Roughly one year ago the last Into Shards and Pieces took place! Now it is time for the third iteration is on its way into the game. From the 12th of May until the 16th of May you will be able to visit four different dungeons to gain some amazing loot.
The Toxic Sewers are going to always spawn with the guaranteed dungeon mod: Found Treasure! I. Additionally Gulport the Slime God has a chance to drop 2x Shard of the Doorwarden.
The Cursed Library has a 30% chance to spawn with the Guaranteed Stat Potion Mod. Avalon the Archivist has a chance to drop 1x Shard of the Mad God.
Next up is the Mad Lab. It also has a 30% chance to spawn with the Guaranteed Stat Potion Mod. Dr Terrible has a chance to drop 2x Shard of the Advisor.
Last but not least - the Woodland Labyrinth. Spawns with the guaranteed modifier: Found Treasure! I. Murderous Megamoth has a chance to drop 1x Shard of the Intern.
The release of our Milestone update performed above expectations, it's been very stable. Nonetheless, update 0.5.1 aims to further polish the newly introduced features and content.
Changelist:
Updated the race score screen in multiplayer to show the global leaderboard instead of the monthly.
Updated the multiplayer menu to show the sign in as a split panel instead of a single large panel.
Added a notice in the leaderboards menu that scores are only kept saved in multiplayer sessions.
Added the game option to enable/disable checkpoint visual triggers.
Fixed issue with the popup always having a small box visible behind the original popup message.
Fixed issue with leaderboard scores in the race score screen overlapping.
Fixed issue where the global leaderboards wouldn't show the player's best actual score over the course of the monthly leaderboards.
Fixed pixel border masking issue in the leaderboards menu.
Fixed multiplayer room play bar being positioned too high. It now sticks to the bottom of the screen.
Fixed the player score panel not being cleared in multiplayer after a race when no player finished.
Enlarged the player activity icon while in-game.
Updated the progression bar styling to be more consistent with the general UI style.
FEATURES - option to display implementing and removing law - laws implementing and removal time depend now on experience of the government
IMPROVEMENTS - tweaks to all action prices ingame
FIXES - fix overlapping UI window of region and city - fixed opening information of world organisations - bug in article sprite/flag requirements to create law - added president and vice presidents at start and with more recognition - hire people voters exploit - some user interface issues - terrain was not selectable on far distance - game was stuck when own president signed law - general election speed up - fixed unfocus or exit game while launching missiles
Before we get to the update - we just want to thank you! Thank you for playing Yaengard, reading this article, and being a part of the adventure! So far we have gotten wonderful feedback and response from you, and we're so excited to continue working on new additions to the game!
Update 3
Build 22-05-09 Update 3
Added new status effect mechanic: Engaged.
Added gameplay tips on the travel map!
Added on-hover tooltip for stamina to improve clarity!
Removed some clutter in some ability descriptions.
Fixed a set of perks to work as intended!
Updated icons into better versions.
Updated camera movement & player positions on the gravesite encounter.
Fixed two epic abilities so they function as intended
Added icons so it’s easier to change the names of your PCs.
Removed looting exploit.
Pragmatic Combat 2 Perk now does what it says!
Improved descriptions and mechanics of a set of abilities.
Fixed all reported typos.
Improved text popups to be less cluttered.
Improved Ui for isolated & crowded status effects to make combats easier to read.
Fixed darkness while underground in Act 1 Main quest if you skip the dialogue.
Saving indicator will not break anymore.
Epic ability “Become Storm” now works as intended.
Swords & Maces are now Martial weapons, not marital (Even if they make great wedding gifts!)
Fixed bug where your equipment would try to escape.
Fixed multiple Ui bugs in the character sheet window.
Fixed visual bug that causes the wrong ability to be used when combined with walking.
New Mechanic: Engaged.
One of the most frequent requests we have gotten (first time from Splattercat's excellent video) is mechanical engagement. For your tanky melee characters to be able to protect their allies, they need a way to assert control of the battlefield. Therefore, we have added engagement to all characters dealing damage in melee!
When you deal damage to an enemy in your tile, they will now become engaged with you. If they would attempt to leave, you’ll get a reaction attack. We had drafted on such a mechanic and it has been the #1 requested feature, giving the player more control over the flow of combat! Each player character starts with this ability.
Ending
We have a cartload of wonderful ideas and crazy mechanics that we're trying, building, and playing with behind the scenes. If you're interested in becoming a part of Yaengard's development, we're always in the Yaengard discord!
Since the last update, I’ve been reworking the framework that controls block height and elevation.
Block Elevation
Until this update, each block was actually a tall model regardless of its elevation. If you selected the invisible terrain, you could see how tall the blocks were. You may be wondering why the blocks were tall in the first place. The short answer is that the tall blocks helped make the system more performant. If all I do is translate the blocks up and down, I don’t need to rescale a block or procedurally regenerate a mesh.
When I first started working on Battle Map Studio, the Unity DOTS framework was still in its infancy (after 3+ years, DOTS is still experimental…), so scaling a physics object like a block wasn’t exactly straightforward. When using the typical game object Unity setup, scaling a cube and its collider would be trivial, but when working with entities, it’s a little more complicated. Essentially, the block mesh and collider are two components that need to be managed separately. Throughout development, there hasn’t been a reason to change the block height/elevation system so I kept it as is. Until now.
After I added custom asset importing, I thought about what big feature I’d like to tackle next. Going down the list, I came to one feature that I knew would be exciting but also probably cause a lot of headaches: map layers.
Like custom assets, it was necessary to add map layers iteratively, with this being the first of several updates on the path toward full integration. What I needed to address first was how elevation was controlled and displayed.
To get the base layer functioning, I needed a basic framework for map layers so that blocks, plants, and characters would be correctly positioned vertically. In this update, I added support for the base layer, which controls the Ground Level, Base Block Height, and Elevation Step.
I redesigned the terrain options window to include three tabs, one of which includes the three new base layer options.
The Ground Level setting changes the base vertical position that each block and its components. Changing the ground level moves the entire map (except the terrain plane) up and down. What’s cool about this setting is that enables you to build floating maps and underwater maps!
The Base Block Height setting changes the height of each block at zero-elevation. This setting makes it easier to slightly raise or lower the environment off of or under the ground level.
Finally, the Elevation Step setting changes the vertical height difference between each block elevation. Now that the elevation step is customizable, it’s so much easier to create smoother hills or sharp cliffs.
As I mentioned previously, this update marks the starting point of map layers. In future updates, I plan to add support for multiple layers, layer visibility, and additional layer controls. I am very excited about map layers because they will unlock so many more new possibilities: caves, multistory buildings, world maps, layered props, and so many more!
Here are some other updates:
Lava, quicksand, and murky water can now be set as the terrain type.
With the addition of elevation step controls, the elevation step models have become harder to work with. Varying elevation step heights would mean I'd need to either procedurally generate steps (performance intensive) or scale the step model (looks strange and distorted). For now, I've disabled the generation of the block step model, which actually improves performance quite a bit. In the future, I plan to reintroduce block steps, but in a way, that's more customizable.
Changed the Isolate action hotkey to I instead of F.
Removed the De-isolate and Unlock hotkeys. Instead, pressing I now toggles block isolation, and L now toggles block edit lock.
Pressing F now centers the camera on the selected blocks.
Fixes
Fixed a bug where brush target objects would be duplicated in some cases.
Fixed a bug where the water tile could be selected as the default block tile type.
Fixed an organizational issue where the runes were not correctly split into three different sub-groups (blank, symbols, images).
Fixed a bug where generating large mountains would not trigger an update of the view for long enough to display all blocks created or changed.
Fixed a visual issue with the brush target render queue where it would not render underwater.
Fixed an input bug where the pivot position would not by default be set to the top of a block in the center of the screen.
Fixed an input issue where pressing down on a slider handle would typically change the value slightly, even if the mouse had not moved.
Fixed a bug where using the image wizard would not immediately update the environment.
Fixed some minor visual issues with the brush and brush component movement.
Fixed a bug where choosing the camera pivot position when multiple blocks are selected would use the first selected block instead of the center of the blocks as the pivot point.
Fixed a bug where adding or removing a local file in the landing panel would not refresh the file view.
That’s it for now – hope you all enjoy this update. Stay tuned for more updates on map layers!
Even though your Kingdom has been quiet lately, it's still a welcome sight to see you in full health. Your lands prosper through all the challenges you've overcome, and I can't even imagine what difficulties could hope to confron-"
Suddenly a storm picks up! It rushes through the fields, startling the mounts at the stable and knocking over many an archer. With it carries a voice on the wind.
"Ha Ha Ha, oh mortals... So complacent. That's no fun at all."
As the storm settles, you trudge through your lands, clearing the debris whipped up from the wind; there's one location that stands undisturbed; whatever could this mean?
Hmm, well aside of some Shrine shenanigans, we also have some big news for you; there are now new difficulty settings for Kingdom Two Crowns! We heard you loud and clear when it came to different challenges for different folks, and we hope you enjoy setting up in peaceful or cursed lands. Thank you for being so patient in waiting for us to bring this feature. Please be sure to let us know what you think in the comments!
We'd love to see screenshots of your lands during these new settings or even play by plays of how you got through the toughest difficulty setting!
There are also some good balance changes and bug fixes listed below. If you encounter any issues or bugs, please get in touch with us via our support desk
Now, onto our beautiful bullet points!
Features
Added difficulty modes to Kingdom Two Crowns! You can now conquer your Kingdom in one of the following difficulty modes: Peaceful, Easy, Normal, Hard, and Cursed. The different modes will adjust the spawn rate of the Greed to your preference.
Norse Lands: The ghost will now teach new rulers how to purchase shields and activate the Shield wall.
Balance changes
The game will now give you an extra moment to recover your crown (or dog, in Dire Island) before the game is lost.
Greed portals will not open as easily when the ruler gallops past them.
Ballista towers are now taller. Their arrows will strike true and no longer get stuck in walls as often.
Farms will now deploy farmlands more quickly.
Small improvements to Knights and their Archers in combat.
Global fixes
We did another pass on patching up the coin purse - coins should no longer drop randomly without the ruler's consent. For real this time! (But do tell us if it still happens.)
We also fixed an issue that would sometimes cause some coins to turn invisible when making a payment in co-op mode, and an issue that would sometimes cause Players 2’s coin purse to stop working.
Your dog should no longer get so excited that it would sometimes disappear while howling at a blood moon.
Fixed an issue that made it impossible to switch back to a steed that was previously used by the ruler.
Fixed a bug where buildings would sometimes not spawn when revisiting an island in a later reign.
Fixed an issue that would cause abandoned bomb barrels and fire barrels to never be used again.
Fixed several visual issues with the coat of arms.
Norse Lands: The Crusher Greed and the wild boar should now collide properly with the Kelpie’s ice wall ability.
Norse Lands: Fixed several issues with Berserker potions and towers.
Norse Lands: Fixed an issue that would sometimes cause the ruler ability shrine to highlight and purchase a different item while the ruler is making a payment.
Minor visual improvements and bug fixes.
Multiplayer
Fixed several issues that could appear in online multiplayer with high latency.
Thank you to everyone who's sent feedback and bug reports for Kingdom Two Crowns. 🙏 Be sure to join our Discord and follow us on Twitter!
Take advantage of the moment to work your brain with PAGO FOREST TOWER DEFENSE
The goal of the game is to put the defenses at the right time and place against the enemies. For this, you will need gold! A lot of gold! And courage of course... The game is composed of 5 acts, 26 missions that each have their own cinematic. Each act ends with a boss. We will also find a mana bar for the spells delivered by the artifacts (be careful, some powers are only used once per level). The game is simple to understand but you will have to be strategic to finish it...
Summary of the story: Flora, former leader of the Nova army, is back. Still alive, Baal the necromancer, contaminates the lands of Pago with his evil powers. Flora's mission is to build a great army and recover the artifacts of power to destroy her enemies.