The new major update titled “New Resources & Cultivation” is now live on Steam, Epic Games Store, and GOG. All those fixes and improvements from the experimental branch are now stable, tested, and present in this update! These include new resources, new buildings, more harvesting options, fueling system, new settler’s modifiers and various other tweaks and improvements.
Watch the video below to see the update’s highlights, and if you want to go into more detail, beneath the video are the full patch notes:
But first, for an optimum user experience, we suggest that you:
Disable Mods if you have them
Please note: if you are using unofficial mods (especially those related to crops) you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete all of the folders in the steamapps\common\Going Medieval and then verify the game files.
Also, one more thing to keep in mind: We had to reset your ‘Manage’ panel presets in order for it to allow new food types to be added. That means that all of the custom presets are deleted, but nothing stops you from making new ones.
Now, onto the updates:
Seeds and Saplings
We have made some major changes to crops. You won’t be able to magically conjure them from thin air anymore and we’ve added a new phase to the life cycle of plants. Saplings are also in the game. Here is how it’s all going to work:
To sow crops, you will need new resources - seeds and saplings.
Agriculture now unlocks all crop fields, but they will not appear in the crop field panel unless you have the seed for that crop somewhere on the map.
One seed/sapling occupies one grid space.
One settler can carry a maximum of 300 seeds | 30 saplings in their inventory.
Some crops, like barley and redcurrant, are sown with their produce (one redcurrant, as a resource is used to plant one redcurrant bush).
All plants drop seeds in their ripe phase, but there are certain plants like cabbages, carrots, and beets, that give more when in flowering and seeding phases.
Trees drop saplings whenever they are cut, except when in the dead phase.
Crop Blight
Blight is the new event in the game and will appear during summer and autumn. It will occasionally occur on random sections of the field and will destroy your crops if it isn’t dealt with.
Blight can affect only flax, barley, cabbage, carrots, and beets.
When the blight appears, you will want to cut contaminated crops before it’s too late, as it will spread to nearby crops.
Strategic crop placement will also prevent the blight from spreading - the size of the crop fields, as well as their shapes, play a big role in blight control.
New flora
To make things a little easier and interesting, we added some new flora elements.
Apple trees are added to the game and can be sown with apple saplings. You can't find those saplings in the wild, but they can be bought from merchants or settlements. These trees have several harvest cycles and produce apples, wood, and sticks.
Wild flax and wild barley are here (or, as we’d say it: growing wild!). Look at them as a starting point from which you will obtain seeds. They look a bit different and give fewer resources than regular flax and barley.
Even if your scenario starts with zero wild flax and barley, over time they should appear all over the map. The amount will depend on the map type and size.
NOTE: Wild flax and wild barley will not grow on maps from an old save.
New resources
With the latest update, we are bringing some useful new resources that can be utilized across your settlement.
Bread - produced as a meal if you use barley as a singular cooking resource.
Apple pie - produced as a meal if you use apples as a singular cooking resource.
Redcurrant pie - produced as a meal if you use redcurrants as a singular cooking resource.
Honey crisps - produced as a meal if you use honey as a singular cooking resource.
Apple cider - produced from using apples in the brewing station.
Mead - produced from using honey in the brewing station.
Honey - produced from skeps. It can be eaten raw, used for cooking and used as a basic medkit (like herbs.)
Wax - produced from skeps. Used to refuel candles.
Tallow - produced when butchering some animals. Also used as a basic medkit (like herbs). Can also be used to refuel candles.
Ice blocks - made from ice boxes. They can only be produced if the temperature around them is -1 or less. Ice blocks lower the temperature of the room around them when stored in any room.
Silver - mined from voxels.
Silver ingots - made from silver in the smelting station, like other ingots.
NOTE: silver voxels can't be found on old save maps. Only when starting a new game
New equipment
We’ve added new weapon materials for you and your enemies:
Silver versions of weapons, armors, and shields are in the game. When it comes to quality for weapons, silver is a bit better than gold, but still worse than iron or steel. Silver items have a greenish tint to them, so they look like rusted silver. It’s a design choice to make them different from gold, iron, and steel.
Bucklers, kite, and regular shields now have all-metal variations (gold, steel, iron, and silver.)
Enemies and visitors have some new equipment that you can't create. Things like armor made from bones, animal headpieces, headbands, etc. Nothing stops you from taking those forcefully, though.
New structures
New production buildings, as well the ones that are going to make trading easier, are now in the game.
Icebox - produces ice blocks. Temperature around the structure influences the speed of production. The production will stop when the temperature becomes higher than -1. The lower the temperature, the faster the production.
Skep - produces honey and wax. Skeps are also influenced by temperature and will not produce if the temperature is too low.
Merchants stall - merchants will go to this structure once they appear on your map. Their goods will appear on the stall when they reach it, and you will be able to start the trading process either by the right-clicking merchant or the stall.
Caravan Halt - settlers will gather at this structure when forming a caravan. Forming caravans also works as before. When settlers return, the resources will spawn around the nearest halt instead of on the edge of the map.
Visual variations to structures
You can now change visual variations to some structures. NOTE: This type of change will have no impact on gameplay. It only impacts the visuals of the game.
Elements that have variations are: roofs, walls, floors, fences, merlons.
Beyond shape variations, roofs now have material variations, too. These are strictly visual differences.
By using a rotation of these variations, only the visual representation will be affected.
NOTE: Corner merlons and corner fences are included as variations of merlons/fences now. This move creates empty spots in the places you used previous corners.
Research panel changes
The research panel had to be reorganized a bit due to the integration of the elements mentioned above.
Beekeeping and Ice Making research nodes are now in the research panel - unlocking these nodes will allow you to build Skeps and Ice Boxes.
The research panel received a bit of visual rearrangement due to the integration of these elements.
New harvesting control and behavior
Crop fields have an additional panel next to the selection panel now. Within that panel there are a couple of options that you can select:
Crop field priority - You can change the priority of crop fields, just like you do with stockpiles. All crop fields with the same priority will be treated the same as before (the closest one has the highest priority). Priority influences sowing, cutting, and harvesting.
Don’t Sow - Settlers will still harvest the existing crops on the field but will not sow another round while this box is checked.
Harvest Phase - You can now choose in which phase a crop gets harvested. The phases you can choose are only phases where a harvestable resource is present (note that barley plants only have one harvest phase.)
Cutting Phase - This option appears when you select tree crops. Some trees, like apple trees, have both cutting and harvesting phases within this panel.
Changing crops - You can change the type of crops that are sown on the selected field. Changing a crop type will order the crops on that field to be cut down so the new ones can be sown.
Other notable changes in this area:
Plants now die if they are under a roof. A message will appear in a plant’s selection screen when this happens. If you place crop fields under the roof, it will not trigger settlers to sow there
Resource amount dropped after harvesting/cutting is now multiplied by the percentage of HP the plant has. For example: if the hailstorm, frost, or blight hurts the plants, they will give fewer resources because of it.
Fuel system
Light and heat sources now require refueling in order to emit heat/light. Once these buildings are out of fuel, settlers will need to use one of the fuel types to refill them.
Structures like braziers, torches, and candles need refueling to emit heat.
Each structure can have a different kind of fuel. Torches and braziers use coal, wood, and sticks, while candles use tallow and wax.
Each fuel resource has an assigned fuel strength, meaning they will not offer the same fuel amount. More tallow is needed than wax to refuel a candle. You will also need more sticks than coal or wood.
Settlers that have the Steward job turned on will do the refueling.
Once refueled, those buildings can be turned on/off without settlers.
NOTE: The fuel system is used on furniture that gives heat (braziers, candelabra, torches). We are not using them on production buildings (even though they give off heat as well).
New modifiers for settlers
Settlers now have different modifiers as they age (some of the attributes are different if they are young, adult, middle-aged, or senior). These modifiers are also affected by the settler's height and weight.
Settlers gain random perks (sometimes) when they have a birthday. The perk is given in the same rule set as randomizing a settler when creating them.
Some perks (for now only the cannibal perk) can’t be received with birthdays.
Settlers can now die of old age. Every time it’s time for them to wake up (if they are older than 65 and after at least 3h of sleep) there is a chance they will die. As they grow, their chances of dying will increase. If you really want to see the odds and edit them, you can do so within the WorkerBase.json file.
The rebellious state and merry modifiers have been changed.
Rebellious - Before, when a settler’s mood would drop under a certain threshold, the settler would become rebellious. Now, when the mood drops under a certain threshold, there is a 50% chance the settler will become rebellious, with each negative mood modifier that happens. There is a cooldown where the settler can't become rebellious sometime after being rebellious.
Merry - Before, while a settler’s mood was over 80%, the settlers were merry by default. Now, when the mood is over 80% settlers have a 50% chance of getting the merry effector, with every good mood modifier that triggers.
Settlers are dreaming.
Settlers can now have good or bad dreams. (there is also a chance they do not dream.)
Settlers that have some perks, like glutinous, cannibal, and bloodlust can also have different dreams.
Settlers with the bloodlust perk now get a mood modifier when killing someone.
Enemies
Enemies now have new equipment that relates to the factions they are tied to - this is an aesthetic choice as we think it adds a bit more personality to the factions.
Shields and plate armors now have heraldry on them. They will have the enemy heraldry while the enemy has them equipped and the player’s heraldry while the player has them equipped.
Factions now have a percentage of female visitors and/or enemies.
Music:
New songs, yay!
Added two music tracks and changed music playlist logic.
Other notable introductions and improvements
The Animal Husbandry job type has been added to the JOBS panel. At the moment, it is only used for beekeeping.
The camera will not move to the merchant location once the event appears in the game.
Clay brick and Limestone Brick arches are in the game, due to the popular demand
The Bartering and Caravan screen has sorting arrows now - you can sort items by alphabetical placement, value, amount, etc.
Non-tradable items will be always at the bottom of the screen by default.
We’ve introduced daily maximum attainable level experience for a skill per settler. On a daily basis, settlers will be able to earn 1600XP for one skill. If that number is passed, the settler will earn 10% of the XP for that skill (meaning, if they earned 50XP for cutting trees, now they’ll earn 5XP). When the day starts anew, XP that was 1600/1600 will return to 0/1600. The cap limit is influenced by various factors, so settlers will differentiate among themselves. We also introduced skill decay - once a settler reaches level 5 with a skill, XP for those will start to decay. Decay will be slower but over time, as settlers age, decay numbers will increase. Decay will not affect their current skill level - skill level cannot decay under the last level gained.
A new tooltip system has been implemented. Tooltips should no longer stay active on the screen and appear dubbed from time to time. Tooltips will now follow the mouse cursor in order to look a bit more fluid.
World layer level is now written in the save data - upon loading, the game will remember the layer on which you were on.
Bugs & Fixes
We have also fixed a bunch of things:
Fixed the issue that caused roof textures to flicker and overlap when different combinations are made (next to one another) and the camera is rotated.
Fixed the issue where settlers would get multiple birthdays in some cases.
Fixed the issue where surrounding textures can be seen through the Kiln texture.
Fixed the issue where "Some custom images have been deleted, “Your heraldry design might lack the custom image used." message would appear in the Heraldry edit menu.
Fixed the issue where some perks were addable to the body types that didn’t make sense.
Fixed the issue where the shadow texture of tools and weapons did not display properly.
Fixed the issue where merchants’ storage capacity is sometimes out of proportion without trading/gifting anything, and the "Accept" button is greyed out.
Fixed various tooltip issues.
Fixed various text issues.
Fixed issue where editing resources in the production building would edit resources in the next building you select.
Holding down CTRL for layer jumping will no longer deselect what you have selected.
Holding down CTRL for layer jumping will no longer place buildings in construction mode.
Adjustments are made for the click-through system (clicking on the same thing to select the object behind it). Click through issues have been fixed (in certain situations the player would select a floor element instead of a settler)
Fixed issue of production being paused resuming after lading that session.
Thank you for your patience, people. Feel free to post your experience regarding the new update on Steam discussions. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything.
Happy Lunar New Year! With Steam's annual Lunar New Year sale now in full swing you can save a whopping 33% on Surgeon Simulator 2: Access All Areas.
On top of offering savings, all Surgeon Simulator 2 players can now log in to the game and redeem an exclusive Lunar New Year cosmetic.
You'll need to be quick though! This cosmetic will only be available between now and 00:00 (GMT) February 8th.
We've also published a handy written walkthrough on Steam for the entire Surgeon Simulator 2 campaign. Obviously this guide contains spoilers for the games story mode, so we highly recommend only referencing the guide if you get stuck.
So what are you waiting for?! Load into the Bossa Labs Medical Facility now so you don’t miss out on your Lunar New Year outfit.
Greetings, Warmasters and Candidates! This is the newsletter for February 1, 2022, the first February newsletter. Most of the updates today are more back-end changes which help the game to run a little smoother or make the task of creating content for the game easier.
The Campaign Engine
The most notable of these adjustments is the implementation of new variables to the campaign engine. The point of this is to allow for the scenarios to be more vaguely defined. This allows us to, for example, have a scenario be physically placed during gameplay relative to a random player border city and spawning all the needed set pieces in unexplored territory, rather than based on strict, pre-defined coordinates. Systems like this are critical to maintaining the illusion that these set pieces where always there, without them having to actually be. We're hoping to have these systems complete soon, and that will allow for the implementation of our first true scenarios to the game.
Misc. News
Matt continues to develop the Corporation Screen, particularly the behind-the-scenes connections needed to make the screen meaningful
Jorden has finished the written draft for "Isolation", one of our most complex scenarios to date, and completed an editing pass, this means that the next step is implementing the scenario in Articy
Adam has been working on the techweb adjustments to allow corporations to have their signature technologies, as well as hidden technologies which would be used by certain scenarios
That's all for this update. We understand that much of these changes have little or no visibility for our players, but we wanted to keep you informed as to our current tasks nonetheless. If you'd like to give Rank: Warmaster a try for yourself, pick up a copy on Steam and begin your conquest of Mars!
Hello again everyone and oh wow it's February already!! Another week, another opportunity to tell you more about Martha Is Dead, this time Luca Dalcò takes you on a trip through some of the films that have influenced him in recent times!
This week I would like to talk about "sources of inspiration".
I always find it difficult to answer this common question because I think that before talking about sources of inspiration one should always clarify what one means.
I would instinctively define a source of inspiration as an experience that moves sensations and emotions within us, which we then digest and, just as happens during the digestion, transform into nourishment for ourselves, into experience, thus becoming part of our experiential heritage.
In this sense everything is a source of inspiration, in the final analysis, our life is our source of inspiration. In my opinion, this is exactly the case! Our heritage of experience defines our sensitivity and, therefore, the way we express ourselves. Unless one decides to take a cue from something that does not belong to us and imitate it, in which case the meaning of inspiration is radically changed. This second conception does not belong to me.
I don't think the first definition is better or nobler, I simply don't consider myself capable of following this second path, which has given birth to many works of great beauty and perfection. I feel, or rather “we” feel, because I am convinced that it is a sensation shared by the whole team, that we are more comfortable coming to terms with ourselves, without having to respond to rules, symbols and consolidated facts that we often don't even know.
From a certain point of view, I think that in this way it is easier to give original traits to one's work, but it is certainly more difficult to manage to communicate with the same effectiveness and cleanliness. So, pros and cons.
Returning to the subject of sources of inspiration, I would like to limit myself to audiovisual and narrative products and in particular to the cinema, which is my main source. I am particularly fond of horror films. The kind of movies that use horror to tell a story and not just to frighten with jump scares.
I don't like the overused Hollywood horror standards at all. When I read "4 friends decide to go and spend the weekend..." I honestly wonder how there is still someone who doesn't react by thinking "Again? No way!" Many of my favourite films (and here subjectivity is absolute) are hard to find because they don't run on the mainstream circuit and generally have little visibility.
This is the reason for this blog.
I hope to introduce a few titles to some of you who are fans of the genre. A few titles that you may have missed, submerged by the bombastic marketing campaigns of infinitely inferior products, at least from my point of view.
There would be so many, but I'll try, as much as possible, to choose the lesser-known ones, the ones that critics often haven't made an effort to give visibility to, because they don't click and above all, the ones that aren't older than me! I don't like it when people praise the productions of 50 years ago and don't even know about the many valuable contemporary works that are silently redefining and elevating the horror genre as never before.
Let's start with this unreasoned list:
Ich seh, Ich seh, 2014, Austria, Severina Fiala, Veronika Franz The main characters are twins... but that's not why I loved it and watched it 3 times. It's for the atmosphere that manages to be deeply disturbing from the beginning to the end of the movie.
Saint Maud2019, UK, Rose Glass Great psychological horror. Terminal illness, religion, mental illness. Difficult topics, handled masterfully by a young director who should definitely be followed.
Còrki dancingu(aka The Lure), 2015, Polland, Agnieszka Smoczynska Visionary movie about mermaids. It is a peculiar and swinging product, at times questionable, at times sublime.
The Eyes of My Mother, 2016, USA, Nicolas Pesce A black and white film, that, in my opinion, might as well not have been a black and white. I find much to criticise, but, in the end, it is able to immerse, engage and develop empathy with the main character. Not a little!
November2017,Estonia, Rainer Sarnet A work of art. Horror only belongs to it for short stretches, but the atmosphere of this film is incredible. This is a black and white movie that could only be black and white movie!
Hagazussa2017 Austria Lukas Feigelfeld Another movie where there is the equivalent atmosphere of 10 mainstream productions, each with 10 times the budget. It may be reminiscent of Robert Eggers' far more celebrated "The Witch" (another wonderful film), but I found it deeper in the psychological analysis of the main character, so disturbing!
I am the Pretty Thing That Lives in the House, 2016, Canada, Oz Perkins A little Netflix original gem, the director had already proven his skills with "The Black Coat Daughter", but this one! wow! The only potential problem is the deliberately slow pace. Better to know now!
Across the river, 2013, Italy, Lorenzo Bianchini An Italian title, just one in this list... yes! Even if I were to lengthen the list very few would appear. Unfortunately, I don't like Italian cinema very much. I'd like to, I watch it, I try to, but I can't! It's a pain for me, a real pain. An exception is this film by Lorenzo Bianchini who, with a ridiculous budget, has produced a film of great atmosphere, a film that is really scary without making you jump off your chair. A rarity. Really a great one!
There you have it, quite a list right?!
Have you seen any of these films? Do you have any recommendations of your own? Share them in the comments below!
You'll be able to see exactly how these helped shape Martha Is Dead in... 23 days! That's coming quick! Be sure to wishlist the game and share with your friends, it's almost time for Tuscany....
Welcome to the fifth instalment of Kamura Hunter’s Hub and our first post since Monster Hunter Rise launched on Steam!
To mark the occasion, we’ll be touching base on the game’s launch, helping new players settle into Kamura and known issues.
We’ll then wrap things up with a mysterious tease for the future from Sunbreak Director Suzuki, so don’t miss out on that!
The hunt is on!
It’s been a little over two weeks since Monster Hunter Rise launched on Steam and we want to say a huge THANK YOU for all of your amazing support so far!
With so many Hunters joining the hunt we know Kamura is in the best possible hands and the Rampage can be defeated!
Whether Monster Hunter Rise is your first Monster Hunter title, or you’re joining us from Monster Hunter World, welcome! We hope you’re having a great time and taking hunts to new action-packed heights with your Wirebugs!
Reading through your comments and feedback, we’re so pleased to see the PC specific additions such as HD Textures, 4K, voice chat, Ultrawide and unique filters going down so well, so thank you for letting us know!
We’d also like to take a moment to say thanks to those more experienced Hunters who are taking the time to answer questions from new players about weapons, armour skills and all things Monster Hunter on the forums. We see you spreading the goodness like a Hunting Horn main in an Urgent Quest!
Settling into Kamura!
Guild Cross Armor
Looking for a small boost to help you with early quests as you find your feet as a Hunter? Then you’ll want to go and talk to Senri the Mailman in Kamura Village to claim your free Guild Cross armour set!
The Mailman
The Set
The Guild Cross set is an optional armour set that grants a small boost for the early quests as you build experience, craft and upgrade your first weapons and search out new armour sets to build.
You can choose to wear the full set or pick out pieces to complement your armour skills from other sets.
Donning full Guild Cross will impart the following boons:
120 base defence (24 per piece)
A range of gathering and exploration armour skills
Whilst this set is great for the start of Monster Hunter Rise, keep in mind that as you progress up through the Village and Gathering Hub quest chains, you’ll discover that your armour becomes less effective and protecting you from damage – so keep a look out for stronger armour sets and pieces that compliment your playstyle by visiting Hamon the Blacksmith regularly!
Hunter’s Notes – Kamura Hunter Tips
On the run up to launch we put together some posts that detail some key Monster Hunter Rise features, such as Wirebugs, Silkbind Attacks and making the most of the Village!
Launch brought a lot of new Hunters to the community hub (Hello!!), so we’re just sharing a quick refresher on those topics for Hunters who are interested in getting a quick overview and some useful tips that will serve them well on the hunt…
Whilst bugs are the last thing we like to see, we’d like to take this opportunity to show our appreciation for players who have been taking the time to report and detail any issues they’ve encountered since launch.
One example of this was the “Failed to Save” bug which impacted a number of players at launch, stopping them creating a save file and starting the game. Thanks to the patience and feedback from those effected we were able to release a patch last week that fixed it!
If you’ve been impacted by this bug, please make sure your game is up to date with Ver.3.6.1.1 and follow these instructions to apply the fix!
The team are remaining vigilant and monitoring player feedback across the Steam forums should any other players encounter issues.
If you do encounter a bug, please let us know HERE with as many details as you can provide on the issue, as well as information such as your PC specs. This will be very helpful at assisting the process.
Sunbreak Director Suzuki Update
Hello everyone! I'll be revealing some key phrases from today on! First one: "Kingdom Creatures."
- Suzuki, Sunbreak Director
Quest Complete – We’ll see you next time!
That wraps up this week’s community post! Thanks for taking the time to check it out.
We hope you’re all having a fantastic time with Monster Hunter Rise and exploring everything Kamura has to offer.
We’ll be back again soon with our next post, and in the meantime, we’ll be reading through your comments here on Steam! You can also keep up to speed with all things Monster Hunter by following us on our official Twitter account.
Have a great weekend everyone, we’ll see you in the hunt!
Hi! And welcome to a new version of Sim Racing Telemetry!
This release introduces many small Quality Of Life improvements and extends Shared Memory support on all platforms (yes, it's time for "Assetto Corsa on mobile"!).
Quality Of Life improvements
Thanks to your feedback, it was time to refresh some graphics and re-work some details to improve the daily usage of SRT
We added sector marks on both the track view and the position slider.
Sessions now report the theoretical best lap time, based on the best intermediates of the session.
You can now use the filter parameters box to quickly search thorough the available telemetry parameters.
New graphics for the F1 games.
A shiny new What's New dialog, with images and links to our social channels!
A new Welcome Page is shown on fresh app installs (if you're curious, you can open it from the Settings screen).
Assetto Corsa across all platforms
As anticipated, now you can use Sim Racing Telemetry on mobile (and macOS) while driving on Assetto Corsa for PC!
The system requires the free version of Sim Racing Telemetry for PC to forward data from your local PC Shared Memory to your remote device.
Thanks for your support. Here are the latest improvements as a result of your valuable feedback.
Ranking added to the Roster screen
Ranking added to the Pre-fight screen
Attribute increase rate in General Training doubled
Recruitment Drive reset fixed
Issues with scoring as a result of the skip fight and skip next round button should now be fixed. This may have also fixed other issues with wrong score results being displayed.
Both fighters now have their durability boosted on a knockdown
Hi all! I hope you enjoy ongoing Lunar Sales and find many interesting games. Meanwhile, we are working hard on adding a few specific mechanics related to Stealth.
As a side-product of experimenting with the Ambush feature (in which invisible units can surprise enemy groups) we created yet another stealth-specific skill - Illusions. A spellcaster can create multiple copies of itself and those copies can move and attack (but won't cause any damage) as normal units. Now the guess-game begins...
On another note - we soon plan to increase prices of some of our games. The main reason being record-breaking inflation and, as such, rising costs of development and assets. I sincerely don't know how much we will push our prices up, but we will try to keep it to a minimum.
Ahh - I finally got here. I’ll admit -- I took the scenic route it seems.. let me explain!
I had originally planned to have this patch out late last week, or over the weekend at the latest. However, life had other plans -- including hitting my family and I with a bout of COVID! Thankfully, it was pretty light for me, only lasting a day or two, but it did set things back a little. My appologies for taking so long with these fixes -- I'd much rather have them out eariler but with Localisation still going on its hard to find a break point to push a build inbetween thing!
However we’re here now, and I’m excited to get this out. Translation is still going on (I’m still pulling strings out of the game!) -- and progressing very well (the game is actually playable in several languages!). However I’ve managed to sneak this update in between all that. Let’s dive in.
Bug Fixes
Let’s start with the boring stuff first hey? Bugs. Ew. But -- there's been a bunch of them. The biggest issues I’ve seen reported seem to be around missing strings. This was because of all the Localisation stuff going on -- really sorry about that. Desync now has a tooltip -- and that tooltip isn’t the Shii tooltip like it’s been. I’ll post a full patch notes below of all the bugs I remember fixing -- I’m sure there were much more!
Card Stacking
So this is something which is a working prototype right now -- card stacking! One of the coolest features (I think) of Vault of the Void is -- no hand size limit. But, that can lead to some ... interesting things when it comes to Hidden Blade spam. Fun to play -- but tricky to interact with.
No longer! Card stacking is now a thing which allows those cards to form up into a neat little stack, once added to your hand! Please let me know of any issues you have with this -- if all is well I’ll probably roll this out to Banes, Dazes and the likes as well!
Save Game - again..
So, I’ve still been battling some issues with Save Game files. I think I’ve found the solution now! Huge thanks to Valouvalou (who made Loop Odyssey -- go check it out!). Similar situtation with them (and many others), and it looks like they’ve found a solution! I’ve rolled out a simliar fix in this update -- please let me know if you have any more profile/save game wipes (useually this occurs during a black out or PC crash).
Fingers crossed!!
Challenge Coins
So -- whilst my hands are tied a little expanding too much right now with the Localisation process going on -- there is one thing I can add more off. Challenge Coins! 4 new coins have been added, one for each Class! The reception to the Challenge Coin update has been overwhelming, I apprecaite each and everyone one of you who have enjoyed the new system, and taken the time to let me know! The quest to fill this out with more and more coins will continue!
I hope you enjoy these new ones as much as the past ones!
750 Review Reward
Okay -- so I’m blown away, but we’ve actually already hit the 750 Review Count (just ticked over today)! Unreal -- I can’t thank you all enough. The 750 Community Reward is ready to be claimed in game. Some of you may have seen a new system implemented last patch -- the Alternative Artwork screen under unlocks. Here is a chance for me to start giving out some awesome rewards, in the form of cool artwork variations, animated cards, themed sets -- lots to expand upon.
I’m actually pretty excited about this system -- it has a lot of cool potential! I’d love to see guest artwork featured, crossovers with other games, all fun things like that!
First cab of the rank -- some alternative artwork for everyone's favorite Hidden Blade! That’s right, the Soul Knife can be claimed with the code ‘SoulKnife’ right now! It’s full size, animated, and I hope you like it!! Rather than boring Hidden Blades -- why not weild a weapon powered by the very Souls you collected!
It’s an absolute pleasure to be able to take a little time to make cool rewards and cosmetic unlocks like this. I’ve already got the reward for 1000 Reviews in the making -- a set of Alternative Artwork cards. And the theme is... well... interesting ...
Oh you want to see a preview? Okay...
Oh no? Oh, yessss!
500 Review Reward
So on a slightly more serious note... anyone who has read my posts before knows how upset I was about the 500 Reward situation. I did everything I could to try and avoid something like this happening, and sadly the way the situation unfolded wasn’t great. However, I’m pleased to annouce that -- its finally ready.
Firstly, huge thank you to my fellow artist Mengo for helping me with the base layout here. We worked on this together, I threw down the final rendering and setup things for animation -- and then Sanjeev my animator crushed it. Again. (As a reward, looks like he'll be animated a bunch of Treasure Goblins realllll soon)
So I’ll be upfront, I mentioned this in the Discord, but I was pretty nervous when it game to this. Because of how overdue it is, the drama surronding it, and the anticipation, I was very worried it would be a flop and a let down. An "Oh. Is that it?"...
However, everyone who’s tested it so far has had great things to say -- so I really hope you all think the same!
Firstly -- the code. ‘LateToTheParty’ will unlock this gem for you.
Elements of the board react and light up to things you do -- ending turn, taking threat, killing mobs etc. There is also a little hidden gem in there if you’re feeling particularly... musical. A huge shoutout to Cody from CpawsMusic, (who has done the soundtrack for VotV), but was an absolute legend in helping me out with the Rune sounds. You'll find out when you click on them :)
Who’s going to be the first one to send me a video of them playing a song on the Runes? :D
In closing with all this -- I'm going to vow to never let this happen again. I'm really, REALLY sorry it was overdue. You all did your part in leaving the Reviews. I didn't. I really do hope you enjoy the Battlefield however :)
Woo ! At the bottom already? I'll close with my usual thank you for all the amazing support and kind words. At least once a day I have someone join the Discord, reach out on Reddit, Twitter or email to express how much Vault means to them and how much they enjoy it. Game dev is exhausting -- but you all make it so worthwhile and such a rewarding experience. Thank you!
More Localisation work for me over the next few weeks. Then -- into that balance pass I've promised (can't do that mid translation :( ) and into some fresh content!!
Take care everyone -- all for now!
- Josh
New things! - There is an option in the menu to auto add Potions during the Void fight - Hidden Blades and Silent Shivs now stack in your hand! This is a prototype still and will be rolled out to other cards eventually - Alternative Artwork is now a thing - use the code 'SoulKnife' for the alternative Hidden Blade artwork! (750 Community Reward) - Finally - the Interactive Background is finished! You can unlock it by using the code 'LateToTheParty'! - 4 new Challenge Coins - In your Run History, there is now a Copy Seed button, which you can use with the new... - Paste Seed button! - Finally, new artwork for Bane, Daze, Exhaustion, Infection and Remorse. - In the options menu, there is an option to have a Discovery Tooltip visible. This means that in game, any artifact or card you haven't "Discovered" will gain an extra tooltip - Void Stones can now be viewed in the Compendium - Yet again, another Save file system update. Please let me know if you have any issues with data loss! - The Community Reward tracker has been bumped to 1000! - New Spell Button on the top bar - allowing you to quickly view your spells in a Tooltip.
Bugs - Fixed Bruce not having a description on his Passive ability - Fixed the Soul Merchant showing "0" on the Void Stones - Fixed an issue with random targeting on some cards - Finally fixed the min price tooltip when playing with Tight Pockets! - Fixed the Desync tooltip turning into the Shii tooltip - Fixed the link to Noxious's Twitter on the Store page - Added Bane, Daze, Exhaustion, Infection and Remorse to the Compendium - Fixed an issue with the Merchant, flickering buttons and the Zeal Menu - Fixed an issue with Fortitude effecting damage prediction - Fixed the Treasusre Chest re-roll issue - Fixed an issue with targeting an immune enemy with a Shii attack - Winged Circlet text fixed - Bare Bones Coin Challenge now will allow you get the Upgrade Point in the Artifact Chest - Fixed a bug which stopped Volatile cards from glowing when Discarding - Fixed Discharge from Tesla Trident ignoring Reroute - Fixed a bug with Jewel of the Void - Debt Repaid Purge now affected by Rage - State of Mind Purge no longer affected by Rage - Removed the Artifact Chest on the Pre-Fight for Daily Draft - Fixed issues with Jade Mantis - Vanguard Shield fixed - Reworked some card keyword stuff in setup for Localisation - Tweaking to the Compendium and Card Discovery numbers - You can now re-enable the Community Reward Main Menu feature from Options-> Debug - Hold to End Turn now extends to the shortcut (Space Bar) - Unholy Effigy will now affect Fumble correctly