With just 5 days left, the Project Warlock II Kickstarter campaign is entering its final phase. We thought it would be a perfect moment to update you on the progress the backers have made so far. And maybe you'll find something to your liking as well.
In the last 3 weeks, more than 830 backers pledged over €26.000. We would like to thank all the backers for their immense support and love for our game.
This is the last week of the campaign, so if you would like to join us on this wonderful journey head to:
Backers who support the game can get the "Backer" role on the Retrovibe Discord channel, Digital Early Access key for Steam, and - depending on the pledge level - can also receive additional items, such as: a boxed version of Project Warlock II.
Right now 175 copies of the physical Project Warlock II found their owners, which means that the €50 Flap Box will contain additional items such as: - a thicker manual, - a sticker, - a 32 page colour artbook, - a collector’s pin, - an 8GB Laser Rifle Pendrive
Now the item that's still waiting to be unlocked is the Steel Book that needs 20 extra copies of the Boxed Edition sold. And this is what it looks like from up close.
On top of the unlocked contents of the Box Edition of Project Warlock II there's also a couple of items you can order separately.
The three available are:
- A Project Warlock II themed mousepad
- A Project Warlock II Hardcover Artbook
- A terrifying Shambler
Apart from physical rewards, we invite the most generous backers to help us design various elements of the game, such as spells, guns, monsters, and even a Warlock and a level in the PWII. Those rewards are limited, and some of them are no longer available (shoutout to those who decided to show such an immense amount of support!).
So what can you design in Project Warlock II?
How about one of the spells in the game?
Not really in the mood? Prefer to have a hand in creating something more substantial? How about...
Now let’s talk about stretch goals we’ve set to show our appreciation to all of you, and we decided to add new features to Project Warlock II with each goal.
At €10.000 the Extra Narrative Illustrations reward was unlocked, meaning that you will see additional inter-mission artwork during your playthroughs.
At €20.000 Alternate Weapon Skins for the Warlocks’ arsenal were unlocked. This will give you a chance to swap around weapon skins and make every playthrough feel a little bit different.
At €25.000 you unlocked Enemy Boss Voice Overs, which will add an extra depth of immersion to our game. We already have amazing ideas, and we can’t wait to get to work on the voicelines!
As for further goals we have Photo Mode, Extra Enemy Variants and Arena Mode as well.
We would, once again, like to thank all of the backers for the support, and the trust placed in us. The work on the game is well underway and we hope that you will love the game once it launches. The Kickstarter campaign might be coming to an end, but it’s only the beginning for Project Warlock II.
Fixed an issue where error messages would incorrectly display for members of a party.
Fixed an issue where players could run outside the boundaries of the stadium in the tutorial.
Fixed the spacing between “10” and the arrow on the field at the 10 yard line.
Fixed an issue where some players’ username and profile picture would not display properly on the leaderboards.
Fixed an issue with the in-game reporting system.
Fixed an issue where hovering over the G Coins logo would display an incorrect tooltip.
Fixed an issue where the default shield sound would play even when the player had turned off their game sound.
Fixed an issue where the leaderboard would refresh incorrectly.
Fixed an issue where character models would block some text when players unlocked a new skin.
Fixed an issue where the Experimental tab would behave incorrectly.
Fixed an issue where the play feed would show everyone as being on the red team.
Fixed an issue where the match acceptance screen would show up at 0 seconds and not allow players to click accept.
Fixed an issue where the ball would be turned over incorrectly.
Options Menu Note
We did some clean-up on the back end of the options menu. If you have any issues with your settings, please let us know on Discord and report the issue using the in-game bug reporting system on the main menu.
Hello Cold War strategist! As the game is growing and reaching a lot of new players, today we are launching a much-anticipated update of the in-game Encyclopedia. Join me, Seth, as you boot up game version AN/GSQ-235(V)982.
The New Encyclopedia
Like any grand strategy game, Terminal Conflict is a dense game with lots of information to remember. One of the most requested feature is by new players to decrease their learning curve. Over the last year, we have worked towards improving the new player's experience. Our goal has been to update the tutorial methodology, uncluttering the display of information, and our latest change. Let me present to you our improved encyclopedia system!
The system is a drill-down group of menus accessed by the Information icon at the top right of the screen. It’s organized to give you the information on your finger; I mean mouse tips. Here you can find details of all the different aspects of the game broken down by updated categories and items.
Let's look at getting to one of my favorite entries, Nuclear Weapons. You choose the option “Developing Technologies and Research” it's the one with the cute beaker icon. Then drill down to “Nuclear Weapons” and you will see all the options for items in your terminal associated with nukes.
All the entries with a > bracket before them are categories, while all the items with a dot before them are individual information pages. Selecting “Launching The Apocalypse”, you will see how to do it and the effects it will have. Perfect for us that are MAD about nukes!
We’ve put all the topics into the new encyclopedia to help you out when you get started or when you just need a reference. Simply remember to click the info :info: button to get to it at any time.
YouTube Beginners Guide
Speaking of getting started. Check out our beginner’s guide to the game. This is a great resource if you’re interested in how to get a good start and or want a friend to check out the game. It will help you get up to speed on the inside scoop on how to play from the designers.
For those more advanced, catch up on Terminal Thursday’s Multiplayer challenge Videos on the same channel, another way to learn some great strategies for Cold War world domination.
One More Thing
I wanted to let you in on a secret. We have revamped the Soviet elite system to be better in line with the changes that we made to the US system. I promise details about that in the next diary. Intel might stop by with some tips on how to make the most of these changes.
Of course, we love hearing from you. Let us know in the comments, the Discord, or even on Twitter how you feel about the changes. Do you feel we left something out of the Encyclopedia or something that needs more clarity in explaining, voice your opinion on what you would like to see. We would be glad to consider it.
Until we meet again! Seth signing off. *********************************************************
Upcoming Development
I) New Soviet Elites interests system II) Development continues for Contras in Latin America. III) Policies are getting rolled out with each new patch.
CHANGELOG
GAME
Updated game engine to Unity version 2020.3.10.0f
Updated Visual Studio package to version 2.0.11
Updated the sprite sheet to reflect the sprites
Fixed issue with text mesh pro sprites were not being masked outside of a view area scroll view
Fixed an issue where the MAC iOS version was incorrectly giving an error
Fixed an issue where highlighting for policies was not working as intended
Fixed an issue where if you have 0 People Interests you cannot move units into focus theaters
Fixed an issue where the US grand campaign could sometimes result in the tutorial being soft locked
COMBAT
Fixed a bug that would occur when doing a Carrier Strike against a Reorganizing unit that incorrectly displayed the unit being lost instead of being set to withdraw.
SAVE GAMES
Fixed an issue where a wargame with a SelectedFocus set in WargamesMode.json triggered an exception when saving and reloading during any non-initial focus selection on the first timeline.
Fixed an issue where loading a savegame in focus selection state incorrectly selected the world overview menu instead of the focus management menu.
FOCUS
Fixed an issue where Oil Concession was missing IRAQ from the setup
Updated the triggers for Oil Concessions
Fixed an issue where the Berlin Blockade would not correctly deduct Finance from the United States
The Treaty of Lagos now grants 2 US influence in each of MAURITANIAN-SENEGALESE ZONE, MALIAN-NIGERIAN ZONE, WEST AFRICAN COAST ZONE and NIGERIA if the US has presence there instead of 1.
The Treaty of Lagos now activates the Sub-Saharan Scramble policy for the USA
FNLA Movement now grants 2 Elites to the US instead of 1.
Mining Concessions now grant 4 influence in Sub-Saharan Africa instead of 2.
An African Base now grants US military unit deployment for 0 Finance instead of 1 until the end of the focus.
POLICIES
Each factions five expansionist policies are limited to be implemented once per turn.
Fixed an issue where Nationalization of Wealth was not working as designed
PoliciesMenuPolicyImg object naming follows the policy name
Cultivate Relations and The Ascending Titan no longer ends the turn for the Soviet union when enacted
Managing Domestic Interests to Enact Policies sub-menu added
USA Sub-Saharan Africa:
NEW SUB-SAHARAN SCRAMBLE: Spend 3 VP. Gain 6 US INFLUENCE in Sub-Saharan Africa.
NEW AMERICAN CULTURALIZATION: Reduce US MILITARY ALIGNMENT by 1 to gain 8 VP.
DECISIONS
Updated Wirtschaftswunder decision chain and updated documentation for the same
Updated the Wirtschaftswunder for Balance of Power
Fixed an issue where some of the text in The Big Picture was corrupted
Fixed an issue that was causing the decision and narrative decision texts to be incorrectly displayed
Added Molotov's decision chains to Balance of Power scenario
Decision 31071 typo in image path fix
Updated Domestic mismanagement warning to clarify the issue for the China Card scenario
Renamed the German-Polish Border Deliberation to the German-Polish Border Wrangle and updated the text to clarify the role of the USSR
Soviet decision Concessions now grants 1 GOVERNMENT when triggered
Fixed an issue where Soviet Finance & Elites Mismanagement would in some instances not trigger properly
ENCYCLOPEDIA
NEW Implemented Initial Encyclopedia menu
NEW Updated the Encyclopedia with new icons
NEW Added a new Back button navigation system
Added two new requested entries for Factions and Regions
Implemented The Basics of the Gameplay
Updated some encyclopedia entries to reflect changes in the design document
Readjusted the Welcome Back greeting text
Fixed an issue where the Submarine Fleet menu would not launch correctly
Fixed capitalization not being standardized in the encyclopedia
Updated the state machine for MIRVIN Encyclopedia
Unified the subject titles
MAP
Fixed an issue where Land units in the Urals would be positioned incorrectly in the region
Fixed an issue where the Global Map button would not be available when entering the menu
ACHIEVEMENTS
Fixed an issue where completing the Space Race would not correctly triggers the Steam achievement.
Fixed an issue where Hail to the Chief would in some instaced not be correctly awarded
UI
Updated Text integrated Sprites with new sprites and compressed the sprite-sheet for better optimization on older machines
Sprite sheet character table glyph references fix
Fixed an issue where the Submarine Fleet Sprite would not be correctly shown
Fixed an issue where Intelligence Sprites would be shown incorrectly
CRT effect preset fix
Fixed an issue where the CRT effect would be shown incorrectly
Fixed an issue where sprites in the editor would be shown incorrectly
UILineRenderer fix
Updated the reflection animation
Fixed an issue where returning units to the Command Reserve was showing the wrong font type
Fixed a bug where the Sprite for Espionage and Infiltration was incorrectly switched in some instances
The tutorial has been completely revised. Now he explains a little better how exactly, according to the developer, to play correctly. Plus, he's now with small videos.
The interface is starting to change a little - some text buttons have been replaced with icons. After loading, carcasses should no longer turn into dummies. The killed animals stopped twitching after death. Beds marked as medical now have a visual distinction. Fixed a bug with outfitting clothes Now, having chosen the layout of the building, you will immediately see how many materials are still missing to start construction. The names of the animals have been translated. Changed the format of random names for tamed animals. The format of the name of the saves has been changed. Fixed a bug due to which the skills of doctors and researchers increased incorrectly. Added a new type of fabric. Now it will be easier to sew summer clothes. The weather is saved after loading. When preparing dishes that require vegetables, ingredients such as apples, pears, berries and bananas will be used as a last resort, since they are not really vegetables.
The next patch is scheduled for the weekend, unless I broke something important, which will again have to stay up all night to release an urgent patch.
With September arriving, we're ready to show you - and cast more light too - on our main antagonist of Liberte, Lady Bliss.
This character was firstly designed as "a colossal monster, covered in mushrooms and plants, bearing some resemblance to a human being". From that point onwards, we've been iterating the idea, working on e enhancements and building a key character of the narrative.
Lady Bliss is an extremely intelligent being that arrives at Paris (seemingly) out of nowhere. In the beginning, we won't reveal her origins, and her entire backstory is only known after you've discovered the narrative of all factions - then, the pieces of the puzzle finally align. Lady Bliss can communicate with selected people through telekinesis, and she's responsible for the Bliss that spreads in Paris - the intricate maze of strange, mystic gardens that pop up in the city.
People, who enter the Bliss become infected, and achieve a horrifying version of nirvana. What they begin to experience is pure joy, but that's Lady Bliss sedating them, only to turn them into part of this massive biomass she uses to grow.
Given our inspirations rooted in the works of H.P. Lovecraft, Lady Bliss represents some of the features commonly known in cosmic horrors in terms of her appearance too. Notice her tentacles, and how she uses her victims to literally construct her own body. At the same time, she's one with nature, therefore the unique combination of human flesh, plants, and fungus tissue in her design.
Some say that the monster come from the hell below, while others believe it's a God that came to Paris to wash away the sins of the royalty.
As found in the notes of one of the Parisians who witnessed Lady Bliss' arrival:
"Nothing scared me more than this walking wrath. It's been sent by the Gods, or might even be one. People were like toys for it, as it walked among the houses and churches, turning everything green, lush, leaving a scent of flowers and joy. But I've seen what it did to people - they lost their minds, took their clothes off, and started dancing around the wicked trees, made of plants and humans. Trembling and terrified, I hid, there's chaos in the city now.
We are very excited and happy with the development and the complete release of the second game in the series the “Geometric Sniper – Blood in Paris”!
The suggestions and reviews from the community were very important for the development of this second game in the series!!!
Thank you all!!!
All the news for this second game in the series:
- Continuation of the story; - New missions and challenges; - Adventure Mode; - Elite Mode; (Enabled upon completion of the Adventure) - Mercenary Mode; (Enabled after completing the 6th Adventure mission) - Survival mode; (Enabled upon completion of the Adventure) - Search Mode; - Now you can use the controller to play; - Target shooting system, now in some missions, in addition to worrying about fulfilling the missions, you'll have to be careful not to get hit! - Cover system to protect yourself from enemy fire. - In some missions you will receive targets as you hunt, thanks to direct communication with intelligence agents. - Improvements in the particle system; - Now it can rain during your hunt increasing immersion in the game; - Now you can recover the lost points if you hit an innocent by accident, just pay the compensation to the family getting money in Mercenary Mode; - 4 different Rankings to challenge you to be at the top of the leaderboard; - Improved game AI; - Improved performance;
We've improved the “Mercenary Mode” score calculations for this reason we will have to reset all players' scores for this game mode. We count on your understanding.
Again, we would like to have the support of the community to make this game a success, for that we have your feedback and suggestions!
More news:
The third game in the series is already in production and you can now put it in Wishlist and see some new features on the game page!
To facilitate communication beyond the forum here at Steam we are happy to present our official discord, there you will be able to share all your ideas and feedbacks about the new game and will be aware of all the news in advance.
Be sure to follow us through the studio page on Steam, so you'll know about new games and news from the studio.
We hope you have a lot of fun with the game it is being made with great care!!!
We are very excited and happy with the development and the complete release of the second game in the series the “Geometric Sniper – Blood in Paris”!
The suggestions and reviews from the community were very important for the development of this second game in the series!!!
Thank you all!!!
All the news for this second game in the series:
- Continuation of the story; - New missions and challenges; - Adventure Mode; - Elite Mode; (Enabled upon completion of the Adventure) - Mercenary Mode; (Enabled after completing the 6th Adventure mission) - Survival mode; (Enabled upon completion of the Adventure) - Search Mode; - Now you can use the controller to play; - Target shooting system, now in some missions, in addition to worrying about fulfilling the missions, you'll have to be careful not to get hit! - Cover system to protect yourself from enemy fire. - In some missions you will receive targets as you hunt, thanks to direct communication with intelligence agents. - Improvements in the particle system; - Now it can rain during your hunt increasing immersion in the game; - Now you can recover the lost points if you hit an innocent by accident, just pay the compensation to the family getting money in Mercenary Mode; - 4 different Rankings to challenge you to be at the top of the leaderboard; - Improved game AI; - Improved performance;
We've improved the “Mercenary Mode” score calculations for this reason we will have to reset all players' scores for this game mode. We count on your understanding.
Again, we would like to have the support of the community to make this game a success, for that we have your feedback and suggestions!
More news:
The third game in the series is already in production and you can now put it in Wishlist and see some new features on the game page!
To facilitate communication beyond the forum here at Steam we are happy to present our official discord, there you will be able to share all your ideas and feedbacks about the new game and will be aware of all the news in advance.
Be sure to follow us through the studio page on Steam, so you'll know about new games and news from the studio.
We hope you have a lot of fun with the game it is being made with great care!!!
We are very excited and happy with the development and the complete release of the second game in the series the “Geometric Sniper – Blood in Paris”!
The suggestions and reviews from the community were very important for the development of this second game in the series!!!
Thank you all!!!
All the news for this second game in the series:
- Continuation of the story; - New missions and challenges; - Adventure Mode; - Elite Mode; (Enabled upon completion of the Adventure) - Mercenary Mode; (Enabled after completing the 6th Adventure mission) - Survival mode; (Enabled upon completion of the Adventure) - Search Mode; - Now you can use the controller to play; - Target shooting system, now in some missions, in addition to worrying about fulfilling the missions, you'll have to be careful not to get hit! - Cover system to protect yourself from enemy fire. - In some missions you will receive targets as you hunt, thanks to direct communication with intelligence agents. - Improvements in the particle system; - Now it can rain during your hunt increasing immersion in the game; - Now you can recover the lost points if you hit an innocent by accident, just pay the compensation to the family getting money in Mercenary Mode; - 4 different Rankings to challenge you to be at the top of the leaderboard; - Improved game AI; - Improved performance;
We've improved the “Mercenary Mode” score calculations for this reason we will have to reset all players' scores for this game mode. We count on your understanding.
Again, we would like to have the support of the community to make this game a success, for that we have your feedback and suggestions!
More news:
The third game in the series is already in production and you can now put it in Wishlist and see some new features on the game page!
To facilitate communication beyond the forum here at Steam we are happy to present our official discord, there you will be able to share all your ideas and feedbacks about the new game and will be aware of all the news in advance.
Be sure to follow us through the studio page on Steam, so you'll know about new games and news from the studio.
We hope you have a lot of fun with the game it is being made with great care!!!