On 19 May around 3 pm CEST, we’re launching beta tests that precede the game’s Early Access release. The tests will last about 6 days and only a limited number of players will be able to play the game.
Will you be able to attend in tests?
Although the access to the game will be limited, we would want to offer you an exclusive contest! From all of you who comment on this post, we will draw 10 people who will receive access to test the game during the special beta period. Winners will be contacted tomorrow via private message.
We realize that more of you would like the opportunity to check out the game in it's current state, unfortunately, due to technical limitations, we aren’t able to provide access to all of you at this stage.
Gameplay mechanics and general introduction to the game
While creating Nemesis: Distress, we’ve worked really hard to create a unique multiplayer game that will be a fresh, new experience in the Sci-Fi Horror genre. From the sound effects, through the traitor theme, to the survival aspect of the game, we tried to make each of these elements stand out from the crowd, so we wanted the sounds to evoke emotion and fear, and the traitor theme to give you the option to choose to act as a team or on your own. Cause when your life is at stake, and each step may be your last one, you’re the only one you can really trust.
To introduce the core aspects of the game, we've asked one of the YouTubers to create a video, explaining the key elements. And here it is:
Keep in mind that the video was recorded on the previous version of the game and isn’t representing the current state. It’s only here to explain the rules of the game.
What the game looks like in its current state?
To let you in on the secret, we've put together some images and a short video from the current version of the game. You can find them below:
How can I join beta?
If you’re one of the lucky ones and your comment granted you an access key, all you have to do is simply redeem it on Steam. Here’s a picture of how to do that:
Please be aware that you’ll only be able to play the game while beta is live. After 6 days from the start you cannot be able to play the game anymore, as we will close the servers and continue to polish the game thanks to your feedback.
Discord – join our community and build the game with us!
Working with the community is what we stand for. Your opinions and suggestions are significant to us!, We would love to hear them, so please join our discord and share them. If you have any questions, feel free to ask, and we will try to answer. There's also a channel for reporting bugs, on our Discord server so if something happens to you let us know on the appropriate channel.
Based on your feedback and suggestions, we will try to improve and polish the game and prepare it for the mentioned Early Access release. At this point we plan to release the game in Early Access model on the 29th of June 2022.
That's all we prepared for today!, We wish you fruitful gameplay and hope you will have fun with Nemesis: Distress. Remember that we are creating this game for you and with your cooperation, so your feedback and suggestions are really important for us.
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Come one, come all! The bravest, wisest and noblest champions of the Sphere are invited to participate in a new battle season!
What is a battle season?
The battle season is a number of challenges that can be completed to earn progress points. Accumulating progress points will give you sets of useful or even unique rewards. For example, completing the first battle season will grant you a unique mount - and participating in it will earn you new magnificent titles, useful consumables, special elixirs, illusions and more.
I’m in game! Where do I sign up?
Each of your characters will see an invitation window when you enter the game for the first time after the season starts. Click the “Begin season” button to join. Afterwards you will be able to access the season window by clicking the icon next to the mini-map.
What should I be doing?
Open the season window to see the list of tasks. Some of these challenges can be completed daily and some are available only once per season. The one-time challenges are arranged as quest chains (complete the current task to unlock the next one), but all challenge groups are available to you from the very beginning.
I want more rewards and challenges!
We hear you! You can buy a premium pass to access more challenges and receive additional rewards for the progress points you accumulate. Aside from that, the premium pass increases the amount of battle experience (i. e. progress points) that you earn. A premium pass needs only to be purchased once per season and is valid for all characters on your account.
Can I receive my rewards right away?
Yes! If you are bored with challenges, you can speed up your progress and immediately access rewards by purchasing levels (a set number of progress points) directly.
How long does this season last? What if I complete it faster?
The battle season lasts two months and contains 50 progress levels, but the swiftest players can access 50 more! Once you complete the main challenges you will receive a box every 5 levels and a chest every 4 levels on top of that assuming you purchased a premium pass. You can obtain differerent useful things from them.
Updates to King Arthur: Knight's Tale have been released. The updates will be applied automatically when your Steam client (in on-line mode) is restarted.
Patch v1.1.0
New
Sorting
A sort button has been added to the inventory with which players can sort all their items based on rarity
Filtering
A filter button has been added to the inventory with which players can filter out all the class-only items
Balance
The Knight's Tournament will be cancellable now in the Training Grounds but the cost won't be provided back
Sir Tristan's starting equipment has been improved a bit, his starting level is 4 now and received the Jump Vanguard skill when we encounter him for the first time in the Whispering Cove mission
Sir Tegyr's starting level has been increased to 7 from 6
Sprint is tagged as a Movement skill now
Leap Attack, Earth Shaker, Poison Bomb and Rain of Arrows received an Area tag
Enemy units which occupy more than 1 grid cannot be put into a Bone Cage any longer
Lowered the requirement of the Parry Master Challenge from 5000 to 3000
Changed the It's a Trap! achievement's unlock criteria: Kill 5 enemies in their own round by traps in a single encounter
Changed the Fire Walk With Me achievement's unlock criteria: every Arcanist spell will count from now on
Decreased the Vitality and the damage output of the villagers in The Return of Morgana le Fay mission
Various Endgame missions have been reviewed and improved
Reviewed and slightly rebalanced several thematic enchants (Blood Magic, Wild Magic etc.)
Rebalanced the AP/kill enchant which will grant AP once per turn from now on
Developer comment: The combination of stacking AP per kill from various sources and the ease at which certain heroes can close the gap with enemies, combined with other, stacking on kill effects made this enchant far too powerful. We hope this change reduces the possibility to abuse this mechanic, without taking away from other builds that use it.
Increased the cooldown of the Vanguard's Jump skill a little bit. 3 turns needed for it to be used again but with its mastery this number can be lowered to 2
Developer comment: The Vanguard had the ability to deal massive damage, and did that without any repercussions. Jump combined with Hide was a complete safeguard for the class, no matter how aggressive or risky one played. With the changes, mistakes can be punished by the AI, and the Vanguard can't close distance so easily - thus making it harder to clear the whole backline of enemy teams with only one Hero
Misc
Tweaked shadows to improve the general performance across all maps
The Mission briefing window received a tooltip to indicate where you can change your active party's composition
Added a new font type for the Russian localization
Added a note about the limitation of the Hide skill to its description
Added a tooltip to the Sacrifice button in the Enchanted Tower which also indicates now that only Relic items can be sacrificed
The Knight's Tournament received a more comprehensible description
Added an objective marker to the minimap which appears above the location of the final fight after one talked with the Hermit in The Tale of Sir Yvain mission
If a Hero has been bestowed a title in any building, the title will be indicated in the Hero's tooltip and on their Character sheet as well
Changed the name of Demonic Obsession tag to Demonic Possession
Added a scrollbar to the Reward window
New Status Effect icons have been added
New icons have been added to skills coming from items
The Vanguard's Surprise bonus received an icon
Fixed bugs
Fixed map issues
A Hero's movement animation could stuck in a loop in the Into the Deepwood mission. The problem has been fixed
From now on, to start Lady Boudicea's and Sir Tewelyn's second missions one has to complete The Warrior Queen and The Return missions, respectively
The Banshee will no longer appear at the starting point in The Whispering Cove mission after running into it for the first time
Fixed an objective in the To Distant Shore mission which could not be completed under special circumstances
Fixed the Find and save the captives objective in the Hunt of the Damned mission
Fixed an encounter in the Into the Deepwood mission where the cutscene did not trigger if one killed all the enemy units in the first turn
Fixed the "Fight as many bandits as you can" side objective in the Woodland Vermin which could not be completed
Fixed an issue in the Fire with Fire mission where a Hero could stuck between two grids making the unit unable to move for the rest of the encounter
Fixed various encounters where either enemy units or allies could stuck outside the arena of the battle
Fixed various encounters where the enemy units became unresponsive due to various reasons
Fixed an issue in the Forbidden Keep mission where a Lost Crossbowman could become unresponsive after destroying the Bone Totem
Fixed an issue in The Hidden Stronghold mission where some of our Heroes could stuck behind a door after a cutscene
Fixed the third chest of the druids in The Blackthorn Council which did not appear
Fixed an issue which appeared in the Excalibur mission after killing the Pict Mage 'Reoch'. The game could stuck sometimes
Fixed an issue in the Blackened Heart mission where one of our Heroes could stuck in an encounter and could not move
Fixed an issue in the Balor's Champion mission where after completing the main objective and then interacting with the Christian grave the game could stuck
Fixed an issue in the Fire with Fire mission where Heroes could stuck into the corner of a building
Fixed an issue in the Balor's Champion mission where units could keep spawning endlessly even if the portal has been destroyed
Fixed an issue in The Wild Hunt Returns mission where after clicking on a barrel, the leader of the party was separated from the rest of the Heroes and approached this object
Fixed an issue where after completing the last encounter in the Besieged by the Undead mission the objective marker was not removed from the minimap
Fixed Achievements
Fixed the tracking of the Penny Knight achievement
Fixed the tracking of the One Brick at a Time achievement. Moreover, it will count the mission reward too
Fixed the tracking of Wisdom is Better achievement. Moreover, it will count the mission rewards too
Fixed the One Step Ahead achievement
Fixed the Floor Sweep achievement and changed the unlocking criteria: Knockdown 3 enemies in one turn.
Fixed the Fortune Favor Fools achievement, and now every dodged attack will count too
Fixed the Just a Rotting Corpse achievement. Moreover, it will count the completed missions now, not Sir Tewelyn's death
Fixed the Ready to Fight! achievement
Fixed skills/enchants/traits
Fixed Lady Guinevere's Keen Mind and Reinforced Aura masteries of the Aura of Protection skill
Fixed Sir Pelleas' Secure trait
Fixed Sir Bors' Lazy trait
Fixed Lady Guinevere's Tutor trait
Fixed Sir Mordred's Physical Resistance mastery of the Unyielding Aura passive
Fixed the sound of Merlin's Fog skill
Fixed Sir Galahad's Miracle Healer trait
Fixed Sir Tristan's Counter Attack passive skill
Fixed the Sentinel's Hexmark and the Keen Eye abilities which did not reduce the cost of Overwatch
Arcanists' AoE Skills (like Fire Blast, Fire Drake) are now properly tagged as Area Skills
Fixed an issue where Sir Lanval and the Black Knight could use their Power Attack skills while these were not unlocked by default
Fixed an issue where the encounter could stuck if an enemy unit was inflicted with Mind Fog and knockdown in succession
Bear Trap's Precision mastery had a mismatched icon - now it has the correct one
Fixed an issue where Heroes could use Potions, special abilities or counter-attacks while frozen or stunned
Fixed the "-1 AP cost to Force Bolt" enchant which didn't work on the Faerie Knight's Force Bolt skill
Units with Spell Immunity tag will no longer be affected by the Death Hex spell
The "Teleport to nearest enemy within 8 tiles" ability will no longer work with the Ice Wall
Fixed the Poison Cone skill which calculated its own damage output as well for its requirement
Fixed the Ice Storm skill which moved towards our Heroes instead of enemy units
Fixed the Gas Trap skill which didn't apply Poison onto those units which moved into the trap
Fixed Sir Tristan's Double Strike skill which did not properly register the damage output of the second strike
Fixed the Poison Cut skill's Gangrene mastery which didn't decrease the enemy units' damage output
Fixed an issue related to Hex resistances
Corrected texts/descriptions
Silence's tooltip will now display its proper effect
There was a missing note about the Fogbringer's AoE passive skill which was activated upon the unit's death. This has been corrected
Master Bleeding's description now properly matches its effect
Fixed various dialogue texts and voiceovers where they were not aligned
Earth Scorcher now properly includes in its description that Units starting their Turn in the area also suffer the Damage
Sir Dagonet's Desecrated Round skill covers a 4x4 area instead of 3x3. It's description was incorrect, which has been fixed
Fixed various typos and strings
Misc
Fixed various crash issues
Fixed the Tome of Release which did not remove negative Hero traits with a permanent effect
Fixed an issue where the building resources could go into the negative and block the progress of the player
Fixed the Regain Vitality Hospice upgrade
Fixed an exploit where players could separate a Hero from the party and go through several encounters without triggering them
Fixed an issue where after taking action with a Hero the player's turn ended even if other Heroes still had unused Action Points
Fixed an issue where the extra Loyalty points coming from the Guardian of the Lady Court title did not update the Loyalty values immediately on the GUI
Fixed an issue where an activated Overwatch could not reversed sometimes
Fixed an issue where if someone activated two essences in quick succession both essences were applied twice
Fixed various Heroes' missing reactions
Fixed the End Turn hotkey as it could also work in the enemies' turn
Fixed a movement animation issue of the Spirit of the Artificer NPC in a cutscene in the Artificer mission
Fixed all those Shrines which did not grant XP in missions despite their descriptions' indication
Fixed a camera rotation problem which appeared for those who use dual monitors and their cursor left the monitor when rotating the camera
Since we’re still in playtesting and bug fixing mode, there aren’t a lot of juicy design topics to ramble about. We’re steadily ironing out the kinks from the game, and every report we’ve received on both Steam or Discord has already been fixed.
The only temporary setback to get those fixes out is a planned power outage that will affect our builder infrastructure. We were planning a patch for today, but due to this we’ve decided to push the patch for next week. We don’t want to risk releasing a patch today without a way to react to any unexpected crashes or critical issues it could have. Note that when I say unexpected, I really mean unexpected - the expected ones would have been fixed before the patch went out!
So in short, expect a patch next week with fixes to everything that has been reported on Steam so far, and likely anything that gets reported from today until then.
As for the title of the blog post…. *drum roll*
June 14th!
In less than a month, the game will receive the final Early Access update, Update 8: Endless Mode, and leave Early Access to become the full 1.0 version!
It’s been a long, bumpy and fun ride since we started Early Access. I’m sure we couldn’t have made the game as good as it is now without the support of the people who gave us feedback. Whether that feedback was some tiny annoyance or some larger concern (like character uniqueness), we tried to improve the game with all of those in mind, and even if we didn’t end up resolving every suggestion, I can assure you that each one was at least discussed.
That said, we’re still open to feedback and are ready to improve the game the best we can with our limited capacity all the way until release! Just note that, after all, we are just 3 programmers out of 8 people in total, so there’s a natural limit to what we can pull off. So if you have the game and would like to suggest improvements for before or after 1.0, report bugs or give us some constructive criticism, come talk to us directly on our Discord server, or post here on Steam and I’ll reply as soon as I see the message!
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- added siege frequency option - default (25%), reduced (15%) and rare (5%) - siege frequency can be adjusted when starting a new game and in the settings for existing characters - increased equipment spawning chance in the shop - slightly reduced maximum dungeon size - minor bug fixes and typo corrections