--Decided to rebuild the save system for quality of life. This currently includes saving enemies that have been destroyed, so you no longer have to fight the same enemies twice. The player character save will be added fully next update. --Fixed a line trace sky issue. --Fixed the player shooting themselves. --Got rid of the jamming gun system, didn't feel like it would be a fun mechanic. --Increased the health of some enemies in the beginning levels.
The Scourge League is well and truly underway so we wanted to give you a behind the scenes look at the expansion's development! Check out some of the demonic concept art below.
As a way to balance the game I had for a while been tracking stats on peasants; things such as who got the kill? How much damage did each peasant receive? How much work did each peasant produce? etc.
These were meant to be used as a way to balance the game but it became extremely important to catch a few inconsistencies and the need to adjust some values in order to balance the game.
But I also thought that this would be good data to show to the players. It validates the work that I put into ‘building’ some of my peasants. Seeing my tanks get the most damage and the dps to produce the most hurt!
The result was this extra view that showcases the stats that I’ve been tracking.
Feasts
On the same topic to balance the game and its features, wine was a resource that was undervalued. Sure it was a good money maker and it’s also used in donations but it didn’t excuse the high production cost.
The original idea was to be able to set up feasts as a way to improve the rebellion's morale drastically. But somehow I never found the right time to implement it until now. So there you have it, now the player will be able to arrange a feast using excess food and wine in order to handle the devastating impacts of low morale. Finally, during testing, I have not been able to resist the temptation to remedy those things that I found annoying. These are what I call Quality of Life improvements and there are plenty.
The goal is still to push through further testing and game balancing with the final objective to release a version 1.0 in the near future.
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Glad to announce another playtest of Two Against the Legion!
Your opinion is very important!
To participate in the playtest, you need to click "request access" on the game page and in a short time access will be granted automatically and the game will appear in your library.
If you have already participated in previous playtests, you need to do a game update.
Thanks to everyone who took part in the past and wrote their feedback. I listened and made a lot of changes to the game, and it's really better and more interesting.
A list of changes, or what's in store for you in the new version of the game:
01. It was decided to remove the online mode for now. But you can always play with a friend online, using Steam Remote Play. 02. There are new characters in the game. Girl Anny and her robot Jackie! 03. The visual style of the game became brighter and richer in colors. 04. Complicated some puzzles and added some new ones. 05. Improved animations. 06. Improved controls (Player 1 is now fully controlled from the gamepad). 07. Fixed a few minor bugs.
Fixed a bug where playing the game on a computer with a language setting that uses commas for decimals would cause issues with saving/loading the save file. This resulted in cutscene bugs and characters positioned outside of the walkable area. Now when saving/loading, decimal numbers are explicitly formatted with periods for decimals.
Collider tweaks for the present-day upstairs Hallway, 1959 Neighborhood, 2010 Neighborhood, and 1992 Apartment.
Fixed bug that made the course invisible in the final sacrifice scene.
Bug fix that allows night monsters to enter the hut.
Correction of some audios and textures.
Graphic correction in the menus, now the help buttons are highlighted.
Fixed the game clock, now it's more prominent.
Artificial intelligence:
Now animals, Indians and monsters, better identify collision with other animals and deviation.
Now the Indians are stopped when it is impossible to reach the player, before they were walking without leaving the place.
Now the night bugs are stopped when they cannot reach the player.
Now the insects and the Indians decide which buildings to destroy in order of importance. Items like chests are the last to be attacked, walls and barricades are always attacked first.
The collision distance of night monsters has been decreased by 1 meter to minimize item destruction inside the hut.
Correction in some animations and movement of the bones of the natives.
New Buildings on the Map!
There are now 5 new item drop points scattered across the map, but these locations are protected by cannibals, these locations are hidden by the trails and do not appear on the main map.
Now the door to the killer moraine hut can be opened or closed.
New Menu Options!
Now you can disable or enable the game's fps.
Now you can disable or enable the tutorial whenever you want within the map.
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Another little patch for you all in the beta today!
FIXES
* Fixed deer Ragdoll pushing the player when trying to harvest meat. * Fixed house Collison Stopping the player getting the loot.
GAMEPLAY CHANGES
* Buffed the amount of food the player gets while consuming meat and mushrooms. * Buffed the amount of drink the player gets while drinking from rivers or water bottles. * Added an Arrow count in the Inventory. * You can now hold LMB when using any tools to harvest (no more button smashing) * Added sticks to crafting menu (This will cost 1 wood to make 2 sticks) * Added some more streams and rivers to the Island.
New patch to make your adventures more pleasant is out!
• [[i]Fix[/i]] Johnny won't get stuck while shooting rockets at Swamp Dragons & Fish in Swamp levels • [[i]Fix[/i]] Mandatory "Boots" enemy was added to E3L04 which is necessary to finish the level • [[i]Fix[/i]] Finishing custom level after playing any episode level will not override the progress to that episode level anymore • [[i]Fix[/i]] E3L04 terrain issues fixed • [[i]Fix[/i]] Swamp Dragon will damage you now on touch & won't keep moving while paused • [[i]Fix[/i]] Nemesis will hurt you on touch now • [[i]Fix[/i]] After picking up Heart Johnny will now say "Awesome" instead of "Excellent" • [[i]Fix[/i]] Haunted Horse toy is not doing damage anymore after getting "killed" • [[i]Fix[/i]] Rumble settings are now properly saved • [[i]Fix[/i]] Broom rider achievement fixed • Nightmare levels for Episode 3 updated
NEW: - Extremally powerful cuts (above 130 damage) can now overcome any blocks of any blade, even if the hit was to the strong part of the blade; dealing -80% damage if wounding through steel. Such cuts usually have a big wind-up.
TWEAK: - Jacek: damage tweaks - Zera: damage tweaks - Isabella: damage tweaks - Isabella: linking attacks is a bit faster - Zera: more possibilities of linking attacks - Zera: a bit slower auto-guards - AI reaction to thrusts (no longer instant dodge) - work in progress, temp solution, whole AI needs a refactor
FIX: - Zera, Isabella: fixes in animation tree blending order (may have caused minimal delays in reactions)