Hello guys, while we are working on the patch here is another weekly.
Map update
He never sleeps, he never talks. It is our level designer, who never gets tired of working with the game world. Most likely because we told him that once the map is big enough we will enable vehicles. Here are some minor map improvements. The new level is coming as well.
Bug fixing
To explain the recent public test postponement, we are fixing some major bugs. Not all of them are critical, but yet again we need to polish some things so there will be less work after testing. Fortunately, the work is almost done and all of the critical bugs seem to be found. Yet again, fingers crossed guys.
We're very glad that many of you have been enjoying your time with the first act of Sacred Fire. We set out to create a very immersive story that was fun to role-play your way through, and for the most part, it seems like we have succeeded.
Of course, we entered Early Access to gather feedback from you, the community, and we're glad to have gotten it. Some of you have expressed that the randomness when making checks can be a little punishing at times.
Fans of TTRPG, where randomness can be harsh at times, but also creates interesting, emergent narratives, do not have to worry, that remains the default experience.
That said, we don't want to impede anyone from enjoying the story just out of frustration at randomness, which is why we are currently working on 3 difficulty settings.
Easy difficulty
Gives you a bonus to all checks
Restores all of your HP and MP when you start a new chapter
Emotion extremes do not drain control
Bad luck streaks are prevented through weighted dice
Control recharges motivation faster
It’s important for us to not waste the time of our players, and we know that mis-clicks happen, so instead of forcing you to replay a chapter, when creating a game in EASY mode you can optionally choose to enable a BACK button that will allow you to undo your last step in the story.
Normal difficulty
The game in its current state will reflect normal difficulty, with one change
You will regain +1 HP and MP per character level when you start a new chapter
Hard difficulty
Increases the challenge in all dice rolls
HP and MP only restore during story rest moments
Control recharges motivation at a slower pace
Apart from these 3 difficulty settings, we're also introducing additional options for customizing the difficulty of your Sacred Fire experience when creating a game on any difficulty, you can:
enable the weighted dice option to remove bad luck streaks
enable Ironman mode where no check-points are getting created: Can you cheat death?
Ironman mode can be unlocked upon completing the game on Hard difficulty. Of course when playing Ironman mode on Easy difficulty the step back is disabled.
Let us know what you think of these upcoming changes! Join us on Discord to be notified the moment we push the update!
Casual Difficulty. In striving to make it truly casual, further balance tweaks as follows: base health boost increased from +50 to +100 and healing multiplier is now 2x (affecting Nano-meds, Heal ability and Orbs from enemies).
Story mode - moved the first random weapon crate closer to the crash site, so that the first lockdown battle is more fun.
Improvements
After manually quitting from Story mode, it won't ask you if you want to Play Again before returning to the main menu.
Just like Story mode, when quitting manually from Doomed/Escape modes, it will now kill the character and allow you to submit your score (solo only, and only if your score > 0).
Psionic Abilities currently in cooldown are dimmed in the HUD, making the Ready abilities stand out more.
Psionic Abilities not yet unlocked are even more transparent now, so that Unlocked and Ready abilities stand out more.
Fixes
Sidekick no longer allows Rate of Fire upgrade. Its fire rate is purely based on click rate (semi auto).
When health drops close to zero, the Health shown in the UI (HUD) will now show as 1, not 0 (rounded value).
Fixed an error that occurred when you have the Auto Blast ability mod Perk, but don't have the Blast ability unlocked.
Fixed an error that occurred when you have the Auto Daze ability mod Perk, but don't have the Daze ability unlocked.
The "Enraged" visual effect (Daze Lv3) on enemies now shows up correctly for all players in a co-op game, not just the host player.
We are happy to announce that the Anvil Saga development team is working on skills and character levels. Each of your workers can upgrade one or more of the following skills:
Forging
Smelting
Mining
Sharpening
Carpentry
Logging
Carving
A character can't have more than 4 skills above level 0. These will be displayed on the worker's profile.
The higher the level, the better your workers will perform their jobs. For example, if a worker’s sharpening skill increases, they will work more accurately and efficiently. A worker that is proficient in smelting has a chance to produce an additional ingot from a single piece of ore.
As the skill levels of your workers increase, orders will be fulfilled faster, while the cost of tools and materials will decrease, making it much easier to make a profit. Ka-Ching!
We have just published a major update for the GOO2 Beta to fix some of the last core focus areas and remaining issues.
[ v2.0.73 ] • ADDED: Offline 2.0 Mode. • ADDED: Offline Progression & Save Data. • ADDED: Default Armor Visuals for each offline Hero. • ADDED: Server Browser 2.0 (New Data Tables). • ADDED: Backwards compatibility for previously unlocked Accolades. • FIXED: Weekly Modifier carrying over to subsequent games. • FIXED: Accolades not being granted. • FIXED: Manual revive not working properly. • ADJUSTED: Accolades reward logic. • ADJUSTED: Accolades UI descriptor color. • ADJUSTED: Optimized Inventory operations. • ADJUSTED: Game Multiplayer menu now used for Lobby. • ADJUSTED: HUD for offline local co-op. • INSPECTED: Credit Pack purchases @ Ion Shop.
______________
OFFLINE MODE 2.0
PROGRESSION & SAVE DATA
We are introducing the revamped OFFLINE MODE in the upcoming v2.0.73 update. This update will make the Offline experience better than ever before.
1.) PROGRESSION Hero Levels and Stats carry over from match to match.
2.) VISUALS Armor visuals are now specific to each Hero instead of Universal.
3.) DATA Inventory Gear and Skills are persistent from game to game.
4.) MULTIPLE PLAYERS Local Offline Multiplayer has an updated User Interface.
OFFLINE PROFILES
You can make a variety of offline user accounts each with their own nine hero slots. Each of these slots will have progression so the more you play the higher their levels, skills and inventory equipment will become. Skills and equipped gear will save and carry over from game to game.
ALL 9 HEROES
AVAILABLE IN OFFLINE MODE
Offline is a great way to experience the gameplay of each of the nine Heroes and see which one is YOUR favorite!
<Closing Notes> We still have a couple of more patches planned for the beta period ahead of the official release of Guardians of Orion 2. If you have any issues please reach out directly via Discord, Twitter, Support Email.
0001917: Ground is lit up enough that we don't need headlights in the T-121! 0001925: Hitting curbs sideways doesn't induce a roll 0001926: A-4 and P-13 cannot be painted
First of all, we would like to thank everyone who played our demo this past Steam Fest! It was a blast to show you our progress so far. If you missed the demo, do not worry, we plan to make the demo available again before the game release. On this note we are extremely grateful for the valuable data we obtained from you, with it, we will work to develop a better and more enjoyable game for you to play. Follow us on social media to make sure you don’t miss anything!
The main lesson we got from the Steam Fest was how important a tutorial is. As we found out how difficult it was for you all to understand the mechanics of the game, we took the immediate task to make a quick readable tutorial, not ideal, but it did the job and we were able to get it out there quickly. After the addition of the tutorial we immediately saw that scores on the leaderboard started to rise.
Now our priority has shifted into polishing the base systems of the game, so we can test it internally and create an interactive tutorial. There are 3 main systems in Musical Range: The Regular Music Note, the Combat Blocks and the Bendable Music Note (The names and systems are subject to change, as we are still in development).
This last one is the newest addition to the game, and the most complex to implement. Thus the reason why it's not polished and was disabled for scoring. We hope to work more on this system during the upcoming weeks so we can show you a sneak peek at how it will work on the game. We believe this system will be the way to express yourself musically, and also what will differentiate the average from the expert players.
Now we'll like to talk about the scoring system, for the demo we used placeholders, and right now we are working on balancing the numbers. One thing we noticed was that the combat block was producing scores way too high compared to the regular notes, we will fix that. In addition to the scoring system, it is also in our plan to not only score the timing when you hit the note but also how well you aim and how well you punch, this way we can score the player on more elements than just pressing a button on time.
We hope you enjoyed the game so far and we are excited to have you play again in the future. With our game fully polished, with an interactive tutorial, basic audio and game settings, and a leaderboard in-game so you can get to play and fight against your friends (and the world) for the highest score!