Fresh Update incoming!!! Check out new crew and features for The Captain is Dead!
U P D A T E v 1.3
The latest update brings the Medical and Weapons Officers to the main build, ready to heal injured crew while grumbling incoherently, and dispense smooth torpedo justice to any jive-talking alien spaceships lurking off your starboard bow.
You'll also notice the crew are a little... chattier than before, as the new banter system has been shaken down and integrated into the main release!
B O N U S
On top of this, brave space adventurers on the Beta Channel get TCID's answer to Chrisjen Avasarala, in the form of the no-nonsense Diplomat, whose mad negotiational skillz allow her to override alerts on other crew member's turns!
...and if the Diplomat's voice sounds familiar, that's because you'll have heard it in games like Mass Effect, Starcraft and Professor Layton. Bonus points if you can work out which characters!
F U T U R E
And stay tuned to the beta channel for more crew as soon as they are ready to rock. Over the coming weeks we'll be introducing....
Telepath - this master of mysticism can trade skills without the Comm System and absorb the unique skills of nearby crew.
Science Officer - want to upgrade your ship or frazzle away those pesky sub-space Anomalies? Then this crazy lady has got you covered!
...with more to come!
That's it for now. Have fun with the new crew! Sincerely, Dan Thunderbox Entertainment
I apologize for not posting earlier this week, I know some of you have been eagerly waiting to see more about the new upcoming game Chaos Chain, but I have been very sick and in bed most of the time until now. I am finally starting to feel better.
Anyways, today I only have one screenshot to show off a new QOL feature because I have only worked a half day today. Hoping to get more done tomorrow.
Floating Labels
This might seem like a minor feature, but in the past with my games, people have mentioned they don't always know or understand what they can interact with. I have always made it so that if you hover the mouse over something that can be used, hover text (labels) appear over top of it. Now, you will have the option to simply toggle them always on. It may get a bit cluttered on the screen in small areas from time to time, but I have the opacity lowered a bit from my other projects to allow better visibility and high-contrast text to be able to properly see the label itself.
I have added an option to the settings menu that allows you to permanently enable or disable floating labels - independently of the mouse. If you disable the feature, you will get labels when you hover over something with the mouse, but they will always be on if the setting is enabled. Some people tend to disable the mouse, but this change will still allow this feature to work.
Something else that is kind of visible in the screenshot is the red diamond over the door. This is just an indicator that I created (it pulses over time) to signify that an otherwise static environmental object (such as a door, trash can, etc) can be interacted with. Doors that can be opened to travel to another area have blue arrows inside of them as well.
That's all for now, thank you for reading. Hopefully, I can have more info and screenshots soon.
I apologize for not posting earlier this week, I know some of you have been eagerly waiting to see more about the new upcoming game Chaos Chain, but I have been very sick and in bed most of the time until now. I am finally starting to feel better.
Anyways, today I only have one screenshot to show off a new QOL feature because I have only worked a half day today. Hoping to get more done tomorrow.
Floating Labels
This might seem like a minor feature, but in the past with my games, people have mentioned they don't always know or understand what they can interact with. I have always made it so that if you hover the mouse over something that can be used, hover text (labels) appear over top of it. Now, you will have the option to simply toggle them always on. It may get a bit cluttered on the screen in small areas from time to time, but I have the opacity lowered a bit from my other projects to allow better visibility and high-contrast text to be able to properly see the label itself.
I have added an option to the settings menu that allows you to permanently enable or disable floating labels - independently of the mouse. If you disable the feature, you will get labels when you hover over something with the mouse, but they will always be on if the setting is enabled. Some people tend to disable the mouse, but this change will still allow this feature to work.
Something else that is kind of visible in the screenshot is the red diamond over the door. This is just an indicator that I created (it pulses over time) to signify that an otherwise static environmental object (such as a door, trash can, etc) can be interacted with. Doors that can be opened to travel to another area have blue arrows inside of them as well.
That's all for now, thank you for reading. Hopefully, I can have more info and screenshots soon.
I apologize for not posting earlier this week, I know some of you have been eagerly waiting to see more about the new upcoming game Chaos Chain, but I have been very sick and in bed most of the time until now. I am finally starting to feel better.
Anyways, today I only have one screenshot to show off a new QOL feature because I have only worked a half day today. Hoping to get more done tomorrow.
Floating Labels
This might seem like a minor feature, but in the past with my games, people have mentioned they don't always know or understand what they can interact with. I have always made it so that if you hover the mouse over something that can be used, hover text (labels) appear over top of it. Now, you will have the option to simply toggle them always on. It may get a bit cluttered on the screen in small areas from time to time, but I have the opacity lowered a bit from my other projects to allow better visibility and high-contrast text to be able to properly see the label itself.
I have added an option to the settings menu that allows you to permanently enable or disable floating labels - independently of the mouse. If you disable the feature, you will get labels when you hover over something with the mouse, but they will always be on if the setting is enabled. Some people tend to disable the mouse, but this change will still allow this feature to work.
Something else that is kind of visible in the screenshot is the red diamond over the door. This is just an indicator that I created (it pulses over time) to signify that an otherwise static environmental object (such as a door, trash can, etc) can be interacted with. Doors that can be opened to travel to another area have blue arrows inside of them as well.
That's all for now, thank you for reading. Hopefully, I can have more info and screenshots soon.
I apologize for not posting earlier this week, I know some of you have been eagerly waiting to see more about the new upcoming game Chaos Chain, but I have been very sick and in bed most of the time until now. I am finally starting to feel better.
Anyways, today I only have one screenshot to show off a new QOL feature because I have only worked a half day today. Hoping to get more done tomorrow.
Floating Labels
This might seem like a minor feature, but in the past with my games, people have mentioned they don't always know or understand what they can interact with. I have always made it so that if you hover the mouse over something that can be used, hover text (labels) appear over top of it. Now, you will have the option to simply toggle them always on. It may get a bit cluttered on the screen in small areas from time to time, but I have the opacity lowered a bit from my other projects to allow better visibility and high-contrast text to be able to properly see the label itself.
I have added an option to the settings menu that allows you to permanently enable or disable floating labels - independently of the mouse. If you disable the feature, you will get labels when you hover over something with the mouse, but they will always be on if the setting is enabled. Some people tend to disable the mouse, but this change will still allow this feature to work.
Something else that is kind of visible in the screenshot is the red diamond over the door. This is just an indicator that I created (it pulses over time) to signify that an otherwise static environmental object (such as a door, trash can, etc) can be interacted with. Doors that can be opened to travel to another area have blue arrows inside of them as well.
That's all for now, thank you for reading. Hopefully, I can have more info and screenshots soon.
I apologize for not posting earlier this week, I know some of you have been eagerly waiting to see more about the new upcoming game Chaos Chain, but I have been very sick and in bed most of the time until now. I am finally starting to feel better.
Anyways, today I only have one screenshot to show off a new QOL feature because I have only worked a half day today. Hoping to get more done tomorrow.
Floating Labels
This might seem like a minor feature, but in the past with my games, people have mentioned they don't always know or understand what they can interact with. I have always made it so that if you hover the mouse over something that can be used, hover text (labels) appear over top of it. Now, you will have the option to simply toggle them always on. It may get a bit cluttered on the screen in small areas from time to time, but I have the opacity lowered a bit from my other projects to allow better visibility and high-contrast text to be able to properly see the label itself.
I have added an option to the settings menu that allows you to permanently enable or disable floating labels - independently of the mouse. If you disable the feature, you will get labels when you hover over something with the mouse, but they will always be on if the setting is enabled. Some people tend to disable the mouse, but this change will still allow this feature to work.
Something else that is kind of visible in the screenshot is the red diamond over the door. This is just an indicator that I created (it pulses over time) to signify that an otherwise static environmental object (such as a door, trash can, etc) can be interacted with. Doors that can be opened to travel to another area have blue arrows inside of them as well.
That's all for now, thank you for reading. Hopefully, I can have more info and screenshots soon.
The Season of the Dryad has begun and Update 9.3 is live.
Check out all changes in game right now!
Seasonal modes in September
02.09. - 07.09. Banished
After mulligan Banish both players deck. Whenever a card appears in any deck, Banish it.
07.09. - 14.09. Double Down
Whenever you play a unit from your hand, play a unit with the same Provision Cost from your deck. Your starting deck is doubled in size at the start of the match.
14.09. - 21.09. Patience is a virtue!
At the start of your turn, transform all cards in your hand into random ones that cost 1 provision more.
21.09. - 28.09. Dual Casting
Once per turn, when you play a special card, spawn and play a copy of it immediately after.
28.09. - 05.10. Power Shift
At the start of the match, set the power of every unit in your starting deck to its Provision Cost.
Patch notes:
Update 9.3 introduces a lot of balance changes and adjustments across all factions. Other highlights of this patch include the Gascon leader model rework, and the return of Battle on Yaruga Bridge board and contracts. Read on the details of all changes below.
Changes
Gascon leader model visual rework
New Features
Reintroduction of Battle on Yaruga Bridge contracts, connected to Bridge on Yaruga Gameboard, that allows players to unlock more ornaments.
Gascon leader will be granting a new title, avatar and cardback that is unlockable by completing contracts connected to playing with him (That includes players that already own the leader).
Neutral
Arachas Venom: Provision cost changed from 7 to 5.
Elf and Onion Soup: Provision cost changed from 6 to 5.
Shupe's Day Off: Provision cost changed from 13 to 12.
Vigo's Muzzle: Provision cost changed from 12 to 11.
Dragon's Dream: Provision cost changed from 11 to 10.
Triss: Butterflies: Provision cost changed from 11 to 9.
Saesenthessis: Blaze: Provision cost changed from 11 to 10.
Ragh Nar Roog: Provision cost changed from 10 to 9.
Garrison: Provision cost changed from 10 to 9.
Primordial D'ao: Provision cost changed from 10 to 9.
Zoltan: Scoundrel: Provision cost changed from 10 to 8.
Colossal Ifrit: Power changed from 4 to 5.
Gaunter O'Dimm: Power changed from 5 to 6.
Vivienne: Oriole: Ability is no longer limited to units.
Manticore Venom: Provision cost changed from 9 to 8.
Trial of Grasses: Provision cost changed from 8 to 6.
Count Caldwell: Provision cost changed from 7 to 6.
Tempest: Provision cost changed from 6 to 5.
Ocvist: Power changed from 5 to 6.
Radeyah: Provision cost changed from 12 to 11.
Monsters
Ruehin: Provision cost changed from 11 to 10.
Desert Banshee: Provision cost changed from 5 to 4.
Caranthir Ar-Feiniel: Can now only copy Monster units with a provision cost of 10 or less.
Bloody Mistress: Provision cost changed from 10 to 11.
Kikimore Queen: Provision cost changed from 11 to 10. Power changed from 5 to 4. Armor changed from 2 to 3.
Plague Maiden: Provision cost changed from 12 to 10.
Werewolf: Power changed from 4 to 5.
Imlerith: Provision cost changed from 10 to 9. Power changed from 2 to 3.
Mammuna: Provision cost changed from 10 to 11.
Selfeater: Power changed from 6 to 5.
Kikimore Worker: Armor changed from 4 to 3.
Skellige
Udalryk an Brokvar: Now has the Warrior category.
An Craite Blacksmith: Provision cost changed from 5 to 4. Armor changed from 1 to 0.
Heymaey Spearmaiden: Power changed from 5 to 6.
Harald an Craite: Now damages self by 2 instead of the revived bronze warrior. Dev comment: This ability is more lore friendly for Harald and less likely to cause technical issues.
Crow Clan Preacher: Provision cost changed from 5 to 4.
Heymaey Skald: Ability is now locked to the Ranged row. Dev comment: Players can now play Skald in Melee row if they are worried that otherwise they would be forced to discard a good card.
Svanrige Tuirseach: Provision cost changed from 8 to 7.
Jutta an Dimun: Provision cost changed from 8 to 7.
Northern Realms
Coën: Provision cost changed from 7 to 6.
Odrin: Provision cost changed from 7 to 6.
Draug: Ability changed to: Zeal. Order: Transform all Human units on an allied row into Kaedweni Revenants without changing their power. Dev comment: Players will now be able to choose a row in which they want to transform their humans into Revenants.
Mad Kiyan: His Deathblow ability now resets his power.
Knighthood: Provision cost changed from 6 to 5.
Botchling: Provision cost changed from 8 to 7.
Kaedweni Revenant: Provision cost changed from 5 to 4.
Tissaia de Vries: Provision cost changed from 12 to 10.
Scoia'tael
Panther: Provision cost changed from 5 to 4.
Dryad Ranger: The damage from the Deploy ability changed from 1 to 2.
Ithlinne Aegli: Power changed from 5 to 6.
Sirssa: Provision cost changed from 8 to 7.
Nilfgaard
Ceallach Dyffryn: Provision cost changed from 7 to 6. Power changed from 5 to 6.
Menagerie Keeper: Provision cost changed from 5 to 4.
Vivienne de Tabris: Provision cost changed from 9 to 8.
Syndicate
Damnation: The target units no longer need to be adjacent.
Tinboy: Provision cost changed from 12 to 11.
Savolla's Frightener: Power changed from 11 to 12.
The Sausage Maker: Fee cost changed from 5 to 3.
Walter Veritas: Provision cost changed from 9 to 8.
Pugo Boom-Breaker: Power changed from 10 to 11.
Mutant Killer: Provision cost changed from 5 to 4. Power changed from 4 to 3.
Game Fixes
Huge half of card art will no longer display over the board sometimes.
Practice Makes Perfect and Ancient Foglet no longer trigger SFX when boosting by 0.
Brokvar Hunter and Elven Swordmaster now react correctly to units played from the opponent's graveyard.
Bridge Troll can now be target of its own Deathwish effect when triggered by Urn of Shadows.
Cat Witcher Mentor now correctly counts face-down cards when played.
Corrected the Berserk tooltip, which mentioned base power instead of power.
Viy and Dettlaff: Higher Vampire's Deathwish effects no longer ignore the Doomed status.
Dol Dhu Lokke's Order ability no longer ignores units with Immunity.
Thanedd Turncoat's cooldown now reacts correctly to more than 1 instance of Spying being applied at a time.
Rico Meiersdorf can no longer drop to 0 power when the enemy unit is killed on Deploy.
Ignatius Hale's Tribute cost will now update correctly in the tooltip.
Confession Extractor: Now has VFX indicating the source of the damage from the graveyard.
Selfeater now sets its base power rather than damaging it when using its Order ability.
Isengrim's Council will no longer terminate the match in a draw if there are no valid cards in the deck to choose from.
Practice Makes Perfect's tooltip now correctly reflects that the target allied bronze mage must be shuffled into the deck before being able to play a random bronze mage from the deck.
Artaud Terranova's tooltip now reflects that the Spawned unit is a base copy of the target.
Udalryk an Brokvar's tooltip now reflects that Zeal can only be gained on Deploy.
Adjusted the tooltips for both Bloody Mistress and Gernichora to reflect that they both keep their power upon transforming, to match the changes from the 9.206 hotfix.
This season is planned to end on October 5th, 10:00 a.m. CEST.
This is the last season that counts towards this year's GWENT Masters!
[QOL] added background support. Now the game won't stop if you switch to another thing. [QOL] Added a Visual option now to disactivate some explosions. Its binary, It goes from low to high.
[Balance] changed some maps, so now they will be more start friendly, specially the last ones.
[Balance] lowered the HP recovered for the green enemies. [Balance]Now enemies scale down speed as the waves goes on. ( 90% at wave 50, 81% at wave 100, 67% at wave 200.) [Balance]Now enemies scale more defense as the wave increases.
[Bug] fixed the Tips button on the pause menu. [Bug] solved an strange bug where the Extreme modes and Puzzle modes where interchanged when they unlock. Now they unlock as the should.
[Other] Changed the way the game calculates the letters. Now its ramps much higher in A and S ranks. The last ones where like ( 1024 A, 2048 S, 4096 SSS,) now it's like (2048 A, 4096 S, 20480 SSS). [Other] added a secret cheat mode u will see y. [Other] Optimized some code.
I'm working on supporting steam cloud and steam achievements and some other nice things. Also support Multilanguage. It will take some weeks, maybe a month. Also. I may add a tutorial, or rewrite the tips section. Thanks for all the support. See you next patch.
We're delighted to announce that we’ve recently reached our $12k Kickstarter milestone, as well as our 400 steam followers milestone! Do you know what that means? A new feature and character are going to be added to Republic of Jungle of course!
We want to thank everyone who’s supported our Kickstarter so far. It’s only been 3 days since our relaunch and we are on our 1st milestone already! What a week!
None of this though has been possible without our supporters. To show our gratitude, we will be implementing the promised "Streaming Features" which adds audience interaction mechanics, to make each ROJ stream a unique and fun experience!
We’ve also reached a very important milestone on Steam; we now have over 400 followers! To celebrate this milestone, we will be adding the wolf as one of our playable characters! Just look at his stylish 3-piece suit.
Follow us on Facebook and Twitter now to hear the latest gossip on the jungle vine and do support us on Kickstarter {LINK REMOVED}here. Also, please do join our Discord for updates and play with us!