On the 20th June 2021 - TRACHI: AUTONOMY 1.0 was released. One year later, operation arteria will conclude. And with that, the first game in the TRACHI series is laid to a peaceful rest. To sleep, and to never wake up again.
In non-cryptic words: The final build of AUTONOMY, 1.5 (arteria) will be released on June 20th.
It's not a huge update. More of a last sweep, before the lights go out. The biggest change comes in the shape of a few new BGM pieces. Or to be more precise, some tracks had to be replaced due to licensing uncertainties, especially in terms of sustainability. For that matter, there is now also a full license document included.
The title screen has also been updated to be more in line with the new branding:
Smooth, isn't it?
Lastly, a couple of character names have been adjusted:
Terence Prawnfield -> Teron Pravoskos
Johan Fairclough -> Ioanis Fero
Laurits Farnswood -> Laurits Faber
Rupert Starling -> Rupert Sternlein
This is mostly for authenticity reasons and to ensure continuity. A few lines of dialogue have also been slightly polished, and one area more or less revamped.
Regardless of all these things, I want to make one thing abundantly clear: If you've played through TRACHI 1.4, there's no need for you to go back and replay it for story reasons.
However, and here we get to the second point: It's a great opportunity to replay it, if you haven't.
Beta
Because I just pushed the beta build. So whenever you feel eager to dance again, you can opt in through the usual Steam procedure. Savegames should also be compatible.
So with all that being said - I have a proposal. If you play the beta and find a bug or something, let me know. And I'll put you in the credits. Yeah, just like that. And since I won't touch AUTONOMY anymore after June, it'll stay there forever.
In any case, the offer stands. And I'd be delighted to hear from you. If not, I'll see you on the 20th June, at the latest. Where we'll also talk a bit about AUTARKY and what else is coming when.
With the Most Wanted Feature Update out now, we are now fixing our gaze on the most important update since Creative Mode! More News in that regard will come soon™, so please look forward to that.
The Upcoming Game Mode
Today, we’d like to invite you once again to make your ideas and voices heard, and help us shape Dorfromantik to make it the best it can be. With our upcoming, third Game Mode, “Custom Mode” (Name subject to change) we plan to give you the keys to the castle, so to speak. In this Game Mode you will be able to play around with a lot of options and tailor the game to your wishes.
New possibilites
Want to play without trains? No problem! Less fields, but more water for more wooded islands? You know it! Start off with less tiles? More Tiles? Yup, we got that too. Only got the time for a short session and you don’t want another open game? Set a Tile Limit, just like we had in the various Demos!
This mode will also bring deterministic seeds, meaning you can share your 'seed' with someone else, and you will both play the same game! Never has it been easier to determine who's the better Dorfromantik player. You will also be able to share your custom game setup that way!
Preset Modes
We will also be creating a handful of selected custom modes ourselves, which will be available to everybody by default as presets and will likely have their own leaderboards. We have two ideas already, which we'd like to share with you as examples of what we're looking for suggestion-wise:
A quick mode which, like our various demoes, has a tile limitation that allows smaller and faster game sessions.
A hard mode that will be more difficult than the Classic Mode for everybody who wants to compete at a higher level of difficulty.
Help us shape the new Game Mode!
This brings us to the heart of today’s call for ideas. Well, it is two-fold, really. We would love to know the following things:
Which parameters would you like to be able to tweak for custom games? These could be options such as Stack Size, Quests Rewards / Frequency, or Tile Limitations.
Which preset game modes would you like to see in the game? As already mentioned, these preset game modes can also have their own leaderboards, but this is not a requirement, for example, if you would like to have an even calmer game mode completely without a highscore, that would also be an viable option.
We will be collecting all ideas and wishes from you over the next days and then check what the most requested and/or most interesting sounding suggestions are, which we can include in the game for you. Please share your thoughts with us here in the discussion thread or talk to us directly over on our Discord.
In the early access version, you can play against the AI and against your friends via LAN!
Chose your wizard!
Master of the Wizards is a party card game for 4 to 6 players in which you control a respectable wizard, you can choose one of our six characters to be your avatar.
Conquer strange lands!
Conquer Lands to gain influence throughout the realms and some extra power. Reach 20 points of influence to win the game.
Cast powerful spells!
Target other Wizards with your mighty Attack Spells. Be the last Wizard standing to win the game.
Buff yourself!
Increase your power with Buff Spells to get the upper hand.
Curse your rivals!
Cast Curse Spells upon rival Wizards to make their life miserable.
And Chain their spells right back at them!
Answer your enemies' attacks with Chain Spells to make them someone else's problem... But beware of being a Chain target yourself!
Follow Master of the Wizards on Social media channels:
Fixed the lost patrol sometimes getting stuck in mission 2
Added lots of analytics so we can find the issues faster when they arise
For those who are having troubles getting through the tutorial mission, our scenario writer Andrej wrote and recorded a walkthrough of the whole LZ Falcon mission.
You can find it in the Guides section and on our YouTube
If you encounter any issues please let us now in the discussions or directly on our e-mail: lnob@studio301.cz
I have amazing news for you, BoltBreak is now free to play for everyone! With this update a few things have changed.
UX: 1. New death screen that properly illustrates you died with full animations and sound effects. 2. New pause menu that is animated and and has improved layout. 3. New main menu layout that has new button designs.
Optimizations: 1. General optimization has been made. 2. Fixed a bug where the laser eyes would tank performance.
Movement: 1. The movement now has improved feel to it, such as the camera moving back when activating superspeed, and more weight to turning.