Added - A House Rule for Summons dropping gold Added - A 'Retry scenario' function (Players can retry a scenario from the results screen without loading back to map) Updated - Better GUI for Scenarios 88 & 69, players now able to see which merc is carrying the The Lurker claw & The Doll Updated - Better GUI for Reputation unlock Sunkeeper (+10) & Nightshroud (-10) now better explained when they occur Updated - When a Merc levels up they have the Merc's name not the Player's Updated - Some personal quests that previously unlocked the Sunkeeper class, have been changed to unlock Sawbones or Berserker. This change will apply retroactively to your save file if you've completed those personal quests so you may find these characters are now unlocked when loading on the latest version.
FIXES:
Fixed - Issue with Scenario 81 Boss, The Colorless, spawning incorrect Night Demon Elite Fixed - Softlock that could be caused by Spellweaver's Mystic Ally Fixed - Issue with Scenario 34 Elder Drake's dark pits not displaying correctly Fixed - Issue with Scenario 36 Prime Demon not spawning correctly past Round 9 Fixed - Multiplayer desync caused by Players being able to click on actions while another Player is acting Fixed - Multiplayer desync that could be caused by BG selection while other players still catching up to loadout screen Fixed - Crash & softlock that could happen in specific cases with Mindthief's Phantasmal Killer Fixed - Multiplayer issue that could lock a party slot if players switched same class merc in this slot a certain way Fixed - Ability card Nightshroud's Smoke Step to correctly add bonus Fixed - Some issues with the Personal Quest GUI not tracking progress correctly Fixed - Ability card Mindthief's Many as One to correctly apply bonus for allies Fixed - Issue with Undo / Skip regarding some Scenario Special Rules (Forgo top/bottom half) that could cause a crash Fixed - Ability card Beast Tyrant's Soaring ally Loot Command so it correctly now loots Fixed - Issue with element not correctly being consumed with Item Robes of Evocation Fixed - Ability card Doomstalker's Predator & Prey now applies correct bonus to attacks on Doomed enemy Fixed - Ability card Elementalist's Shaping the Ether now grants Push correctly (not twice) Fixed - Ability card Enhancement for Soothsinger's Knimble Knife Top, now correctly adds additional Bless if enhanced with Bless Fixed - Issue where it was possible for allies to move through enemies in doorways Fixed - Issue with a certain Boss counting towards a Personal Quest Perfect Poison & Giant Ooze Fixed - Ability card Plagueherald's Spread the Plague incorrectly poisoning its user Fixed - Multiplayer desync that could occur using Brute's Skewer Top with consumed element Fixed - Issues that could cause error & desync with Quartermaster's Continual Supply & Refreshment Fixed - Issue with Scenario 71 Windswept Highlands, where enemies would not correctly wake up from sleep condition when they are moved by the scenario rule Fixed - Issue with Scenario 68 where special rule would cause an error when the tree takes damage Fixed - GUI for multiple scenarios such as 22, 52 & 75 where the 'Forgo action' button would incorrectly display even if Merc was not adjacent to the target Fixed - Issue with skipping the first Push on an AoE Attack in which all targets should be pushed, incorrectly skipping all pushes Fixed - Ability card Nightshroud's Spirit of Night Top that would not behave correctly when Disarmed and an element was consumed to make it a 'Kill' ability Fixed - Issue with Scenario 79 relating to The Betrayer's mind control ability Fixed - Ability card Cragheart's Dirt Tornado Top + Consumed element Fixed - Ability card Elementalist's Volatile Consumption sometimes causing an error Fixed - Ability card Doomstalker's Sap Life Bottom where the session could get stuck requiring reload Fixed - GUI getting stuck on screen sometimes when failing to join a multiplayer session Fixed - Multiplayer issue in card selection phase that could happen when using Berserker's Unstoppable Destruction Fixed - XP rewarded for Scenario win when changing difficulty before loading in Fixed - Multiplayer issue with Scenario 22 that could incorrectly affect Monster's stats when Client's re-joined Fixed - Ability card Plagueherald's Virulent Strain not correctly applying damage Fixed - Issue with a specific combo using Berserker's Bone Breaker Bottom + Stun when a monster has Flying and is on same hex as a Trap Fixed - Ally Summon focus issue in Scenario 48 Shadow Weald, where summons would incorrectly focus the 'invisible' (but teleported out) Dark Rider boss Fixed - Multiplayer issue buying items in 'Shared gold' Guildmaster mode Fixed - Unlimited movement bug with Berserker's Careless charge when used in combination with a certain Item Battle Axe Fixed - Ability card Sawbone's Triage could cause an issue while Long resting Fixed - Issue skipping the Sawbone's Triage ability incorrectly ending the turn even if actions were available Fixed - Multiplayer issue that could result in an error due to a duplicate item in 'shared gold' Guildmaster mode Fixed - Multiplayer issue that could result in a desync using Cragheart ability Clear the way Top Fixed - Multiplayer issue when using Soothsinger's Song - Power Ballad with a summon controlled by another player Fixed - Multiplayer issue regarding 'Mind Control' abilities that could result in a desync Fixed - The hover UI to display the correct sell prices for Enhancements in the Enchantress screen Fixed - Issue with Scenario 26 Skipping the 'Cleanse pump' action would skip Merc's entire turn incorrectly Fixed - Possible sofltock when levelling up a Mercenary Fixed - Tooltip that displays when using Doomstalker's Frightening Curse Top - 'Transfer Doom' tooltip now displays better Fixed - Issue where discarding a card during card selection to give a total of 2 discarded cards would still not allow Long Rest Fixed - Issue with a specific combo Beast Tyrant's bear with a command action killing an enemy affected by Doomstalker's Detonation doom ability
It takes a team of highly skilled workers to build a ship from scratch. Between collecting resources, processing them, and actually putting the planks together, one shipwright may spend more time on one project. To help the more impatient players, we decided to introduce the co-op mode into the game. It will be completely voluntary, so shipwrights who feel strong and independent enough to work on their own can decide to do so.
If a shipwright does not want to spend time alone working on a massive project, they can rely on help from friends and strangers alike! Players will be able to join private or public rooms to help each other in every step of the construction process. We want to create a system where people can join and leave during sessions, without fear of the room suddenly closing.
Every room will have a capacity of up to 4 players and they all will have access to in-game text chat. To maintain safety and keep the rooms vaguely civilized, the host will have moderation tools. This will allow them to moderate the chat and kick out the less pleasant individuals.
Progress made on a project in co-op mode will be saved separately for each player, so everyone can continue working in a single player. At this point, the saves will diverge, so if the same group wants to meet again, they will have to choose which version of the save they would like to continue.
We want to avoid unpleasant connection issues during the launch and later down the road. We are already looking into servers, which will scale depending on the traffic. Queues and stuttering gameplay are on our to-visit list, so even though the game is in the early stages of production, we are already searching for the best possible solutions. This includes most likely investing in localized servers, which can maintain stable and low ping for the players from the other side of the globe.
Our shipwrights have to remember that the co-op mode is absolutely a voluntary thing. We encourage it, but at the same time, we want to make sure that the solo experience is equally fun for those who decide to build their vessels on their own. Let us know whether you will play in the single-player exclusively or invite your friends to join you in shipwright adventures.
Hi everyone, We are very excited to announce that Dinosaurs A Prehistoric Adventure 2 has been fully released on steam
Dinosaurs A Prehistoric Adventure 2 is built upon Dinosaurs A Prehistoric Adventure and further expand its predecessor with 30 playable dinosaurs, numerous unlockable skins, customizable RPG elements, and a variety of environments for players to explore.
To celebrate this launch, we have updated Dinosaurs A Prehistoric Adventure to Version 2.0.0.1. This version brings numerous improvements to further enhance performance and gameplay experience.
As usual we will only highlight the major elements so let's get started:
Engine updated, from unity 5.4 to 2017.3. Updating the engine brings better overall stability during development and to the build.
Upgraded to 64 bit. We have decided to upgrade the game to 64 bit to improve stability. However, if you are running a 32 bit machine, you can revert to the 32 bit version of the game which is available in the legacy 32 bit branch.
Auto attack implemented. Players can now perform auto attack by simply left clicking on an enemy unit.
Remove hunger and thirst depletion rate. Food and water sources will now solely be used to replenish health points.
Added objectives UI that would help guide players during gameplay.
Optimized AI detection method.
Additional texture compression and model optimization to reduce memory usage.
New reset button on the main menu to better prevent accidental reset.
That’s currently it for this update. We hope that you will have a great time with the game and if you're interested about the sequel, you can visit the link here to find out more. Thank you for your support.
Be sure to follow us on Twitter and subscribe to our Youtube channel to not miss out on any information regarding development.
I have a couple of big announcements to make today. First, I’d like to introduce our Anniversary Update, which is the biggest content update we’ve released yet! It adds four new DLC content packs and hundreds of brand new minis! See below for a more detailed list of additions.
We’ll also be having a free weekend this weekend (3/19 - 3/20) so those of you with the free edition will still be able to try out all the new goodies. Don't miss out!
Props:
Fantastic Dungeon (DLC) - 203
Crusader Castle (DLC) - 168
Greenwood Village (DLC) - 65
Lab Dungeon (DLC) - 33
Total Props: 469
Minis:
Barbarians (Free) - 24
Bards (Free) - 24
Cleric (Free) - 32
Druids (Free) - 24
Fighters (Free) - 36
Gunslingers (Free) - 16
Monks (Free) - 12
Rangers (Free) - 22
Spellcasters (Free) - 36
Total Minis: 226
Total New Additions: 695
Also, our map-making contest is now live!
Show us your map-making skills this month by entering your creation into our official map-making contest. We’ll be choosing two winners at the end of the month:
- First place: $100! - Second place: Game Master Engine: GM Edition download code (49.99$ retail.)
See a full list of rules on our discord server. This contest is open to both players with the Free Edition and the GM edition of the game, so almost anyone can enter! Don’t be afraid to be creative and push the boundaries. Remember, props can have many different uses when scaled, rotated, or stretched. Submissions will be judged on adherence to the theme, style, and overall creativity.
This month's theme: Boss Lair. Every good boss has a lair. Whether it be a gladiator arena, a decorated throne room, or a deep underground cave, you have to fight that BBEG somewhere. Show us your best boss lair/arena! Your map may contain other aspects besides the “lair” as long as at least part of the map is designed for a boss fight.
● Fix the problem that the interface may get stuck when modifying the button mapping.
● Fix the problem that some settings are reset after exit.
● Fixed the problem that when using NS Bluetooth controller, the game will be stuck with sound but cannot exit the menu when entering the button mapping interface, and the interface content will be displayed incorrectly.
● Optimized the timing of heavy sword weapon interruption, so that the player can dodge more smoothly.
● Optimized the displacement of ANN during melee attacks.
● Fixed the problem that in the place where the fan is used to disperse the toxic gas, it is possible that the ladder may hang and stuck in the state of climbing under the fan.
● Fixed the problem that ANN many roll under the obstacle and get stuck in the tutorial level.
The day has come and we can finally present you with the full version of Perseverance: Part 2! It was a lot of work and we poured our hearts out into this game but it was all worth it because it’s out! It’s finished! We know a lot of you have been waiting for the second installment of our series with bated breaths and we’re super proud to be able to deliver it to you. Well, there’s no time to wait, Karen needs you, so grab the game and let the social web of the local community entangle you in their drama and reveal their secrets to you.
Let us know how you like the game and how your playthroughs went, we cherish our community and would love to hear about the memories you’ve made and any juicy choices you’ve picked! If you’d like to talk about the game, make sure to hop on Feardemic Discord and join the conversation!
Interested in our logo creation process? That's here!
We had different steps before choosing the perfect logo for our game. We want to involve the community as much as we can in our development processes. The logo was a result of this common work!
As soon as we validated the name of the game, Great Houses of Calderia, we started working on the logo design. First, we made different iterations. It had to have a Medieval style and Renaissance inspirations.
Our first iterations were:
But we were not satisfied as it was a bit "thin". It would have fade into the background if we wanted to add it into our visuals and illustrations.
Then, we went with a more Renaissance style:
But the readability wasn't the best. So we tried with some coat of arms that remind a lot Medieval times.
The coat of arms ideas:
We found it really interesting. The colored one was our first choice. Then we realized it would not be really clear and harmonized if we add it on a colorful background and on marketing assets.
After all our research, we decided to go for a simple text with Medieval and Renaissance looks.
Our final choice was the logo you saw everywhere:
Here was the story of our logo creation process. If you have any question, don't hesitate to ask in the comments.
Which one is your favorite logo?
To be part of the development process of Great Houses of Calderia and help us make these kind of decisions, join us on Discord! Great Houses of Calderia Discord: https://discord.gg/vsxD6n8P8J
Here's a quick patch to fix some issues and add quality of life improvements you have brought up to me! I've also added color variations for the baby capybaras for a bit of extra cuteness ✨
Fixed the Portuguese translation
Fixed a bug that caused the wrong furniture & upgrade information to be displayed
Added the ability to cancel placing furniture or decoration by opening the shop
Balanced the late game experience gain
Display information for the furniture upgrades
Added refunds when destroying furniture & decorations
Fixed missing icons
Added 4K resolution
Added an indication over the soapmaker to clarify how to use it
Replaced the checkmark to the insect icon to clarify insect deliveries
Added 5 color variations for the baby capybaras
I'd like to thank you all for the kind reviews you've shared about the game. I'm glad my little capybara game has brought some cheer to you all! ❤️
Okay, this is low hanging reference fruit, but it suits today's Devlog subject well. The City map is currently in the redesign and enhancement process with new stories, mechanics and level design.
The idea is to implement more platformers-like moments where you have to jump, climb, avoid obstacles, look for on / off switches to unlock the path.
Some of the new mechanics are distance-based mini bombs that activate when you walk nearby. Defusing those explosives now varies from the main objective bombs and will reveal information about the antagonist, which story and persona we rewrote.
The level will receive more details and clutter to enhance storytelling further. Here is a cosy place where workers hid from their boss and allowed the bomber to sneak into the construction site.
Overall we aim to make the game more intense and faster by adding things like zip lines to move across the level and more variety of explosive dangers, as we have mentioned in the previous Devlog