SKALD: Against the Black Priory - fee-ona
Hi folks! Fiona here to bring you the first of many Developer Video Blogs from Skald developer Anders Lauridsen!

You can watch the video in full below and I've also included some excerpts and screenshots in this post going over the biggest points in the video.

So let's begin, Skald Video Blog 1: Say "hi" to the Skald Editor!



#Discussions_QuoteBlock_Author
Hey RPG fans, welcome to the first Skald video devlog. My name is Anders Lauridsen. I am the developer for Skald: The Black Priory, which is an upcoming indie RPG. The game is kinda an old school retro style RPG similar to games like Ultima 5 and The Magic Candle series. It's slated for release later in 2022 and will be published by Swedish game publisher Raw Fury.

So the last couple of weeks has been busy. All of February has been busy, but unfortunately, I've been down for the last week with COVID, which sucks. I lost a week of work, and I hate that but fortunately, I feel much better now, and I'm back on the horse, which is good as there's a lot to do.

In terms of development, the last month--probably the last three weeks if you subtract the week with COVID, I've been working on the level editor for Skald. I've had many iterations of it already but the way it used to be didn't really work the way I wanted it to, so I remade it from scratch. That might sound excessive, but a level editor is a tool that you use a lot as a game developer so having a good tool is extremely important. Basically, what made me reconsider the tool I was currently using; first of all it wasn't really a good tool, but it worked for me as I was the only one using it, but then I saw tiled, which is an open-source free level editor tool that you can use to make games that look pretty much like Skald.

It's a fantastic tool and I was really impressed by it. I decided I could use tiled or make my own tool that emulates tiled and the functionality of that tool. So to make sure that I had a tool that I could control 100%, I didn't really want a third party in this project in any way, even though it's open-source, I opted to make my own tool, my own version of tiled. That's what I've been working on for the past 3 weeks, and it's been going really good.

So what I'd thought I'd do is just spend a couple of minutes playing around with the tool and showing it to you guys so you can see what it looks like today. Both because it's nice for me to show off the work I've done but also the tool is something we'll release to the public at some point in the project. We might release an alpha version either to the public or the community before launch so you guys can play around with it a little bit and we will definitely be releasing it at some form post-launch, maybe at DLC or part of a DLC package; we'll just have to see but modding and having the community be able to create their own content for Skald has always been a pretty big pillar for the project for me even though it's not my first priority. My first priority is to make a good single player experience out of the box. but it's also pretty low effort for me to just give you the tools that I used to make the game and nothing would make me happier to see you guys use it down the line so, so I think it's well worth the effort to spend a little bit of time working on stuff like the level editor.



Okay, so let's do a short tour of the editor. If you're familiar with tiled, then basically, this is what this is; it's tabbed based so you can have different maps up at the same time, and you can swap between them. This is the main draw area, and you can obviously of course, zoom in and pan around, just as you would expect. But you couldn't zoom in on my old editor, so you couldn't zoom out and edit large areas at once, so this is already hugely helpful.



So let's just say we want to draw some wall down here, we'll just do it like that, easy peasy lemon squeezy. Let's zoom in a little bit. What we can also do is we can use the draw random function, which allows you to select multiple tiles and select one of them at random. It's great for letting you visual variation like so. You could also use another super handy tool called draw pattern, which allows you to select several tiles and draw them all at once. So, for instance, here we draw this arch, select these tiles, press the button and it comes on screen. So pretty easy, nothing revolutionary but hugely, very functional, and it works the way I need it to.



You can basically also add any object that's in the game using this editor. Let's say why not add a cat, a couple of cats? We could add a dog as well and just hope they don't kill each other; you get the idea.





The maps in Skald are also layered on top of each other inside the game so usually, if you see a building like this, the ground floor is drawn on one map, and the upper floor is drawn on another map, and this is also supported in the game.



So let's say we wanted more dogs-oh crap, I put a wall in there instead- let's just leave it for now. See if we can put a dog in, there we go, now we can have the dog pee on the wall, which is super nice.

I think you all get the gist; it's nothing revolutionary, but it's hugely helpful for me, and it's really, really fast to make content in. I'm super happy with it so far, and I can't wait to just continue using and developing it and polishing all the rough edges so it can be easy for you to use and make content with.

So, with that being said I don't think there's much more for me to say today besides have a fantastic day, stay safe and healthy and keep following the project on https://www.skaldrpg.com/ or on twitter (or our Discord).

Have a good one everyone, bye bye!

-Anders
Mar 8, 2022
cyberpunkdreams - cyberpunkdreams
  • You can now visit the homeless camp in the airport, if you've got the route.
  • Hired help cards have been more than somewhat redesigned.
  • All negative options are now located on a single card.
  • You can now look for mutants in your hired help.
  • You now have to think about your hired help's loyalty and organisation.
  • -- It sets some default values if you have existing hired help.
  • And also make sure you pay them enough per week.
  • Numerous smaller tweaks and bits of content for hired help.
  • You can now call your hired help directly from your phone (or inventory cards).
  • You can't transfer hired help from the airport to the slums anymore.
  • Loyalty will also increase slowly over time.
  • You now have some stuff to deal with if you've got a lot of teams.
  • It's now easier to get sidekicks (more of a process).
  • Sidekicks now have their own card and options from the inventory.
  • You can now choose a look for your sidekicks.
  • You can now assign sidekicks as two different types of Close companions.
  • New Target/Street crime mechanic.
  • -- Your target level depends on a while lot of factors.
  • -- Makes being targeted less random and more controllable.
  • -- Your likelihood of being ambushed in side alleys is also affected.
  • Light fingers has had some work.
  • There's now a daily limit on manually clearing your hand (via almost any means).
  • The DMM deck will now always draw a complete hand if it's available at all.
  • -- Several new cards, a rare new breather type and a rare new mechanic.
  • You can now by .410 bore at The arms depot.
  • You can now sell bundled shotguns via your inventory.
  • Made opioids last longer.
  • Crashed adrenals now blocks drug taking actions instead of nullifying the effect.
  • New artwork.
  • The adult content image pack has been updated (check the Discord server for details).
  • New tutorial material.
  • Performance improvement when opening tabs with a lot of items.
  • Fixed Refresh your style not always giving you Dressed to impress as it should.
  • Fixed the Lace shrug sometimes not being equippable since it was moved to Accessories.
  • Fixed cooking a special meal for now also giving you the stored meal.
  • Fixed disappearing kills.
  • Some other minor narrative fixes.
  • More typos fixed; thanks for the reports!
Neon Sundown - Vitz


Hello all!

I just wanted to let everyone know that I'm planning on moving Neon Sundown back one more week to March 18th. The game is already done and I could release this Friday no problem, but I still feel like the cards and levelling system could use some more love. A lot of cards feel kind of dull, and I'd like to work on adding a lot more unique ones so that each run will feel completely different (and give you a lot more control over how you want to build your deck)

Here are some of the cards I'll be adding:

- Mines: Lays down mines that explode on impact
- Pulse: Sends out a large pulse, pushing enemies back
- Vacuum: Right Clicking on XP moves it towards your ship
- Teleport: Right click somewhere to teleport to that location
- Chain Lightning: Sends out bolts that chain from enemy to enemy
- Area Bombing: Randomly drops bombs around your ship
- Inverse Explosions: Explosions pull enemies towards them rather than away
- Brawler: Reduces incoming damage by 80%, but lowers movement speed by 50%
- Assassin: Doubles damage dealt from behind, but lowers overall damage by 15%
- XP Healing: XP restores health, but can no longer level up
- Homing projectiles: Projectiles home in on closest enemy, but damage is greatly reduced
- Sticky projectiles: Enemies stick to projectiles, but projectiles no longer deal damage)

I'll be using this extra week to add and test all of those cards (and more), as well as adding a levelling system to add some meta-progression as the current power module system is consumable-based and doesn't really provide rewarding progression. I understand delays are not fun, but I never delay things without a purpose. I think Neon Sundown has the opportunity to mark it's own spot in the Roguelite genre, and so I'd like to take extra time to make sure the game stands out.

If you have any ideas for cards you'd like to see added let me know! I love brainstorming with the community, and would love to hear your ideas.

Thank you all for being so patient, I promise it will be well worth the wait :)
Remnants of R'lyeh - DarkTree
- Adding Collective objects & Merch System.
- Fixed bugs causing bullets hit unknown colliders.
- Fixed bugs of breakable walls.
- Adding level details.
- Adding a secret weapon.

Upcoming:

- Level details
- level expansion.
- More enemies.
Mar 8, 2022
Emperial Knights Playtest - Shad
VR_TEST BUILD FOR NEW PROJECT LINKED TO EK
PlanetSide 2 - dsosa
All PC servers will be offline for the following update, Mar. 09, at 6:00am PT (3:00pm CET). Downtime is expected to last up to five hours due to backend maintenance.
--

St. Patrick's Day (Mar. 11 - 27)
Across the verdant fields of Amerish, the distant sound of uilleann pipes draw nearer as St. Patrick's Day approaches. This year, a variety of new weapons and cosmetics are available for our fortunate soldiers.
Starting March 11, previous St. Patrick's Day offerings will be made available along with the new items shown below!


This "Lucky Banner" can be found in the 2022 St. Patrick's Day bundle!


New this year!
Wyrdwood Bundle - 1499 DBC
Tap into tradition with the Wyrdwood Bundle. Caubeens are available for all factions, and the Wyrdwood Shillelagh contributes to the Exceptional V directive.
  • Title: Druid
  • Wyrdwood Outfit Decal
  • Wyrdwood Caubeen (Helmet - All Factions)
  • Wyrdwood Shillelagh (Melee Weapon)

Pictured: Wyrdwood Caubeen, Wyrdwood Decal, Clover Camo, and NS-44 "Jackpot" Commissioner. Classy robot sold separately.

2022 St. Patrick's Day Bundle - 3999 DBC
This massive St. Patrick's Day Bundle contains loads of vehicle cosmetics, a profile banner, and a stylish new Commissioner that contributes to Exceptional V directive progress.
  • Lucky Banner Profile Banner
  • NS-44 "Jackpot" Commissioner

Shamrock Contrails
  • Dervish
  • Galaxy
  • Liberator
  • Mosquito
  • Reaver
  • Scythe
  • Valkyrie
Green Afterburner
  • Dervish
  • Liberator
  • Mosquito
  • Reaver
  • Scythe
Danny Boy Horn
  • ANT
  • Chimera
  • Dervish
  • Flash
  • Galaxy
  • Harasser
  • Javelin
  • Liberator
  • Lightning
  • Magrider
  • Mosquito
  • Prowler
  • Reaver
  • Scythe
  • Sunderer
  • Valkyrie
  • Vanguard


Pictured: A mosquito in Clover Camo, with Shamrock Contrails and Green Afterburner effects. Make your enemies green with envy.

Misc. Changes, Fixes, and Additions
  • The Ukraine flag decal can now be found in the Depot for 1 cert.
  • Fixed issues with some construction objects and smaller deployables not being placeable due to invalid line of sight checks or location checks.
  • Clicking on squad spawn locations that are still on spawn cooldown no longer allows you to bypass the timer.
  • X/Y/Z axis particle effects will no longer occasionally appear beneath players' feet.
  • Fixed an issue with NSO reload animations not playing correctly for certain weapon types.
  • Fixed an issue where you could shoot through gaps in geo at Interlinks and Emerald Arboretum on Oshur.
  • Fixed an issue with certain rocks on Oshur preventing weapons from using ammo or dealing damage.
  • Reduced the height of a lip on the upper portion of the Trident so players would be able to jump over it.
  • Removed an invisible gravity pad at SolTech Charging Station on Amerish.
  • Jumpjets in use underwater should no longer be heard by players outside of water.
  • The NE-11 PML now has underwater audio.
  • Underwater rifles now all have distinct audio.
  • You can now see submerged forcefields and lumifiber underwater.
Looking Forward
Hey there. If it seems like this update is a bit light (outside of all these wicked dope cosmetics,) it's because we've been heads down working on a larger update that we'll be talking about in a Dev Letter next week. As a reminder of what we've got planned for this year (and when you're likely to see these features,) here's a link to the roadmap article: https://www.planetside2.com/news/roadmap-2022. All of that is still 100% on track at the moment, but you never know what the future holds... Except these updates. It holds all these updates. Here's a shot of the New Conglomerate's new empire-specific basilisk variant to placate that curious hunger.
Mar 8, 2022
Wooden Ocean - leif.ian.anderson
Lowered the UAH price of Wooden Ocean on steam by 90%. Russia will receive a discount when there's a change in leadership and a stop to the invasion.

Praise be to Ukraine and the Russians against the war.
Loco Shortline Operations - The Stoned Raider Joseph B

  • Added Rail Auto corner. Im not totaly happy with it but i know people want it and it works quite well already.
  • New Cab for FA-1 + better hitboxes for rollover + rain collisions
  • Added angle displays while building bridges
  • Swapped switch set on map left/right click to be the same as standing infront of it and clicking.
  • Fixed Locomotive levers not being in correct position when loading a game.
  • Fixed Cargo twitching for clients when on wagons.
  • Rail wheels re-enabled for Trex vehicle ,please let me know if they cause any problems if all is good other vehicles will get the rail wheels re-enabled.
  • Test locomotive removed from standard game, (should have only been in development branch) games will still load with it in.
  • Added BR24 Locomotive.
  • Added Metro/Subway locomotive.
  • Adeed 2 Mining locomotives
  • Added 2 Mining wagons (2 more still being worked on)

  • Added Build Objects list under , Key.
  • Added new crossing lights
  • Main menu load /save buttons changed in preparation for big UI update.
  • Rain visuals improved (drops should no longer fall through the thing it splashed on)
  • Main menu load /save buttons changed in preparation for big UI update.


Paranormal Detective: Escape from the 90's - LunaBeat
- Added more options for smooth turning speed
- Smooth locomotion can now go backwards as well (not recommended for those sensitive to motion sickness)

Work on getting just arcade mode has began! Should get a basic arcade mode ready by next week (arcade as it is without the game elements).
Absinthia - SANIC
Hello everyone!

A crowdfunding campaign for Absinthia will launch in mid-late April and run through May. If successful, we're looking at a release window around January 2023. Feel free to click the link so you can be notified when the campaign goes live!

A demo containing the first hour or so of gameplay for Absinthia will be available on March 22 and can be accessed from the game's store page.

Similar to our campaigns for Celestial Hearts and Knight Bewitched: Enhanced Edition, we're crowdfunding to cover the cost of assets. The artwork is being done by various talented pixel artists, while Jazz Stewart is making a return from the Enhanced Edition for the original soundtrack.

We're looking to raise about $23,000. This is significantly more than our previous campaigns - but with a higher funding goal comes better rewards, such as:

-Digital keys, OST, desktop wallpapers and credits
-Digital keys for Knight Bewitched and Celestial Hearts
-Early Access
-Leaving your own message in an object in-game
-Having your own NPC complete with name and dialogue
-Designing your own legendary weapon, enemy, boss, or even your own quest!

If you have any questions about Absinthia, feel free to ask here or DM me on Twitter.

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