We are very excited to show you the first renders of the great and mighty Tepoztecatl.
This god, a member of the Centzon Tōtōchtin ("400 rabbits"), affirms his dominance from the center of Tepoztlan, where he rules as master of its lands and waters.
Inspired by the images of the Codex Magliabechiano, our Tepoztecatl has the moon glyph on his chest piece as well as on his shield. His three ribbon bow, associated with pulque, crowns his crest.
The god of the copper axe has joined the world of Mictlán: An Ancient Mythical Tale.
What do you think?
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I've uploaded Windows, OSX, and Linux 0.10.0.0 versions of the game to the beta branch.
Please Read
Ok, so, this beta version is coming out in a very unstable state. I wanted to get this out there to get help finding bugs. Please, please don't play it if you're not looking to help report bugs. It's not going to be much fun until I can put out a few patches. I still have a huge amount of polish to put into the game to get 0.10.0.0 ready for production. Over the next few weeks I will be periodically uploading patches to the beta branch to fix things.
Also, currently, the world is using way more RAM than it should and isn't properly unloading it in between world loads. Depending on how beefy your machine is, the game might crash as it's trying to load into a tile. I am working on this and I apologize for the huge memory footprint. If you are having issues, try playing smaller map sizes until I can fix this. You can do this from the new game screen. Try lowering the depth before the width and height because that will lower the RAM usage, but still give you quite a bit of x and y space to work with.
I'm in the process of re-tuning a lot of things and, because of this, I've disabled the majority of scenarios. Don't worry, I haven't deleted them, they're just going to get incrementally added back in as I tune things. I want to improve how players are challenged and scenarios (i.e., bandit raids and events) are a big part of this. You should still see the settler wave, ancient immortality tombs, and merchant scenarios. But probably nothing else. This includes animal migrations! I'll be adding them back in this next week, don't worry. Additionally, underground discoveries are a bit different. Before, I generated everything when the game loaded. Now, I add underground discoveries as you play dynamically. So, there might be situations where they just appear. That's the scenario manager dishing out scenarios over-time. This is now dynamic to be more balanced and to have a bit more flexibility with the types of scenarios you encounter. For example, do you really, really need another ancient? Well, now, I can generate that discovery. That's the idea at least.
Oh, you'll notice all the trees in the game are the same. That's totally normal. I wrote a prefab generation system that looks at previously authored models and generates them. Right now, the game is using a plane-jane tree model. I'll be adding in a bunch of other models over the next couple weeks.
There is also no tutorial for the game. I have to re-work the old one, so you'll just have to go in dark. I'm sorry!
Regarding progression, players will notice that there's a new research tree in the Saga screen. This lets you unlock blueprints and room functions by using Tomes. Tomes are a physical item that you get through several methods: sometimes settlers randomly write one after they level up (sort of like writing down their experiences), merchants, random items in scenarios, and from the library room function (scholars can make them from paper and ink). There are five tomes for the five respective tech trees. You can also sell them for 100 Ren at merchants which is quite a lot! The tech tree progress has seen zero tuning, so feel free to give me lots of feedback there. I'll be tuning it over the next few weeks and adding things (some of the nodes are sparse, I know).
A quick note on modding. There is a new folder where your game's executable is, called Streaming Assets. This has two files: game data and a texture atlas. You can edit these, but I haven't double checked to see if the game is still referencing them. I'll be testing this out this week to make sure it's functional, but I thought I would mention them in case you wanted to check out that sort of thing.
There's a lot of missing UI feedback--not out of neglect, but lack of time--and I'll be working on this. Please let me know where things confuse you. I will be taking that feedback seriously. For now, you'll have to test things out and fumble around a bit. Please leave me a message any time. I'm happy to chat about anything.
I'm going to try and upload a patch very soon to address any immediate issues. Sometime over the weekend or early next week.
Oh, one more thing. Many have requested brighter text and I've gone through and brightened up the majority of the text, but I know I've missed a few. Feel free to point them out, but know that I am periodically brightening them as I see them. All the background for UI should be black to help with contrast.
To play the beta version, follow these instructions:
2.10.21 -there is now a option for the speaker configuration in the music settings. mono , stereo , stereo virtual 3d , prologic souround , quad speakers , 5.1 surround , 7.1 surround. default is stereo becouse of performance reason. the virtual 3d sound needed / needs more cpu power.
-virtual 3d surround cpu performance improved by switching off 3d calculations for silent / low volume sounds.
New Change: - Automatically connect to the Dusseldorf server. If your game restarts, it means that you are not connected. (We'll be working towards a stable and working lobby system)
The Neobotics basic unit is the newest addition to the game. With streamlined robotic design, their playstyle emphasizes patience and precision. Each unit is equipped with an arm cannon whose power increases as you hold the trigger to charge it. Once fully charged, the arm cannon can be released to deal damage to buildings and units alike.
Becoming industry titans when they purchased the patent on the Big Bot™️, they quickly became the largest producers of robots and tech. If they stopped selling their robots to their competition they could easily win the war, but marketing analytics show an immediate, steep drop in revenue if such a decision were made. However, they are currently developing newer models of robots with sleek, ergonomic designs and somewhat unorthodox weaponry for themselves to give them an edge on the battlefield; The more bots they destroy, the more bots they sell. The software, however, is still in the Beta testing phase. Results may vary.
As part of the Neobotics update, we also spent a considerable amount of time on the back end of the game. We have upgraded the game engine to the latest version of unity, allowing for predictive physics. This should resolve many of the ground clipping issues we’ve been experiencing.
Other changes and fixes:
We adjusted the camera in tactical mode
Nerfed the laser
Visual tweeks to the scope
Nurfed the rumba bot
Found and fixed bug where bullets sometimes wouldn't do damage
Fixed issues with upgrade textures
Added slope damage multiplier and a combo damage multiplier to the RainRifle
Made some improvements, additions, and adjustments to the new level
RainRifle and NeoBlaster do building damage that scales inverse of the distance from target. So close range does more building damage.
VR IK framework changes allowing for more versatile bone tracking from a tracked device allowing for different configurations of setups. Elbows can now be tracked.
Several new icons for UI
Framework for session invites
Changes to character construction, reduce overhead of initialization of construction, UI actor is only created on local player.
Welcome to Sovereign Tea's permanent Halloween Update! We are so excited to finally release this much-awaited update to the masses. To start, this update comprises post-game content, unlocked after beating Level 25 and viewing the credits. Consider it a reward for our earliest players and motivation for our newest ones.
After the events of the main game, a spooky and fun costume party is underway. Attending this event in costume are Masala Chai as a witch, Silver Needle as a vampire, Mate as an angel, Yuenyeung as a devil, and Matcha as a pumpkin. Instant is also in attendance, though she is not in an outfit. Overall, a merry time is being had by all partygoers, full of laughs and love.
Instant reveals her real intention for showing up to the party: to warn everybody about a disastrous situation unfolding within the Milky Woods. The Milky Woods are unique in their ability to seemingly produce corrupt Coffee Minions without the direct influence of a Coffee Regent. These minions, unlike others, do not discriminate between friend and foe, only caring for one thing: destruction.
It is up to you in this new, Level 26, to brew an army large enough to deal with the threat before you. This level is very different from the others in the game in that your Tea Princesses (and Yuenyeung!) will leave the battlefield after the first turn. To compensate for this, you are given unlimited Brew and Move actions with your commanders, allowing you to place behind an extremely large force to deal with the threat.
A new slew of units are available to you, including the most demanded Tea Minion of all, the Pumpkin Spice Latte. The enemy also has a number of cute (and/or scary) new units to throw your way.
All in all, we hope this update gets you super duper excited about October and hyped for Halloween! Thank you so much for playing our game, and please enjoy this very special update.