Dear All, Welcome to our weekly Devblog! Today's topic is mining industry - quarries so let's start!
Continuing our mining industry introduction from the last DevBlog, we are pleased to present to you today other types of in-game mines - quarries. This time those directly related to the construction of monuments. What do you think? Do you like their appearance? Do you think they reflect the atmosphere of ancient Egypt correctly?
It's worth emphasizing that stone played a significant role in the development of ancient Egyptian culture, by allowing for the monumental structures the society is remembered for, while the metal mined provided the raw material for various goods such as tools, jewelry, and ornamentation.
As you can see in today's screenshots after the blocks are extracted from the quarry, they go through further processing to match their intended purpose. In ancient times they were cut into smaller stone blocks and polished before being transported to their destination place. In our case, the storage and then - either to the Dock for export or at the ongoing monument building site.
BEHIND THE SCENES This week we'll show you in-game quarries raw materials such as limestone, granite, plain stone and sandstone. Any thoughts? :)
As always, looking forward to your thoughts about today's quarries introduction! Don't forget to leave your feedback in the comments below. We love seeing your opinions and can't wait to show you more content next week! Stay tuned and see you soon Egyptian builders!
Coming in Version 1.4, we're adding 15 New Towers to the game, each of which requires 4 Different Elements. For this week's preview, we're showing off Nuclear & Phantom Zone! Plus an update on the release window.
Effect: Primary target's HP is doubled and proportionally slowed by up to 40%. Target then emits radiation around it, dealing 0.25% of target's Current HP and 5000 damage-per-second in 100 AoE. Duration is permanent and cannot stack.
Supersize those creeps! And slow them down. And give them radiation poisoning. And kill them.
This is one of two new towers that applies permanent one-time effects. It can significantly slow creeps and apply a powerful DoT effect, but it also bumps their HP up. The slow scales up proportionally to the amount of HP increased:
Hypothetically, if the target's HP jumps from 100% to 200%, it'll apply a 40% slow. However, this will never happen, because it applies its own damage first.
More realistically, you're likely to see 70% to 140% HP, applying a proportional 28% slow.
It's a slow attack, but it makes up for it with a wide shockwave!
Effect: Holds a creep in place for 2 seconds. During this time, it stores all damage it takes. At the end of its duration, 40% of the damage that was stored hits in a 300 AoE shockwave. Can't stasis the same creep for another 8 seconds.
Is that a stun lasting longer than 0.24 seconds? How is this balanced?
In a way, this tower can be used as a stun. However, since the outgoing damage will reduce it considerably, it's more so meant to take your single-target damage and convert it to AoE damage.
Thanks to this tower, its Element Combination is no longer absolutely horrible.
Please note that the damage and effect numbers listed for the above two towers are not final and could change by release. Speaking of which...
Release Window
We were originally planning on releasing in late November, but we still have a mix of visuals, audio, and polish that need to be finished up, not to mention balance testing. That said, we're now aiming to release by the middle of December!
In the meantime, you can try Quad Element Towers early, which is now available for public alpha testing. The steps are simple:
D&D Classics: RQ1 Night of the Walking Dead (2E) Publisher: Wizards of the Coast System: D&D Classics - AD&D 1E/2E Type: Adventure https://store.steampowered.com/app/1615790
D&D Adventurers League 10-05 A Blight in the Darkness Publisher: Wizards of the Coast System: D&D fifth edition Type: Adventure https://store.steampowered.com/app/1791380
Pathfinder 2 RPG - Pathfinder Society Scenario #2-06: The Crashing Wave Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Adventure https://store.steampowered.com/app/1801130
D&D Classics: RQ1 Night of the Walking Dead (2E) Publisher: Wizards of the Coast System: D&D Classics - AD&D 1E/2E Type: Adventure https://store.steampowered.com/app/1615790
D&D Adventurers League 10-05 A Blight in the Darkness Publisher: Wizards of the Coast System: D&D fifth edition Type: Adventure https://store.steampowered.com/app/1791380
Pathfinder 2 RPG - Pathfinder Society Scenario #2-06: The Crashing Wave Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Adventure https://store.steampowered.com/app/1801130
Tune in on Monday ( https://www.twitch.tv/squareenix ) for an update on everything you have been waiting for. And everything you didn’t even know you were waiting for.
I'm sorry for the delay. A lot happened this month. health issues, surgery, research symposium, and much more. But here I come with the biggest update this game ever had!!!
I've been working hard with artists Felipe, Saulo, and Will to finish every animal that was still missing in the game. Ilha Grande will now look more alive than ever since now we finally have insects, lizards, frogs, turtles, and many new different organisms now wandering around the landscapes.
This is what I've working on:
Tutorials:
There are now 3 short tutorials to introduce the depth of gameplay in battles;
Map improvements:
Several new wildlife NPCs;
There are now signs showing which SAFARI ZONE the play is located in. Hopefully, this will help players find their missing animals in DinoDEX;
System improvements:
Battle interface now has icons to help players in action;
Victory scene now shows how many LOVE and HATE points the player obtained during battles;
Improvements in Russian language (thanks, Diana!);
If you are enjoying the experience so far, would you please review the game on the Steam Store page? This would help us gain more visibility and may accelerate the final production phase.
Regarding the Open-World
I am still working on the rest of the complexes on the island. I added 'electronic locks' at the buildings that are not ready yet. The idea is to open a new complex every month. Stay alert.
If you want to read about Dino Hazard projects, like the comic book, figures, books, etc:
kind of a big update bois we got -a gun shop(first new gun added) -a secret boss on the way -king bean is now 200% is not invulnerable to bullets somehow idk what more but next update will be a big one:)