I just wanted to provide an update about the progress of the game engine.
The engine is getting more and more finished, though there need to be some additions, fixes and many testings.
What is still missing? - Steam Achievements - Player HUD system - Save game settings ingame (tho almost done) - A full example game provided with the engine
What is already implemented? - Game engine - Menu system - Save/load game system - Package system - Steam Workshop
It is planned for the example game to play as a mech that has to fight different enemies while finishing each map. There will be different weapons and enemies. Also it is planned to make some simple puzzles and triggers.
It is also planned to create a website where you can view online documentation in order to make your own games with the engine. Note that you can either create mini games using the Workshop or you can create your full own game as standalone (which can be published on Steam if desired).
Currently I don't know if I a first stable version is ready on the release date, if not, the game release will be delayed accordingly.
Better screenshots and a gameplay video will follow later when the example game has a reached a stable point.
Two weeks ago, we started our first Creative Showcase as a way to allow our more creatively inclined Romantikers to show off their skills, as it is hard to put Creativity on a Highscore list.
We announced this in our Gamescom Retrospective Post, but let me quickly recap the idea and rules for everyone: The team here at Toukana decides on a interesting Theme, that may or may not work in conjunction with new tiles, or features that recently have been added, and announces it on a monday. From then, you get a week or two to submit a screenshot of a creative world that adheres to the announced Theme. After that period, we will have a couple days worth of having you, the community, voting for which screenshot you think fits the Theme best and/or looks the best, all in all taking place over two to three weeks.
The winner then get announced on a monday, alongside the next Theme. There is no prize to be won other than bragging rights.
The Voting
As our first Showcase comes to a close, it is now time to commence voting for the best looking RIVER SCENE, however you want to interpret that. The vote will run until Friday, 2pm CET. We will announce the winners alongside the new Theme on Monday.
You get a total of three votes, each worth a point value (5, 3, 1). An Entry can only receive one vote per voter, so you can not give all 9 points to a single entry. At the end of the Voting period, we will add all points, and whoever gets the most will win that Showcase.
Warhammer Age of Sigmar: Tempestfall - CarbonStudio
Greetings!
As we mentioned in a previous announcement, we received tons of applications for the Warhammer Age of Sigmar: Tempestfall Second Closed Beta. Sadly, we couldn't invite all comers to take part in it. However, this does not mean that we will leave you in the lurch. Not at all!
We want to thank you
We felt that as a sincere thank you for your enthusiasm and willingness to help us to develop our game, we should give you a second chance to test your luck. Together, we create a lively, engaged community - it’s super exciting to take part in the discussions about Tempestfall on social media channels, Steam or our Discord server. We know how much you guys love contests, so... here it is.
Newsletter Contest with THREE Tempestfall keys as rewards!
Join our Newsletter - win prizes
If you are up to date with our Discord server, you know that we promised you a simple and fun contest, so there is only one rule actually.
All you have to do is to visit https://tempestfall.com/newsletter and sign up for our Newsletter. If you already belong to our subscribers, well done! You enter the contest automatically. From all our subscribers, we will randomly select three people who will receive a key to Tempestfall on the day of its release! (We will send you your key via email)
The draw will be held on October 1st (Friday) - if we send you a congratulatory message that day - the key is yours!
We want to enjoy the last day of summer (CEST | European time) with you, because today the long-awaited language update is released!
Finally you can play Dustwind in the following languages:
English
Russian
Polish
Spanish
French
Italian
Portuguese (Brazilian)
German
Czech
Hungarian
Chinese (simplified)
But also, as announced, we have not only added ten new languages for you. We have also fixed some other bugs and made some small improvements. Take the opportunity and play a round!
The fixes and changes can be found in the changelog:
Added translations for 10 languages, made minor modifications to the UI to accommodate
Added Terrain Palette map editor feature. Pick the terrain textures you want from an extended list of available textures
Added Winter tiles, weather and terrain textures
Added rain sounds to rain weather FX
Added new script triggers: SquadChanged, VehicleEntered, VehicleExited, BuildEvent, GasPickedUp, GasCaptured
Added new script conditions: CheckUnitRace, IsUnitInVehicle, IsInventoryEmpty, CheckDoorState
Added new script responses: TakePlayerItem, ToggleEffect, StartTrade,OrderUnit_Interact
Added outcome filter field to skillused script trigger
Added more water tiles and moved them into their own object group
Added an MVP display to the post game score screen
Added a map warning for missing AI patrol route points
Added a dropped item model for mutato
Effect objects got upgraded into a togglable entity
Improved custom campaign character feature: allowed races can now be selected in campaign settings, and race cost is ignored
Improved trigger zone behavior for cars: passengers also trigger enter/exit events individually. Units will now properly get recognized as entering/leaving zones even if they are inside a vehicle
Improved UI: self launched custom weapons now show remaining “ammo”
Improved map loading performance
Improved world map travel, character setup is now restored on the new map
Improved save files, character setup is also saved/restored
Improved Skirmish UI
Improved map editor spawn tab, spawn points are now listed and selectable from the list
Improved dialogue topic validation: topics with requirements will be automatically added/removed from active topics after each discussion and on opening the UI.
Improved amount dialog window
Faster round end respawn when playing offline
Portraits were replaced with improved versions
Bots are no longer allowed to take titans
Sneak balance modified, get detected much slower at max distance, and much faster at close distance
Auto-saves moved to level start
Made ‘delayed script execution’ an optional script flag, sometimes immediate execution is useful too
Nerfed Titan .50cal sniper weapon. less damage, range, more cooldown, aim time
Fixed a bunch of bugs in the campaign
Fixed dialogue topics not being removed when their conditions are no longer valid
Fixed spectator team not working
Fixed getting stuck on the loading screen when trying to test a campaign with no locations set up yet
Fixed a bug in the terrain smoothing tools that caused the patterns to drift
Fixed decoration sub-categories for legs, now you can equip more leg decorations at the same time
Fixed some bugs in AI that prevented certain units from attacking the player
Fixed trap explosion effect cutting off too early
Fixed entities not being reachable in certain cases
Fixed pathfinding on Oil tank tiles
Fixed some valkyrie animations not looping
Fixed corner objectives not filling in fraglimit text
Fixed a bug in line of sight checks when both units were moving
Fixed a but in line of sight initialization that made enemy units visible at spawn in FFA
Fixed getting stuck on slanted ladders
Fixed incapacitated units vision not getting properly cleared
Fixed hearing range being being too low
Fixed a bug in dog animation events
Fixed a bug in light-emitter behavior, adjusted default light settings, custom lights may need adjustment in user generated maps
And don't forget: Become part of our community and check out our Discord!
HANGING BY A THREAD 1. E.D.E.N. (408 points) 2. SPRUNK (201 points) 3. King's Of Death (187 points)
A LOW BLOW 1. King's Of Death (262 points) 2. KILLAKILLUMINATI (186 points) 3. Killing Dawn (185 points)
IN MEDIA RES 1. E.D.E.N. (233 points) 2. KILLAKILLUMINATI (144 points) 3. Eclipse (100 points)
DOUBLE AGENT 1. E.D.E.N. (215 points) 2. King's Of Death (186 points) 3. Hard Boiled Eggs (142 points)
THE DESTROYER OF WORLDS 1. E.D.E.N. (311 points) 2. BeautyInblack (196 points) 3. On Target (154 points)
THIS WEEK, the competition will take place in the following MAPS: - HANGING BY A THREAD - THE MOUSE AND THE SNAKE - WHITE NOISE - UPSIDE DOWN - MIND OVER MATTER
Greetings counts and dukes! Today we will be looking at The Royal Court from a different perspective: your perspective!
While being a queen or emperor is great and all, sometimes it can be a bit of a drag to manage all those vying subjects. Sometimes, you just want to rule a small corner of a mightier realm, and enjoy the benefits of the Emperor’s protection in exchange for your service. While a duchess doesn’t have their own Royal Court, they can interact with their Liege’s via two new decisions.
💡 To experience the full threads and comments, please visit our forums or website. 💡 Enjoy the FAQ Royal Court and read all there is to learn about our upcoming Expansion
Petition Liege Player vassals can approach their King-or-above ranked Liege with a Petition at any time through a new decision, providing they have enough Prestige, there is something they can ask for, and they haven’t done so in the last 5 years.
The possibilities include asking for a position on your Liege’s Council, asking for a Title you hold a claim on, or dismantling an unruly Faction in your own realm. There are currently 14 different options, each having some equivalent in the Hold Court events brought to Lieges by AI vassals, ranging from helping you convert your lands to paying off your debts.
This will allow you to ask for things directly without resorting immediately to war, which will remain a last resort when you need to topple a king whose tolerance of border-gore clearly proves their illegitimacy.
It is up to the Liege whether to receive a Petitioner, though outright refusing will damage relations and be seen as slightly tyrannical. The request itself may also be rejected once heard, and the odds of acceptance by the AI will be tipped more in your favor if you make reasonable requests and maintain good relations; after all, your boss doesn’t want to be seen as unreasonable.
If they are astute, your Liege may also ask for something in return for granting your Petition, such as a Favor Hook or a bit of Gold—a counter you can of course reject, leaving you both empty-handed.
If a Liege is not being very forthcoming, you can also attempt to convince or outsmart a trusted advisor as a last resort, at the cost of some Prestige. You will need to pass a skill check in a relevant area, usually against one of your Liege’s councillors, or have an ally near to the throne—the King’s wife perhaps—whose assent will force your Liege’s hand.
If you are a Liege, you will currently only interact with this content if you happen to have another player as your vassal and they make their own—no doubt outrageous—requests.
The second decision is available to both players and the AI.
Pay Homage Homage represents the formal pledge of loyalty by a feudal lord to their Liege, and provides Opinion, Renown, and Prestige to both parties, providing the occasion goes smoothly.
This decision costs some Prestige to initiate, is only available to Feudal and Clan vassals, and can only be undertaken once per Liege. If the ruler changes or dies, you can make a new pledge of allegiance to their replacement.
As with Petition Liege, this decision can be rejected outright, and is not totally without risk even if they let you through the door. There is a great deal of pressure for such an important event to go well, and not all lords and ladies are made for public speaking.
Things can go awry in a variety of ways, depending on the Petitioner’s skills and other factors: Have you put in the hours to learn Norman, or merely practised a few key lines the night before on the road to Windsor? Will your Shah empathise with your stammer, or imitate it in front of the entire Persian court? Will you forever more be called ‘the Clumsy’ by your vindictive Sultan, simply because you lost your balance once?
If something does go wrong, it is up to the Liege to decide if they will let it go—giving your rival the opportunity to publicly mock your clumsiness might not be the best idea. If they do decide to embarrass you, you will lose some Prestige and Opinion with your Liege, instead of gaining them.
Regardless of the outcome, both your Dynasties will gain a small amount of Renown, and the rewards are increased by offering gifts in addition to your pledge, such as a Contract change in favor of your Liege.
That broadly covers these two new decisions, so I’ll leave it there for now!
Great news, everyone! The Kickstarter for our newest VR game just launched today!
"Paranormal Detective: Escape from the 90's" is an escape room set in an abandoned mall arcade where you have to play arcade games, solve a crime, and fight an evil robot to win.
We've got some radical rewards including limited-edition early bird discounts, as well as tons of fun retro 90's content.
Paranormal Detective: Escape from the 90's - lunabeat
Great news, everyone! The Kickstarter for our newest VR game just launched today!
"Paranormal Detective: Escape from the 90's" is an escape room set in an abandoned mall arcade where you have to play arcade games, solve a crime, and fight an evil robot to win.
We've got some radical rewards including limited-edition early bird discounts, as well as tons of fun retro 90's content.