Hello everyone. This update includes a bunch of small changes and additions to many aspects of the game. A good portion of the changes here came from suggestions from our Discord channel. We also spent a lot of time fixing small bugs and tweaking game issues. Next update will focus on introducing more random events and Faction ideologies so that each playthrough will be even more different.
Resonance Power
Each Villager has a Resonance Power that refers to a random player power. This is randomly determined at the start.
A new Absorb Cultist ability has been added to the Target Menu. This will add a high priority job to the Cultist that will cause it to sacrifice itself to give the player charges of its Resonance Power.
Barracks
This is a Human Empire special structure that is a counterpart of the Elven Kingdom's Magic Academy. It may be built by a Villager with at least Level 4 Martial Arts talent level. Physical combatants training at the Barracks may learn any of the following Combat Skills:
Battle Cry - Increase damage of all members of the party by 20% for 1 hour
Endure - Reduce all damage taken for the next 30 minutes.
Blitz - Double attack speed of entire party for 30 minutes.
Cleanse - Remove Poisoned, Zapped, Freezing, Burning or Frozen from all party members.
Pierce - All attacks for the next 30 minutes will neglect resistance.
Shield - Increase Physical Resistance of all party members by 25 for 30 minutes.
Wind Slice - Attack with 1.5x of base damage with Wind element.
Siege Arrows - 5x5 AOE attack that deals damage to structures and objects only.
Bandits
A wanted Murderer, Thief, Assaulter or Arsonist may eventually form a new Bandit Faction and create a Bandit Camp. Other criminals may eventually transfer over to the Bandit Camp. With the exception of having one Crafter, most Bandits will be combatants. Unlike other normal factions, they do not build or expand their Bandit Camp, but they may build another Camp if there are already too many Bandits. Bandits typically raid other Villages for resources and may kidnap other characters to recruit. This does mean that not all members of the Bandit Faction may necessarily be criminals.
Strong Retaliation
We added a new Strong option for Retaliation. This is introduced for players that want a more difficult experience. In this setting:
Directly killing a non-cultist Villager will always increase retaliation by 1
Directly destroying any village structure will always increase retaliation by 1
If a non-Demon Cult village discovers trespassers belonging to the player, it will always increase retaliation by 1
Number of retaliators is increased by 1
Message Board
We've added a Message Board to Village Centers. Players can view this to see available Quests and a list of Wanted Criminals.
The player may spend Chaotic Energy to remove Quests and Wanted Criminals.
Various Relationship Changes
We've introduced some improvements to how characters interact based on their relationships to improve AI realism a little bit. - Most Villager relationships will be positive at the start of a game. This is so that the player has to work to ruin Villager relationships. - Characters that have been accused of a Heinous or Serious crime will cause all Villagers to have a persistent negative relationship modifier towards them. This slowly degrades each day. This will cause more Villagers to shun or avoid criminals even after they have been imprisoned and judged. - Party members evaluate their relationship with other members, particularly the party leader. The more they dislike other members, the more likely it is for them to leave the party. On the reverse side, if most of the party dislike one member, they may kick them out of the party. - If the target of a rescue party is an Enemy or Rival of a party member, they will refuse to join the rescue. - Healers may kick out a rival or enemy inside the hospice instead of curing them. - All Migrants start with 4 stacks of Newcomer status that adds a negative relationship modifier to existing Villagers. One stack is removed at the start of each day. - Pyromaniacs may now sometimes visit a rival's home and set it on fire while no one is inside.
Distinct Classes
We're continually trying to make each individual Villager class more distinct so that the player has to deal with different Village compositions differently. Today, we've added some new abilities for a few classes.
Shamans
Shamans learn helpful rituals.
Reconciliations - Learned at Combat Magic 1. Improves two random enemy or rival Villager relationships.
Guardians - Learned at Combat Magic 3. Spawns 4 guardians that will patrol the Village for 24 hours. The type of Guardian that will be spawned depends on the Shaman's religion.
Day of the Gods - Learned at Combat Magic 5. Temporarily adds 25 to all Villagers resistances for 12 hours.
Knights
Knights provide various buffs to other party members.
+20 Physical Resistance - Learned at Martial Arts 1.
3HP Regen per tick - Learned at Martial Arts 2.
+10 Mood bonus - Learned at Martial Arts 3.
30% reduced Crit Chance received - Learned at Martial Arts 4.
Slower Needs reduction - Learned at Martial Arts 5.
Barbarians
Barbarians are now immune to Zap. Whenever they take combat damage, their Piercing and Crit Rate increases by gaining a new Enraged status. They can escape from being Restrained or Ensnared and can destroy the player's Prison from the inside.
Druids
A Druid can now tame Beast-type monsters and turn them into pets. The number of pets that a Druid can have depends on the Druid's Combat and Healing Magic total talent levels:
Hunters may specialize in one of the four monster categories. After its first kill of a monster, a Hunter will specialize on that monster's category. This may be either beast, demonic, humanoid or undead.
When a Hunter specializes, they always deal critical damage to that category. The damage they receive from that category is also halved.
Archers
Archers can remove traps and are immune to them. Archers have a chance to trigger Siege Arrows when attacking structures, dealing higher damage.
Quicker Share Intel
You can now simply right click on an Intel row to share it to a list of stored Villager targets.
Updated Save UI
Players can now more easily rename and delete Saved Games. A screenshot and other game details are also easily visible per save data.
Updated Snatch
In addition to snatching Villagers and monsters and incarcerating them on your Prisons and Kennels, you can now also snatch objects and order the snatching party to drop them at a target location. Even objects in a character's inventory can be a snatch target.
Tweaks
- Nameplates have been updated to show important character stats. - Players can now drop seized objects directly to a character's Inventory. - Factions must first be aware of your territory's location before they can launch Rescue Quests for Villagers you have imprisoned. They will be aware once one of their Villagers discover a corrupted tile and successfully returns back to their Village to report it. - A skull icon has been added to all instances of dead character nameplates. - A new Quest to hunt for Wanted Criminals has been introduced. - Excalibur has now been changed from an item to an equippable Sword. - Combatants belonging to a Party may now craft Lunch Pack that they can eat while travelling to recover Fullness. - Cultist trait is now removed once a character dies. This should prevent Zombies from joining a Demon Cult Faction. - Cultists will no longer drop their Cultist Kits at home to reduce chance of others discovering them. - When changing into a combatant class, Villagers will now prioritize the best tier classes based on their Talent levels. - When a Villager needs to use a Magic Circle or visit a Tavern, they should now exclude those that are within hostile villages. - Characters from Factions that are friendly to the player should now attack retaliating Angels and Nature Spirits on sight. - Resource Piles picked up for repair should not have ownership so that others can reuse them if they get dropped. - Combat Skills unlocked from Talent level up should not replace currently Combat Skill if it is of a higher tier. If tier level is equal, there is a 50% chance that it will be replaced. - Retaliating Angels and Nature Spirits should not get improvements from Primordial Pool upgrades. However, those that remained after retaliation will get the improvements. - Animals and pets will no longer be "witnesses" so characters should now be able to perform stealthy actions even if there are animals nearby. - Villagers will now try to avoid villages owned by factions that consider them a wanted criminal. - Parties now have Party Leaders. A Party Leader takes Quests for the Party. - When a Cannibal becomes a Faction Leader, Cannibalism will be legalized. - There is a new monster that can only spawn through a special condition. - Villages will no longer recruit captured Serious or Heinous criminal characters. - Tavern owners can now also craft and sell Healing Potions. - Viewing Demon Cult faction tab should no longer require Chaotic Energy to unlock. - Necromancer will now be able to reanimate Zombies into skeletons but cannot absorb their life for energy. - Villager Raid Parties may now sometimes set objects on fire. - When you're sharing Intel to a Cultist, instead of them saying "What do you want from me?" they will instead say "I am at your service, Master." - Golems are now Fire Resistant and Robust. - When Intel about an imprisoned Villager is shared to a friendly faction-mate, a Rescue Quest may be posted on the Message Board. - Night Patrol Quests have been removed. Instead, combatant Villagers may individually patrol during night times. - Instead of putting out fires, poisoned Water Flasks will cause an explosion. - Pyromaniac trait has been added. This will cause the character to sometimes set Fire on objects if they are on Bad or Critical Mood. Arson has also been added as a crime. - Beast or Undead type monsters have zero chance of being Faction successor unless there are no other Villagers available. - Cowards (Level 4) should no longer flee from passive Animals. - Cowards will no longer take on Restrain Jobs. - Nobles should no longer be accused of trespassing when visiting other Faction's Villages. - Divine and Nature Worshippers will also now no longer report each other if their religion is considered a crime in their Faction. - The following objects can no longer be Ignited: Water Flasks, Water Basins, Well, Magic Circles, Rocks, Ore, Anvils, Snow Trees, Blood Pools, Demon Circles, Sigils, Stone Piles - Wall Spell can no longer be casted on a tile with a character on it. - Lesser Demon stats have been updated. - Added new icons for Coins, Int, Fullness, Energy and Entertainment. - An Arachnophobia toggle has been added to Settings. When turned on, Small Spiders, Giant Spiders, Broodmothers and Tarantulas will be represented by green Wisp sprites instead. - You can now also create a Prisoner Blackmail for your Blessed prisoners. - Ents should no longer react to events around it while it is disguised as a tree. - Cultists will no longer rescue friends imprisoned by the player. - Plague symptoms will no longer trigger on Undead-type monsters. - Angry and Enraged status are removed when a character dies. - Paralyzed villagers can no longer perform Heal Self, Eat and Strangle. - Criminals will no longer lose their Criminal status when they successfully flee their crime. - Non-damaging player Powers should no longer be resisted by Cultists. - Unhappy or vagrant Vampire Lord has a chance to abandon its current Faction and create a new Vampire Clan. - Vampire Clans have unique Quests related to creating new vampires or drinking blood from other Factions. - Vampires from a Vampire Clan can tempt Hemophiliacs from other factions to transfer to their Clan and become source of Drink Blood target. - Ratmen Cultists should no longer attempt to abduct Cultists from other factions. - Beast and Undead type monsters can no longer become Cultists. - Characters can no longer extract Water Flasks from other Wet characters. They can still extract Water Flasks from Wet objects. - Increased Trigger Flaw cooldown to 3 hours.
Bug Fixes
- [FIXED] Starving character may decide to butcher another villager even if there is an available food pile nearby. - [FIXED] Some characters may not pick up monster-dropped equipment even if they could equip it. - [FIXED] After character turns into necromancer in the village, restrain jobs are created for him. - [FIXED] Demon Cult hospice has problems with pathfinding. - [FIXED] When a character performs First Aid on self and you shared that Intel to them, they will feel grateful toward their own self. - [FIXED] A combatant was accused of assault while carrying a villager from the raided village. - [FIXED] Griefstricken does not disappear even though they engage in a chat with the source of grief. - [FIXED] Cult leader can't preach because they attack hostiles on sight. - [FIXED] Even Vampires that enjoy being one may still consider other's Vampirism a crime. - [FIXED] Skinners don't skin dead skinnable animals if they consider Animal Killing a crime. - [FIXED] When a Malnourished villager becomes a Necromancer, the Malnourished status stays and will eventually kill the Necromancer. - [FIXED] Player's Raid Leader may sometimes get stuck or endlessly roam around. - [FIXED] Villagers may log "failed to do Train Healing Magic" because target is unavailable. - [FIXED] Enslaved cultists can join another faction. - [FIXED] Some corrupted tiles become unbuildable. - [FIXED] Dead Ghosts have blood when loading. - [FIXED] Characters with 100% Electricity Resistance could still be zapped. - [FIXED] Necromancers do not replenish their Undead ranks. - [FIXED] Recruited zombie becomes a Vagrant after leaving its current faction. - [FIXED] Supposed-to-be-normal Villagers may flirt with Beast and Undead type monsters. - [FIXED] If a Villager dies and gets resurrected as a Skeleton, its equipment does not get retained. - [FIXED] If you send out a Demon to Snatch a target, then Seize the target after the Demon attacks it, then the Demon will follow the cursor. - [FIXED] Terrifying Howl can still spook hibernating Golems and Ents. - [FIXED] Retaliating Angels are affected by Monster Scent. - [FIXED] Villagers with 0% Fire Resistance still glow yellow as if resisting Heat Wave. - [FIXED] A Villager may join a Rescue Quest for themselves. - [FIXED] Necromancer may still pick up Mushrooms even though they don't have any use for it. - [FIXED] Level 4 Music Haters do not kill Villagers when receiving Music related Intel.
Greetings Officers, A minor balance change and bug fix patch has been released. Below are the details for the patch.
[Balance Changes]
All Artillery tanks ability cooldowns is increased to 48 seconds from 30 seconds
AXR Demolisher train cost reduced to 380 / 70 from 450 / 100
Viper's abilities now will have separate cooldown
Shockwave damage per shot is decreased to 70 from 83
Cyclone HWS's Artillery is now revamped
All cyclone ability shots takes slightly longer to hit its target. It will take 1.2 seconds to ascend (from 0.75 seconds) and will fall from a height of 300m at 60m/s ( up from 150m )
Each Precision Strike shots will fired in a 1.2 second interval.
Cyclone Heavy Artillery (Reserve Munition) damage increased to 2500 explosive damage over 20m splash from 1500 damage over 8m
Precision strike and Heavy artillery now has a distinct incoming sound.
All cyclone shots will now have ambient sound effects that can be heard globally
AXR Structure build time changes
Power Reactor build time decrease to 20 seconds from 27
Fabricator build time decrease to 27 seconds from 33
AXR Turret build time decrease to 20 seconds from 30
[Visual]
Adjusted mortar trail VFX to make it more visible for RTS
[Fixes]
Fixed an issue with MULE heal command description mention Field Support
Fixed an issue with Marine and Demolisher throw grenade / explosive pack command won't work if selected target is an unit
Fixed an issue with GSF Armory taking extra damage from splash due to armory modules.
Adjusted AXR Command Center mesh
Fixed an issue with Cyclone Precision Strike command description says fire 2 rounds instead of 4 rounds
Welcome to the release of the version 1.7 EXPERIMENTAL update!
If you follow us on Discord, Twitter, Facebook or in our forums, you've probably already seen one or two changes for the upcoming version. Among other things, this is the first iteration of a new fluid effect system that reacts to interactions with the respective fluids (water, lava) - be it when a vehicle is moving fast, being shot at, wading through, or just having a nice swell on the shore. Further improvements for this are planned.
The AI pathfinding on terrain has also received a far-reaching improvement. Obstacles such as trees, stones and plants will be recognised better in future and the movement paths will be smoothened.
Aside from purely technical changes, for all creative galaxy builders, lots of new options for designing the galaxy, the nebulae to new settings for items and blocks have been added to the latest version!
For all players looking for new content, POI and missions, there is also new stuff to do and find. Almost 100 new ships and stations have been added to 1.7 thanks to the tireless builders from the community. Satellite hacking is now also fully implemented. More information on missions and gameplay is now also available in updated entries in the in-game Empyriopedia (F1).
We also updated Invader vs Defender with a big surprise coming at the end of Experimental for our Official Servers
As always, please remember that to test the new content (including the test planet for new biomes) it is best to start a new savegame with the Experimental version. Changes to this area during Experimental may make it necessary to restart or manually update certain areas of the game.
All details, as well as the list of further changes, adjustments and especially bug fixes can be found in the changelog below!
- New water system update: Players, vessels & weapons can interact with waves - Quality settings in the video options: Low: No waves & no water interaction Medium: Waves enabled & no water interaction High: Waves enabled & water interaction
New Character Controller for AI:
A new character controller (CC) has been implemented in the game as a first iteration to improve AI movement. The goal was primarily to avoid the huge zig-zags of AI when moving in certain circumstances.
The new controller affects only AI with the newest behavior and only outside while the AIs are on the terrain (not inside POI). This new CC could be extended later to other ground AIs if there is a need.
What is new with the new CC compared to the old CC: The new CC smooths the path generated by the path finder :
The white boxes are generated directly by the path finder. The blue/black cube is the smoothed version of the original path.
The AI will now strictly follow the smoothed path (see above) contrary to the old CC where the AI was following only very roughly the path defined by the path finder especially at high speed :
With the old CC here, the AI can be far from the path from time to time while zig-zagging (yellow) around the path defined by the path finder (white boxes).
The fact that the AI position and movement are precisely controlled now at any speed allows some new behaviors like for example a raming behavior.
Important : the AIs can still get stuck. It seems that the path finder still has in some cases some flaws and inaccuracies that sometimes lead to bad paths. This is an old bug that will be addressed soon.
POI’s:
- Added lots of new POI and vessels for UCH, ARC, Wastelanders, Legacy, Colonists, Warlords, Polaris! Thanks to all builders and contributors! Full overview: https://empyriononline.com/forums/showroom-submissions.108/ - Updated: TheLegacy now has some POI in BoF territory (Lore-related change; FarrAbandoned POI group will now spawn under THE LEGACY) - Updated POI: Trading Station (Col), Freighters, Burial Chambers, Kennex Station, Legacy Matter Converter, Trader Stations, Kriel Defense Station, Zirax DS Radar + Defenses. - Added new POI and vessels: Phoenix (Warlord), several Space Wreckages (SV, CV), Polaris Trading station (Homeworld), Ghyst Stations (HQ, Radar, Fusion Reactor, Forward Base), Zirax Gas Refineries & DIONIII Labs, Xenu Com Station, Rados Agristation, Kriel Arcanum+Nexus Dual stations (Homeworld), Murky Hollow (Arena) Thanks to Escarli, sulusdacor, Kaeser, Vermillion, ravien_ff & all contributors - Updated: Farr FAITH OPV (MatCz), Xenu Dronebase (Escarli/Vermillion) - Added: Hunter Warlord OPV (Funog)
Misc:
- Toolbelt changes: Re-assign items from player death backpack to previous slots in toolbelt Auto-fillup of toolbar item stacks on manual pickup Auto-fillup of toolbar item stacks on "take all" - Added possibility to extend the shield using new properties ShieldCapacityBonus and ShieldRechargeBonus (allowed on a block with an EnergyIn property). Added more information to console cmd 'shield <entity id>'
- Added possibility to support tracer beams on ranged weapons. When you add 'TracerIsBeam: true' the tracer will be treated as a beam and set to the length of the hit ray. - First implementation of block penetration support for ranged weapons: PenetrationDepth: 10, display: true - GalaxyMap: added possibility to show region names by using "LabelName", "LabelColor", "LabelSize",”LabelLYDistance”:
LabelName: "The Center" # Name shown on the galaxy map; Note: there are no default fallback values for COLOR and SIZE! If you set LabelName, you need to define LabelColor and LableSize as well!
LabelColor: "0.9, 0.2, 0.2" # Color of the label. Can add optional Transparency “0.9,0.2,0.2,0.2” as an Alpha Value
LabelSize: 100 # Size of the label (Font Size)
LabelLYDistance: <distance in LY> # optionally allows to set a distance to the player where the label shows up, if the player is farther away it will hide
- GalaxyConfig: added better possibility to configure nebulas by using NebulaSpawnCount and NebulaColorIndex within a StarRegion_X block - GalaxyConfigFile: LabelName supports now "\n" to do a line break, also the size is not confined any more - Search star dialog: added type & key navigation - Ship Rigidbody collision detection mode changed to ContinuousSpeculative - Added: Localization for loading screens - Added: New model for Laser Pistol (T1) - Changed: Added dedicated SKIP answer options for dialogues with long text passages (Please Re-Test all missions & let us know where we could add SKIP answers in addition!) - Updated Empyriopedia with Explorer Token Missions for Default Multiplayer - Updated: Journeybook: Entries now become visible while playing through the story missions (Charakters, Important knowledge) - Updated: Empyriopedia: Main faction info entries now become visible while playing through the story missions - Updated: Main Loca, PDA Loca, Dialogues Loca (incremental update as of 14 10 2021) - Updated: Updated GalaxyConfig.ecf with new REGION label settings & examples - Added: Home Systems for all remaining factions (first iteration) - Added: Explorer token now given for warping to the sun of a factions home system - Added 'reloaddata' console command to allow in-game reloading of config file data (use 'help rd' to see usage details) - Added better error output to get rid of error messages like "IdMapping: no name for id CPUExtenderLargeT5 found in 'The Ayamara'! Skipping." - Added: Hacking satellites (placed in sun orbits) for reports now has dedicated Communication, Science, Exploration, Security and Military dialogues, consoles AND satellites for the main factions (Zirax, Polaris, Trader, Kriel); Others will follow. - Added report hacking satellites for Pirates, Colonists, ARC, Wastelanders and Farr - BlocksConfig: added new property "RepFac" (f.e. use RepFac: 0.1) to allow to scale the reputation loss/gain when destroying a block (f.e. to make some blocks more/less "valuable" for reputation changes) - Added possibility to give damage modifiers to entities: add in EClassConfig.ecf a new property "Material" with any string and reference this material in ItemsConfig.ecf for the weapon as DamageMultiplier_X material - Distant Stars: adjusted so they are a bit more crisp and do less flicker on camera movements. Nearer stars get more color and bigger, farther stars are smaller and less colored. Being at the center of the galaxy, stars should still be in acceptable size (only the nearer ones get big). - Rockets now orient themselves towards the turrets up direction when firing (and not towards the world up direction). This helps if the rockets use special animations or effects. - Updated localization for all languages (Main, PDA, Dialogues; incremental as of 11 11 2021) - DialogueSystem: added functions UnlockTechTreeItem/IsTechTreeItemUnlocked to allow unlocking tech tree items from dialog. Can be used for example in missions as reward. Use -1 as UnlockCost to only allow unlocking from the dialog system. - Removed the momentum in rotation on ships as a test please try this out with all vessel types in first person view & third person view & give feedback on what you think about this change!
Fixes:
- Fixed tracers clipping through target (fixed for static objects, still clipping if you are moving into the direction of the tracer) - Fix for driller beams and other ranged weapons staying active when ESC or other window get opened - "If you continue flying you will die" message appearing incorrectly when close to a planet now disabled - "Show on HUD" marker doesn't automatically get removed after the device has been removed by the player. - Parallax Occlusion Mapping texture issue with certain blocks - Removing O2/Fuel from tanks via logistics deletes them - Vessels sporadically moving after playfield changes when setup on a repair block - Blueprint window doesn't include tags in filter - Avatar size increase when exiting a seat
- Added Short Range Prisoner Transport. (Thanks to Fractalite) - Reduced the Legacy Space Drones in Black Hole to 5-10 (from 10-20) - Forbid base building in Asteroid Field & Trading Station Systems - Removed the Legacy from Asteroid Field & Trading Station Systems - Adapted Explorer's Guild dialogue text to not hint for rewards anymore - Add second sun (Neutron Star) to Cygnus System - Add Credibility Mission for Free Colonists
Fixes:
- Fixed Merdar Start PDA Mission - Fixed Trader buy/sell on Carbon Substrate (PlasticMaterial) - Fixed trader buy/sell on Nitrocellulose (NCPowder) - Fixed trader MilitaryT2 not showing all items - Fixed Explorer's Guild reward been given in some cases - Fixed Vessel wasn't allowed to be in CSW System - Fixed not all meteors spawning on Void - Fixed Polaris Credibility Mission - Fixed exit portal in the Golden Freighter Mission
As we know, one of your main goals is to survive on unknown planets. A variety of problems and obstacles awaits you, which will definitely hinder your mission. You should be well prepared and learn the secrets of crafting. Certainly, such a skill will help you achieve the desired goal, and you will learn how to properly use the encountered resources to create various components or tools.
In the course of your adventure, it is possible to use a crafting table. This is the device to create assets. All types are categorized, making it much easier to navigate in the interface (for example: Consumables, Tools, Components, etc. ). It is very important to explore and collect materials needed for crafting. For instance, to create a first aid kit, you have to collect the correct amount of Plant Material, or Mechanical Parts will be made with Iron Ores. The whole thing, of course, is in the form of a tree.
Travels between planets will be possible thanks to the modern rocket. You will have to figure out how to build it with available parts, firstly understand what it should look like and what amount to assemble for the machine to work. The system will be developed and expanded so that everyone can feel like a real conqueror of space.
In INTERASTRA, be ready for a wonderful adventure crowned with dangers, puzzles, and the art of survival. It is up to you how your interplanetary adventure will go. Prepare yourself accordingly for travel!
We appreciate your attention. Share in the comments section what your feelings are. We are curious about your opinion. Additionally, we encourage you to visit our social media!
* Improvements - added description for discount rewards
* Bug fixes - fixed a crash in the contract manager - fixed a crash after negotiation - fixed a crash related to airplane animations - fixed a crash when transfer strategy is done - fixed air meals catering trucks can't find a path - fixed period of the day isn't updated in the schedule window - fixed rewards info in the research window - fixed reward for Large Food Factory Boost research - fixed nested action has been done issue in ActionJobProgress - fixed Lancastrian passenger door issue - fixed trees cache issue - fixed researches' reward info panel - fixed error window popups below a fullscreen window - fixed free updates when there is not enough money - fixed Air Meals Factory - fixed a possibility to load an incompatible save file by pressing the "Continue" button in the main menu - fixed vehicle tooltips - fixed research don't update dependent researchers' statuses
Steam Autumn Sale is on! Endless Voyage, published by Kuyou Games,will participate in this promotion with the Lowest Price Ever by 40%OFF~ Captains who had Endless Voyage in your wish list, now would be the perfect time to get it, and enjoy the adventures with the lady captain!
Discount Period:
November 24 - December 1 (Pacific Time)
Discount:
Full price is $16.99, Discount price is $10.19 (40%OFF)
Core Deck-building Fun
DBG is a game that aims to build a deck of cards. There are already a lot of great games on the market, but Endless Voyage doesn't try to blend in other elements to find a shortcut, but focuses on the strategy of "building". The "training camp" and the first few difficulty levels, from easy to tough, so that newbies can easily get started with the fun of drawing, discarding and building cards; No auto-restore of the spirit, no auto-cycle of the deck, these two changes can also allow DBG veterans to feel a different building strategy. Then there is the treasure system and the 2x3 grid system, which deepens the strategy and allows the set to not be limited to cards alone, but also to include the consideration of treasures and positioning. The decks are also more versatile, and you can even create a unique "one move to the end" set, fight all the way smoothly by cutting through the monster, which will immerse yourself in the strategy and fun of deck-building.
Unique NPCs
Each NPC in the three chapters has its own characteristics. NPCs in the early stage are skill-based, so you need to choose carefully and adjust your card strategy. In the later stage, NPCs will test your ability to play with your deck and you need to create nice combos as much as possible to speed up the second half of the game and reach the "Monolith Palace". Of course, you can check the ability of various monsters and the cards they carry in the in-game "character profile" first, so that you can face them with ease after encountering them.
Rogue-like everywhere
The game has multiple levels of difficulty, and the Rogue-like element is important to make each game a new experience! There are Rogue-like everywhere in the game, so the next time you play, you may encounter different monsters, treasures, cards, and events, with so many different combinations, making "fighting with a deck" full of luck. What's more, during the game, you will meet the event which mysterious friends will jump in, healing your health and adding your damage, various buffs to help the Lady captain to reach the end of the Voyage.
Now join the official QQ chat group: 874417263, you can also talk about deck sets with other players and win some game derivative rewards ~