- Fixed missing bandage points on dogs - Fixed a potential blocking issue after applying medicaments to an animal - Moved container bin a few inches to get rid of a strange light beam visual bug - Enabled buying animal enclosures after mission 3 to avoid players being blocked after selling starting enclosure - Corrections for translations - Small fixes to tooltips - Small fixes to bandages - Small fixes to dirt in cages - Small fixes to bandage mechanic - Small fixes to animal actions - Small fixes to computer - Small fixes to furniture - Small fixes to cameras
Promotion: GET INTO GEAR - Mech-Element Rarethereals available
Rare Reebro loves getting involved in the Season of Love festivities on Air Island... to celebrate, it's throwing a Mech-themed mini-celebration of its own! This weekend, buy or breed Rare forms of Reebro, Nebulob, Arackulele, Bellowfish and Dragong on their respective Islands!
Promotion: HOLE IN ONE - Discounted Dipsters
There's no better time than now to add Dipsters to your collections... especially when they can wear those lovely Toppers! Get ALL Dipsters on all Islands discounted to only 1 Key this weekend! That's as much as 86% OFF on Ethereal Island - astounding!
Promotion: BURDS OF A FURTHER - A different Rare + Epic pair every day
The Rares and Epics of Air Island are pairing off in special 24 hour celebrations during the Season of Love! But these lovey-dovey twosomes are far from random - there's something about each pair that the two Monsters have in common. Can you guess what it is? Share your ideas on our socials!
Special Offer: Up to 60% OFF Featured Diamond packs
Get Monster-sized savings on featured Diamond packs this weekend - up to 60% OFF across the Treasure Chest, Cart of Diamonds, and Diamond Dumpster!
Games from Quebec Steam Sale is back this year with over 150 Games all made in Quebec, Canada! From Indies, to AAA, to games coming soon, it's the perfect place to grab some great games!
Want to get information about these sales ahead of time? Visit http://clever-plays.com and sign up for our newsletter or join our growing Discord community.
Difficulties, Act Based Quest System, New Shops and New Towns
We're excited to introduce a whole new progression system, including 3 new towns, 4 acts, and a brand new difficulty setting. We hope you enjoy these features as you adventure through the Stolen Realm!
General Changes
Difficulty is now set on the party select screen instead of choosing on the quest select menu
Changed quest progression system to be Act based
Ranged weapons are now more common in Armorys
Summons are nerfed early game and buffed late game
Features
Item stash
Added new merchant: Gambler
Added new merchant: Transmog
Characters now ordered by last time played
Bug Fixes
Fixed issue where Fencer's Finesse II would grant 5% instead of 8% dodge chance
Fixed issue where casting Shield of Light or Shield of Retribution on a target that already has it would remove it from them
Skill Changes
Fracture duration increased from 1 turn to 2 turns.
It has taken some time, but the engine update is now finally available outside the public test branch. I have taken the feedback from you and further improved some features and I hope you will have fun with it.
I will not spoil too much right now, but I already started the pre-production of the next update which is going to be massive! it might take until late spring or early summer, but I will enhance the game to the next level. This engine update was a great preparation for the new content that is going to come! Let's just say you won't be longer alone in your galaxy...
So, for those of you who are not following every dev log: What's new today?
Inter-dimensional storage You can now pack resources and items into inter-dimensional containers and share them across any galaxy in any save game! Do you have achieved riches in one save game and want to start a new game? Just store some of your stuff in inter-dimensional containers and access them from anywhere.
One of the new rooms, the assembly room, has a station to pack up to 200 goods and up to 5 items into one inter-dimensional container. These containers are normal items and can be traded and moved as such. The other new room, the portal room, has a station to access the new global inventory. You can only put inter-dimensional containers in there, but the inventory can be accessed from any other portal room in any colony in any save game!
The inter-dimensional container is a new craftable item which requires rune stones. Rune stones are new collectible items from temple ruins. Temple ruins are part of a story line, can be encountered in random space events, and they can be part of rumors or ground missions.
You can also craft a new piece jewelry which grants four extra skill points!
Treasure maps and dungeons There is a new item that can be looted from enemies: trasure map parts. You can assembly several of them to a treasure map. Treasure maps are useable items that will reveal a new dungeon position. The mechanic pretty much works like rumors, but you will have a temple at this location which is your prime source for rune stones that are required for the portal stuff.
Cockpit upgrades An entirely new feature is the cockpit upgrade which is available for any spaceship. Below your selection for drones and weapon turrets, you can select the cockpit upgrade you want to use. You can change it free of charge at any space station - just like drones. Each upgrade has a certain effect for your space exploration like increasing or decreasing the chance to encounter a pirate.
Improved level editor The overview of the available terrains for the level editor in the main menu has been cleaned up.
New maps have been added that you can use for previews in the level editor and they will also be used when exploring planets.
User interface controls that had no effect and where obsolete have been removed from the level editor.
New filter options for planetary content have been added to the editor.
Quality-of-life When capturing a new ship, a dialog shows the difference between your ship and the other ship before you finalize your decision of capturing the ship.
The chance of temple dungeons to have multiple levels has been increased.
When you are in a multi-level dungeon, a new panel shows in which level you are. Players were confused in the past why they could not complete a dungeon, but they missed stairs that lead down deeper into the dungeons.
New players are also welcomed to use the new easy mode. It's a bonus card you can select when creating a new game that lets you fail every fail condition once without actually losing the game.
Game engine improvements The majority of time went into upgrading my game engine. As you may know, I developed my own 3D game engine for my video game projects and I ran into issues. I only use few third-party components, but one of the few I use stopped support during the development of Galactic Crew II. I forked a branch from its latest release and continue its maintenance when developing Galactic Crew II or the game engine. In this work, I migrated my games and the engine from .NET 4.7 to .NET 5 which does not sound like much, but the technology changed a lot and I had to update the projects accordingly. I also updated all used third-party components and compile them myself, whenever possible and appropriate. The GPU load dropped, the CPU load dropped and I found many memory leaks. Most of which were in the third-party components I mentioned earlier. The game should now be smoother and more stable. Please report, if you encounter any issues.
We'll be streaming Tribes of Midgard today, Thursday February 3rd, at 3pm EST to celebrate the kickoff of the Steam Games from Quebec Sale! You can get Tribes of Midgard for 33% off through February 3-7.
In case you didn't know... we're located in Quebec, Canada! We're so glad to take part in this event which features over 150 local games.
So come hang out with us (Community Managers Sydnee and JiPay) to ask any questions about Tribes of Midgard, and oh yeah, to give us some fun modifiers to the way we play! You can find the stream right here on Steam, as well as on our Twitch channel.
Please don't judge our ability to sail a boat. We are trying our best.
Happy February everybody! Making it Home version 1.3.0 is out now.
The list of changes is small, but they are significant. We noticed that you were not really playing the challenge modes much, other than the $10,000 sandbox, so the focus of this update is to try and improve the challenge mode.
We have made a few key changes. Firstly, we have reduced the number of challenge modes so there are now three challenges and one sandbox. Before there was just so much choice I think it was overwhelming.
Secondly, we have enabled more of the modifiers from the story campaign. Expect to see motherships, carrots and bridges in all the challenge modes (but not the sandbox).
Thirdly, we have removed the complete randomness from before. Instead we have hand crafted 69 sets of vehicle components which are picked at random. Each set has a sort of theme and tries to make you think about vehicle design differently. We wanted to give those of you who love optimising a vehicle design a new mini challenge just waiting for you each day if you fancy it.
Now this is rather experimental, we'll be keeping an eye on the leader boards, but do let us know what you think! Either here on Steam or on our Discord. Happy building!
v1.3.0 Patch Notes
Updated to Unity 2019.4.35f
Added 69 new challenge templates.
There is now a single daily, weekly and monthly challenge alongside the sandbox mode.
The vehicle does no longer save it's state in challenge and sandbox modes. Essentially this means if any panels get destroyed during a challenge mode run they will reappear in blueprint mode when you retry.
Fixed a bug caused when two panels in the same column get destroyed in the same frame.
Changed the random distribution of panel unlocks in Act 1 to improve the new player experience.