Armello - yosafbridge
Hello everyone!!

Armello will be featured in the Tabletop Sale 2021 on Steam, running from October 21 to October 25!

This event will also see LoG production director Lisy Kane and quality assurance Jonothan Rubock, playing some Armello for ol' times' sake to Steam during the event! You can tune into the stream, right here on our Steam page, at 5pm, October 21st Pacific Time.

See ya there!


<3 LoG
Shop Titans - Zesty Hamburger
The Lost City of Gold event! Gather Pure Gold with your guild to claim great rewards for your guild... including an exclusive blueprint!

Fractal Block World - fractal_dev_team
Modified cannon and dark hole lua files.
Oct 24, 2021
Kingdom Wars 4 - Dev Konstantin
-Fixed issue with resources not being properly deducted on the campaign map
Alisa - CCroes
Hello everyone,

I wanted this Sunday to be a day of no work.
But I read that the pulsemeter was still bugged. and gave a wrong code.
So I quickly fixed it because I didn't want to wait until tomorrow.

It was the last number in the row that had a wrong check. So now, hopefully, fully fixed.
I tested it multiple times and didn't give me any wrong code now.


Sorry for the inconvenience!
Unending Dusk - dwayne
Content Update.

Angelic Gifts and Angelic Maps




Angelic Gifts now provide you with Experience and Dark Resistance bonuses when you interact with the mysterious Angel-like creatures. Find them in random encounters with the Engineer or specific random Map areas. The more you interact, the larger the bonus. These are persistent buffs that are specific to your character.

Added Halloween Lobby

Balance Changes
- Increased all Alt Special Buffs from 20 to 30 seconds
- Increased all Block Mod proc Buffs from 20 to 30 seconds
- Increased all Kill Mod proc Buffs from 5 to 15 Seconds
- Made all secret Maps significantly easier to find
- Increased chance to get Engineer encounter by 20%

General Fixes
- Fixed interaction indicators sometimes not spawning during multiplayer game lobbies
- Interaction indicators now emit faster to be more visible
- Fixed some English grammar and text issues
- Added Dark Resistance to the game. This reduces Dark damage but also reduces the chance of increased hit stun frames
- Added a EXP multiplier display to the Spoils page

Thanks for your support!
Happy Halloween.

Oct 24, 2021
Crashers of Aetheria Playtest - Hicksy
Welcome players!

Play games online for the next week to unlock some fun Halloween themed cards, skins, and avatar. Will you be able to get to max level?

Reminder that surrendering does not award experience points towards the event
Oct 24, 2021
Crashers of Aetheria - Hicksy
Welcome players!

Play games online for the next week to unlock some fun Halloween themed cards, skins, and avatar. Will you be able to get to max level?

Reminder that surrendering does not award experience points towards the event
Oct 24, 2021
EarthX - DenisWASD
Hey,

it's been a while since the September devlog, so time to update you on everything. I've been in hospital at the end of September for several days, so I did another break from the projects for about 2 weeks to gain power and focus.

The update itself is currently at ~85-90% completion level. I've completed all main Moon mechanics, added all planned buildings, replaced Starship models, added Superheavy catching animations, and did some other polishing work.

What's left is pretty much only bug fixing and additional missions. I will work on them this week as Adrian sends me new in-game news for new payloads. Once I add new missions, I will do some private testing and then upload an experimental build for everyone to test (if you want to help). I will let you know in an additional Steam post once it's up (and on my Discord server ofc).

Preview into Work-In-Progress Stuff

Firstly, and probably most importantly for me, we've finally replaced the old plane model. Like literally, I did it in like 1 min about 3 years ago "only for testing". It ended up being used in the game for pretty much its entire existence. The plane was currently the oldest model in the game, it was added even before EarthX was released on itch.io;




Lucas also made some new Moon buildings and they were implemented in the game this month. Here's an example of a Moon base you can build.



In October we've finally agreed with the team on how Moon will work in EarthX.

Originally, about 2 years ago, we had plans to add Mars and Moon in one update. We wanted to make a much more complicated game back then. When we've worked on Mars, it turned out to be way more difficult to make and balance than we thought. rykllan spent many days creating all of the Mars buildings, while I tried to make a cool gameplay concept. It partially worked since Mars seems to be playable, maybe not "as cool" as the rest of the game, but it's good enough IMO.

Then we decided to add Moon "later" in the development, and it eventually turned out to be the last EarthX update.

Then, "why don't you make Moon like Mars", you would ask?

Well, the answer is pretty simple and I hope you understand. If we make Moon gameplay like the Mars gameplay, what's the point of flying to Mars after you've conquered the Moon? If the gameplay design/models look and work similar on both planets, it would get repetitive even more than it's now.

We want to avoid that since Mars terraformation is the endgame of EarthX and most of the players would simply stop playing after reaching Moon.



So what's our plan then?

Well, we just make the Moon be a teaser of Mars. Even better, you will still be able to start sending stuff to Mars and build some buildings there before you build a base on the Moon.
However, only after you build a base on the Moon and send a few people there, you will be able to unlock Crew Starship.

The Moon Materials and Moon Crew will come from both Artemis 1 and Artemis 2 contracts you will get when playing the game.



We think this is the best way we can do it. If you have any suggestions, we are pretty open to hearing them, but I will probably not rewrite everything (again hehe).

Full release informations

The full release is close. The hype within our team is enormous and I'm personally pretty excited since this will be the first project that's years old I will actually finish (it's beautiful!).

Let's just keep it short here.

When?
I want to release it on my birthday that's on 11th February, but plans might change. It will be early next year for sure!

Will there be bugfix updates?
Yes, as long as players find some bugs, I will try to recreate them and release a bugfix patch as soon as possible. There will be a few months period between the 0.9.0 release and the full release, so we hope to iron out most of the bugs in that time :D

Cool, but what about content updates?
Sorry to tell you that, but 0.9.0 will be the last content update for EarthX. We might add new missions etc. but that will be probably very rare xD
The reason we're deciding that way is that we just want to move forward. EarthX's code is made mostly by a dumb teenager (hi that's me) and it's very hard to add new content or even extend the current one.
We want to focus our forces and new skill on our next project - EarthX 2. (what an amazingly original name btw!)

Oh no, that's sad, but can I at least have some physical items?
Yes and No. Yes because we actually want to make a few interesting T-Shirt designs and No because we are lazy to do them. However, I hope I will find some time and motivation to make at least two lol

Nice, but when I have an EarthX T-Shirt, I might go show it off to friends or something, can I take EartthX with me? :3
What an amazing question, the short answer is yes, we are in talks with Pineapple Works studio and they are willing to take the challenge of understanding and editing the bad teenager's code and make a Nintendo Switch port out of it. I will personally support them as much as I can :)

Cool, now I have to buy Nintendo Switch... Will I have some moneys left to buy EarthX on full release?
For many months I talk about increasing EarthX price to 17.99€, I think that will change. I might leave EarthX below 15€. The current price is 14.69€ and I just might increase it to 14.99€ and call it a day.
It's only for the Steam version btw.
I have absolutely no idea how much EarthX will cost on Nintendo Switch.

The end
Yes, this is the end. The end of all ends. This year was hard for me, and probably hard for many people as the world goes back to normal and many of you had work or exams or other responsibilities. All I can do from my position is to wish you a good life and thank you for supporting this project.

Byeee and see u next time
Denis
Oct 24, 2021
Ragnorium - Vitali Kirpu
EPISODE 36 / PS1 UPDATE 9
*NEW: ECR Relay Towers are now guarded by ECR Commandos, and Holy Crosses are guarded by Ark Old Guards. Before destroying Tower or Holy Cross, you have to defeat the guard who is quite strong but pacified at the start of the game and will only attack if you decide to do so.
*NEW: Debris Piles are now guarded by Junk Maidens; destroy them before you can harvest that juicy debris.
*NEW: Guard NPC's become hostile during the night and start scanning nearby areas for enemies; make sure to build colony away from them. This change effectively makes nights very dangerous. When the night ends, they will revert to the pacified state if they were not in combat.
*NEW: You can now mute Mini-Bosses and Guards within Context Menu.
*NEW: Guard NPC all have unique voice lines and Guard Badge above their heads.
*Bomb Pastor now has a voice line just like any other Mini-Boss.
*Small prop cactuses won't spawn anymore as they could confuse players sometimes with an actual cactus that yields water.
*Map Music no longer plays during the night on any map, and instead, there is dread ambiance or drone.
*Enemy Indicator sounds during the night are more menacing now.
*Fishing Spot Indicators are no longer shown while in spaceship flight mode.
*Harvest Markers are no longer shown while in spaceship flight mode.
*Balance: Debris Pile Spawn quantity reduced.
*Balance: Debris Pile Loot Table updated and buffed.
*Balance: Reduced amount of Water Canister events by 50%.
*Balance: Tire Spawn rate near Debris Pile reduced by 50%.
*Balance: Combat Knife that few enemies use has been nerfed. Attack Damage reduced from 4 to 3, and Attack Speed changed to 1.0 from 0.6
*Balance: Base Stagger increased to 20 from 18.
*Balance: Staggered Colonists or Enemies now take 50% increased damage rather than 100%,
*Fixed Typo/Miss naming inside BGM Player where there were two ALDON_BMG2 entries.
*Fixed Tooltip Bug where Cactus had two icon overlaps (Refill and Shake Indicator).


What can you expect from PS1 Updates?

Post-Season 1 Updates are intended for polishing the game and preparing the game for Season 2, which by the current pace would happen somewhere in 2022 Fall with the release of Episode 37. These PS1 updates don't have a schedule and will be happening randomly during the last months of EA and after the game is out of EA.

In detail, these updates include Bug fixing, polish of the current systems, balance and some light revamps, and localization. The goal is to perfect all the content that has been introduced during EA/Season 1 of Ragnorium and fill the gaps that might exist.

The best is yet to come.
...