Since the first preview build for the Steam Festival in June we have made great progress and your feedback has been very helpful!
Our huge leap into the unknown with a different engine and our unique new UniversEdit framework demanded a lot of preparation work and scaling the company during difficult times. We had planned to get to the current state of the game a bit earlier but all the groundwork is now starting to pay off and things move very fast at this point.
We don’t feel like the game is quite ready yet however and we want to give you a high quality experience from the start that does not feel “too early”.
As such we have decided to slightly delay the Early Access launch to get things running as smooth as possible and include as much content and polish as possible.
As new for the Early Access launch on Steam we have determined the 29th of September
Until the Early Access launch we will gradually invite more people to the closed Pre-Alpha, however it will stay limited access until the Early Access launch. The invites will be announced in the community Discord!
More info's and reveals are coming in the meantime! Thank you for your patience! - Shrike, Taro and the Team
We are pleased to announce that on August 13, in honor of the opening new anniversary LX season of the Arena, the traditional Great Battle for Territories will take place.
Anyone who is ready to defend the honor of his union, we are waiting on the lands of Irselnort!
Schedule is here: US-Sapphire - 20:00 PDT EU-Emerald - 20:00 CEST SEA-Pearl - 18:00 CEST BR-Tourmaline - 02:00 CEST (next day) RU-Amber, RU-Topaz, RU-Ruby - 18:00 CEST
Rewards: 3 taken territories: - increasing of resilience, physical and magical strength by 10% - increasing of arena points gain by 10% 2 taken territories: - increasing of max HP and energy by 10% - increasing of arena points gain by 10% 1 taken territory (or 2:2): - increasing of HP and MP regeneration by 30% - increasing of arena points gain by 10% Incentive prize (0:0; 0:1; 0:2; 0:3) - increasing of physical and magical defense by 10%
All bonuses may be summarized, except for the incentive one. Rewards will be active for 3 days.
Today we’re back with another dev diary, and the topic at hand is the feature improvements coming to the Traditions system. Back in dev diary 214 when we announced the Lem Update and the Custodians Initiative, we also talked about how to make Selectable Traditions.
Selecting your Traditions
We know there’s been mods that have extended the amounts of traditions for some time now, and we also know that it's something that parts of the community have been asking for as well. For us, Traditions have always been an important part of customizing and specializing your Empire during play, and although we of course like giving players more customization options, we also need to maintain a balance. We didn’t simply want to keep adding new traditions without having the UI support it well, and we didn’t also want to give players too many options right away, which can lead to Choice Overload. We felt like it was a good time to review the Traditions system, because we wanted to add a few more Tradition Trees, and open up the avenue for doing more of that in the future, where it makes sense.
Let’s dive into the changes, and keep in mind that nothing is final and there’s missing art. Feedback is still very welcome though.
We are improving the traditions system so that you are no longer locked to the same set of 7 traditions (with some swaps), but you can rather pick which Tradition Tree you want to go into one of these 7 slots.
All the Tradition Trees currently available to the United Nations of Earth.
Some of the Tradition Trees, that were previously swaps of other trees (like Adaptability being a swap of Diplomacy), are now their own trees again. This means that Adaptability, for example, is now available to all non-machine empires. Synchronicity is still mutually exclusive with Harmony (one will appear if you are a gestalt empire, the other if you are a regular one). Versatility is available to all machine empires.
Changes to existing Traditions
Other than allowing you to select your own Traditions trees, we’ve also changed some of the traditions within the existing trees. Let’s take a look at some of those changes:
Domination
Judgment Corps: no longer increases crime prevention, but rather makes your Enforcers produce 1 Unity.
Finisher: no longer provides +1 monthly influence, but rather increases +10% ruler output for regular empires, or +10% admin cap for gestalts
Diplomacy
Open Markets replaced with Diplomatic Networking: Embassy pacts now produce 3 Unity
Secure Shipping replaced with Eminent Diplomats: Diplomatic Acceptance increased by +5, and your Envoys that are Improving Relations have a 1% chance per month to gain a Favor from the target empire.
Insider Trading replaced with Trust or Bust: Trust Cap +50, Trust Growth +33%
Finisher: no longer increases Trust Cap or Trust Growth, but rather increases Diplomatic Weight by +10% and +1 Envoy.
Harmony
Mind and Body: now also increases Leader Skill Cap by +1
Kinship: effect on demotion time buffed from -50% to -75%
Bulwark of Harmony moved to Unyielding, replaced with Harmonious Directives: +1 Edict Cap
Supremacy
Adoption: no longer increases Starbase Cap by +2, but instead increases Naval Cap by +20
The Great Game: old effects removed, now increases damage done to Starbases by +20%
Prosperity
Finisher: no longer provides Merchant Jobs per Pops on a planet, but rather increases Stability by +5.
New Tradition Trees
We are adding 3 new Tradition Trees to the game: Mercantile, Unyielding and Subterfuge. Unyielding and Subterfuge are currently unlocked by Nemesis, while Mercantile (originally supposed to be unlocked by Megacorp) is available to everyone. The reason being that we wanted to see how it felt to have the Trade Policies unlocked through this tree. It will therefore no longer be possible to convert Trade Value into Energy + Consumer Goods/Unity unless you have the (3) Adaptive Economic Policies tradition.
New art is still coming in.
Mercantile (Free)
Adopt: Starbase Collection Range +1, Trade Protection +5
(1) Trickle Up Economics: Clerks provide an additional +1 Trade Value
(2) Commercial Enterprises: Commercial Zones Building now provides 1 Merchant Job.
(3) Adaptive Economic Policies: Can convert parts of their Trade Value into Unity or Consumer Goods
(4) Marketplace of Better Ideas: increases trade value by +10%
(5) Insider Trading: moved from Diplomacy Traditions, -10% Market Fee
Finisher: increases trade value by +10%
Unyielding (added to Nemesis)
Adoption: Starbase Cap +2 and Starbase Upgrade Speed +50%
(1) Resistance is Frugal: Stronghold buildings now produce 3 Unity and Defense Army Health is increased by +33%
(2) Never Surrender: reduces Planet Bombardment Damage by -25%, war exhaustion by -25% and increases hostile claim costs by +25%
(3) Bulwark of Harmony: moved from Harmony Traditions, effects are as before
(4) Fortress Doctrine: increases the Hit Points and Damage of Starbases and Defensive Platforms by 33%, and reduces the upkeep cost of starbases by -20%
(5) Defense in Depth: increases Starbase Cap by +2 and reduces Starbase upgrade cost by -50%. In addition, owners of Nemesis will also increase Hostile Operation Difficulty by +4 for the Sabotage Starbase Operation.
Scientists of Zone announced the hunt for artifacts! For the purposes of the scientific experiment, only artifacts of the "alpha" group and only the pickups are counting; all the collected artifacts stalkers are free to use as they want.
Only the first pick up of an artifact from anomaly is counting, while artifacts that stalkers themselves threw doesn't count.
The following artifacts of the "alpha" group are of interest to scientists: Screen, Pillow, Shield, Resin, Antigrav, Stabilizer, Vezuvius, Haze, Heater, Conductor.
Stalkers of three servers (RU, Steam PvP, Steam PvE), who will make the most pickups from 00:00 on 14.08 to 23:59 on 15.08 (Moscow time), will receive prizes:
"Night Wolf" Backpack (30 days) Subspace Store (7 days) Old Stalker's Journal (14 days)
The first 15 stalkers in the top will get special prize: Syringes with Cure for Sporosis (box) "A-Zone" Pin - 45 pcs.
Thank you for your continued support and patience, and thank you for taking the time to report bugs and give suggestions! <3
Tweaks:
The Chest reward from defeating a Keeper enemy will now be unlocked
Key spawn chance increased. Chances are further increased on later floors
When you enter the Lobby, the game should check for all achievements and call Steam to set achievements already achieved (this is for when Steam loses your achievement data)
Bugfixes:
Overflowing Goblet should no longer appear twice in a run
Gathering should now have "Once per battle" correctly
Impulsive Swing Exhaust should now deal stun damage correctly
Exhaust charge details should now be hidden on battle end
You should no longer be able to replace a spell when adding a new spell
Today we are very pleased to announce that Martha Is Dead has won two awards as part of the Game Connection x Chinajoy 2021 Global Game Development Awards!
Martha Is Dead was nominated and won the award for “Best Story / Storytelling” in a game, however was ALSO given the peoples choice award for the event!
We are very proud of the team at LKA, and the excitement around Martha continues to show they are masters of their story telling craft that began with The Town Of Light, and continues to grow. We can’t wait to share more Martha news with you, and as part of our celebrations, released some brand new screenshots for you to enjoy!
Additionally – you can learn more about Martha is Dead in this excellent preview from Eurogamer
Add Martha is Dead to your wishlist here to stay up to date!
- New difficulty mode "Relaxed". The time limit in levels has been removed to allow for more stress-free gameplay sessions. - Fix on stage 4-13 where a jump bumper would not work in some cases. - Added missing collider in stage 1-4. - Fixed animation issue when using grappling tongue the same frame Sami transitions back to its Idle animation. - Fixed issue where Sami would not hug a wall if the jump button is being held down. - In stage 3-7, changed rotating bumpers so they reset to the same position on stage restart. - Fixed issue where pressing the jump button the same frame the tongue starts grappling could cause a jump bigger than usual. - Fixed a couple of wrong interactions when entering a pipe using the grappling tongue. - Fixed collider issue in stage 2-s1. - Fixed issue when pressing the stomp button the same frame that Sami hugs a wall would cause the stomp to stop working. - Fixed a couple of issues related to Speedrun mode. - Fixed achievement unlock. - Enemy position change in stage 4-11.