Data Modding ZEPHON will continue Gladius’ tradition of easy and accessible modding. All locally installed game files are stored unencrypted so players can inspect the gameplay data, rebalance stats, change graphics and sounds, modify the UI, add new units and much more. Throughout development we put heavy emphasis on using standard, open file formats. Open formats are easier to inspect, understand and build on top of. Working with them is less expensive than paying for proprietary formats. And best of all, it’s more inclusive for modders, who can use a variety of tools to create or modify assets. Where there are no available open formats, we’ll make sure to supply conversion scripts and tools to interact with our custom formats. The cornerstone of ZEPHON modding is data-driven XML configuration files. They define gameplay stats, actions, traits, effects and conditions in a way that is easy to understand and change. We’ve seen this being used to great success, and we have a couple of enhancements in store.
AI Modding In Gladius it was only possible to mod the AI through XML in a few limited ways: faction resource pooling weights, research and production scores, and hero ability level up priorities.
A critical missing ingredient was the capability to change how and when the AI uses leader and unit abilities. This can now be modded in XML by specifying `<scoreModifiers>` inside an action:
This would make the AI only use the healing action “MendMatter” on units that have less than 50% hitpoints.
We will be using the same system to implement the AI that comes with the game—making the behavior easy to modify and improve. We’re aiming to have as much of the AI be XML data-driven as possible so that it’s available for you to tweak.
Action Blueprints Modding actions has overall been enhanced, streamlined and simplified.
Previously it was necessary to reuse action tags because they were tightly coupled with the visualization. It wasn’t possible to have a new action and have a new visualization for it. This is possible in ZEPHON by using the new `<unitCast>` or `<playerCast>` actions and specifying the visual blueprints:
Faction Modding To enhance modability and implementation with ZEPHON’s leader-focused mechanics, there are a few improvements to faction modding.
We can now specify `<buildingActions>` and `<unitActions>` inside faction XMLs and they will be available to buildings and units that meet the conditions whenever that faction leader is played. This makes it possible for a single leader to have additional production options or unit abilities without having to duplicate buildings or units.
Diplomacy will be covered in greater detail in a subsequent reveal, but specifying which labels a faction leader likes and dislikes will be the primary driver of AI behavior on the diplomatic level. This can be done through `<dislikedLabels>` and `<likedLabels>` tags in the faction XMLs.
All of this, and more, will be integrated with Steam Workshop on release.
If you enjoyed reading this, help us out and tell your friends to wishlist ZEPHON—it's the only way we can encourage Steam to show ZEPHON to more people.
🍻 What have we been brewing up in development this month? 🍻
Sure February is home to Valentine’s Day, but who really cares about that when there’s all the love being poured into Brewmaster? 💓
In December we mentioned that the heart of the progression systems were starting to go in, and in February it continued to do so. We’ve also been continuing on the back end code for Jobs, which are tasks and challenges you’ll be provided to try and complete.
Work continued on the recipe system, including the ability to “pin” a recipe you’re currently working on, so you can see each stage you need to work on more easily. The Brewpedia got bigger too, with the majority of the Beer History and Beer Styles articles now written and ready to read; if you want to know more about the tricky lineage of British styles, how a US President kickstarted the craft revolution, or why a monk brewing beer averted catastrophe for an entire group of people, you’ll want to dive into that.
There were improvements made to the brewing visuals, the beer visuals, and even some very pleasing steam effects made for when liquids reach boiling point.
And in our surveys you told us you wanted to choose between both Metric and Imperial units when brewing, so this month we popped that in too. Thanks to everyone who filled in the survey to help us!
What have we been up to on social?
We wrote our own Brewmaster poem for Valentines day, wish you were beer?
We also recently shared a teaser for what we’ve been working hard behind the scenes on. We made a visit recently to some awesome people to film what they're up to, we saw loads of hops, tons of grain, and some giant mash tuns. We can’t talk about it yet but we shared some teaser pics on our socials, make sure to check them out.
This has never happened before! Don't miss the chance to purchase the game The Life and Suffering of Sir Brante with a 45% discount! The offer will last until March 9. A gloomy medieval setting, a complex RPG system, an option to make decisions that affect the plot — feel free to evaluate the game, which has already reached a "very positive" rating!
That's right, the wait is almost over, only 24 days left! Get ready to save and take care of our four-legged friends! 🐕🦺🐈
We realize that many of you have been eagerly waiting to play the game. After the demo, prologue, playtest finally everyone will be able to play the game! The entire team is really delighted that you will be able to play the full version of the game in the second half of march.
Your support, opinions and suggestions during the demo, prologue and playtest were an amazing knowledge base for us during the game development, we have always appreciated your extraordinary commitment. It is thanks to you that we have managed to improve the gameplay even more and more. The whole team thanks you for that.
COMMUNITY CHALLENGE On the occasion of the game's premiere, we also decided to organize a Community Challenge in which you will be able to participate. Upcoming wednesday, 02/03/2022, exactly three weeks before the premiere, we will tell you more about our Community Challenge. So stay tuned!
We hope that reading about this news makes you as excited as it makes us! This is the final countdown! 24 days left! ⏳
We have one more small request for you: If you'd like to support us, consider adding the game to your wishlist and inviting your friends to do so. The larger the number of wishlists, the more people see this game recommended. Wishlisting does wonders for indie studios like ours, and you can make a wonder happen. Thank you in advance. 😊 https://store.steampowered.com/app/1239320/Animal_Shelter/ If you are not yet part of our unique Discord community, please do so by clicking on the picture below. It is worth being on our server to talk with devs and get some special giveaway! 👇
We are back to work, see you soon! Animal Shelter Team
Albert Wilde: Quantum P.I. has had an amazing reception at Steam Next Fest and we wanted to thank everyone who’s checked out the game, played the demo, or given us a wishlist.
This is a very different project for us, and an absolute joy to work on, so we appreciate all the love and feedback you’ve lent the game.
As a thank you, we’ve decided to let Albert stick around for a little while longer on Steam. As such, our demo will remain available on Steam for an additional week!
Anyone who’s been too busy to give it a try can have another chance to play, and even more people can experience the hilarious zoological tribute to the golden age of noir.
So, what are you waiting for? You can find and play the demo for Albert Wilde: Quantum P.I. from now until the 7th of March, and why not give us a wishlist while you’re there?
That's all for this short update. Thank you so much for your support, we hope you enjoy keeping up with Albert Wilde: Quantum P.I. and have a great time checking out the demo if you haven't already!
Welcome to our first monthly update. It's a substantial improvement of Death Trash, even if we couldn't add everything that we had planned for it.
Update Notes
Major changes
- input changes: have one shared use button for abilities and items - controller: improved action wheel UI and game feel - use slow motion when using action wheel or action selection screen in singleplayer - mouse and keyboard: added optional action bar - added new optional mouse input combat mode 'half-automatic'; updated descriptions for other modes - added weapon scroll display (default DPad left and right, or mouse wheel) - allow rolling while reloading by pausing reloading - updated energy guns: visuals, sounds, and gameplay stats - make friendly world map encounters spawn player and NPCs next to each other - updated handling area exits: trigger immediately when touching with direct movement and make character walk towards exit - updated threat values: make NPC stop following earlier, have melee create more threat than ranged - reset NPC health when they leave combat - Steam Deck improvements
Minor changes
- updated small firearms: visuals and sounds - make puking cleanse all infection points - make mute puke sound option also affect the drop item sound - fixed characters losing weapons on death potentially spawning them behind a wall - fixed issues with characters investigating doors opened by player - fixed some reused objects not getting tracked for highlight all functionality - fixed situations where an item would be shown through opaque house roofs - fixed a softlock in Titans Guts - small level design fixes throughout the game - updated melee mouse cursor - updated tutorials and default bindings for the mentioned input changes - updated dialogue UI settings - fixed a few other UI issues - fixed equipped ability display or quick item display occasionally ending up at wrong position - fixed issues with overlapping player messages, location messages and quest messages - move quest messages to lower half of screen when in dialogue to prevent dialogue text overlap - fixed question mark above NPCs not following their movement - allow using block ability outside combat mode - co-op: fixed some abilities hurting or otherwise affecting other player when they should not - fixed some sounds not being affected by distance - fixed UI sorting issue with messages - fixed speaker color of some unique NPCs changing on returning to them - updated audio plugin and improved error handling - updated Steam API version - fixed Linux version crashing on exit - fixed a few rare crashes - additional bug fixes and framework improvements
Details
We made a few steps forward in figuring out the input "puzzle". Selecting abilities and items as well as throwing items should be much more comfortable now on the controller. And for those on mouse / keyboard who want to use a traditional action bar, there's that option now. The slow motion during action wheel or the selection screen on mouse / keyboard should make things easier, too. I'm unhappy still with the block ability, which we'll hopefully have time to look at for the next update.
There's a whole lot of bug fixes and small gameplay improvements in this update, which are mostly based on getting feedback from you. Thank you for sending us your thoughts as well as bug reports.
We wanted to add more content in this update (new energy weapons, updating second encounter with Oracle, new dungeon and other locations) but it's only half-finished right now, so we're moving all of that to the March Update. I'm sorry about that. This delay is partly due to unforeseen circumstances, but also due to me misplanning this. If you already played through the current content and are waiting for an update to replay the game, better wait for next month's update.
Steam Deck
The Steam Deck got released and it's a great way to play Death Trash. The game was compatible right from the start but we also made a few improvements with this update. We're planning to improve it further with the upcoming updates, including adding more input options.
Next Update
The next update will happen in March. Don't know yet when and what it will actually contain, but, as mentioned before, probably / hopefully new energy weapons, new locations and some main quest update.
Thank you for your continued interest in Death Trash and all your support so far.