EPISODE 36 / PS1 UPDATE 32 *-------------------------------------------------- *Building: Harvest Nodes (Trees, Stones, etc...) no longer block building and furniture placement, and when you place building or furniture the Harvest Node will be just removed. *Lumbermill: Lumbermill effective range reduced by 30% and instead of providing Harvest Speed Boost it now spawns fresh Trees every cycle. *-------------------------------------------------- *Game Loading: Loading Game Sequence is now more stable and is less prone to becoming unresponsive. *-------------------------------------------------- *Fixed Bug where in some rare instances Ark Invasion spawn could cause your FPS to drop to the point where game freezes. In this situation, the invasion would not even appear. Thanks for the Save (Jaunty O.N). The game will retry again with new coordinates to create a spawning location with multiple fail-safe mechanisms. *-------------------------------------------------- *Backward Compatability: This Update is backward compatible with your existing saves. Restarting the game is not necessary.
What can you expect from PS1 Updates?
Post-Season 1 Updates are intended for polishing the game and preparing the game for Season 2, which by the current pace would happen somewhere in 2022 Fall with the release of Episode 37. These PS1 updates don't have a schedule and will be happening randomly during the last months of EA and after the game is out of EA.
In detail, these updates include Bug fixing, polish of the current systems, balance and some light revamps, and localization. The goal is to perfect all the content that has been introduced during EA/Season 1 of Ragnorium and fill the gaps that might exist.
Hey! How are you doing? I hope you all are ready for the X-mas season! Our team is working full speed on Week-3 and now the first part is ready. You can play Day-15 with all great scenes now if you would support us on Patreon. Our development is only possible because of great fans who support our team through the Patreon platform and without them, this game would've never happened! In return, you would be able to play the game as we are making it. We usually bring updates every 5-6 weeks. You can also get the Android version of the game if you support us on Patreon.
Keep in mind that the game will be available on Steam only when we will finish Week-3 to 100%.
Hello friends, thank you so much for your interest in Video Game Fables I appreciate your patience for development. It's hard as a solo indie dev, but I'm working constantly to get this adventure finished to share with all of you.
I still don't have a release date planned, but it should be in the first half of 2022. The game is very far along. Everything up to the final "dungeon" of the game is fully functional and pretty much done. The cutscenes, enemies, enemy skill animations, levels, etc. are all there. So at this point it's a lot of refinement and finishing the final area, the bosses there, and the ending of the game.
Like I said, it's hard making a game by myself and with no funding. So my request for you guys is to help me get the game out there. Post about it on social media, share it with friends in Discord groups, stream the demo on Twitch, wishlist it, etc. I greatly and humbly appreciate anything you do to help with that.
A new demo?
I'm close to finishing up a new demo. Obviously it will have a lot of fixes and improvements from the previous demo, but also it will be an extended demo.
You will be able to play the game from the start all the way up through the first dungeon! Think of it as an open beta if you want. I'm hoping this will give more people a feel for what it will actually be like to play the full game, instead of playing a demo that sets you in a limited space.
Closing
Anyway, I really appreciate all of you. We're getting closer to this game being finished! Look forward to the demo in a few weeks, and look forward to the full release of Video Game Fables!
P.S.S. Here's a cool video with town gameplay (which you will be able to experience in the demo!) and an original track from the talented https://twitter.com/Levc_EGM
I have no idea how it happened, but somehow my game got voted into the top 100 for the Indie of the Year Awards at IndieDB. You can find it in the "released games" section under "third person shooter".
There are no prizes connected to this, there is nothing to gain but fame and glory. However, Myriavora is a passion project, so recognition means a lot to me. Thank you to everyone who voted for Myriavora, you have no idea how motivating this is!
There's now a second round of voting for the final awards. If you want to help Myriavora become Indie of the Year, you can vote for it at its game profile page until December 20, 2021.
1. Destroying nurikabe and grave tables with abilities led to invisibility on the next restart of the level. We finally found it case and fixed it. 2. Also reworked the message of Neko-Taisho, it now falls as well as pantes without blocking the spawn points. 3. Changed damage of vertical and horizontal slashes from 3->2
Hey everybody! This is a small patch focused in fixing some of the bugs reported since the last one and introducing some graphic improvements to the game.
With this patch we have also reworked the way we draw the buff icons during combat. Visually, this will work the same, but we feel this will improve the combat performance in some systems.
- Boons, injuries or monster cards will not interact with Enchantments that use the energy of casted cards as catalizer for their effects (f.e. Wild Hunt). - The Corruption Altar will now grant a corrupted card when the chance rolled is equal to the maximum percentage of success. Also the stat sacrifices done will now be succesfully reduced in coop games. And finally, we have adjusted the dust prices and included a new event option to get a craft discount. - The master of a coop game will be able to launch a game even if all the slots are not filled with players (with a minimum of 2 players). - Modified the internal way that "combat corruptions" are shared before a combat in a coop game, in order to fix a problem when some players had different info until they pressed the "Combat reload" button. - We have reworked the "Divination" invite system to avoid a bug that prevented some players to accept the invitations and join the card reward process. If you find bugs on this specific system please report it to us. - Additionally we have fixed some minor bugs here and there!
As usual, thank you so much for your help, reports and suggestions!