We finished the game, we just need to fix the little things and start testing. The game will take part in the upcoming Steam Next, where you can play a demo, and the release itself is scheduled for October 11, 2021. More news will be closer to the release, and here's the trailer, if someone has not watched it yet:
We've been busy fixing everything sent our way and now it's time to help us test! Please test away and report any bugs on our Discord channel if you want to help! Thank you for your support, and for playing Legend Bowl!!
📢 Thank you to everyone for reporting issues and bugs from this last update!
Patch Details
Player reaction times much improved based on CPU agility, speed, and skill.
Fixed memory leak issues and improved performance across the game.
New rookie indicator added to player UI screens.
Replays now have a setting to turn on or off in case you're having issues with performance and want to disable it.
Added code to help prevent freezing bugs in game.
Fixed balls flies past punter issue... hopefully!
New colors eye and hair files.
Field goal and punt kick meter doesn't allow you to continue pressing power button after releasing it for the first time.
Drive Summary popup moves in sync with field stats popup now to avoid jerky motion.
Fixed issue where career would not allow for saving when watching a CPU vs CPU game.
Locked down menu inputs when confirmation popups are open.
Removed empty advertisement banners from non-stadium locations.
Loading screens added to various screens while game performs tasks in the background.
Fixed settings menu issue where it wasn't showing the correct menu items as you scroll sometimes.
Updated some player sprites that were using old ball with laces.
Renamed "Auto Skip" to "Huddle Skip" to be more explicit.
Misc bugs and fixes.
If you experience any bugs or issues please report them here or more preferably in our Discord where you can chat with the community, report bugs, or give feedback on the game.
As always, if you've enjoyed the game so far and like what you're seeing out of the game it would be great if you can leave a review on Steam!
The beta for our latest feature arc -- Palladium Reef / New Chargen -- has arrived. The patch is unpolished but very functional; the full release is likely to come in the next few weeks. Here is an incomplete list of patch notes.
NEW LATE-GAME REGIONS
Added two new late game regions: Lake Hinnom and the Palladium Reef.
Added a new village, the Yd Freehold, with several new NPCs.
Added new creatures: svardym hatchling, svardym jut, svardym scrounge, svardym eld, prism perch, white esh, quatravolt glider, trining lamprey, giant clam, reef hermit, plasma jelly, kaleidoslug, enigma snail, junk dollar, tongue tyrant, sultan croc, star kraken, galgal, and slynth wanderer.
Added a new side quest (partially implemented). It's up to you to figure out where to get it.
Expanded the Rainbow Wood and configured it to include dynamic sites like villages, ruins, and lairs.
CHARACTER CREATION AND UI
Entirely refactored the character generation sequence to be much more sensible, highly moddable, and use an all-new, responsive, fully keyboardable AND mousable UI.
Added nine new preset character builds. These are designed to help new players get started, but they're also fully customizable.
Added two new game modes (these were already live on the beta branch):
Roleplay Mode - checkpointing at settlements
Wander Mode - checkpointing at settlements, no XP for kills, bonus XP for discoveries, creatures begin neutral to you
Made several enhancements to the new UI.
[Modding] Added a new, highly-extensible data file, EmbarkModules.xml, that drives character creation.
Added new cybernetic implants: tibular hydrojets, optical multiscanner, magnetic core, skin glitter, stasis projector, crysteel hand bones, and [redacted].
Added three new item mods: snail-encrusted, nanon, and fitted with beamsplitter.
Added two new liquids: algae and sunslag.
Added a new gas: plasma.
Added a new type of cybernetic implant merchant: gutsmonger. There's one guaranteed in the SE corner of the Stiltgrounds.
Added organ markets.
Added a whole bunch of new furniture.
Added a whole bunch of new tile art.
OTHER CHANGES
Made significant visual enhancements to the world map.
Gave several existing merchants cybernetic implants as wares.
Gunslingers now start with Akimbo instead of Weak Spotter, and they start with much more ammo.
Water Merchants now start with Short Blade.
Modified how plant-based cooking effects work.
Changed salt krakens behavior.
You can no longer disassemble non-takeable furniture.
Soup sludges now appear in dynamic encounters.
Added Omonporch and the Yd Freehold as landmarks.
Village ovens can no longer include psychal gland paste.
Morphotypes now show up in the character sheet.
[Modding] Added three new body types for clams, jellies, and starfish.
[Beta] Added a wish for late-game testing: reefjump.
If you're interested, come help us test! Our focus right now is on broad scale testing: big bugs, big balance issues, and big UI issues. Here's a thread for feedback.
To access the beta: right-click on Caves of Qud in Steam, select Properties, click the Betas tab, and switch to the 'beta' branch.
Hello folks, The Baron here with another little bit of Dungeons news, and some updates on what KospY and the team have been working on as we enter the endgame stages for U10 release.
The biggest activity around here has been coding work, arguably the most important work but makes for the least exciting news! This is the kind of stuff like optimization, performance fixes, and bug-fixing whack-a-mole. However one exciting breakthrough has been another major optimization that gives a good performance boost, where only engaged enemies with the player will count towards physics strain. This change should be imperceptible, but will allow more NPC on screen, something that a lot of player should like, as well as modders ːsteamhappyː
Dungeons work continues and we are finalizing the rooms we have for U10. As mentioned in the last news, there won't be as many rooms in the U10 build as we intend for the final game. We were hoping that by 1.0 release we will have double or even triple the amount of rooms that are included in U10, as well as adding more content in them for the incoming progression mode in U11/12 (interactable stuff, loot, etc...). We are actively adding to the Warpfrog team to help with this workload.
It's nice to finally be able to show off some pictures, because some people were apprehensive that "Dungeons" would mean boring underground corridors upon corridors, but that's definitely not the case, the Dungeons rooms are hand-crafted and even include some outdoor "rooms" (albeit enclosed areas).
There is also a mix of castle-like indoor structure and cave systems (also hand-crafted). The intended goal here was to give the player a sense that they are really exploring some old ruin and grounds that sprawls over an area as opposed to feeling like a self-contained indoor location. A pretty far departure from the familiar B&S arena type gameplay, but we want it to feel like an adventure!
Dungeon enemies are still being tweaked and worked on; we are getting there, but don't expect any crazy AI for now as we still have much to do to make them react realistically to all the interactions a VR player could do in B&S (telekinesis, spells, touching etc...). Stealth is possible, but as we said in a previous news, don't expect any level of polish of a stealth-focused game, (especially in U10!) as the main focus will remain fighting.
On this point, we did some improvement to combat, and you should sense an increased difficulty in hard mode, as AI dodge more often, have some new attack animations, and finally have learned how to hit you better. ːsteamdeadpanː Dungeons will have 3 difficulty levels to choose from, with the easy mode being closer to the difficulty of the current AI difficulty of U9.
We still don't have a release date for U10 but we will surely release a trailer for it, so you will know as soon as we know. So with that, I'll wrap up here for the day and leave you with a little patented Baron Sneak Peek. Cheers!
Although half a day later than expected, Vilset is available in Early Access!
Thanks to all those who have waited for years and who have had to endure the last few hours. Now you will have to wait some more time before the game is balanced, completed and released to full version. I hope for your help with this.ːsquirtoohː
Unfortunately, I still didn't have enough time to finish all the features that I would like to add already in Early Access, so a very early alpha version awaits you.
And yes, there was a slight problem with the translation, but it will be added in the next couple of days, in case I don't oversleep the next day. ːpandastunnedː
A fantastic gameplay review from the German youtube superstar, Paluten
We were shocked to see a 4M follower guy found our game interesting. Thanks Paluten! :) Watch this video as it gives a very good picture about the game. Only thing I was frustrated aboutt is that he didn't realize he needed to do the RED TRICKS (shown at the bottom) to complete the levels :). But I was very happy to see someone "feeling the game" and not only awkward random throws. We know that game is not easy for first, but that's the price for the flexibility to throw those knives in any way - which can be achieved by practicing. Knife throwing is not easy and we keep feeling that it is the right thing for the game in the long run. We focus on interactivity, freedom, and replayibility - and our throwing system serves these things better.
A new update is coming soon!
In a few days we will have a new update with improved graphics, more stable replay system, fixed online connection and a lot more so keep those wooden eyes open!
We have just published another update for the GOO2 beta to fix some known issues. Thanks to all players who helped report or discover these issues:
[ v2.0.68 ] • ADJUSTED: Skybox on Whiteout region. • FIXED: Skills resetting on some player accounts. • FIXED: Vulkan region crashes. • FIXED: "Jittery" sprint on clients. • FIXED: "Jittery' aim on clients.
If you have any issues please reach out directly via Discord, Twitter, Support Email. Thank you!