-Added visual references on islands of units, structures and guardians on their spawn position. -Fixed bug where Guardians could be duplicated. -Now there's no restrictions on card types to trade with special characters. -Fix some minor bugs. -Started to "simplify" and slightly modify some complex card's abilities. -Added a few more ability visual effects.
On Saturday, 30.10 the Malmyr - Runemagic 2.0 update is ready and will be published.
Over the last year we have invested many hours in collecting feedback from the forums, the Discord and from content creators. All the improvements you see in Malmyr 2.0 have only been possible because of you: Thank you!
Runemagic
We wanted to make the update even more interesting and provide you with new content. Since the rune system was neglected by many, we decided to expand it and to increase the general power level of the runes. For this purpose, we have implemented 18 strong and unique rune words (combinations of three runes each). In addition, it is now possible to easily create resources in stockpiles with runes. We hope that the rune words are not too powerful 😅 you tell us.
Localization
Another big point for many was that they would like to play Malmyr in their own language. After we first wanted to implement this with AI translations, it turned out relatively quickly that this translation does not meet our quality standards. So, we decided to spend money and have the game professionally translated into French and Russian - and of course we did the German translation ourselves. We decided on these languages because we believe that they at least give us a chance to reach the break-even point in a timely manner.
Gameplay and UX improvements In the past, there was always questioning feedback about the basic gameplay and difficulties in understanding it. We were able to solve many of these by improving the UI and providing more detailed explanations, but not everything. For this patch we have now approached the problem from the other side. For example: We questioned whether the current solution of stockpiling resources really adds value. Until now, a smelter could "run full" of wood and the player had to manually dispose of the wood so that ore could be delivered to the building again. In Rune Magic 2.0, the capacity of the buildings applies per resource, so that the course of the game should be disrupted much less frequently. In the end, this means that we went back to the drawing board for some mechanics that were not clear even after explanations, to improve the mechanics themselves. A detailed changelog will be published with the patch.
Giveaway
To celebrate the release day, we decided to start a giveaway for a total of 10 keys on twitter. We would be very happy if you participate. Even if you already have Malmyr, you are welcome to give the key away!
Thank you very much for supporting us for almost a whole year now. We have put a lot of time and energy into Malmyr since its release to make sure it meets your and our quality standards.
Stay healthy and as always: Don't forget to review Malmyr 😋!
Version 1.1.6: - fixed goons sometimes having completely incorrect view angles when sitting down - fixed the player sprite having an incorrect render scale when carrying a body, resulting in the protag seemingly opening doors/interacting with objects with the same arm that he's carrying the body with - fixed some issues with user-made levels opening the loadout menu when they shouldn't - fixed being able to get stuck between a car and a wall on Shopkeeper's Mansion
Don't forget to report any issues you encounter in this thread!