Hello everyone, we are 18Light Game. "Pronty: Neptune’s Hall " DLC has been officially launched today, and is now open to players who have purchased the game itself to download and play for free.
In order to thank the majority of players for their love for the battle levels in the game, we decided to launch the "Boss Rush" stage to provide fans with endless skills to learn from, and look forward to players who are brave enough to challenge themselves to pass the level. "Neptune’s Hall" is a training space designed to continuously strengthen the ability of "Advanced Guardian". The demon kings of each level will take turns in battle. You must defeat them in order and survive to the end. You can clear the level with zero death in the whole battle.
With the release of free DLC, the function of changing the appearance of the protagonist has been added to the game itself. The skin can be applied to the main game "Pronty", and enjoy the protagonist Purdy's completely different appearance in the story. This new costume is designed with the concept of two very popular Bosses:
- Guardian armor forged inspired by the appearance of "Lamina". (You can get it after clearing the "Neptune’s Hall" DLC) - The appearance that was mutated after being cursed by "Hellish Rabbit". (You can get it by successfully unlocking the hidden ending)
In addition, the digital soundtrack, Pronty Soundtrack, is available on Steam at the same time as this update. Composer "Su Yubo", who once compiled the soundtrack for the development team's previous work "Behind the Screen", devoted himself to creating an exclusive and charming soundtrack for each battle and each scene. A complete collection of 19 game BGMs leads the guardians to taste the purest original sound.
Missed the previous log, as I've been under a very heavy work load. As such, this update will also be quite short.
The upcoming version is underway and I will have the game updated later this week to add a couple of fixes - for example placing trams on sloped roads not working as intended and avenue roads not reverting to regular roads when trams are placed on them.
Primarily, I've continued work on ideology related buildings, and now only have a handfull left, which I should be able to finish up fairly soon. After that, I will move on with testing the ideology system in general and start finalizing the perks of each ideology.
A new sanctuary type building will be added in come next update. This one will provide more culture, but be slightly larger and cost a bit more. Overall it will add a bit of variety.
I will also be making a change to the happiness system a bit to accomodate for the implementation of the ideology system. Currently it is calculated from a bunch of individual variables such as tax rate, crime levels as a total and implemented policies. After the change, happiness will be based on the average local effects of crime, education etc. and then use policies as a multiplied factor.
The great museum of history is finished. This building will add entertainment in traditionally minded socities (conservatives) and boost upper class quarters.
The Grand Library is also finished. This building boosts education city-wide alongside the University of Liberal Philosophy in liberal minded socities.
Most of the ideology buildings provide both a local effect, such as boosting local education or culture, but also a citywide effect such as boosting labour output or similar. If an ideology building is placed and the city then converts to an ideology that doesn't support the building, the building will automatically convert to a historical site, boosting culture.
We Three Nouns is (/are) pleased to announce our arrival on this platform! Those who followed our playtests or our streams will be familiar with our history, but for those who did not, introductions are in order.
We are a group of now-former students of the graduate program in Game Design & Development at Rochester Institute of Technology. To Carry a Sword: It's About the People Who Need You began as our capstone experience in Fall of 2020, and took four of us in the program and one outside artist. Since then, we took what we created and continued it over the summer thanks to RIT's MAGIC Spell Studios, our publisher, and ultimately we brought in the talents of two more artists and an editor.
Playtesting was a constant in the program, but the public playtest began around August of 2021, and your feedback has been invaluable. Thank you to everyone who showed an interest and dropped us a word. At last, we feel the game is complete enough that it should deliver the experience we had envisioned when first we started more than a year ago. We can't wait for you all to enjoy it.
February 14th, 2022 is the date. Version 1.0.0 is near. We will see you then.
We Three Nouns is:
Richard S. Hetley — Producer, designer, writer, programmer Soahm Korgaokar — Art director, programmer Enan Munzar — Composer, programmer Elliot Privateer — Programmer TingYu Chang — Artist Alex Theodoreu — Artist Joseph Lu — UI/UX designer Paul Gresty — Editor
On January 24, 2022 a new Alpha 0.11 was released. The main change in the new update is the addition of the ability to save game state on 5 slots. Also added is the ability to store items in a 9 slot backpack, which can be obtained later in the game. Have fun with the new features in the game ;)
Full list of changes: - Addition of a new game save system, - New items added: Backpack in which you can store an item, Atomic Flakes (corn flakes), a new type of wine that you can get by completing one mission in New Tolham, - Added a new location Samson's farm in Watown. - Added 2 new characters - Samson and Grandfather's Ghost in the subway - Added the possibility to roast meat on campfires in the subway - Added a fire that burns on the campfires in the subway - Added information about collapsed stairs in the subway - Changed hair color of Joshua - now he has white hair color - Changed the appearance of the wolf meat item - Improved the appearance of building walls in Moolow Isles and Woodhill - Improved the appearance of roofs in New Tolham, Watown and Yorkset and other wooden houses
NOTE: Game saves from alpha 0.8, 0.9, 0.10 do not work in the new update, you have to start the game from the beginning.
- Added proper LINUX and MAC ports with WORKING ACHIEVEMENTS! - Upgraded all versions to the latest stable engine version - Fixed a bug with a certain password, now lowercase or full uppercase also works. - Fixed a crash bug regarding the creation of files for achievements. - Added tint to a certain item in the yacht during the [night].
Fixed: Colonists stuck in a loop picking up and dropping off seeds when attempting to plant them if a colonist is assigned both the botanist and biologist job roles.
Fixed: Colonists stuck in a loop attempting to harvest crops in some instances.
Fixed: Game crash, in some instances, if returning to the main menu and starting a new game or loading a game
Fixed: Unable to use mouse scroll wheel to scroll global inventory if hovering over an item category header
Fixed: Particle effects not always being properly removed
Fixed: Missing text string for depressed attribute effect
Fixed: Missing text string for motivated attribute effect