We're very proud to announce that Saint Kotar - "The Void" update is now live! This massive update contains lots of new cutscenes, completely new endings, new animations, new achievements to unlock and overall many fixes and tweaks! All in all, this a huge update, the biggest we've pushed for Saint Kotar up until now. For people who already finished the game, I urge you to take another look as the game has changed a lot both gameplay and experience wise with this! It will also be the last base game content update, until we launch the DLC, which we'll talk about soon ;)
Here's a little teaser of the newly added cutscenes:
Anyway, check out all the details on this update right here!
Added 2 additional endings (making for a total of 4 endings) and tweaked and improved the narrative on the 2 original endings
There is now a summary at the end of one ending that has dialog and images that change according to your decision as a player throughout the game, showing you which choices you made during the game influenced the outcome
Added 15 new video cutscenes that replaced most of the 'black screens' that were in the game previously
Done tons of tweaks and bugs fixes, done in virtually every location in the game
Added Additional animations and sounds
3 new Achievements to unlock
Done many gameplay design tweaks (example: the long conversations at the beginning of the game can be now shortened, if you choose to do so, without losing the flow of what’s going on in the story)
At the end of the game, after coming back from the island-asylum, you can now freely walk through the town and, thus, explore and solve tasks. This wasn't possible before this patch, you couldn't go from the square into the direction of the police station, which prevented you to solve some tasks if you didn't solve them before going to the island.
The work we did with this update was inspired and fueled by the feedback we received from players here on Steam and in the Discord server, and so we just wanna thank you so much for all of that! Of course, let us know what you think of the changes as well through the Steam Community Hub.
After a detailed testing and balancing phase, we're stoked to finally present Rising Lords: Trials of Camelot! Experience the all-new Challenge Mode in which you're tasked with defending your single province from increasingly harder foes every round! ⚔️ But if you're persistent - and a little bit lucky - familiar faces from the Knights of the Round Table might aid you in your struggle! Not only that: we made lots of improvements to the UI and our localizations as well! This update is a big one!
Additionally from now until April 7th you can grab Rising Lords for 20% off to mark the occasion! Get it now, give the new game mode a spin and let us now what you think on our Discord! 💖
Rising Lords: Trials of Camelot
Challenge your skills, optimize your army and try to survive in our new Challenge Mode! You rule over a single province with very limited resources while you're forced to battle increasingly difficult foes every round! Successful battles award you with all kinds of rewards, from gold to resources to weaponry! In addition to that, you will get optional quests which give you even more of an edge against your enemy. Protect your troops, go down a curious rabbit hole... or fight side by side with the Knights of the Round Table!
UI Upgrades and Improvements
As we're still very much focused on improving the Quality-of-Life aspects of Rising Lords (and improve Gamepad functionality along the way), we started rolling out the first upgrades for our in-game UI! This is just the first step in making the game not only more accessible to new players, but also more concise for our veteran players. We hope you like what we've got so far and we can't wait to show you more improvements over the next few updates!
New Localizations
During the process of improving and adding to the game over the last few months, we've also decided to streamline, re-edit and update most our previous localizations! This includes the current Prologue storyline and all previous gameplay content. And as a nice bonus: for languages that we aren't focussing on ourselves at the moment, we will provide a more streamlined way to handle fan translations (hopefully) soon!
Note: as of now, Challenge Island is only available in English and German, a full localization update will follow via a hotfix!
And as always: see the full changelog below for all the additions, fixes and improvements for this update!
Don't forget: if you'd like to join the community and hang out with us, make sure to check out our Discord. Thank you! 💖
Full Changelog
0.14.5f (March 28th) - RISING LORDS: TRIALS OF CAMELOT
New:
Challenge your skills in the new Challenge Mode! Survive battles every round, improve your army and help out the Knights of the Round Table!
Main UI upgrades and improvements!
Huge localization update!
Add general images for stories
Escaping via white flag in battles is now possible in one turn via radial menu (move/flee)
Ultra-widescreen support
Player diplomacy added to story editor
Fixes:
fixed NaN army value
prevent autoresolving battle in challenge mode
fixed rare crash with flooded fields
fixed offset text on tankred
fixed editor waypoint / rename click overlap
fixed inputbox behind render token layer
fixed render buffers 'jumping'
fixed garrison staying too long / unclickable army bug
fixed a rare crash with armies when going back to the main menu
fixed smith forging from appearing over top of event cards and menus
fixed fires not being wiped out when exiting game and starting challenge mode.
fixed information scroll depth w/ army menu
fixed disband button positions w/ army menu open
fixed army names being cut off
removed SP 'start battle' AI flicker
rare load-game bridge crash
fixed event card 1-frame pop-in flicker
fixed event card 'focus' not moving camera
fixed a muster army button issue in tutorial
fixed burning tile on challenge island
fixed broken beggar start pos on first turn
fixed garrison army not disappearing
fixed event cards shifting up after battle
fixed rare cases of unwanted fires
slight tile depth bug fixes
fixed event card 1-frame pop-in / season text size
righ click dismisses event cards again
fixed obj_slot highlight offset when hovering with active unit
fixed 'broken arrow icon' and damage prediction not accounting for english heritage/longbow archers
fixed general of 'dead unit' jumpy positioning / fade on death
fixed numerous GUI problems
fixed MP 'end turn' zoom bug
fixed stable correctly states provided 'cavalry'
fixed minimap 1-frame 'flicker' update
fixed winter tiles after fog lifting
fixed broken 'quick battle' buttons
fixed the region cycle arrows being in the center.
added language to Polith description +1 trap
fixed region arrows not working
fixed traveler crash going to battle in challenge mode.
modified GUI text size from 0.75 to 0.65
fixed edit army save crash due to radial buttons not having text.
added 2x distance to clicking the tax + ration + region arrows since the arrows have reduced in size.
fixed armies sliding to overlap on dynamic tokens.
fixed AI constructing villages, was caused by upgrade + building something new on the same turn.
fixed AI (specifically prosperity) upgrading dwellingquarters, because they cannot be upgraded.
fixed card font scaling off w/ long text
fixed 'No don't disband' behind 'add unit' button
fixed castle's not highlighted w/ peasants & upgrade
fixed wood -> stone upgrade upgrading keep
fixed tut 'never show' / options menu depth issue
fixed smith missing red outline when idle
fixed tutorial general offset in army menu
fixed army name being cleared
fixed challange not being challenge
fixed getting stuck in "over HUD" due to a glitch where event cards would stay in hovered state.
fixed flooding / crop-replant bug (fields not working after flood)
removed 'demolish' from inappropriate tiles
removed flood fighter's green outline
rare tile render update failure
fixed 'fake orders' not focusing on attacker
fixed text scale for 'warning' cards
fixed campaign HUD flicker w/ merchant purchase
fixed argonwood font tutorial tips missaligned
fixed miss-aligned bottom resources
fixed food buttons not being enabled or disabled when save files are loaded.
fixed double-negative sign in top resources
fixed simple-font turn-state miss-alignment
fixed top GUI, bottom GUI, and region name not using simple font when chosen in the settings.
added setting language to update fonts in top GUI, bottom GUI, and region name.
fixed event card extra text size
fixed jittery drag-cam in battle
fixed merchant menu click-overlap bug
fixed name input box missaligned
fixed army amount text scaling
fixed battle speed temporarily resetting after battle
Welcome to the Simfest! ːsteamthisːːsteamthisːːsteamthisː Let us take you for the adventure! ːsteamhappyː Watch us play House Builder! We are waiting for your questions and comments! See you on the other side... of the World! ːsteamhappyː https://store.steampowered.com/app/1244630/House_Builder/
As time goes by and you’ve already had two chances to try the game - last Summer’s Closed Alpha and the most recent Demo during February’s Steam Next Fest, and each time you helped us by filling out some quite detailed feedback forms that contributed to the game’s improvement, it’s only fair that we share with you the details of how the game has improved since the closed alpha and what we’ll keep doing to improve it until it launches, later this year!
Updates since the Closed Alpha
Last Summer’s Closed Alpha was the first real taste of Batora: Lost Haven for players. Over 23k gamers got a key to try it and the response was AMAZING!
Seeing how many people played and enjoyed it made us super proud, especially since you appreciated it so much even at such an early stage of development.
That time, your feedback was extremely helpful as it pointed out some issues that we were aware of and some that made it clearer what kind of game you envisioned Batora: Lost Haven to be.
So, besides overall performance enhancement - remember that it was in alpha stage - following are the main updates we implemented since the Closed Alpha:
Camera system and navigability As some users pointed out that the camera movements would cause motion sickness, we improved the camera system and level design for a better level legibility
Enhanced controls (focusing on keyboard and mouse) We improved the animation system, the combo windows, and overall responsiveness of the controls
Impact on physical hits We introduced the camera shake and freeze on hit and improved the attacks’ VFX to ensure that physical hits would give the right “impact” feeling
Progression feedback We improved the in-game notification system and the VFX for level-up and acquired items, to highlight in a more incisive way whenever players reach a new level or get runes or new skills
Strategic combat boost We improved the combat system in terms of AI and skills to make it more fun and strategically interesting
Enemy spawn system We improved the enemies’ spawn system to allow management of specific spawn points, increasing the fights’ variety and making them more “choreographic”
New improved puzzles We re-designed puzzles and VFX to be more accessible and clear; we also improved control sharpness
New companions mechanics We made the companion a part of the gameplay, so it now has an active role in fights too
Work-in-progress updates for final release
Then there was the Steam Next Fest: one intense week during which Steam users got to play the demo of Batora: Lost Haven and give us their feedback once again.
We’ve already started working on the new updates so that, as we head towards launch, everything will be ready and functional.
Here are the main features we’re working on:
Zoom system As many players pointed out that it would be great to be able to zoom on the beautifully detailed environments, we are implementing a system that allows players to adjust the camera choosing between 2 zoom modes
Pad controls We’re improving the control system to make it more accurate and responsive to the player’s intentions, consistently adapting to the different control systems
Reworked UI & menus We re-designed the menus to make them clearer for players, showing relevant information and making it more accessible
Codex Players specifically asked to delve into the game’s plot and backstory, so they will now get to collect the codex pages while playing, thus learning more about the game’s lore
New tutorials We’re re-designing the tutorials to make them readable on all platforms. Players will be able to access them through the codex after unlocking them in-game.
Full control customization We’ll give users the possibility to customize the controls choosing their favorite bindings
Rune stats We’re improving the rune system, making their effects more impactful and remarkable
Improved health bars status We’re adding a “semi-death” status to alert players when one or both of their health bars are below 20%
Dubbing As players were not convinced about some of the dubbing, we’re going to replace some actors - including Batora! - choosing the most appropriate ones for their roles
Super detailed world-building We’re adding more dialogs based on the players’ choices and their consequences - for example, characters and NPCs will talk in real-time commenting on what’s happening in the game
Did you play Closed Alpha or Next Fest Demo of Batora: Lost Haven? Leave a comment and let us know what you thought!
Be sure to add Batora: Lost Haven to your Steam Wishlist to keep up to date with news, and don’t forget to tell your friends too!
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What’s the score? First of all, a big thank you from our team to everyone who played the demo over the past weeks. We hope you all had a blast! We received a lot of valuable feedback to continue working with, and improve the game. We’ve also seen a lot of comments pass by asking about the gunplay variety in Warhammer 40,000: Shootas, Blood & Teef. So let’s talk about what Orks love most: DAKKA!
Dakka is love, Dakka is life. Orks love their firepower, and it goes without saying that we are aiming to get as much variety as possible in-game. As some of you may already know, there will be a total of five different weapon categories: the Slugga, the Shoota, the Boomstikk, the Rokkit Launcha and the Skorcha.
And to increase variety each weapon also has three extra modifications, creating whole new weapons. These modified variants are unlocked throughout playing the game and trading in your hard earned ‘teef’ at the Mekboy Workshop.
This makes for a grand total of twenty weapons. Let’s take a look!
The Slugga
Slugga: The old reliable pistol, the slugga is the main weapon of any worthy Ork Boy who likes it when the heads of their enemies go boom. It’s a lethal weapon with low fire rate, making it the perfect weapon for some precise kills.
Looted Plasma Pistol: Stolen from a lost space marine, this powerful pistol fires exploding bolts of plasma. But watch out because it can overheat and deal damage to you! You got to be tactical with this one and figure the best times to cool down before the heat is on!
Six-Shoota: Any yoof has proven their worth wielding one of these. It fires exceptionally powerful piercing shots but needs to be reloading round per round.
Shokka Pistol: The mekboys most recent creation! Holding the trigger on the shokka pistol charges up, releasing the trigger fires a lightning bolt, dealing shock damage in a straight line. Longer charge times lead to bigger range and more damage!
The Shoota
Shoota: Any Boy's favorite dakka. This assault rifle deals reliable amounts of damage but isn't very accurate. Average against all types of enemies, which never makes it a bad choice!
Snazzgun: There is no Shoota that can pump out this many shots over such a short period of time. The Snazzgun builds up firing speed as long as the trigger is held! Making it a great option for tight corridors packed with enemies, easily mowing them down.
Splinta Shoota: What is better than dakka, you may ask? Dakka that bursts into more dakka on impact! The Splinta Shoota’s bullets fracture into smaller fragments after impact, piercing most enemies.
Bolta: Lessons learned from fighting space marines! What if your dakka explodes on impact! With increased barrel width, the Bolta is able to fire Bolta rounds. These are large pieces of ammunition resulting in a devastating explosion on impact. Each shot fired will also have a minor kickback.
The Boomstikk
Boomstikk: This Orky shotgun is a powerful close range weapon. Dealing a large amount of damage and knocking enemies back. Just aim at the side the enemies are on and you are probably guaranteed a hit! Gun crazy Orks looking for a kick will enjoy this one.
Double Barrel Boomstikk: Doubling up the barrels for the Boomstikk gives you this quad barreled monstrosity! Its firepower is immense but the clip size is small. While it has only two shots, it will quickly dispose of any opponent.
Burnastikk: This modified version of the Boomstikk fires short bursts of powerful flames. Able to light anything on fire in an instant with one single burst.
Zzapstikk: Looting some lasgun tech from the Imperial guard, the mekboys have built a Boomstikk that fires laser beams that bounce off the walls. Pull the trigger and see beams scattering everywhere, it’s insanity!
The Rokkit Launcha
Rokkit Launcha: An orky rocket launcher. Perfect for disintegrating any foe. It’s the highest damage weapon available, but comes with a trade-off. Reloading the device is a tedious and pretty long process, but the damage more than makes up for it. And well… who doesn’t like explosions!
Gitseeka Missiles: A solution for the Ork’s amazing aim are the Gitseeka Missiles. These squig-powered missiles home in on their target, tracking them tirelessly. Just shoot in any direction and you are guaranteed a hit!
Squig Mine Chukka: This squig is specifically bred for the purpose of stuffing it with explosives until it can’t move. When someone steps on it, it explodes violently. Chug out mines and enjoy the chaos!
Stikky Bomb Launcha: What happens when you add a timer and glue to a rokkit? Stikky rokkits of course. Plug your enemy full of tiny bombs, let him say his last prayer before the timer runs out, resulting in a sea of explosions. The individual rockets themselves have a smaller blast radius though.
The Skorcha
Skorcha: This powerful flamethrower is capable of setting your enemies on fire. Causing them to panic and run! No reload time here, but play with fire (a lot) and you will get burned.
Killsaw: Who needs guns when you can just take a saw to their chest! The Killsaw is capable of dealing massive amounts of damage but it needs to be done at an exceptionally close range.
Shokka Cannon: Aiming is for gits, just hold the trigger and watch lightning jump to and between enemies. Dealing shock damage and stunning them for a brief moment! Perfect crowd control tool, and especially fun to use co-op mode!
Deffbeam: The Deffbeam focuses the power of a laser into a single consistent beam! The longer it is focused, the more damage it deals. It can be hard to control though and slows down aiming while firing.
That’s all of the available guns in Warhammer 40,000: Shootas, Blood & Teef. A grand total of twenty weapons are waiting for you on Luteus Alpha. We do want to underline that every class can use any of these guns. None of the weapons discussed above are bound to a specific class. Just play what you like, as we are sure there’s plenty of dakka for everyone!
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