We made it guys! We arrived 3rd at the Big Indie Pitch competition!! :) We had to present the project in "Elevator pitch mode ON" (5 minutes max) in different rooms to a diverse jury of journalists and experts in the field. I assure you that 5 minutes are very few to make the jury feel the universe we are creating ;) But they rewarded us with a nice third place!
Added Lockpicks to Spy & Lowlife starting equipment
Fixed voice samples not playing properly in the Character Sheet outside the Main Menu
Fixed Loot Containers not showing all items if there were more than 15 items inside them
Fixed a Game Over screen wrongly triggering when killing the last non-charmed creature in a fight where the party charmed an enemy
Fixed Kindred Spirit not correctly using the Druid's stats when summoned while in Wild Shape
Fixed a softlock that would occur when trying to resurrect an ally with a Barbarian holding the crown while raging. Barbarians can now use magic items while raging, just don't ask them to use a spell scroll unless you want it shoved in your mouth.
Fixed Druid Wild Shape UI showing incorrect HP value if the enemy monster HP scale isn't 100% in the difficulty settings
Creatures charmed by Animal Friendship now disappear at the end of the battle (like Charm Person)
Staff of Healing is now usable by druids and is a universal focus
Fixed Hide Armor +1 and Studded Leather +1 not displaying their proper title once identified
Fixed Wild Shape Badlands Eagles not having 2 attacks per round
Fixed Druids losing their buffs / Kindred Spirit if their Wild Shape goes down to 0 HP
Fixed Aid not working properly with Wild Shape
Fixed being able to use the major Gate to teleport to Caer Cyflen in the middle of the fight with Mardracht
Fixed Pilgrim's & Zealot DoT not lasting the correct duration
Fixed Counterspell Reaction pop-up sometimes not displaying the correct spell slots remaining
Fixed Guiding Winds not being applied when attacking an enemy with a spell attack
Fixed Acolyte, Veteran, Highwayman & Guard not being targetable by Heat Metal
Fixed "Stop Rage" being displayed in the combat log as ActioneStopTitle (lol typo)
Fixed creatures not being damaged by Spirit Guardians if they entered the AoE with a charge (as opposed to moving normally into the AoE)
Fixed a falling column in Monastery not pushing the PCs aside when it fell, effectively blocking them forever.
Added feedback in the combat log when Kindred Druids use Share Pain
Fixed Stone Resilience temporary HP not being removed when Stone Barbarians stop raging
Fixed Drained status (lower maximum health) being transferred to the animal form when using Wild Shape
Fixed Wall of Thorns dealing piercing damage instead of slashing damage when moving inside it
Fixed a rare instance where the mouse cursor could disappear when an error pop-up appeared, making it seem like the game froze
Fixed Dimension Doors destination visual feedback being restricted by Line of Sight
Druids, Sorcerers, Wizards & Clerics now start the game with a spell focus equipped
Fixed Charm enemies not dropping loot at the end of the fight, potentially preventing quest items from dropping
Fixed a rare issue where characters could lose their animations if a cutscene started while they jumped (how does that even happen)
Fixed Minotaurs' successful charge pausing the fight for several seconds.
Fixed Carried by the Winds still triggering when the Wind Druid's spell is counterspelled
Fixed Scroll Scribing not displaying the correct information
Fixed Bracers of Defense being sold for dirt cheap
Fixed dying enemies vanishing before their death animation played out completely
Fixed Savage Attacks not using the correct weapon dice when using versatile weapons two-handed
Fixed Heat Metal VFX not appearing when re-applying the effect on subsequent rounds
Fixed portrait not being updated when deleting and recreating a character with the same name but different face
Fixed Reckless Attack giving Barbarians advantage until the start of their next turn instead of the end of their current turn
Fixed items being too large when held in hand in the inventory viewer (those are some MASSIVE candles)
Fixed Twinned Guiding Bolt & Levitate being interrupted on both targets when one dies
Fixed traps being triggered by proxy spells (like Sunlight or Fog Cloud)
Fixed Rage damage being added when attacking using DEX with a finesse weapon
Fixed Unarmored Defense stacking with Mage Armor
Fixed Flame Blade not using WIS as spellcasting ability for attack rolls when cast by druids
Fixed Spell Focus not properly displaying their type (Arcane / Divine / Druidic)
Component Belt, Component Pouch, Component Bracers are now Universal Spell Focus (can be used by any class)
Fixed Druids playing their idle animation instead of combat animation if entering a fight in animal form and reverting to human form while in combat
Added sound when dropping items on the ground
Fixed a sequence break in the Wanderer Background Quest that could prevent the player from triggering the final fight
Fixed a rare instance where Druids would be stuck in the ground in animal form after loading a save (what the...?)
Fixed certain monster AIs not properly taking into account their movement range when deciding on an action
Dungeon Maker: Fixed ContentType sometimes disappearing from the .json file
Dungeon Maker: Fixed some doors not being compatible with Activators in Town Interior environment
Dungeon Maker: Fixed shadows flickering rapidly under certain conditions in Town Exterior environment
Dungeon Maker: Fixed the Merchant icon behaving strangely when a combat triggers nearby
Dungeon Maker: Fixed Entry Activators activating right as the player finished loading, even if they didn't click continue
Dungeon Maker: Fixed the "Y-shaped Wooden Beam" not being correctly restricted to walls
Your base camp has been expanded and you can now keep way more pets than ever before!
Keep a pet of every monster species
Equip 5 of your pets to bring questing with you
You can now send a new pet to Base Camp without ending your run
Play fetch with them!
Unlock New Super Skills!
Summon allies, grow tentacles, split in half or possess another monster. A variety of powerful new Super Skills have been added and every monster has one!
Super Skills have been rebalanced and revamped so they're much stronger than before
They can now be used once per battle, and don't cost stamina to use
They now unlock when your mount reaches level 4
3 New Challengers Approach!
3 new mountable monsters have been added, in preparation for the upcoming Swamp Zone and Glacier Zone. They appear as rare spawns in a variety of habitats.
Snooth can draw energy from it's symbiotic fungus to super-size and bulldoze its foes
Wolphin are social monsters that hunt in pairs and can travel through rushing rapids with ease
Poven can bake clay into armour with its intense bodyheat. It has the power to roast hostile shots, clearing them.
Turn Up The Heat!
Hard mode is finally here! Your difficulty settings can be changed in the pause menu, at any time between quests.
Choose your own difficulty level, with 10 notches of increasing danger
At higher difficulties, rare Shiny Pins are much more likely to spawn
Developer's Notes
Players have been asking to keep more than 5 pets for a long time, so this update allows you to keep dozens of them. I've also updated a bunch of the mechanics related to capturing and leveling up your pets, to make the experience of pet collecting much more fun.
My next steps will be to start adding new content for the upcoming Swamp and Glacier zones.
The original soundtrack of Nuclear Blaze is now available on Steam! It has drums, electric guitar, epic moments, chiptune bleeps & bloops and I really love it. (I mean, you should totally buy it).
Also, note that ALL revenues related to the game soundtrack will go straight to the musician, Pentadrangle. So it's also a great time to support a very talented artist 💜
This major (and free!) update will see the addition of the Hold My Beer mode. You unlock it by beating the game once and it will change pretty much everything.
Hold My Beer isn't just some "game is harder" mode: it unlocks tons of new areas in all existing level, completely changing your strategical approach, taking advantage of new mechanics and even revealing crazy secrets.
【Passing The Torch】 the activity has begun. Please be ready to inherit the glory, bind and lead new players, that is, they will have the opportunity to obtain glass weapons, attribute stones and other game items. Participate in the activity quickly and get rich rewards!
This continent is shrouded in war. The protracted war has torn the land apart. The rise and fall of hegemony are only a moment, and the changes of territory have gone through vicissitudes.
Glory needs to be handed down from generation to generation, majesty needs to be guarded with a sword, war needs fresh blood, and new heroes need to be led by old legends.
For the better growth of new heroes, we set up the activity of 【Passing The Torch】Famous legendary players can bind low-level players, lead one or more new players to upgrade, rise to the corresponding level, and have the opportunity to obtain + 40 attribute stone and glass weapons.
See the activity page for details Open the game - > Open ESC - > click [mall / leaderboard] - > Click 【Passing The Torch】
It is time for yet another update to King of Retail.
During this past year I have been blessed with having the assistance of my graphics artist who has added and upgraded a lot of things in the game, which have given a great lift to the overall visuals, as well as allowing me to focus more on programming and implementing new features. But as the game gets bigger and bigger, much time goes into managing things that doesn't directly impact the game features themselves. Playtesting, balancing, bug hunting, translation management and so on.
And now I am very pleased to say that another person has joined the team, making it a grand total of 3 people working directly on King of Retail. She will be assisting me in doing many of these tasks, as well as adding new stuff to the game as she also is quite capable with Photoshop. So I am looking much forward to this, and I hope we will be able to make King of Retail even more enjoyable for you to play.
But on to the actual changes. For a long time we have been preparing and designing new characters to bring a much more diverse looking population to the game, instead of having all residents in the city looking all the same. Let us have a look of what have been added.
--- New faces ---
Instead of having 2 faces to choose from, we changed it into a slider system, where you can adjust the facial traits with more detail. You can also freely select hair color, as well as select between more, better looking hair styles.
--- New Outfits ---
Before this update, all customers in your store wore the same clothes. But that is over now, as they have received unique clothings that better fit their individual segment.
--- Staff Uniforms ---
It is also now possible to design your own uniforms for your various stores and concepts. Should your staff have a simple, or an exclusive look. Tailor the outfit to match the look of the rest of your store.
--- Bugs & Small conveniences ---
- Minimum storage system
Many of you have also requested an easier use of the minimum storage system, so now it's possible to add directly to this when ordering an article, making it much easier to setup when starting a new store.
- Keybindings
Keybinds did not save between closing and opening the game, this should be fixed so you don't have to remap the keys every time.
- Color picker
It was time to look at an old and popular request which is a bit over due. But now the color picker has been updated such that you have complete control in selecting the exact color that you want.
--- Up next ---
- New environments
My graphics artist has been done for a while with these new characters as the last work is always implementing the actual things to the game. So she is already making good progress with the next big graphical update, which is new environments.
So soon you will finally have variety in the areas where you manage your stores, and they will better exemplify the area you are in, in the campaign mode. Plus, they look much nicer than the existing area that i could conjure up back in the day.
- Thieves
With the new characters and skills, it's about putting it a bit to use. A very popular request during all of the development period has been thieves in the stores. So i thought i would finally accomodate this request, and allow you to take on the battle with these persons that doesn't want to pay for your hard earned in game articles.
- New careers
When campaign mode was introduced, clothes was the only existing type of article in the game, which is why there only exist these career paths where you sell clothes. So to add to the diversity a bit, we will be working on adding more of these, so this starting phase can vary a bit from time to time.
That was it for this update. As always, I am very interested in listening to new ideas, bug reports and what else you might have to tell.
You are also more than welcome to join our Discord!