We are happy to announce that Infinitode 2 will become completely free to play at October 14th, and will stay free forever!
Update 1.8.4 will be released at the same moment for all of the platforms, bringing some quality of life changes:
Timers will be removed completely, even for the players who don't own Double Gain. No more encrypted chests and crafting queue, only instant gameplay.
Double Gain: Will now not only double Green Papers and Resources but also daily quest rewards and all non-tile item drops.
Free Steam version of the game won't give Double Gain automatically. It should become available as a one-time optional purchase in the future (just like on Android / iOS)
We hope you will enjoy the changes. The one-week delay is here to make everyone aware of the upcoming changes in advance.
Thank you for playing and supporting Infinitode 2! We'd be happy to hear your thoughts in the comments.
The market is based on simple economics, buying and selling. High-value items such as gold or gems will have a higher price than more common items like bread or cheese. And items in Capitals will fetch a higher price than in towns. Also, as the quantity of a item decreases, its price will increase and vice-versa.
In the game there are 4 races (Human, Elves, Goblins and the Undead) controlling the world. Each race offers unique items to buy, loot and trade. Some items will be shared between the races but most will be unique to that race. This opens up the possibility of trade between races where sought-after items from one race can be sold for high profit elsewhere.
Of course, shipments of expensive cargo will always be ripe for attack from goblin raiders, brigands and others, so make sure they have adequate protection.
Points of Interest
Scattered throughout the game world are various Points of Interests (POIs). These include not only capitals and towns but also mines, caves, tombs, productions facilities and so on. Some POIs will produce items at low cost which can then be sold at other locations for a large profit. These locations will initially be hidden and can be discovered by exploring or by buying information at taverns.
Some items will only be obtainable from certain POIs. For example, iron and gold are only available at iron and gold mines. Spider fangs can only be looted from spider caves and ice cubes can only be found amongst the remains of Ice Beasts.
Item Quests
This also opens up the possibility of various quests such as transport, fetch, gather and loot quests.
Transport quests will require the player to transport goods from one location to another
Fetch quests will require the player to fetch an certain item of importance such as a weapon, jewel, relic, etc.
Gather quests will require the player to gather a certain amount of items and transport them within a limited amount of turns
Loot quests will require the player to travel to a location and do battle. The player can then return the loot for a reward or keep it for themselves.
Let us begin by thanking you all again for all the constructive feedback as well as the positive reception of the release of Vagrus! Of course, as most releases go with complex games, we managed to slip some glithces past testing before hitting 1.0, so today we're releasing a hotfix for these as well as adding more variety to character creation for the open world campaign.
Important Note: There is a small chance that we broke something with the update. Please assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuild reporting tool (F1 button), forums, and our Discord server.
Mahalo to our community for helping us reach our Kickstarter goal! The love and support you’ve shown us over the past weeks has been overwhelming and we couldn’t be more thankful, but the campaign isn’t over yet.
There's less than 24 hours left but that’s plenty of time to make one last big push to help us build the survival game we’ve all been dreaming of. We couldn’t have gotten this far without you. A huge thanks once again to everyone who helped us along this journey.
We wanted to make sure to squeeze in a few more fixes and improvements before the Kickstarter ended. Read below to see everything we’ve included in the days since our last update.
Updates and Improvements
Added vendor stalls and vendors to Thorcon area and updating lighting
Adding Locker room doors and contents to open lockers
Lighting update for thorcon areas
Added stone spiral stairs
Finished repair/refurbish bench UI and functionality
Disabled totems from unified chest looting
Removed shadow casting lights from some streetlights and point lights near the Thorcon
Fixes
Fixed bug where the 'Registering Team' screen was stuck when creating a team
Fixed some slider widgets becoming resized when moused over
Fixed AI causing an infinite loop crash when pushing other AI
Fixed a bug where items were unable to detect if they could be equipped in safe zones
Fixed recycling a stack of items not blocking interactions and allowing for duplicating items
Fixed collision not working for merged meshes inside the Thorcon
Fixed misaligned rivers in 3x4
Fixed the player inventory losing slots when swapping items
Fixed unequipping a clothing item into an overflow slot making that item forever invisible
Fixed repair count not being tracked for items inside repair benches
From day one we’ve been driven by the community and your feedback is vital to our development so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next for the game.
Calling All Streamers!
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!
v1.3.1 is here! This update brings new artifacts, new encounters, and new characters!
NEW CHARACTERS
October is upon us! In preparation for Halloween, we've added four new playable characters. All characters begin unlocked and are available at L1, L2, and L3.
Butcher. When this character kills an enemy, restore 1 health to a non-heroic damaged ally once / twice / three times.
Cleric of the Dark. When this character kills an enemy, gain Shield.
Sanguinist. Round End: Summon an enemy Blood Shade in this lane. Blood Shades are 1 health enemies that deal 4 damage to the enemy hero on death.
Venin Drinker. When a poisoned character dies, restore 1/2/3 health.
NEW ARTIFACTS
This update adds 16 brand-new artifacts:
Bathin's Book. Battle Start: Gain 1 gold. Your Hero has 2 less Health.
Blood Hex. After the first round, summon an enemy Blood Shade.
Book of Haste. Allied Mages can't be exhausted.
Edric's Boots. Your hero attacks an additional time.
Elemental Essence. Allied Elementals have +2 Health.
Essence Blade. Your hero has "Doom: Gain +1 Power".
Fey Sorcery. When an ally is summoned, give them +2 Power.
Molten Mallet. Round End: Give a random allied Fighter +1 Armor.
Quickdraw Quiver. Battle Start: All allied Archers attack.
Staff of the Flame. Battle Start: Deal 5 damage to a random enemy.
Staff of the Sky. Battle Start: Deal 4 damage randomly split between all enemies.
Staff of the Void. Round End: Deal 1 damage to a random enemy.
Strange Brew. Battle Start: Give +1 Attack to an allied Lizardfolk, Gnome, and Elemental .
The Lost Blade. Your hero has +1 Attack and +2 Speed.
Token of the Alliance. Battle Start: Give Shield to an allied Human, Dwarf, and Elf.
Venin Distiller. When a poisoned character dies, restore 1 health to a non-heroic damaged ally.
NEW ENCOUNTERS
This update adds eight new enemy encounters, four of which are unique to New Game+ and higher.
All difficulties:
Awakened Thicket
The Crone
Skeletal Skorpid
Nightmare
New Game+ and higher:
Brood Mother
Fetterbite Smithy
The Enchantress
Flesh Giant
OTHER UPDATES
Character stats now track the highest difficulty that a character has defeated. Defeating New Game+++++ with a specific character now displays a special medal in the Book of Heroes. (Note that this wasn't tracked before v1.3.1, so you will need to re-defeat a difficulty to see the change... sorry.)
Champion's Plate now gives +3 Health (down from 4) but can be equipped by any Human (previously was Hero only).
Immortal Helm now has the ability "Doom: Gain +1 Armor." Previously was "Counter: Gain +1 Armor."
Dialogue font size increased.
You can now sell items at the Witch's shop.
You can now place items on the ground in the Lost Mage's room.
BUG FIXES
Fixed a bug where the Night Marksman could unexpectedly lose Power when they were using certain items (thanks Advanced Gaming Cow for spotting this!)
Spirit Shackles now specifies that the Avenging Spirit is invisible.
Faceless Legionary and The Oracle can no longer be obtained from Illifar's Boon.
Clarified the wording for Counter.
Do you have thoughts for what you'd like to see in-game? Let us know on our forums!
Iastur, the Laughing God, revolves around madness, mind games and literature.
The supplicant of Iastur, his first worshipper and victim, starts with the Laughing Tome, a book authored by Iastur though which maddening insights into the nature of reality can be glimpsed. Iastur is the creator of the world, and has gone through uncounted cycles of creation and destruction, and he rebuilds and destroys the world, utterly consumed by a drive to achieve a perfection which even he cannot conceive of. The book describes this drive, along with insane and impossible tales of alien worlds and horrific secrets about the one the humans inhabit.
The book can be carried safely by your agents, but any human who comes into contact with it loses their sanity over time. If forced upon a ruler or hero they will continually read from it and lose sanity, which in the game leads to adopting extreme behaviours and hatreds. Rulers will cripple their kingdoms as they ignore unrest and brewing civil wars, or engage in unwinnable wars due to hyper-aggressive impulses. Heroes, too, will turn on their fellow man, growing paranoid and fearful of the other heroes operating nearby, and finding themselves possessed with violent urges, which cause them to fight amongst themselves. If left to a human settlement, the book will pass amongst the people of the place, causing them to lose their sanity, as well as slowly infecting the place's ruler. If it reaches full, and a cultist group has been infiltrated into the location, they can rise up and turn on their society in a hopeless civil war which will leave no victors, only devastation. Madness will also induce a set of random behaviours in heroes and rulers alike. They can act in unpredictable and self-destructive ways, in addition to their paranoia, such as hiding all their gold (in places you or other heroes could easily find and steal from), raving about the end of the world (causing panic and unrest in the human population), bribing guards to leave their posts, or other similarly useful (to you) acts.
While the book is being passed amongst people it can be bound by heroes, who try to prevent this horror from occurring. Magical seals can prevent it from compelling the heroes from reading it, allowing them to study it in a safe fashion. When in this state the heroes can perform a quest to harm Iastur or his agents. If Iastur has sufficient power reserves, those will be drained, but if not he cannot shield his agents from harm and they will be exposed, gaining profile and menace as their association to the insane god is discovered. After this, the tome can be retrieved by agents to begin the cycle anew. Iastur only gains power while the book is read by humans, so begin anew the cycle must, if Iastur's unknowable goals are to be reached.
On a more personal level, Iastur can affect the thinking of NPC heroes. By altering their personality he can turn a brave fighter into a coward who flees from combat, or make a weak doctor who previously specialised in disease into a combat focused bandit-hunter. Careful influence over heroes likes and dislikes allow Iastur unparalleled control over the behaviour of enemy heroes, and a skillful player can find a range of strategies which benefit from these subtle changes.
When awakened, Iastur's soul is present on Earth, in the Elder Tomb, for your agents to empower or your enemies to destroy. Both parties can influence the strength of Iastur's soul. If it reaches zero it will be destroyed, and Iastur will be driven back to the void outside our world for the following aeons, while if your agents are successful in strengthening it sufficiently Iastur can achieve his final goals, and complete this cycle of creation (invariably in frustration, leading to the destruction of the world, as Iastur's broken mind rejects the world's flaws).
Iastur has been brought to life by the talented Megan Wong ( https://www.artstation.com/meganwong ), and gives a look at the type of art I hope to obtain for all gods, over the course of early access. His insane visage can now look down on game world as the humans go about trying to keep their minds, kingdoms and world safe from his deranged games.
Finally build 58 has been uploaded. It has been around three months since we last updated the build and that is really way too long to go without doing a build update. However we have managed to improve a lot of things players have asked us to improve and we have added new features that have been on the todo list for quite some time. Let's get started with all the new fish.
Blue Betta female:
Blue Betta male:
We mentioned these in a post a while ago. They were taken out from the game when we improved the betta fish models and a player asked us if we could put them back in. We repainted the old blue betta design onto the new models and here we are.
Boeseman's Rainbowfish Male:
Boeseman's Rainbowfish Female:
These have been waiting around to be finished for quite some time. If I ever get back into keeping fish again in the real world I would really love to have some of these lovelies.
Freshwater Angelfish Female:
Freshwater Angelfish Male:
Highly requested among players and now in the game. There will be more colour variations to come in the future.
Dwarf Gourami Male:
Dwarf Gourami Female:
Initially we painted the female to look quite similar in colour to the male but someone pointed out the females are actually quite colourless. After some research it turns out that some breeders are able to breed females to look more colourful because they sell better. That is quite interesting and will be part of a storyline in career mode.
Oscar Fish:
Albino Oscar Fish:
There is almost no visual difference between Oscar fish genders so there are only minor differences in the paint jobs we made. We thought we would throw in an albino variation since they look quite interesting and we had no albino fish in the game yet. This means we have a grand total of four Oscar fish with this update.
All our fish:
There is quite a lot of fish in the game already and we have many many many more still to add. I think the next group of fish we add will probably be more "basic" fish. We are in desperate need of some fancy goldfish varieties which no fish game should be without. Also common fish associated with aquascaping like Harlequin Rasbora, ember tetras among others should be in the game.
What else have we done for fish since the last update? We got a lot of players telling us how their fish get stuck or cannot reliably find their way to food so a lot of effort was concentrated on pathfinding. We made a more detailed post about the pathfinding system a few posts back so I would recommend looking back there for the technical details. Now fish should not get stuck or lost when seeking food or a mate. Unless of course there is literally no way for them to swim to their target's location.
Fish getting stuck:
You may see this happen from time to time. Not every behaviour uses the pathfinding system for navigation. For instance wandering and shoaling behaviours use algorithms that have a similar but better version of the previous approach to navigation. They shoot out laser beams trying to find empty space and move away from close detected obstacles. This can of course go wrong if the fish get's itself into a tight area with small exit holes. In a funny way it is like a kitten climbing a tree but not knowing how to get down. This is something we are putting a lot of resources into solving but it is going to take time to get right and as long as you decorate your aquariums in such a way that there is space for them to swim based on their size then it should not happen too often. If it does happen then you can use the nudge tool to drag them out of their predicament.
Predation has been updated. All fish can eat fry as before but now larger more predatory fish can eat smaller fish so do be careful with what you house with the Oscar fish and Red terror cichlids.
Alerts:
We used to have a way of alerting players to trouble in their aquariums but it was not very good. We have revamped it to be better and configurable. In the above image you can see in the bottom left that there is a button for enabling/disabling the alerts overlay and there is a smaller button which enables the alert mask.
Alert Mask:
What the alert mask allows you to do is configure exactly what alerts you wish to see. For instance if you only want to see alerts for fish then you can turn off alerts for all other things making it easier to see what fish have problems. At some point we may expand alerts to be similar to how Planet Zoo deals with alerts. By having a ui window with a list of all the alerts within. That system makes a lot of sense for planet zoo because the map is so big that players are not going to go around their zoo looking for alert icons. In fishery players have the advantage of seeing everything in their aquarium on screen at once most of the time. In this case it may not make sense to add a planet zoo style alert list. We will have to test and see if it feels right.
Hide UI:
The ability to hide the entirety of the user interface is something often requested by players and I kept saying we will add it in the near future and then rather embarrassingly got distracted by other more fancy features. Well now it is in the game. Players must enter photo mode in order to turn off the ui. If the whole point of hiding the ui is to immerse oneself into an uncluttered pretty world then it might help to adjust some camera settings like field of view or depth of field before doing so. It also now means that players can hide the ui before hitting F12 in order to make a screenshot to upload to steam. It is hugely embarrassing that I got that wrong.
Since we are speaking about ui, we adjusted about 70% of it again.
This is the fish selection ui. It is very important that when the alert icon displays on top of a fish that players can select that fish to get a deeper understanding of what is causing the alert. The problems are highlighted in red in this ui as is the same for plants, powered items, plumbing items etc. You may also notice there is a new 'Minimum Aquarium Volume' field which should give players and idea about which fish to put in their aquariums. We also keep track and now display the age of each fish. We do not have a lifespan for them just yet but we will do in the future. The amount of time it takes for fry to grow into a juvenile and a juvenile into an adult is much longer and more correct than it was before.
This information is also available in the info ui for fish found in the 'shop inventory' so players can know if the conditions are right for that fish or plant before it is placed in the aquarium.
The Delete Button:
A delete button has been added. The usual keyboard shortcuts of the delete and backspace keys still work but we had a lot of requests for a button so it has been added. Though in the near-ish future the way that things are removed from the aquarium will be slightly more complicated. Things will be sold, put into storage or deleted.
Sculpting UI:
The sculpting UI desperately needed improvement. There are also areas that you can hover your mouse over to get further info.
A lot of the water chemistry UIs have been modified to look nicer and be more clear. The one above that shows temperature has better colours and it is clearer what region the temperature is in.
This change also comes to the heater ui. Players can adjust the blue slider and it shows the region of temperature that the water will be heated too and it will not go beyond it.
Fish selection is now very easy. Until now just selecting a fish was tricky. Why? you ask. because the hitbox was a sphere placed near the front of the body:
Players would need to click their mouse over this invisible sphere in order to select it. This was done for a few reasons that are perhaps a little too technical and tedious to try to explain but it had to do with how the fish rotated and collided with obstacles.
Now we made some changes that made it make more sense to use a box. Thus as a side effect selection is much easier and less fiddly.
Time Manipulation: Another highly requested feature that I kept insisting was not possible due to physics accuracy and other reasons is now in the game. The ability to speed up time allows us to hopefully fix a lot of problems with the game. We got a lot of feedback that things happen too slowly or too fast or too often or not often enough. We have now made the length of an in-game day longer and the speed at which things like hunger, breeding, suffocation etc happen are much slower. Even when things go very wrong in the real world it can take a while for their consequences to show. Anything short of a bath bomb falling into the aquarium usually allows for enough time to do something about it without panicking
When things get a little slow or tedious such as waiting for the night to be over players can increase game speed up to sixteen times.
Time can also be frozen so players can take their time to fix problems without too much pressure. It also gives players time to adjust their camera nicely for screenshots.
Those are all the biggest changes we made. We also did a lot of bug fixing and other small quality of life improvements. The clownfish were about half the size they should have been so expect them to be larger in your existing aquariums. Hopefully it won't cause too many problems. Water chemistry will also be different from when you last loaded a file because of changes we have made but in general it should not be too different. You may have to get used to the new speed that water chemistry changes. As was said before, in general things happen slower but in extreme circumstances like adding 20 airstones to a small aquarium things will happen quite fast.
There are some changes that we said we were aiming to put into this update which we were unable to finish. Live birth is almost ready but needs refining. As is the new debug settings for allowing fish and plants to ignore water chemistry so players can ignore the simulation aspects and just get on with being creative if they just want to chill out a bit. That will be coming very soon and we will return to our more regular schedule for build updates that come every one to two weeks.
Quite a lot of work went into this update but there are still quite a few rough edges in the game as whole and there is a tremendous amount of content missing. The next update will come next week and will probably include the usual assortment of small tweaks and bug fixes among other things.
It has been a while since we have added more decorations, plants and general creative content into the game. We often take a look at the screenshots uploaded by players and they are fantastic. It is quite surprising just how much can be made with the small assortment of decorations that we have provided but it really is time to add more so expect in the coming months more creative content.
As usual we wish you all a very pleasant rest of the week,
Catch Briony and Kirsty as they set out to beat their record and keep a restaurant open for a whole two weeks. Will they make it all the way to day 15?
(This is a restream of the earlier stream, due to a Steam problem that prevented some people from being able to watch)
Thanks to Valve, we also have a special 48 hour sale to celebrate! if you're a newcomer to the Muv-Luv series, now's the perfect time to learn more about one of the best visual novels of all time!