Due to migration of service, Master of Miracles online service (Ladder) will be offline from May. 1st 18:00 (UTC). It may need up to 12 hours to finish the migration.
During this period, online service in the game will be unavailable. You can still access to the offline content.
Here is a new update for the game. This is to make some adjustments and improvements based on the giant update from just a few days ago. Check out the change log below!
Please note that these changes are not in any particular order.
Update 1.2.3 Change Log:
Bug Fixes:
Fixed some typos
Changes & Additions:
Tweaks to the intro (Some of the new effects didn't look good)
Reduced the range for the protest shouts/sounds to activate by 2 (To help with performance)
Improved protest loop handling and performance (They were impacting FPS slightly, the timer and on/off switch are now both globally controlled so they cannot become stuck on or off if the player leaves the area before the countdown finishes)
A few other minor adjustments and tweaks
NOTE:You DON'T need to start a new game.
Please let me know of any bugs or issues you may encounter. The update will be available shortly.
If you're enjoying the game so far, please consider leaving a review. This not only helps with much needed visibility, but also gives me feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the forums!
Para resolver el problema de los mapas por favor ejecuten el archivo fix_maps.bat
1) Abrir la carpeta donde esta instalado el juego. Normalmente se instala en "C:\Program Files (x86)\Steam\steamapps\common\Argentum 20\Argentum20\Cliente\"
2) Hacer click derecho en el archivo fix_maps.bat
3) Hacer click izquierdo en "Correr como administrador"
Esto es una solucion temporaria al problema. Estamos trabajando en una solucion automatica.
Past few weeks I've been working on visuals and functionality of the main menus, proper save system and upgrade unlocks.
Main objective was to create a Run selection screen together with the flexible save system and difficulty selection. The Run select screen will display some info about saved runs like unit count, essence number and what week was reached.
The hardest bit will be setting what each difficulty actually mean. For difficulties I really don't want harder difficulty to mean "enemies have more HP" or "there is more enemies". Here's my thoughts on how difficulties may vary:
Difficulties
Normal
Normal difficulty should provide a healthy challenge.
Has to include permadeath.
Unlocking an ability prompts to choose from 2 random abilities.
Getting an Upgrade prompts to choose from 3 random Upgrades. (Maybe here we could do something clever to so the offer doesn't seem too random)
Easy
Easy difficulty should be for people that like winning.
No permadeath.
Unlocking an ability prompts to choose from 3 random abilities.
Getting an Upgrade prompts to choose from 9 random Upgrades. (Maybe here we could do something clever to so the offer doesn't seem too random)
Longer time between Events (encounters)
Hard
Permadeath.
Unlocking an ability prompts to choose from 2 random abilities.
Random Upgrades granted for units.
Short time between Events (encounters)
Mission Select Tab
I've also remade the art and functionality for the Mission information display. Since missions are small scrolls that means the display had to be a scroll too. This provided an opportunity to rework how info is displayed about the mission and to remove "debug" text from there. I think the end result looks pretty good but I just might revisit for little improvements, as for everything.
What's next?
Ability and Upgrade selection. Work has already started to be able to select Abilities and Upgrades when unit unlocks it.
Next big thing will be giving "oomph" for the combat. Clear effects, pretty particles and a healthy amount of screen shake (possible to disable, of course). This is pretty much the reason why there is no gameplay video yet.
P.S
This was pretty fun to write, it could become a bi-weekly kind of thing. We'll see.
Hi everyone, we hope you are having fun serving your customers. Here's the first fixes to some problem you reported. More to come in the next days.
Fixed the bug with Hildred where she can use the sink while holding the gin. Fixed a the bug where 2 clients buy the same cloth, causing an error in the clothes counter. Now Percival can kill the customer while taking his measurements in the greenhouse tutorial even if you have 5 or more corpses in the kitchen. Fixed a bug that wouldn't allow the recipe book to be opened after the end of the game. Fixed a bug that was deleting trays during tutorials. Fixed a bug that would generate another tray, resulting in having 4 trays.
Removed Uncapped FPS for now as there are too many small physics issues with the 120hz physics timestep that can prevent completing parts of the game.
Improved Snakgrappler.
Added contingency for Snorpy not reaching his spot in Major Celebration.
Fixed Cheddorb respawn issue and improved Cheddorb movement/forces.
Improved Buggy Ball to prevent spinning in a circle forever if retargeting or clearing autopilot.
Added workaround for Intel Surface Pro GPU hang/crash on DX11 using default Windows driver. If using an Intel driver on first launch the game will now switch to DX9 instead of DX11 which does not have issues. If you are currently having crashes on an Intel cpu please switch to DX9 in Settings->Display or update your Intel driver from the Intel website to latest instead of Windows supplied driver (may cause other issues on Surface Pro though).
Fixed rendering issue with frozen Pinkle.
Improved Falling mail challenge.
Fixed collision issues allowing you to leave level while in The Intruder sequence.