Hello everyone, here is the Obelisk challenge patch, content update v.0.7.0
Since we launched the early access, we always wanted to include a random mode that gave you a different experience each time you pressed the play button. After all the initial bugs of the launch were fixed and some QoL features were included, we began to work on it. A game in early access, for us, means exactly what we have here, a patch with some additions to the game (new game modes), changes to some mechanics (traits/enchantments), fulfilled requests (skins), graphical improvements (Senenthia backgrounds) and fixes everywhere! We know that you are waiting for some new heroes (and we want to include those too!) but the first two will have to wait for Act IV, because a new character needs content to be included, as those are integral part to the history.
We have been working hard these last months to bring you this patch that improves the game significantly in several aspects and we are very happy with the result, here are the patch notes:
Obelisk Challenge A totally new game mode with random maps and paths, in which the combats are also random and in which at the beginning of the game all the heroes will have to draft cards. This new game mode brings a more roguelike experience to the game, it will be unlocked when you have a character at rank 5, it will also have 10 levels of madness and will be fully playable in multiplayer.
Weekly Challenge This game mode is like Obelisk, with the difference that the map, heroes and special bonuses are fixed for each week, so all players can compete every week on equal terms. Keep in mind that this is the first implementation of the Obelisk and Weekly challenges, with time we will be adding more events and enemies to these modes, for example when we add Act4 all the new enemies and items will be added to those modes. We are also thinking that in the future the Weekly challenge will have "special modifiers" that will make each week different and we will also add "weekly objectives" that, if the players complete them, they will be able to get extra things (f.e. cosmetics).
Enchantments Enchantments are a new type of cards that heroes get when leveling up. They replace the lvl 2 and lvl 4 talents, so when leveling up a hero can choose between 2 of them (each hero has access to 4 enchantments). The enchantments are specific to each hero and do special things that normal crafting cards don't do, we think the enchantments are a good way to give more personality to each hero and replace the old talents that were a bit bland.
Improvements in the tome of knowledge Now in the Tome you will be able to see the scoreboards of all game modes and compare yours with the community or with your friends' scores. Also you will find detailed log of your last games, where you can see a lot of information about how the game went.
Hero skins & improved backgrounds This is the surprise we talked about last week, now each hero will have two new skins that are unlockable at rank 15 and 30. Also in our efforts to improve the art of the game, we are starting to redo the combat backgrounds and other aspects of the game, in this patch we have redone the backgrounds of Act 1 (Senenthia).
More additions & fixes - Added a vanish pile in the combat. - You can now see the cards/items/stats of the heroes in the stores or when you receive loot. - Burn, changed to reduce the resistances to 0.5% per charge (from 1%) - Insane will no longer increase the energy cost when reaching 9 charges, it will now reduce the damage done by 0.5% per charge and will work for enemies. - Cards that heal the caster as a side effect (binding heal) will also trigger the items that react to "on heal" activations - Fixed a bug with multiple dark explosions on the same target - Fixed a bug with Condemnation and other cards that allowed you to target monsters in stealth. - General info pop ups have been improved to reduce the length and be more detailed - Improved synchronization in coop with items that were activated at the beginning of the turn leading to a neverending synchronization state - And lot of minor bugs fixed everywhere!
Incompatible saves This patch changes a lot of things regarding the way games are stored. The consequence of this is that the old saved games are incompatible with version 0.7.0. If you want to complete an old version game, don't worry, there's a v.0.6.82 branch version available under the Steam builds menu that will let you finish those games. You can swap between that version and the live version anytime without any problem.
This is a big patch and we are really happy with it, in the next few weeks we will be finishing some of the obelisk challange events, as well as fixing any bugs that may arise, also we have already started working on the next Act4 patch and the new heroes.
We hope you enjoy the patch! As usual, thank you for your support, feedback and understanding!
A number of you have been asking us about the update that was going to go live around mid summer, so we thought we'd take some time to update you all properly.
Unfortunately, the update kept getting delayed due to technical difficulties. We're currently a team of 2, so anything even remotely ambitious takes us a lot of time to do and test properly.
Not only that, but we've also been giving the player mechanics a boost. One of the most common feedback points we kept getting was that the player felt heavy and unwieldly when jumping. To this extent, we've decided to make the player movement much more dynamic.
This has forced us to redesign the entire game since, with this new update to the player mechanics, all platform positions and anything remotely connected to jumping is horribly out of date and just plain wrong.
We're basically rebuilding the entire game from the ground up, which is why we've been silent for so long. The good news is, everything is getting an overhaul, including the story mode. The bad news is, it takes time.
We won't be giving any fixed dates anymore until the update is fully ready. We have made the mistake in the past of having promised updates and being unable to deliver on time. For that, we apologise profusely.
This next update (whenever it gets published) will contain only the updated Tree of Magic set of levels, with the improved player movement mechanics, amongst other things. The rest of the game will be locked while we rebuild the game, and will be released again progressively in later updates.
Once again, we thank you all for your patience. Please wait just a little longer, we hope it will be worth it.
Thank you all and have a great rest of the week. TAOCP team
We are very excited to officially announce that our latest game, hexceed, is coming to the Nintendo Switch!
All DLC and the Year 1 Pass store pages are all live on the eShop and available for pre-order!
Check out the eShop page here and pre-order for free with your "My Nintendo" account!
Release Date
hexceed and the first DLC "Stella" will be available for download as of the 28th of October 2021! That's this month! (>^.^)>
All DLC will be released on a monthly schedule, starting with "Stella" on 28th October, and followed by the other 11 DLC on the last Thursday of each month.
Make sure to pick up your free pre-order of hexceed to ensure your Nintendo Switch will begin the download of hexceed as soon as the game goes live!
All DLC and the Year 1 Pass are available for pre-order now!
Hello All, New update 2.95 is available. We improved hit markers. We give the possibility to turn off the vertical obstacles. We also added a new arena.
Only some minor info this week. I will be posting a small update to fix a missing merge material for certain roads as well as the remaining 4x4 fourth density hotel buildings. This should be live tomorrow evening (CET) or wednesday around noon the latest.
After this update I will move on to a bigger update that will include a better range display when placing buildings, an updated localization system and some other bigger improvements. I aim on getting that update live on november the 1st.
Fixed gap between vagina meshes when using negative outer labia morpher
Fixed floating rocks and collision issues in Kizan Ashens and in few other places on Kizan
Fixed Kizan well changing roof material(s) at distance
Fixed Pinch act location Kizan again
Fixed Shipwreck quest failing to turn itself in (for fourth time, pesky hat and Kess)
Fixed Lumberjack girls trying to take more money from player than they say they do
Fixed some inaccurate occlusion meshes on Kizan
Fixed error reporting related to controllers
Modding Changelist; See modding document and _Cheatsheet.txt for new commands and definitions! NOTE: These have no impact on general gameplay and are just changes that affect mod creators!
MODDING - Timer feature; You can get current time with $currentTime and store it in variable, and then use <<compareTime>> to get difference in hours. Do note that *time* isn't an ingame date, but rather an internal ticker based on day night cycle and thus shouldn't be used in conversations as a specific day. Also allows making comparisons between specific hour "in the same day". These are updated in _Cheatsheet.txt
MODDING - Added additional option to check for player follower. The old $hasFollower simply checks if player has a follower, where as $hasFollowerSpawned checks if follower is actually present with player.
The Dark Pictures Anthology: House of Ashes - [BNE] Beru
On September 15th, fans of The Dark Pictures Anthology were able to ask Will Doyle (Game Director) and Dom Ireland (Production Director) questions about House of Ashes during a Reddit AMA (Ask Me Anything).
Here are the answers to some of the community’s most burning questions:
đź’¬ There are non-playable characters such as Merwin, Joey and Clarice who are savable and their lives have an effect on the story, an idea unique to House of Ashes, but how come, say, Jason and Nick are playable as opposed to Merwin or Clarice? (RedSon5)
We always want to have five playable characters. It’s a magic rule for us for the anthology! Our games are very much geared around that now. Those five are hooked into the relationships/traits system, and must adhere to the “everyone can live / everyone can die” rule. The NPCs can still be meaningful, but keeping them alive is usually only important for vital turns in the story (I sometimes think of them as keys, in that respect). Sometimes, we can force their deaths for dramatic effect, which is obviously something we can’t do with player characters. – Will Doyle
đź’¬ For House of Ashes, did you get to visit the locations for the setting? (Thatbrownmonster_)
Sadly not! But eagle-eyed fans who visit the British Museum in London will be able to see the real-life counterparts of several of our in-game objects! – Dom Ireland
đź’¬ Has the feedback on Little Hope's branching and story variation (or lack thereof) brought about any changes in House of Ashes' branching system and replayability? (_Ferret_)
Our games will always have different templates. Some may be much more variable, like Man of Medan, while others may be more streamlined, like Little Hope (and House of Ashes, to a degree). The important thing to stress is that there is no right answer here – really, it’s all down to the story. The story always wins. If we think a story deserves three distinct endings, we’ll try to make it happen. If it works better coming to a single, dramatic conclusion, we’ll do that instead. Obviously there are very important technical considerations — you only have so much butter to spread over your bread! — but we’re getting a lot better at planning and costing our games before committing, to ensure the best result. – Will Doyle
đź’¬ Will we get to learn more about the Curator and his background with each instalment? (CaptainMcSwan)
Yes, indeed, although it’s a slow burn! Each instalment introduces something new. We’ve learned that he has this vast collection of dark, sinister stories, with each story concerning life and death. He follows you, watching and observing, and his pictures offer hints about what might come. Why does he do this? He can’t determine the outcome of each story – that's your job - but he can offer hints. Is he even allowed to do that? We know he has rules, he’s part of some grand system, but he isn’t afraid to break these from time to time. Will this get him into trouble? Does he even care if it does? Keep an eye out for how House of Ashes hints at more. – Dom Ireland
đź’¬ Will we get any LGBT characters or a female majority? (KateDensonIsBae)
Yes, 100%, watch this space! We’re a very diverse studio and firmly believe that representation is important in our stories. We haven’t featured LGBTQ+ characters in the anthology so far, but future titles certainly will. – Dom Ireland
Hey, Death Bringers. In this new update players will see the following improvements to the game.
New changes to side quests and other hidden in game events.
Updated stagger values and new weapon trails to add more of an effect to your attacks.
A new complex weather system that impacts enemy spawns and has a chance to spawn special enemies.
New Dialogue paths and options.
And much more. To go even further into detail on these features I uploaded a new Devlog to showcase the games new changes as well as give you insight on the games current plans.
This video marks a big change in the upcoming content for the game as well as information regarding its future endeavors as we approach the next expansions release.
NEW CHANGES TO SIDE QUESTS
In this update majority of the old side quests have had improvements to dialogue fluidity and quest flow. This was done to make going from quest to quest a little more efficient and clear. This was also done in preparation for new voice actors coming in to fully voice these characters for their in game dialogues.
WEAPON TRAILS/COMBAT IMPROVEMENTS
In order to improve the impact of combat, weapon trails have been added to each weapon to improve info for the player on where hitboxes are. This will lead to more meaningful choices when watching enemies motions and makes it easier to tell your weapons range. Additionally this helps me set elemental weapons apart from others by giving them unique weapon trails.
NEW WEATHER PATTERNS/WEATHER SPAWNS Lastly, in this updates new enemies have been added in a few locations that only spawn during turbulent weather conditions. Overtime this will expand to weather conditions spawning in new enemy types that will create difficult challenges for the player while they try to traverse the wild. This will also help facilitate the future bounty quests where the player must find and defeat rare enemies for rewards from certain npcs.
THANKS FOR PLAYING FADE
Currently I project the new update should be out by the end of October which shall finalize some new voice lines and actors. All to prepare for the games upcoming kickstarter. I hope to see you all there and look forward to your feedback on this update. Get out there, Death Bringer.