We took time to review many of the quality of life improvements that were requested by the community and tried to include as many as we could in this update. For more details, check out the release note.
You will also be getting the next reputation level for Gantras and the Protectors of the Rose. This means that only the Order of the Hippogriff is now "late" in the reputation evolution.
And finally, we are introducing a new dungeon-adventure mechanic. This system allow us to create a quest event, but at the scope of a whole dungeon. The rules are simple: If you have a specific quest active, a dungeon will offer a whole new challenge that you have to complete in one passage. During the event, random encounters are removed and a set of predefined challenges are placed in the dungeon. This will create a whole new set of gameplay strategies. New players will be able to test the feature in Gremanir, and you will have the opportunity to test the features with the Protectors of the Rose quest line.
In the next few weeks, we will be completing the Hippogriff evolution and we will also be working on the beginning of the game. When the game introduction was created, many of the game features were still missing, we want to make sure the introduction of the game is up to date and showcase as many of the game potential as possible.
Thanks a lot for playing with us! Virtys
Changelog
February 1 - Version: 0.1.12.0
Features and Changes
Dungeon Adventure mode! Expect this feature to become more and more used in the future.
Multicraft! You can now craft multiple single item like weapons and armors at once.
Option to craft to backpack.
Companions can now be disabled/enabled to enter combat.
Safe backpack tab to put items like tools and gears that are not in a set.
Heroes life point per level is now 3 instead of 2. A level 35 hero will now have 119 life instead of 85.
Lowered market fee, and a fourth option to sell for a duration off 7 days.
No durability loss in heroic fight anymore.
Chat text size can now be increased.
Duel now only available in cities.
Skill Value tooltip now explain why a skill value is restricted.
Skills are now clickable in the skill tracker and character sheet to highlight skill value of items in the backpack.
Market sell quantity can now be typed with the keyboard.
Market item tooltip to visualize quantity, price per item, and the exact total.
In the domain, ungroupable companion are now in their own section.
Night-time doesn't reduce travel that much anymore.
Fixes
Stunned effect from weapons will no longer proc on monsters that are immune to it.
Fixed an issue where a resource would fail to be gathered after an autopath when switching regions.
Fixed the flashing of the encumbered message.
After closing the companion view window, equip action will now always be toward the hero instead of the last viewed companion.
Fixed all keyboard issue in the domain.
Content Changes
Protectors of the Rose next level.
Gantras next level.
Aquagremfyr quest revamp.
Catalytic mace balancing (added missing 0.15 in distribution).
At SuperScience we are interested in exploring new uses for emerging technologies, like AR/VR. "INCOMING" is the first of many of our ideas about making a new type of VR game.
In this talk, we'll discuss a bit about the inspiration behind INCOMING. The technology, the art. Meet the devs and the artists and writers, as we show off the various weapons and enemies of INCOMING.
A short description of the game:
At a giant's scale, with your cities about waist-height, warheads fall from the sky, falling towards your island! Direct your defenses like a concert conductor, one reticle in each hand, and destroy the incoming threats before your people get nuked!
Over time the waves get larger, and new types of warheads appear - tougher warheads, faster warheads, warheads that change direction mid-flight! And now zeppelins and bombers and jammer aircraft too!
But your tech advances too! Fire and forget interceptors, larger AOE interceptors, miniguns and lasers!
You'll need to be quick and clever and observant, but even that might not be enough as the mighty bosses darken your skies, with their endless barrages of missiles and more!
Welcome to The World of Bistun – a short presentation of main pillars of our game. It will focus on three main groups: art, story and music. Let's start with the art, and its first topic: enemies. Taking into consideration that The Tale of Bistun is an action-adventure game, you can expect to face many diverse opponents on your way. To make your task a bit easier, we have decided to introduce different kinds of enemies that you may fight.
There are 6 types of enemies: Ghoulche, Parry, Deevche, Gariban Var, Velgard, and Guardian Deev
Ghoulches mostly attack in numbers, they try to surround the player and then perform an attack. They are inspired by Jinns and are in a way equivalent of Goblins in the western culture.
Deevches are tough melee enemies. They assault with their sticks and follow the character faster than other enemies. In Persian mythology and folklore, there are a lot of Deevs. Almost all of them are demonic, they resemble different kinds of wrongdoings. They have hooves, horns, and rock-tough bodies. They are kind of Demons equivalent in the western mythology.
Parries float over the ground. They try to avoid direct contact and cast magical homing orbs from the distance. Just like Deevs, Parries are another sort of mythical creatures. They are mostly described as female spirits, that seduce men and kill or harm them. There are also beliefs that watching or listening to Parries will cause insanity and losing mind control. You can compare them to Witches in western mythology.
Gariban Vars are soldiers that carry a shield and a spear. They’re invincible, as long as their shield is not broken. They have two assault variations, point attack and spear swing. Garibanvar is the name of a special unit in the Sassanid army. They have real historical references.
Velgards are another ranged enemy, that chuck rocks at the player. However, once our character reaches them, they will resort to melee attacks with use of a dagger. They are resembling people that mocked and laughed at Farhad in Persian stories.
Guardian Deevs are rare variants of deevs that are huge, slow, and extremely powerful. They attack with their mighty club. They can also slam the character with their feet.
Thank you for your attention! Let us know in comments how you like the art of our "baddies". And if you feel like it, please try to create the art for other "bad guys" inspired by The Tale of Bistun and Persian culture! You can add it to artwork section in our community hub here on Steam and we will create a gallery out of the best works. We will also present them during our release event – details soon! Please remember to join our Discord channel and add our game to your whishlist!
as I'm updating the forum part with the patch notes so that you can see what will be changed/fixed, I'm also excited to show you something else that will be included in the upcoming patch.
1. *Villagers - Time requests*
So basically, this will bring new quest types, that will be based on time (hours) until you can finish them. Quest will be obtainable through bulletin board as I don't want too many villagers to wander around your workshop with pop-ups.
So they will be distinctive from other quests and will be tracking down the time left.
Each quest has different tasks but also can also bring something unique.
2. *New item types - Experience boost*
As some requested couple of times, the heroes lack levels and so on. I've decided to combine the Time requests and Experience boost items and you will be able to earn new recipes exclusively through time requests! Just a little sneak peak:
Harpoon - +25% higher EXP rewards OR +10 bonus EXP from exploration/fights....
Sacred Horn - +25% higher EXP rewards OR +10 bonus EXP from exploration/fights....
This can be also changed. Depends on what is better, if fixed amount of EXP or by percentage. Let me know!
and one more thing...
3. Marketplace materials slider
Apart from that, as you may know, I'll bring 'sliders' in the Marketplace buy/sell feature, which will also show how much gold you need and so on.
So, once again, thanks for amazing feedback and let's continue making this game great! (sounds like a campaign slogan :D).
Make sure to take advantage of Killer Queen Black at 20% off! Tell your friends and build your team! KQB is a 4v4, cross-platform, strategy, game that features three different paths to victory!
Let’s say you took advantage of the Lunar New Sale - or maybe you purchased Killer Queen Black a while back but can’t find games or get good? We’re here to help!
What players say:
“Killer Queen Black is hands down one of the best indie games out there. This game deserves to be more popular than it currently is. It's amazingly fun to play. It's similar to the original Killer Queen cabinets out there but has enough difference to be its own game. It has a small but very dedicated community that welcomes players of all skill levels and hosts their own leagues. If you're looking for a competitive team-focused game, this is the one for you. It's even better with a group of friends!” - EarthBowser
How to links
Getting started:
We highly recommend completing the tutorial. A great way to practice is to repeat tutorial modules and improve your own time. Here’s a Modes of Play video to help you navigate the menus.
Visit Liquid Bit’s YouTube for quick videos that showcase gameplay and other how-tos.
v2.7.0 Changes -Two new Music tracks have replaced the old music! More are on the way soon! -Starting in Era 2, Q5 Runes drop x2 as often -Obliteration and Elemental Neutrality can now be found as Limbo Traits -Perk Fairy will set an indicator on which Perks it selects
Fixes -Fixed Static Arc's Elemental Overload to properly fire +1 Arc! -Fixed Hide Flying Resources option! -Fixed issues with some corrupted save files! -Fixed languages being mixed up! -Fixed a few minor sdk issues -Fixed bug with the camera zooming in and out too quickly
Backend Optimizations -Optimized Mobs! -Optimized Runes! -Optimized Scenario! -Optimized Ice Beam and Fiery Beams! -Optimized memory footprint in other ways! -Yahoo! :-D
Welcome back to the Emperium Devlog, This is February's entry and this month we're showcasing the dungeon and hunting system! Now like everything in Emperium 1.3 it's still very early and is subject to change.
Hunting System
Firstly what I wanted to do with the hunting system is iterate on the idea of World Bosses with something more interesting than a simple random spawn per reset. The basis of the Hunting system is that, in any given zone there will be at least 1 boss that can only spawn when certain conditions are met.
These conditions can be a handful of things, and discovering what those are is up to you as the player to discover. However, there will be hints available at a new NPC known as the Hunt Master. Hunt Masters are only in zones with active hunts, so at the moment old zones will not have a Hunt Master, however I am looking into expanding this system if it goes well.
When conditions are met a notification will appear letting you know that something has spawned. There will not be a marker on the map so its up to you to use the hints of the Hunt Master to find the location of the hunt monster.
Dungeon
The less significant aspect of the patch is the dungeon, and while in the previous I had detailed the raid its because this raid has been in the works since before the game even released. The dungeon however was only finalized after the previous devlog was already published.
The story details of this dungeon aren't going to be talked about. Why you're running through the sewers and where the sewers are is a mystery until you actually get to play the content. This dungeon is unique though, as there is only a single boss! This boss changes each time you fight them but it leads to a dungeon that feels unique and carry more influence on the story than others before. Another unique thing about this dungeon is that the gear is actually higher item level than base raid gear from the Clocktower. This is in an effort to standardize item level gains per patch.
The raid this patch will give item level 130 gear while the dungeon gives 115 gear, and the goal is to increase gear by 30 item levels every time a new raid tier releases. So the 1.5 tier will give item level 160 gear, and the 1.4 dungeon will give item level 125 gear.
This dungeon continues the trend of making dungeons more of an event compared to what they were pre 1.2
Conclusion
So that's all there is this month, I have my own internal deadlines that I believe I can meet, but I'm not going to share anything until it becomes clearer. Next month I'll begin talking about what to look forward to during the 1 year anniversary at the end of April, and hopefully have some news about 1.3 release!