Hello, since the dawn reappeared on February 6, there have been many cities, separate regimes and disputes on the mainland of Aerynth. It was you who drew your iron blood and glory with Aerynth as the painting scroll, sword magic as the pen and war as the ink.
With the advent of a new era, a new journey is about to start, and the old glory will never die. In order to relive the time spent with Shadowbane in 2021, Pacific time: on December 31, 2021, the door of memory will be opened. Click [leaderboard / mall] and then click the activity to view the good memories of you and Aerynth mainland since you met Shadowbane in 2021!
[ limited time discount]
Shopping mall [New Year's limited time] items open for 20% discount and limited time special purchase (from 20:00 on December 30, 2021 to January 2, 2022(pt))
[Double experience benefits]
Shadowbank will start the 3-day double experience activity from January 1 to January 4, 2022 Pacific time(16:00 on January 1 - 16:00 on January 4, 2022 Pacific time.). During this time period, you can get double experience rewards by entering the game. In order to become the strongest legend in Aerynth mainland, come and enjoy the impact of the wave of double experience!
At Eugen, we are obviously in the process of preparing for the new year: prepare the foie gras, the Sauternes, the oysters with of course, some Champagne. We would like to share with you some information about the IRIS Zoom Engine, Eugen Systems' Engine, since RUSE.
Part 1 : Engine enhancements
We upgraded our deferred engine with full PBR (Physically Based Rendering) support to match current industry standards. We specifically put efforts on our terrain rendering tech, solving the typical "PBR-specular explosion from far" issue gracefully.
Thanks to this upgrade, we also improved our asset production pipeline with a state-of-the-art metallic/roughness/ambient occlusion workflow, replacing the oldschool specular/glossiness one. We took this opportunity to make brand-new 3D & textures assets for all units : 4K PBR textures, finer modelling & skinning. For instance, there is more variety in infantry modeling.
New tone mapping algorithm now use typical photographic settings for more realism.
Even if the engine is graphically improved, our goal is to always keep it efficient for minimal configurations. Warno will not require a higher configuration than Steel Division 2!
Part 2 : Improvements to the damage and destruction system for military units
To better represent damage, units now lose pieces of armor, equipment....
.... and when they get destroyed, can explode in a realistic and impressive way, for example by projecting their turret after the ammo-rack explosion...
...or lose helicopter blades, turbines and even airplane wings! The unit textures display their damage with much more realism to better reflect their state of decay.
As for the carcasses, smoke and impact craters, they have also been reworked, giving the impression of a real battlefield, realistic and persistent.
2022!
Now it's time to wish you the best for 2022 and Thursday 20th of January is going to arrive soon!
1- Visual revamp for combat background and various UI elements. 2- Tutorial mode reworked into a new dialogue-heavy prologue. Player actions will trigger certain dialogue during combat. Also, rewards will be given based on how many dialogues are triggered in the prologue. 3- New progression design: Each chapter is represented in a different location. Each location has multiple mission areas. Finish mission areas to complete a location and move on to the next chapter. Currently, only 1 chapter is available. More chapters are already in production. 4- New weapon types and animations for player characters. 5- New way to inject more visual elements into dialogue. 6- New sound system in combat. Sound can be triggered by other conditions instead of only impact. 7- New perk system and more working perks that alter combat stats and behavior. 8- New economy system. Earn coins by defeating enemies and finishing missions. Earn credits by selling looted weapons in missions. 9- New wingman system that can be unlocked by spending coins on carbon copies of acquired characters. 10- New equipment management features, including refilling weapon durability with coins and upgrading weapons with credit and coins. 11- New food system. When using wingmen in combat, you can use a special perk to collect food for later use outside of combat. 12- New rarity and level features for items and weapons. 13- New level feature for player characters and enemies. 14- New mission types. Key missions progress mission area completion; Special missions hold better loot but could be more dangerous and have a time limit to access. 15- New mission area system. Spending too much time in mission areas during combat will result in the loss of unfinished missions. Loss of key mission will result in a reboot of the whole mission area, which raises a chunk of the crisis rate. Once the crisis reaches the limit it will be game over. 16- New death and retreat features. Getting killed during combat will make you drop all the loot you acquired within the current run of the mission area you are in. You can retry the same mission and retrieve the dropped loot or withdraw from the mission area with the loot before heading into dangerous missions. Sometimes it is better to withdraw with some loot and do some equipment management like refilling durability and upgrading gears, and then go back into the mission area with that extra safety and firepower. 17 - More visual aid on control scheme for both keyboard and controller in various screens.
After a whole year in the making, embark in the biggest update of Daring Academy as of now: Alpha 0.0.2!
Complete with a whole rewrite of Day 1, new menus, optimizations, this update will arrive on the Daring Academy Itch.io page on January 1st, 2022. Steam release will come one the game will be in a demo phase.
Full Changelog
Added animations between scenes and characters
Added non-binary support for the main character
Added default names for the main character (Lee, Layla and Lenny)
Added default nicknames for the main character (Lee, Lay and Len)
Added the question in choice menus (NVL mode for important questions, AVL for normal questions)
Added Discord rich presence
Added 5 new achievements
Added new characters: Lily Cortez, Rose Wheatley, Elizabeth Robinson, Clementine Neonica, Helen (Luna Sweet), Bernard Sweet, Ruby Sweet, Alain Nadeau, Young Amelia
Added an inappropriate action (Bullying, blood, etc.) selector before the main menu (Will be used later)
Added a swears selector before the main menu (Will be used more later)
Added a gallery screen (Thanks to I_Am_Boredom on Discord for coding it)
Added name references
Added a character bio screen (Thanks to I_Am_Boredom on Discord for coding it)
Changed so the main character's name input is limited to 16 character instead of infinity
Changed the start of the game to include a daydream
Changed Amelia's sprites to remove wrinkles on her shirt and fixed her proportion
Changed all humanoid characters to use layered images instead of using image composition, thus opening tons of new possibility for clothes combos
Changed the main menu to add parallax and a animated background to the main menu
Changed the "Day One - Moving Day" achievement's description from "Complete your first day in Olis." to "Complete your first day in Olis with going out and visit the city."
Changed the words "Boy" and "Girl" to "Male" and "Female" (Taken from Daring Terror)
Rewrote Day 1
Fixed the cursor's size
Fixed Amelia not being on the left or right when two or more character was present on screen at once
Fixed Day 1's code to use image compositions instead of showing images after showing images
Fixed the achievement screen (Thanks to I_Am_Boredom on Discord for coding it)
Updated the icons for the achievements
Updated backgrounds
Expanded the non-binary support to allow your look between male and female (Taken from Daring Terror)
Removed all Day 1 stats increases (Love and Trust)
Removed Cashier Frank, Receptionist Dave and Waitress Amora from normal gameplay
Condensed all images from PNG to WEBP images
Before wrapping up, I just want to say thank you to everyone who helped make this whole thing possible, from the Ren'Py Discord server to the Ori Discord server (Oricord) to friends, coworkers, everyone! Alpha 0.0.2 wouldn't be possible without you guys!
Welcome to the December 2021 Coral Island development update!
Please check out our Steam page to wishlist the game and find out more: swg.gg/corstm
This month, we'll go over the highlights of Alpha v0.06. Take a look at Giants gameplay and how Town Rank will work in the game.
Alpha v0.06 will launch on January 10 @ 11:59PM PDT.
Happy Holidays
Happy holidays from everyone at Stairway! Here's to a great 2022.
HD Wallpaper for Backers
We'll be sending HD/4k versions of this wallpaper early next year, and it will come in both horizontal and vertical orientations. Thank you to all backers. We hope you like it!
[what's the first thing you noticed?]
Giants Gameplay Prototype
At long last, we're ready to talk about Giants!
Giants are farm helpers that you'll unlock as you progress through the game. By deciding which totems to craft and where to place them, you have ultimate control over the type of help you get on your farm.
[craft and place totems to get some help on your farm!]
There are three types of craftable totems: water, harvest, and animal totems. Today we're going to take a look at the Water and Harvest totem.
Water Totem
Place Water Totems to get help watering tilled soil. Please note, Alpha players that the Water Totem will replace any previously placed Sprinklers on your farm.
Now, for a look at the water totem in action:
[Totems activate when a Giant is about to work its coverage area]
[who doesn't get happy when their work is done for the day]
Gather Totem
Place Gather Totems to get help gather items on your farm. They come in handy to harvest crops and collect items from processing and artisan equipment.
Now, for a look at the Gather Totem in action:
[REDACTED is skilled at Gathering]
[It's not all work and no play for the Giants. Or err... nap time]
Collecting Gathered Items
The Giants will place gathered items inside a plant pouch, and it's conveniently located to the left of your house.
[worth checking the plant pouch now and then...]
The Three Giants
Although each Giant can work on all farm tasks, they excel at one thing. To unleash the full potential of a particular farm task, you'll need to unlock higher grade totems and develop your relationship with the Giants.
Town Rank
The residents of Coral Island want to improve the town, for good reason!
The town rank comprises four key components: Heritage, Fame, Museum, and Ocean. We've added a special tab in the UI to keep tabs on your progress and figure out ways to earn points.
[WIP of Town Rank UI]
As you increase the town's rank, shops will have an easier time sourcing items, which means new things for you to buy. And well, who knows what other shops you'll attract to town.
[mock up of store selling new items after town rank increases]
The town hall houses a monitor that tracks your progress toward increasing the town rank.
[that's one big monitor]
Other updates
For 0.06:
- Q&A system with NPC testable with Yuri, more information available in Discord - Several map tweaks have been made - Opened up the blocked path on Hillside - Functioning gates for fences - New buildings on the map? - Manual cooking! - Cherry Blossom main festival objective implemented - New interior music, check it out - Various bug fixes and optimizations
What's next?
For Alpha v0.07, we've got the following planned:
- Renovated museum - Heritage implemented (temple offerings) - More interiors and exteriors - Refreshed 10m diving maps - Rebalanced mastery progressions - And more!
Changes for 2022:
- We're increasing the time between Alpha updates from 1 month to 2 months. For example, Alpha 0.07 will launch in March 2022 - We will continue posting dev updates every month