingdom was the first mortal who managed to kill a god. Or you can take a minute and learn what makes Daem’Onio, the most deserted place on the planet, also one of the most dangerous places even for a god. Reading the descriptions is not necessary to understand what is going on, but if you want to see the full picture, they will be there for you.
Descriptions (on the right from the planet) will be randomized each match so you will have a chance to learn different things about the continents, which you have already destroyed.
Personalized Speeches
Bosses are great storytellers! Right before the fight, they tell you something about themselves or your equipped artifact. For example, the undefeated knight Talvius may admit that Twins, the skyfire axes, belonged to the god of fire, who tried to kill him once. Or you can equip Laynate, the emerald gauntlet, to battle the Sons Of Elements, who are literally the first beings on the planet. It will expose the conflict between two of them as well as the nature of the gauntlet.
In case a boss has nothing to say about your artifact, they will tell something about one of the elements it consists of.
The best part about this mechanic is an additional motivation to try out new strategies in well-known situations. For example, the undefeated knight Talvius has a hard time fighting units with high attack, what makes the artifacts creating them a great choice against this boss. However, Talvius has a few special quotes for the artifacts based on other strategies, which are not typical against him. Looks like another reason to try them out :)
Godless tells stories in many other ways, which I will surely cover in the upcoming articles. Thank you for reading and stay tuned!
Hey everyone, we are glad to announce that our demo is up! If you want to follow more closely the development, feel free to join our {LINK REMOVED}mailing list, or our tumblr. <3
Known bug :
- Music will still restart every time you reach the hub, I am working on this issue, I will patch it in the next release. - If you switch between french/english during your playthrough, your registered choice at the end, will be displayed in both languages. Unfortunately, it’s not something we can fix as it’s an engine problem.
Compatibility with demo 1.0 on itchio
For those who played the 1.0 version in itchio, you previous save should be compatible, this updated demo does not bring extra story, but there is still a few extra features for you to enjoy!
New features:
- Custom your MC, customisation will appear in the textbox and in your new save files !
- Achievements, you can now earn 5 achievements, will you catch them all ? ~
- Add the resource chest into the policies screen so you can display/hide your current resources.
- Add a « skip » button in the hub, it skips directly to the next scene even if you have actions remaining. [Note : I do not recommend using it even in story mode as petitions are really important for the story.]
- Add a « cancel » button in the policies screen so you can take a look without consuming actions.
- Add a new register choice (minor spoiler: dealing with the bastard brother). It’s for science. I want to know how many players are evil XD
Bugfix
- Fix typos and remaining oversight
- Fix the « music restart at every line » problem at the end of some scenes bug.
- Now, notifications appear in the English version too (everyone deserves to know when they lose money)
We're releasing a new update for Caster of Magic for Windows. It contains a truly extensive list of fixes and improvements. You can find the full changelog below.
Please let us know what you think of the changes listed below, as usual your feedback is important to us.
Change History:
Added a custom scripting language. For the time being this has very limited uses, but it's a necessary first step towards more complex modding features such as adding new types of buildings or spells. In general, script files can only be run where the game is expecting one, and these calls to scripts will be added in this and future updates as necessary. See Scripts.TXT for syntax, and Modding.INI for existing script file calls in the system. The Auto button in combat will now show a menu instead of two yes/no dialog boxes. It is now possible to activate Auto with or without spellcasting, for one turn or the entire battle. Fixed 1.1.0 bug : When an outpost shrinks below zero population due to curses or poor terrain, the game crashes. Fixed 1.1.0 bug : Game crashes when the AI has a very high maximal population city that has a fast growing race on low difficulty settings. Updated some hero information in the documentation Fixed bug : Magician hero has 1 random ability instead of the intended 2. Fixed bug : Warlock hero has normal level Arcane Power ability instead of the intended super. Fixed bug : Resurrection cast by the human player crashes consistently when hero type 0 (The Dwarf) is dead. Fixed bug : Hero hire window after casting Incarnation to revive a dead Chosen One shows negative experience. Fixed bug : Own invisible units are not visible in the city view window shown during targeting spells. Fixed bug : Lycanthropy was possible to cast on undead normal units Fixed bug : Buff spells don't refresh combat movement matrix for the selected unit, so Flight movement isn't applied until a different unit is selected from the Flight spell. Fixed bug : The AI was allowed to use Disenchant Area on warped nodes not owned by them. Fixed bug : The AI strategy of casting more Drain Power against Spell of Mastery had no effect. Fixed bug : When the AI tries to target the human player with Spell Blast and Drain Power, the spell fails. Fixed bug : AI has lower chance to cast Disjunction than intended, especially in low player count games. When spells are being cast during Auto combat, the advisor will become smarter in picking the spell to cast as overland turns elapse. You can expect the Auto feature to play the same way as the game's default AI starting from around turn 200-250 and generally play better than previous versions except at the very beginning of the game. (Random(100-Current Turn/2.5) will be added to the calculated AI priorities instead of the random(100) used in previous versions) Added "Master" script file call. This is called at the time the game is launched and can be used to initialize global constants and variables. Variables created here are persistent and available for access in all other script files, while every variable created in other scripts disappears when the script terminates. Added AI Starting Spell selection script. AI starting spell selection is no longer hardcoded. Updated the manual to no longer list Wind Walking as an ability of an Archangel Added debug mode logging of AI starting spell picks in debug mode. Added debug mode logging of AI books and retorts at the time of starting spell selection Added AI Spell Research decision script. This decision is no longer hardcoded. Base AI research priority is now included in Spells.INI instead of being hardcoded. (Lowest priority spell is chosen first) Added debug mode logging for AI research priorities (base and calculated total) for available options. Moved AI research group data to Spells.INI from the hardcoded array. Moved AI uncastable combat spell research delay value to MODDING.INI Fixed bug : When the AI decides to cast or research Chaos Surge, allied units subtract and enemy units add to the total instead of the opposite. Fixed bug : AI research priority of Darkest Hour when the AI was behind in spell research was different from intended. Added "Modding" subsection to the documentation, explaining the contents of each file. AI starting race selection is now moddable in script file AIRace.CAS. Added debug logging of selected AI starting races. AI personality and objective selection is now moddable in script file AIPeOb.CAS. Animate Ammo no longer affects hero units. It is now possible to configure in Modding.INI which targets are allowed for Animate Ammo : Heroes, magical ranged attacks, fantastic units. It is now possible to configure in Modding.INI whether casting Animate Ammo generates casting skill or not. Fixed bug : Regeneration didn't grant a 100% overland end of turn healing rate. The hero type ID can now be changed for units in Units.INI. The amount of hero types can now be changed in Modding.INI. This makes it possible to add new heroes. Added modding script for the effect of Crack's Call on the target unit and a modding flag to enable/disable wall destruction. If wall destruction is disabled, the AI will be aware of this. However, the AI will not be aware of any changes made to the script like dealing different damage or applying other effects. AI casting decision scripts are planned to be added in future updates. Updated the unit sprites for Horde to contain shields (thanks, Suppanut!) Updated the unit sprites for Gladiators to contain shields (thanks, Suppanut!) Updated the unit sprites for Minotaurs to contain shields (thanks, Suppanut!) Updated the unit sprites for Apprentices to contain shields (thanks, Suppanut!) Fixed bug : Raise Dead calculates halved hp before, instead of after removing unit enchantments. Fixed bug : Ranged weapons grant Death Touch -2 instead of -3. Updated the unit sprites for Gorgons (thanks, Suppanut!) Updated the unit sprites for Phoenix (thanks, Suppanut!) Updated the unit sprites for Vampire (thanks, Suppanut!) When casting Mislead, the AI will prioritize targeting units that have a higher percentage of their hp. AI units standing behind city walls will not use the "move randomly" tactic when there are no invisible enemy units and they cannot attack due to all enemy units flying. Fixed bug : When Legacy Tileset is activated, the movement destination arrow Y positioning is inaccurate and shows where the tile would be without the setting in effect. Determining when a rare or very rare spell can be found as treasure based on turn count and difficulty is now handled in the script file TreaSpell.CAS Added script file for modding the effect of Mystic Surge. (amount and type of buffs/debuff generated at random) Fixed bug : Mystic Surge had a 70% chance to not roll another enchantment instead of 70% to do roll another enchantment. Reduced the probability of Mystic Surge casting Warp Resistance on the unit. Updated/fixed missing or outdated information on units, retorts, spells, races, buildings in the documentation. Units affected by Mystic Surge will now properly display the "Healing Immunity" icon. Fixed bug : Orc Horde had 1 lower defense and resistance than intended. Fixed bug : Minotaurs had 1 lower defense than intended. Fixed bug : It's possible to target your own units with Dispelling Wave outside combat and it can dispel spells from them. When clicking on the tile the stack is currently on, drowning check will not happen as no movement is actually taking place. Fixed bug : When a diplomacy warning is escalated into breaking a Wizard's Pact, the text says an Alliance was broken. The AI will no longer target Forest tiles with Change Terrain if the city has the Gaia's Blessing enchantment. Fixed bug : The Drought spell did not reduce maximal population by 6. Fixed bug : Spells that grant extra hp should cancel existing damage on the unit even if the unit cannot be healed normally, but they did not, leaving the unit with damage and extra bonus hp at the same time. The AI will now prefer the unit with higher total military power in addition to being higher level as the target for the Discipline spell. The Familiar (F12) advisor will now show a "Domination Rate" value. This is the percentage of how much progress the player has made towards enabling the "Win" button to finish a game before defeating every other player. The attack strength of damage dealing spells is no longer hardcoded and can be changed in Spells.INI The attack spell properties (doom, illusion, fire, etc) can now be changed in Spells.INI The save penalty of "resist or" spells is no longer hardcoded and can be changed in Spells.INI, including the bonus for the target being an undead or normal/fantastic unit. When Spells.INI is read to generate Spells.Dat, the data will be logged into log.txt. The list of spells invalid to be found in treasure is now moddable in Spells.INI It is now possible to override spell rarity for treasure in Spells.INI (not recommended) Fixed bug : When the AI does a simulation battle to determine where to move their armies, the "in combat" status of affected units is not cleared, as a consequence they can't be disbanded until the next combat happens. When casting the Flight spell, units that already fly will only be reported as invalid targets when both their overland and combat movement speed is at least 3, as the spell also grants a minimal 3 movement speed. Fixed bug : Units affected by the "Animated" status stop being undead once the status is dispelled even though becoming undead should be permanent. Fixed bug : Magic Immunity protects from Poison even though it is not a magical effect. Fixed bug : In strategic combat, when ranged and nonranged units fight together, the nonranged units are included when calculating the average ammo of the army, resulting in fewer ranged damage turns than intended. Fixed bug : Entering the Tax Collector from the Info menu didn't reset the menu scrolling status, leading to a broken menu and/or crashes. After starting a new game, when world generation finishes, an autosave file will be created. This allows loading the newly generated game through "Continue" even if the game wasn't manually saved and no turns were played. Spells that have "Disabled" flag in the spell table will not be shown during custom wizard spell selection. Custom spell selection UI now supports having a non-default amount of spells in a realm/tier. If more than 12 spells exist in a category, scroll buttons will be shown. At most 20 spells are supported in each realm/tier combination. Added options in Modding.INI to scale "pick" treasure based on plane size in addition to/instead of number of wizards. (parameters I and J) Added AICustomwizard.CAS script. This can be used to override or modify what kind of AI wizards are generated. Fixed bug : Map generation freezes when there isn't enough room on land to place all nodes and some would need to be placed on sea. Fixed bug : Map generation freezes when there is no room to place all 3 easy starting lairs near a player's fortress. Fixed bug : Large size maps with Island continent size generate much less overall landmass than intended. Changed the default ratio of sea/land in modding.ini. (Reduced the amount of sea) Raise Dead Spell icon on Phoenix will now show the remaining charges.
A small patch has been implemented with the following changes:
- Active mesh triangulation when moving faces/vertices - Pressing Alt while moving faces/vertices or drawing elevation/grass objects will now snap to a global grid (easy geometric shapes etc). The grid step has been halved to make it more useful - Camera toggle action added to the rovers - When merging vertices by ctrl-snapping they will now be actually merged into 1 vertex instead of just being 2 vertices in the same location
Our next Rover tutorial will be with you soon. Till then, keep sharing your creations with us, we love to see them.
I’d like to share that I just updated the game to the latest version!
I hope you will enjoy the new content, and I look forward to hear what you think of it all!
This has been added – story wise
The story of Mindy & Sandy now has an ending. Or actually, two endings! You can revisit the Jacuzzi, to trigger the alternative ending.
Keen will be send off to a new spaceship called 'The Junkyard'. Here you will meet Valerie & and have to puzzle your way through a new mini-game. (this story starts after you completed Sophie her story)
This time, Lorza will be giving various massages to her many clients. And Keen will discover more about how alien Lorza really is!
This has been added – functionality
I added ‘Skip’ -buttons to the game ( Main menu → start → skip ahead). With these buttons you can now start at any chapter you like!
You can now press 'L' to show the Space-Rescue logo on screen; which will be included in screenshots, when pressing ‘S’.
The screen got rounded edges, to emulate an old TV screen ( this is part of a feature that's work in progress).
This has been added - in more detail
The game was updated from version 5.5 to version 6.5.
New gameplay, quests & dialogs.
Many new poses for Mindy & Sandy.
2 separate end scenes for Mindy and Sandy.
An XXX-scene for Sandy.
The option to revisit Spa scenes after completing the main storyline.
4 new backgrounds; Junkyard Hull, Junkyard Repairbay, SodaMachine & Kitchen.
Changing backgrounds for the massage room (charts).
Valerie, a new character.
The Junkyard-ship, a new ship on the map.
A new mini-game; the Power Crane.
Return to the changeroom during Lorza her story, to see the Marz-Pop girls undress.
Lorza will preform 4 unique massages.
An XXX illustration for Lorza
An XXX scene for Lorza
Many more items for the inventory
Keep in mind while playing...
Old save games cannot be re-used (even though they might show up in the load menu). This is because the game-code keeps changing during development, but the save-games 'don't know this'. So starting from a save, will cause problems.
Instead, please use the newly added 'skip-buttons' to start the game near the chapter/girl where you left off. There is also a text-skip-button at the bottom of the screen, in case you want to speed things up (just be sure to enable it in the settings-menu).
Walkthrough
Are you stuck? Then maybe the Walkthrough-guide can help? You can also find it on the sidebar of the store-page. There is a link to the ‘manual’, which is the Walkthrough-guide.
Behind the scenes
Just for fun, I also wanted to share a bit more on how I create Space Rescue. So, this is an example of how I draw the backgrounds for the game. The image below part of the new update. And as you can see in the Gif, it all starts with a rough sketch. Next I do the linework, then the colors. And finially I flatten the image to add the final details. Well, I hope you find it interesting :)
Next?
Well! Meanwhile, I already started working on the next update :) And I hope to be able to release it again in about 3 months.
Apart from that, I also hope to be able to reorganise the Steam-page a bit. For example I want to add a Roadmap & expand the FAQ - to give you all more insight into my plans. Besides that, I also like to structure the discussion-section some more, so that your great suggestions won’t get lost over time :)
Welcome to our second Developer Diary and thank you for your interest in Distant Worlds 2.
We want to introduce this one with our brand new video about Mortalens.
This diary will discuss some of the “story” behind the galaxy of Distant Worlds 2, an interesting place for you to explore.
One of the best parts of Distant Worlds is that the galaxy is present in full detail and “alive”. There are always things going on almost everywhere you look. Much less is abstracted away than in many other 4x games, where you may only see the ships in your military fleets, or a system may be represented just by a star and a few major planets, or where the galaxy really is just star systems, points if you will, connected by lines that determine where you can go. In Distant Worlds 2, you have all of space, both the systems themselves and every bit of space within them, every planet, moon and asteroid, but also the space between systems, including nebulae, ion, radiation and gravitic storms. Exploration, travel, battles and everything else can happen anywhere within that space.
We’ll get into some more of what exploration is like in a future diary, but in terms of story, this allows us a lot of room to work with to place all kinds of remnants of the “ancient galaxy” as well as unique characteristics and bonuses which separate one planet, moon, star or asteroid from another. You may find ancient ruins, fragments of data revealing previously unknown locations, abandoned or partially destroyed ships, the remains of ancient fleet battles, a unique planetary feature, and so on and so forth. All of this is present at the generation of the galaxy, but some things are much easier to find than others, some can only be found by the best explorers and some are much easier to find once you have the right clues to point you in the right direction. Each generated Distant Worlds 2 galaxy is a truly huge playground with a great many hidden discoveries waiting to be found.
However, it’s not just these more static discoveries that await you in space. First of all, you have what we call “Pirates”, though their full story is much more complex than that brief description or what first impressions will likely suggest. They’ll challenge you initially, as they are used to having a monopoly on space. You’ll likely have to repel their raids and decide whether to focus on destroying them or accepting their terms to some degree in order to negotiate a peace. They do know more than you about the galaxy, if you’re willing to pay their price.
There are also creatures of unusual size and origin that exist in space and travel between the stars. Their origins are for you to discover, but you will find them a significant obstacle to expansion in some systems and a navigational hazard in others.
Here we can make out a Gravillex in the distance which has just missed slicing open a fleeing Human Frigate with its energy beam weapon. These are remarkably aggressive creatures that did not exist in the “Ancient” galaxy, but are now found in significant numbers, often feeding on stars for their energy. The type of star they’ve been feeding on also has a significant effect on how dangerous a given Gravillex may be.
Here’s an Ardilus, normally a much more passive denizen of space that is usually found around gas giants. Beware though, as it is quite territorial if you come too close as this Mortalen Escort just discovered.
There’s also the dreaded Vordikar, but it’s quite stealthy and the last three exploration ships we sent into the asteroids to find one for you never returned. I promise we’ll show you one in a future diary.
Beyond all this though, we have an expanded “Main Story” as well as a “Faction Story” for each of our playable factions (Humans, Ackdarians, Mortalen, Haakonish, Zenox, Boskara and Teekan). This is a major effort above and beyond anything that Distant Worlds: Universe had, involving the creation of a new story and event system which allows us to do much more than we could in the past, including event and story choices (and this is all also open to players and modders who wish to tinker and use the system for their own stories).
Each Faction in Distant Worlds 2 by default represents a certain playstyle. For example, the Mortalen are “Disciplined Warriors” which means that their faction story and faction victory conditions will tend to reinforce that playstyle and reward playing them in that way. While the Main Story will reveal some information about the Ancient galaxy and what happened in the past, each Faction Story will reveal more about the specific background and events that involved that faction, as well as giving the player a great chance to be the first to find some truly unique and rewarding locations. By playing through all the faction stories, the most complete account of the Ancient galaxy can be pieced together.
As an example, here’s a shot taken in “cheat mode” showing a small selection of some placed main and faction story events across a section of a generated galaxy, on top of the normal hidden bonuses, ruins and discoveries. Each of those little labels indicates either a single even or the initial trigger for an event chain. Of course, you won’t have this cheat view to guide you in your own galaxy, but if you explore well and boldly, you should have plenty of good stories to tell!
As always, we want to let you play the game your way, so in the galaxy setup you can choose to enable or disable pirates, space creatures and the main and faction stories, as well as tailoring the amount and strength of pirates and space creatures. You can also disable faction victory conditions and change the government and play your chosen faction in a different way. We look at the galaxy as your sandbox and want to give you the tools to make sure it’s setup the way you would like it to be.
I hope this shed some light on the Distant Worlds 2 galaxy and what your own Distant Worlds story might be like. I’ll be back in a couple of weeks with a new Developer Diary for you all!
Pose editor improvements: + Save/Load pose settings in the timeline + Transition time + Now you can create your own animations on the base of pose editor
Crossroads Inn Anniversary Edition - Błażej_Klabater
Greetings Innkeepers,
Today we have another news pack for you. This time it’s about the upcoming events, but also a few details about the first and upcoming DLC of the Season Pass 2.
Recently we delivered to you some game-changing fixes - followed by the patches and hotfixes based on players’ reports and comments. Polishing was made, and you noticed another snag preventing the in-game progress, so let’s begin with the first and significant announcement.
= Patch 4.0.3 =
Many of you provided us with the information that there are some errors with taking the loans in the first Act of the campaign. Thank you for this feedback - it happened that the previous fix led to another muddle, so, within tomorrow’s patch there comes the fix:
Fixed an issue that could prevent the player from taking a loan in Act 1
Mostly, however, this update is to finally deliver the first content of the promised Season Pass 2. For those, who haven’t seen the recent update, the DLC coming tomorrow was inspired by our newest game The Amazing American Circus and it’s going to bring three new characters: Juggler, Clown, and Strongman to the game as well as a new item - performance stage. Read more about the upcoming DLCs and see their roadmap on the Season Pass 2 Steam card.
Last, but not least, we have two festive announcements to be made. Here we go:
= Free Weekend and -60% discount =
Those players who haven’t taken their steps in the land of Delcrys yet will have a special chance to build their first fantasy tavern. Crossroads Inn Anniversary Edition will be available for free starting tomorrow, August 5th, up until Monday, August 9th. New players will be able to access the game free of charge and if they’ll decide to spend more hours in-game they will be able to get the game with a 60% discount. The progress made during the Free Weekend will be kept.
As always, thank you for your involvement. Your feedback, be it negative or positive, is a valuable source of information and gives us a hint on what’s going on.
And finally, it’s also worth noting that the team responsible for fixing the game, utilizing your scrupulously provided feedback is mostly independent of the ones responsible for the DLCs - which results in giving you both, the continuous fixes and the promised extensions to the game.