The days are short and the winds grow cold, but the action in the lanes never stops — meaning it's time for another seasonal Dota Plus update to help power through those blustery nights. Loaded with a new seasonal treasure, and refreshed Guild Quests and Rewards, this update also includes a new heavy metal music pack that will shred the winter blues away.
New Metal Music Pack
Composed by Humanity's Last Breath, the new Void music pack brings a brutal edge to the soundscape of battle. Available now in the store for $4.99.
Dota Plus Seasonal Treasure
The Winter 2021 Seasonal Treasure is here, available for purchase with shards. Exclusive to Dota Plus members, this treasure features all new sets for Spirit Breaker, Chaos Knight, Riki, Treant Protector, Arc Warden, Undying, and Lina. There's also a chance to unlock Bionic Birdie, a courier loaded with random prismatic and kinetic gems.
Updated Seasonal Quests & Guild Rewards
As always, today’s update also comes with a new set of Dota Plus quests to help haul in some extra shards for new relics and the Seasonal Treasure — offering up to 115,200 shards over the course of the season.
Joining today's update along with the changes above, the guild rewards for silver, gold, and platinum tier guilds have all been switched for the winter season.
Guild Tier
Rewards
Silver
Emoticon - invoker_dry
Emoticon - luna_rage
Emoticon - manta
Gold
Spray - Spirit Breaker Choo Choo
Spray - Lion Laugh
Spray - Undying RIP
Platinum
Chat Wheel - "Absolutely Perfect"
Chat Wheel - "Как же это сочно, ах!"
Chat Wheel - "漂~ 亮!"
Upcoming Battle Pass
As mentioned last week, we have one last pressing order of business before the end of the year — the Battle Pass, which will arrive in the next few weeks filled with holiday levels of hijinks and rewards.
- Koi: Fix Teleport Bugs: Instances could occur where arts relying on teleportation logic(Return, Translocate & Rally) would result in a "dud". If art using teleportation was cancelled due to planar interference, the cost of the evoke would still be drained from the element pool. - Koi: Fixed calls leading to 1024x768 windowed mode being disabled. - Koi: game.CLI: Level 31 (Gloom Peaks) room 19: Room Name is missing along with description - Koi: game.CLI: PoR: Peace Corpse Hall changed to Radiant Hall - Koi: game.CLI: Facades Agoknight: Removed - Koi: game.CLI: Luminous Mountain Name Revert for DoL. - Koi: game.CLI: Updated flags in Threshold, Nexus, and House facades to reflect currently open/closed houses. - Koi: game.CLI: Updated room names in Threshold to reflect currently open/closed houses - Koi: game.CLI: Updated level names to reflect currently open/closed houses - Koi: game.CLI: Added Crypt of Lace to Lost Caves, with hidden entrance from Teng's Crypt. - Koi: game.CLI: Path to Tribunal Room sphere requirement lowered to 4th from 6th - Koi: game.CLI: Added Marda's Repose to Higher Lambent Flats, hidden entrance from waterfall in Onirader's Waystop - Koi: House: Order of Harmony renamed to Order of the Sable Moon: Includes MB graphic changes and string changes in code. - Koi: House: Temple of Abundant Soul renamed to Emergence Academy - Koi: House: Monastery of the Shadow renamed to Keeper of Eternal Shadow
Welcome to the snowy season. We hope everyone enjoyed the last little bits of fall! Here’s a brief update on everything the team was up to during November!
Finishing the Biome
This month we finished off the new biome we started in June! We primarily focused on updating the in-betweens/transitional levels between the old biome and the new one.
It was rather easy for us to update the the biome where it splits along a natural gap, such as a river. However the real difficulty shows up with natural land transitions. For example, the grass in the biome on the left is brighter than that on the right. You can’t quite put the two right beside each other without it looking weird. It took quite a lot of time, but we’re pretty happy with how it all worked out.
Making Friends
One area we’ve really been focusing on recently has been creating more passive animals. We talked about it briefly last month, but it’s things like cats, dogs, bugs, birds, frogs and other animals that exist to give the world more life. One thing we really noticed when traveling throughout the world is that other than NPCs and enemies (and treasure) there wasn’t too much else. These little things can add a lot of extra movement so we hope it will help.
Twitch
We’ve begun to do regular weekly Twitch streams every Tuesday from 8-10pm EST. If you’re interested in watching, follow on Twitch or keep an eye on Twitter for when we go live. And if you miss it a VOD is available on Twitch for the next little bit.
What’s Next?
Our big plan over the next few months will be to:
Continue writing and reworking the end of the game
Developing the last biome
Upgrading the turn-based battle system
The general theme of this next work is to finish “preparing for content”. In other words, although the story might be written, it hasn’t been implemented in the game just yet. We need all of the levels to exist in order to do that. At the same time we’ll be upgrading the turn-based battle system and fleshing it out more. After that’s gotten it’s turn, we’ll look at the debate battle system – which is heavily dependent on the story.
Our next update will focus more on a year in review and what our plans are for the coming year, so in the meantime we hope everyone stays safe during the holiday season!
During the past month, I've done quite a few important and interesting things. Even if not all of them concern content, they improve the game as a whole, which is also extremely important. And so, let's get to the point, and at the end I'll talk about the plans for Mondealy: Day One and the full release of Mondealy.
(Please note that I'm only sharing the progress behind the scenes, the things I've listed are not yet part of the game)
Main Character Customization
I've long had plans for interchangeable clothing, hairstyles, and hair accessories. I knew it would require a huge amount of work, but I was ready for it. You will have four hairstyles, four clothes (including standard options), and three hair accessories available. Here are preview versions of the menu for selecting these items.
Progress on New Locations
The additional Water District locations are almost complete. It may have already been more colorful than many of the other locations, but it's still very small. I have great ideas for improving the area and I'm slowly implementing them. Finally, I began work on the infamous Upper District. This location is something of an experiment for me, both in the way it's created in the engine and the way I draw it in the external editor. At this point it's probably the largest and most detailed location in the game. Unfortunately I'm not ready to show the Forest District yet, it's still under active development, but there's another very entertaining mechanic planned there, similar to Rufus' house.
Surface Improvements
The normal surface world in Mondealy was created a long time ago. It's boring, unsaturated, and it's unclear what to do with it next. But I have some ideas. In a few days, I implemented one of them: adding car traffic to the main road. They are carried with you when you go to the next location and they have spatial sound with a Doppler effect. And yes, you can run under them if you want to. You'll find out for yourself later on what happens ;)
Improvements to the Main Menu
I didn't like the old contacts tab and wanted to move it to separate function buttons. That's what I did, while also improving the control from the gamepad and keyboard within the menu. As a consequence, I improved the behavior of the mouse cursor with these buttons too. All of these improvements will come in handy on Steam Deck.
Speedrun Mode Prototype
To my surprise, even the current, ill-suited version of the game has a group of people trying to get through it as quickly as possible, whether for the sake of achievements, or overall completion. One thing many of them have identified is that skipping through the dialogues as it is now takes a tremendous amount of effort and gets your arms tired quickly. I decided to make a move and introduce a speedrun mode that can be activated after the first completion of the game. This mode isn't much different from the standard game. It has a time counter, which is always visible during the game and displays the ability to control the main character. But most importantly, it automatically skips dialogues until they are over or until a line with choices. I also plan to be able to enter a fixed Seed for the game.
Improved Dialogue Boxes
Dialogue boxes with choices will become neater and more compact, the choices themselves appear faster and are grayed out if you've already selected them during one dialogue. Instant selection of dialog options will also become available by pressing the right number on the keyboard. Here's a before and after option:
Beyond that, of course, there are a lot of other little things, improvements, fixes, and additions, but it will be best to see them in person, in the new versions of the game.
Plans for Mondealy: Day One and the Mondealy release
There is one final update planned for Mondealy: Day One, which will improve the whole game and the intro. I assume that after that, the chances of compatibility of the saves will maximize, but I would prefer players of the final version to go through it from start to finish without using the old saves. The update, however, is planned for around February, along with Steam Fest. It will not expand the game, but only improve the existing one.
The full version of Mondealy requires more time, but for now the release is scheduled for the first half of 2022. If all goes well, the game will come out in that timeframe. And yes, I'm looking forward to it as much as you are!
Thank you all for your attention, I hope this experimental post was of interest to you! And please, leave feedback about it in the comments. Regards, uglycoal :melon:
An issue where playing the DLC could prevent players from receiving stamps in subsequent acts. If you enter a rest stop, you should be able to get all pending stamps now.
The second enemy in the final boss fight is now only named partway through dialogue, instead of the name being revealed immediately at the start, as was originally intended.
"Lockdown" ability should now display the correct taunt rank instead of always saying Rank I.
Resolved a visual glitch when using Zantetsuken on a slowed enemy.
"Ace of Spades" now shows damage in description.
Resolved a visual issue where some text would overflow on a boss warning screen if the Devil Clock was enabled.
Added a failsafe to prevent Protect Me! from using another enemy's attack animation. This enemy should not attack—only heal. If you see it attack, it would be very helpful if you let me know!
Resolved an issue where Blood, Sorrow, and Bile's animations would desync from eachother.
Shopkeeper should no longer say the act 4 message before act 4 starts.
You can no longer get the same special offer twice by entering the DLC.
If you encounter any of these issues still, please let me know with an email to support@loveconquersallgames.com right away and I'll look into it!
Move with WASD Overwhelmingly the greatest dislike in Lingo (besides the infamous Hedge Maze) involved the control structure. Controls have been revamped, and the new controls are reflected in the Controls page under the New Game menu. Here's a breakdown:
1. Walk with WASD, look with Mouse 2. When you light up a puzzle panel, press ENTER to begin Solve Mode (it adds a little border to tell you when you're in solve mode). 3. If you want to move on, just press ENTER again to exit solve mode. Solve mode automatically closes when you get the answer right.
Assistance Mode - Length Hinting Assistance Modes are disabled by default, but you can go to the Settings page to enable them. This assistance mode will tell you if you're wrong when you've entered the number of letters of the correct answer. For example, if you typed in "BW" into the first puzzle panel you encounter, the BW would flash red and then clear itself. As with all puzzles, spaces are irrelevant to Length Hinting.
Once again we’re reaching out to the community and asking for your help in deciding what props we should add next! These props will be freely available for everyone to use, including the free edition. There are currently five options to choose from:
- Dungeon Pack
- Kitchen Pack
- Blacksmith Pack
- Castle Pack
- Farming Pack
Don't wait, [https://forms.gle/ZHGhU1Luih9UNrv38]VOTE NOW[/url] and tell us what you'd like to see added next! The link to this poll is accompanied by images to give you a clear idea of what you are voting on.
Today's patch adds a new organization in the game, the Tower of Elements, and the Performer archetypes (Bard, Thespian, Dancer & Illusionist) along with a few other bits and odds.
But before we get to that, a reminder!
Erannorth Chronicles Modding Contest
How to participate
Create a mod for Erannorth Chronicles.
Your mod can be in any category you like (archetypes, locations, events, etc.) except Cosmetic mods ie. no PC Portraits please.
Upload your mod in Steam Workshop before 16 of December.
Share its workshop link in our modding-contest Discord channel.
Small Prints
You can participate only once. If you submit multiple entries, only the top-voted of them will count as your contest entry.
The contest will be canceled if there are less than 10 entries after the deadline pass.
How to win
The community will vote for their favorite entries after the contest conclusion. We'll be talking about that in more details when that time comes.
The grand prize
1st spot: A 50$ Steam Gift card .
2nd-3rd spot: A 20$ Steam Gift card.
All 3 top winners will be getting the honorary title of 'Modder' in our Discord community (if they don't have it already). And early access to the upcoming (Late Q1/22) DLC for Chronicles.
So without any further ado, let's dig into the new stuff!
Tower of Elements
The Tower of Elements brings along a new Expertise (Spellweave), that features Actions that get better if you have ranks in other Magic disciplines.
For instance Corlan's Flaming Arrow, gets Multicast 2 once you reach Research 4 and extra Damage once you reach Pyromancy 2. Codex have been updated to preview such cards in their Fully Upgraded form.
Considering that as a Tower of Elements Mage you'll have to invest points in Spellweave, Research and up to 2 of (Pyromancy, Hydromancy, Aeromancy, Geomancy) is an organization recommended for advanced players.
Performer Archetypes
The Performer comes with 4 archetypes that will explore different aspects of Perform, Illusions and Seduction skills, will mostly play differently from each other, and give you different paths to victory.
Thespian Archetype
Illusionist's starting Deck
As is often the case with new archetypes, they may have typos or minor issues I didn't catch, so if you come across any, let me know to fix them.
You can read more details in the patch notes below.
Patch Notes - 01/12 # 1.028.3
Bugfixes
Fixed a few typos in perks and cards.
Filtering by Element in Deckbuilder could in certain cases show (extra) incorrect results.
New Content
Added new Organization: Tower of Elements and their assorted cards.
Added new Expertise: Spellweave.
Added new Spellweave cards.
Added new Research cards.
Added a new Class: Performer and their assorted cards.
Performer has the Bard, Dancer, Thespian & Illusionist subclasses.
Added new Perform cards.
Added new Seduction cards.
Reworked/Buffed several Illusion & Shadow Magic Actions
Misc Changes & QoL Additions
Previewing Cards with Expertise-based Morph effects in codex will also show a "Fully Upgraded" version, which will display the card fully evolved and with all the expertise based morphs unlocked.
Infused cards in hand with 0 Uses left will appear in their 'disabled' status.
If the PC arrives Fatigued in a Town and try to move out, the "Camp Options" will now show up with a hint text that they can't rest on cities and must instead use the local Inn to rest.
Added a shortcut button to the Town (If the PC is Fatigued and open Camp Options while inside a settlement).
Forced March will now always show up, in case the player wishes to leave from a Town even Fatigued (ie. without first resting in the Inn).
After setting up a camp in Camp nodes or outdoor activities: Added an option to Rest for 4 hours that doesn't require Rations.
Changed the starting deck of Elementalists.
Defeating Enemies has a small chance to Drop a Tome of Knowledge (it can be used to loot a Random Card).
New Modding Additions
Expertise-based Morph effects
Cards can now gain additional effects when the player reaches certain Expertise rank.
ie. MorphExpertiseAeromancy=>1=>Multicast:1, Action will gain Multicast +1, once/if the PC has Aeromancy 1.
ie. MorphExpertisePyromancy=>3=>Burn:1, Action will gain Burn 1, once/if the PC has Pyromancy 3.
That refers to a base value and the effect will level up normally as the card gain levels.
Note to Modders: The major difference between expertise conditional checks and expertise morphs, is that the morph effect becomes part of the base card while conditional checks must be self-contained bonus effects.
ie. You can't give Ranged or Double to a card with a conditional effect, but you can with an expertise morph.
ie. You can't have a morph deal extra damage of a different element or affect a different target, but you can with a conditional effect.
New Keyword / Status Effect: Taunt
Syntax: Taunt:x, 75% chance to Inflict Taunt. Taunted Enemy will 'Attack' in their next turn (if able).
As long as they are "Taunted" enemies won't use any of their tactics and just 'Attack'.
Immobilized, Frozen or Bewitched enemies are unable to attack, regardless of their Taunt counters.
For the purposes of retribution, this doesn't ignore evasive abilities they already had ie. if they were flying they are still flying etc.