Modify the image on the home screen New mode: Free mode (in continuous development of its own content) Added a new item type: weapon Fixed console error caused by missing combat plugin Added old garage side land lease and purchase Removed incubation greenhouse, added block car shop New easy Walking Vehicle (unfinished) Adding new homes: Vacant homes 102 Changed the trigger mode for gangsters after a gang incident Fixed bug WHERE pet house could not tell that the old garage had been renovated Add more electric donkeys in the western business district of Yinhe City Added 3 usable weapons Add a new hotel in the western business district of Yinhe City (new content to be added) - Added an armory center in Vostochny (currently a basic weapon shop) Fixed an issue where the piano could not detect character information Added pet shop house music - Reworked the late sleep compulsion system (some content to be added) Redo department store part-time work hours judgment Completed the renovation of the old garage related content Modified pet dog combat skills to be available in combat Story mode reworked (added opening story and a small amount of chapter 1 content) Note: the mission system will be reworked in Beta2 The city hall rework has begun, temporarily canceling the plot of the encounter with the mayor's daughter Remove virtual currency mining and greenhouse cultivation content New Get-Rich-quick mode (optional) Fixed an issue where novice teaching affected normal play - Fixed bug Mc-117634 - Avatar display error for sleep alert (2014 script opening) Fixed name display error after character training (2014 Script opening) Fixed a problem where hotel accommodation, rental/purchase cost was 0 (new save required) Story Mode Opener (2014) Characters will add some basic random skill attributes Adjust the original rent/hotel trigger after the repayment story New preset deployment option in Free mode (fixes some known issues in previous version) Added content related to old garage conversion A lot of behind-the-scenes tweaks and implementation Fix other known problems and add some details Note: Beta2 (fresh start) will add more main quests and other content from chapter 1
This update brings a host of quality of life improvements and addresses user feedback that we've received in our various channels! There's so much going on we're going to highlight some of the biggest changes! Read on!
Every day we see more streamers involving their audience through games of Trivia Tricks. We've been compiling the main points of feedback from these streams and this update is aimed at addressing them. Here are some of the headlining changes, but there's even more in the detailed list below!
The top 3 Twitch users who answered correctly in your chat will now be displayed at the end of a game! Who's the smartest member in your community?
Twitch users who answered a question correctly are now shown in a '5Heads' section at the bottom right corner of the screen
You can now select a question timer of 30 seconds. Try choosing this if you have a long stream delay with Twitch! Additionally, when playing with Twitch Chat, the question timer for bosses is automatically increased from 20 seconds to 25 seconds.
We're always thinking of ways to make Trivia Tricks more user friendly, and we thought this was the time to address some of that feedback! Some of our bigger changes in this update are...
You can now join any in-progress online game without needing to take over an AI!
AI players in 'Co-Op Vs Boss Mode' will now be better teammates by being more willing to trust their human friends and follow their answer if they are unsure.
Added a number of 'smart prompts' that will guide players we detect making common first-time user errors.
A number of visual tweaks that will make certain game events clearer. For example the 'Updated' text above categories now bounces and the 'Join chance round' text now flashes.
Our AI Character Contest came to a close recently and winners have been chosen! Meet 'Zoopy', 'Giovanni' and 'Gustav', with congratulations to the Discord winners: 'The First Note of Mambo No. 5', 'Noctua Spell', and 'Toasty' respectively!
This update also brings three additional cosmetics to the character creator that were direct suggestions by our community! The 'Bread' accessory, 'Spilt Noodles' hat and the 'I Love Trivia' shirt! Want your ideas in Trivia Tricks? Join our Discord and let us know what you think!
Lastly, Summer is coming to a close and as such our Summer Splash event has now finished! Thanks to everyone who took part and we hope you enjoyed our little island getaway. While the missions are leaving, Summer herself will be remaining as a permanent boss character, alongside any cosmetics you've earned. We've appreciated the warm response to the change of stage location and hope to find a way to have Isle de Trickster return in the future...
Phew! Those are just some of the changes that are coming alongside version 0.9.4.2! Interested in the full changes? Read on!
You can now join online games that are in progress that have no AI slots! Previously you could only join an online game that had started if there was an AI player to take over, but now you can join games regardless!
You can now select a question timer of 30 seconds.
3 new community suggested items have been added to the Character Creator! The 'Bread' accessory, the 'Spilt Noodles' hat and the 'I Love Trivia' shirt!
The winners of the AI competition have been added into the random pool! Meet 'Giovanni', 'Zoopy' and 'Gustav'!
The AI now have a chance to follow the human player answers in 'Co-Op Vs Boss Mode'. They may also change answers to the human answers if they had already answered but were unsure.
If you've been struggling to beat Summer in an Offline 'Co-Op Vs Boss' game for the achievement, try again with these changes!
'Game is full' dialog boxes have been updated to remove the mention of AI
The top 3 Twitch users who answered correctly in your chat for that game will now be displayed at the end of a game.
Twitch users who answered a question correctly are now shown in the bottom right corner of the screen rather than flying across the screen at the end of a question. This is much more readable and hopefully solves some bitrate issues!
You can now select a question timer of 30 seconds. Try choosing this if you have longer stream delays with Twitch!
Going against a boss with your Twitch Chat? The timer will automatically set itself to 25 seconds instead of 20!
When playing as a Twitch user, trying to answer with '1/2/3/4' while 'A/B/C/D' is visible will no longer count as an answer and vice versa. This is to aid streamers with longer stream delays, as their viewers would sometimes answer the next question by mistake.
The Twitch answer breakdown chart will now show '1/2/3/4' if the Twitch users had to answer using '1/2/3/4', rather than always showing 'A/B/C/D'.
After answering 2 questions with the mouse the game will inform the streamer they can answer discreetly with the 'WASD' keys.
Some connection error messages have been updated to be clearer of cause.
Added over 30 additional questions, the vast majority suggested by the Discord community! Thank you to everyone who has suggested questions so far!
Some now-outdated questions have been updated due to developments in the modern day.
Fixed some typos and cleaned up the wording on a variety of questions. Thanks to all of you who took the time to report these to us directly!
Added a prompt to help players who may be trying to add players in the wrong places.
Added a prompt to remind players they can answer discreetly with 'WASD' keys if they are playing with any local, remote or Twitch players.
The 'Updated!' text above the categories button now animates when the categories have been changed to make it clearer when they have been changed.
The 'Press A/Space to Join Chance Round!' message now blinks to stand out more to new players.
You can now vote to skip dialogue by mouse, just click the bottom right skip button!
The message users see when they try to play online but do not have Steam running has been updated to suggest users check their Firewall/Anti-Virus if Steam is currently running on their computer.
The lobby camera is now the same regardless of if the lobby is currently in 'Standard' or 'Co-op Vs Boss' mode.
The Chance Ball Machine is now visible in the lobby if playing a 'Standard Game' regardless of whether Chance Round has been enabled.
At least one Easter Egg! Sneaky!
The Summer Splash event has now ended.
Summer Splash cosmetics are no longer purchasable in the character creator, but you will keep any purchased cosmetics!
Summer Splash missions are no longer shown on the main menu, but you will keep any earned cosmetics!
Summer remains as a permanent boss character.
The stage is back to normal, but Isle de Trickster will hopefully return soon!
Fixed a bug where full lobbies were not shown in the server browser.
Fixed a bug where the Room Code search wouldn't find new lobbies that had been created since the last 'lobby search' was ran
Fixed a rare crash that could happen when leaving lobbies.
Fixed a bug where closed lobbies would sometimes still appear in the server browser until the host fully closed Trivia Tricks
Fixed a bug where bosses' cry emote particle appeared incorrectly.
Added various fixes to Podium name plates sometimes disappearing mid-game or not being visible.
Fixed a bug where, after playing a 'Co-Op Vs Boss Mode' game, the 'games played' achievements would not unlock until a 'Standard Game' was played or Trivia Tricks was restarted.
Fixed 'Unlucky Kitty' unlocking when the winner was announced, instead of when the loser is first shown.
Fixed a bug where, if both a keyboard and controller player were on the same device, the 'Press A/Space to Join Chance Round' message wouldn't alternate its shown input.
Fixed a bug where, if you couldn't join a game on the server browser due to it being full, it would inform you that the 'game had already started'. This has been fixed to inform you that the game is full.
Fixed cases of text in dialog boxes overflowing.
Fixed a bug where the podium did not turn its light off if you got the 1.5x ball in Chance Round while on negative points.
The 'Joining soon' message has been adjusted to better suit higher resolutions.
Please let us know what you think on our Steam Discussion Forum or join our ever-growing Discord. Thank you for following Trivia Tricks!
Ahoy, mateys! Patch 1.4.9 is out, adding a new naval map, The Cauldron. Further changes include: - New monster, the Toad
- Minimap markers for important characters and exit points
- Map overlay of Act III is finished
- Revamped ending cinematic conversation for The Pit of Souls. Should be way less confusing. - New sounds for lizard/snake pain, Crazed Zombie death; updated fireball sounds - Powder pickups now give more powder depending on the monster level - Tonic now gives same amount of stamina as life - Liar's Dice area is now visible in game - Changed Easy difficulty modifiers to 75/75 instead of 70/85 - Decreased level requirement for Strange Egg minion drop chances - Updated sprint hint message - 2 new ship types - Layout and encounter changes on some maps, especially the Sinking Fort and Forsaken Valley maps - Implemented ship crew factions (e.g. different textures and hats for mughal ships)
- Using mouse scroll when holding fiddle or bottle now switches to last weapon - Exiting is now done with Use key instead of pressing a button - Made Skeleton Captains slower - Repeaters now have the same reload time and pattern as pistols Fixed: Cinematic on The Sinking Fort is now skippable Fixed: World messages that were active at the moment of saving are now respawned on loading Fixed: Shield is displayed on ammo panel despite having 0 ammo Fixed: Boulder hurt sound is no longer inherited from elephants Fixed: the New Game menu now resets the name Fixed: lifebars are no longer displayed in menu Fixed: Key binding for dodge/sprint is now called "Dodge/Run" instead of "Run" Fixed: Ship Z position was not applied on game state loading Fixed: When a ship is captured, destination is now reset
That's about it for now. The next update should wrap up Act III. I'm planning something special for Act IV, can't wait for you guys to try it. Until then, take care!
Played the demo? Saw the trailer? Have questions? We're here for you!
We're doing a developer Q+A for Cantata tomorrow, August 29th, at 10AM EST, to answer whatever questions you have about the demo, Cantata's future plans, faction balance, etc.! Join us on the stream and bring all your questions!
The studio, based in Italy, was founded by 4 people: Marco Agricola, Fabrizio Zagaglia, Manuel Labbate, and Gerardo Verna. The four of them form the core of Trinity Team studio, but at least 17 people worked on the project in total.
To introduce you to the history of The Darkest Tales, we asked Marco Agricola a few questions, and here is what we have learned.
Tell us more about Trinity Team. Where are you located, how many people do you have, and how long have you been making games? Trinity Team, a company established in January 2017 by the four founding shareholders, started its journey in 2015 with the release of the free demo for "Schiaffi & Fagioli," a video game inspired by Bud Spencer and Terence Hill.
The title's success led to a collaboration with Bud Spencer Official and, following the Kickstarter campaign, the official video game, "Bud Spencer & Terence Hill - Slaps and Beans," saw international release on December 15th, 2017. As freelancers, we have been working in the video game industry for over 10 years.
In recent years, we worked on many different titles released on Steam and consoles, such as "Riot: Civil Unrest," "Albedo, Eyes from outer space," and the "Nicolas Eymerich: The Inquisitor" saga.
We have also worked on a number of educational games for kids, as well as software for the disabled and visually impaired.
Furthermore, we have ported a number of third-party games to consoles.
When did you first get the idea to make a fairy tale-themed game? What exactly inspired such a setting?
I started working on the game’s concept more than 10 years ago. Two things fascinated me at the time, with the first being just how such a cute toy as a teddy bear could instill courage and a sense of security in so many children.
I liked the idea of giving substance to this concept, envisioning the toy bear with its puny size and plump appearance fighting against those same monsters that haunt childhood nightmares, such as the monsters living under every kid's bed.
Secondly, I was thrilled by the opportunity to deepen the player's connection with their "inner child." We start out with fairy tales and then begin to appreciate films and literature of other genres, but somehow those characters we dreamed up when our imagination was at its most fervent remain important even as we go on into adulthood. It got me thinking... why not combine those old fairy tales with darker grown-up themes?
How different is the game right now compared to your original vision? Did you add lots of extra features? Which ideas had to be left on the cutting room floor?
The game's basic concept is over 10 years old, so, as you can imagine, it has undergone multiple changes even before we put the very first prototype together! While prototyping, several game-defining features were added, mainly the ideas which team members found entertaining to play around with, such as the grappling hook and the ranged combat system.
The plot has also seen a number of alterations. The characters evolved, following the scriptwriters' flights of fancy, gradually becoming enriched with new ideas while growing more and more detached from their original versions.
Is your protagonist a stereotypical hero or more of a collective image of his creators?
Teddy is a very particular character. He is a small and rumpled old teddy bear who has to fight against giant, terrifying, dream-devouring abominations. He might appear gruff, irascible, even sarcastic, but deep down Teddy just wants to save the one person he holds dear... and he will not hesitate to put everything on the line for them. You could say that Teddy is a mix between the kind of hero we all liked to imagine as children and the disillusionment we sometimes face as adults.
Do you have any plans to further expand the universe of The Darkest Tales in the future?
Yes, absolutely! There are tons of fairy tales yet to be explored! We have put many ideas aside for a follow-up full of surprises!
Have you enjoyed this short read? Add the game to your wishlist and subscribe to us on social media to stay up-to-date on the project’s news!
Thank you for your patience, please make sure to report Toxicity, feedback & suggestions in our Discord server using the following links. Discord Global Community : Zero Hour Official Discord French Community : Zero Hour France
It has been a while since the last update, but on the development side, it was everything except quiet.
The game now has more refined game architecture and design, moving toward a more unique experience. Most of the game systems are totally refined and improve further to adapt the game scalability easily.
Although it's great to make the fun stuff, it was really important to polish the "boring" stuff to solidify the game foundation.
Random points of new game stuff and systems refinement:
The gameplay shifted into crafting/buying almost everything, rather than things that are already there (Such as animal food boxes).
Buildings are not restricted by number, and their data handling is now more refined.
Saving is hugely improved and supports multiple saves, the saving will be based per environment/scene/building rather than per day, which means you don't need to wait for the next day to save your gameplay.
Largely improve the grid system, placing items/decorations is not restricted by certain place or height but will be some manual control for a better experience.
Implement better grid editors, easier to create an environment (It may be used for mods in the future)
A much better inventory management system, you will get more than item slots and equipment slots (Details coming later)
Improve performance mainly using the new grid system (Performance will be better optimized later, in the last "20%", but this point was crucial from the beginning)
With a more solid foundation, the game can better now proceed further.
I'm now in the middle of one of the most requested features during the demo, and hopefully will be ready for showcasing next Saturday.
Thanks for joining the journey, and have a great gaming day!
A new skill tree allows players to build the character as they wish, following a path between them and combining as they wish with their evolution points.
New Paths and Orders;
Hunter's Path that uses unique abilities like bows that deal a lot of individual damage from a distance. Path of Tactics that uses its leadership in combat to improve its war allies by managing combat providing bonus effects for everyone. Summoning Path that uses creatures from other planes to assist in combat with more abilities.
Primal Path that utilizes natural magic and controlling nature to its advantage and maintaining control in combat.
Reincarnation System (End Game);
When the character reaches its peak around 96 points of evolution, it can spend its life and reincarnate again with improvement of all its stats, being able to perform up to 10x this procedure.
Difficulty System (End Game);
As the character reincarnates the monsters' difficulty system will automatically be assigned, this applies in multiplayer mode to which everyone involved will be linked.