This update adds some needed polish, content, and bug fixes. I hope you all are as excited as I am for these changes! Can't wait to hear what you think.
Triga v1.1
Bugs
Fixed a bug where player pressing ESC rapidly after acquiring a secret key prevented the secret level from unlocking properly. The level should unlock now for those with save files affected by this bug (Please leave a comment if this fix does not work for you!)
Fixed a crash caused when attempting to place a tile on a blank space, then placing it on an open space, and then hitting undo.
Fixed an issue with loading sound volume when the game is started.
Fixed an issue with undoing a reset that would spawn extra tiles.
Gameplay
Added 2 more signal boosters.
Removed one lightning tile from available tools in “Tri Hard.”
“How can fire undo stone” changed to “Excavation,” now locked with gold.
Created a new 2nd tutorial level to teach bomb chains and stone destruction. Used the name “How can fire undo stone?”
Push brick added to “Rocket Ship” in an attempt to show the player elemental bricks earlier on.
Added a new all pusher level.
System
There is now a slight input delay after placing tiles, which is longer after placing the last tile, preventing the player from quitting the level instantly after placing a tile. This input delay does not apply to undo or reset.
Proper shuffle playlist implemented: Shuffle now creates a shuffled playlist, without repeated tracks.
Added credits / special thanks to title screen menu.
Art
Explosion art updated to help make more clear the distinction between bombs detonating, and tiles being destroyed by a detonation.
Perfect firework art updated.
Updated sad fail firework: Now always spawns in middle and goes more quickly to avoid confusion.
Sound
Initial volume turned down.
If player clicks a level after blackhole warning message music glitch, and they did not have the music paused beforehand, the music will now restart.
New sound for button presses.
Some sounds can now overlap more frequently (Explosions, lightning, gold destroy).
Please enjoy and let me know in the comments / discussion what you think!
New Class: Bard - A performer whose music works magic—a wanderer, a taleteller, and a jack-of-all trades.
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.
In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.
Bards have some of the skills that rogues have, although bards they are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowl-edge of local events and noteworthy items.
Major Class Features:
Bardic Music
A bard can use his song or poetics to produce magical effects on those around him.
Inspire Courage
A bard can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities.
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1.
Inspire Heroics
A bard can use music or poetics to inspire tremendous heroism in his allies.
A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC.
Inspire Greatness
A bard can use music or poetics to inspire greatness in his allies, granting them extra fighting capabilities.
A creature inspired with greatness gains 2 bonus Hit Dice, the commensurate number of temporary hit points, a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
Inspire Competence
A bard can use his music or poetics to help an ally succeed at a task.
The ally gets a +2 competence bonus on skill checks with a particular skill.
Countersong
A bard can use his music or poetics to counter magical effects that depend on sound.
Any creature within 30 feet of the bard that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw.
Song of Freedom
A bard can use music or poetics to create an effect. This effect frees victims from enchantments, transmutations, and curses.
Spells
Bards cast limited arcane spells with Charisma and need not prepare in advance.
New Pre-builds:
Bard - Fatesinger (Old preset characters can be updated by clicking the Reset button) (Adventurers with new builds in Adventure mode)
New Optional House Rules:
Weapon base damage increases by one time per 10 character levels Remove Multiclass XP Penalty Bardic Music: at least 3 uses per day Inspire Competence: effect on all skill checks of all allies in range (+2 modifications of House Rules for old saves)
Optimized Character Creation/Level-Up Module:
Added previous step function Added skills step Recommended abilities by default Preset abilities: Powerful, Balanced, and more Abilities and skills adjustment buttons can be repeating by press and hold Optimized UI
Arena:
Added more ways to create parties Optimized party creation menu Abnormal exits in battle does not count as fails Only new challenge fails break winning streak Fixed: battle difficulty modifiers are not counted in character stats when first enter arena
Classes:
Ranger: optimized pre-builds Verdant Guardian, Wild Sentinel Druid: added Natural Weapon Proficiency Druid: fixed alignment bug Druid: fixed AO bug of Wild Shape + whip Lizardfolk: changed favored class from Cleric to Druid Rock Gnome, Forest Gnome: changed favored class from Sorcerer to Bard Optimized class composition of default party Added spell list to class descriptions
Range Attacks:
Dart, Shuriken: can be held and used for Two-Weapon Fighting New default action: Ranged Flurry of Blows Increased characters' initial ammo Fixed: Rapid Shot and Two-Weapon Fighting attacks not stack Fixed: Range attacks with thrown weapons receive 1.5 times Str bonus Fixed: When using Hand Crossbow + Sling, off-hand attacks may incorrectly abort if main hand ran out of ammunition Fixed: may stuck when ranged attack kill + out of ammo
Others:
Haste, Slow and Disintegrate: work on all creature types Teleport: Level 5 -> 4 Fixed: some issues may cause crashes on some systems Fixed: crashes caused by old version saves Fixed: crashes caused by clicking action group of battlefield menu Fixed: position bugs after resurrection
New character panel option: Show Skill Modifiers New character panel option: Show Trained Skills Only Battlefield menu: Show/Expand - Weapons and Ammunition Optimized action description format Optimized skill-related tips Optimized battlefield movement and defense tips Optimized some text Optimized some UIs Fixed: potion description format bug Fixed: missing tips when icon wrap Fixed: display issues of some English/French characters (f, t, v...)
Next, we'll work on (rough list):
Some prestige classes (details TBD), class saves and BAB growth with extra attacks, new player races (Bugbear, Lizard Scion, Gnoll), more spells, etc.
Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Along with the V2.0 update, Turkish language support is available now! The language settings can be adjusted by going to Title Menu, then clicking Options → General → Languages.
Thanks for supporting, and hope you continue to enjoy Pronty!
It's been a long time coming, but the game is now completely translatable. In fact, thanks to the amazing contributors over on our Discord, a few languages have already been translated! I'm currently in the works of having the Chinese translation done, however it is being done by a professional translator and as such you won't see the Chinese translation for a week or so. As soon as it's done, I'll implement it, now that the framework for such things is implemented into the game.
The currently available languages are:
English (of course) German French Portuguese Spanish Russian
As more people volunteer to translate other languages, they will become available as well. Let me repeat that the Chinese translation is currently being worked on, so it will be included later.
So, why is this a Major Update? Well, if you're a native English speaker, it probably isn't very exciting. The good news, though, is that I'm going to be focusing on new content from this point forward now that all of this stuff is finally out of the way.
We've also started a Beta Branch on our Discord. I'm always looking for people to help test things and as I'm adding in new content, that'll especially be true.
Here's the changelog:
CHANGELOG
You can now change the language of the game in the Title Screen. - NOTE: Translated languages use a different font. This must be the case until the games resolution is increased (I plan to do this sometime in the future), due to how many translations are significantly more wordy and would absolutely not fit with the default font of the game.
Cleaned up the initial loading process of the game. It now loads way faster.
The Spectral Bow's arrow sprite has been updated to be of higher resolution so that if the player has a lot of scaling bonuses, it doesn't look quite as terrible.
The Level Selection screen has been rearranged in preparation of more levels.
The Main Menu, Character Selection, Heritage Selection, and Level Selection screens can now all be navigated with a keyboard/controller. More menus will be done in the future. I apologize for how inconsistent this is so far.
BUG FIXES
Attempted fix for the rare situation where Portals don't spawn in The Crossroads. This is very hard for me to track down, so all I can do is keep reworking how it spawns in and seeing if it happens again because it seems to occur so rarely that it's very difficult for me to test. So, as always, please just let me know if this happens again.
WHAT'S NEXT
Localization was really surprisingly big, and not at all possible without the people in the community who volunteered to translate. Having that out of the way is huge and is exactly what's been worked on these past few days.
So, can the game finally start getting new content now? Oh yes. That's exactly what's next on the docket. Currently, I want to start working on a 3rd map. After that's done, I'd like to start looking into map modifiers and challenges. You can expect new achievements, as well. Maybe even some new characters and/or heritages? Only time will tell.
I want to keep working on keyboard/controller support. I want to improve the visual clarity of the game (some skills can get so big that it becomes very difficult to see anything, even if they are being drawn under the enemies). I want to do a great many of things. Keep giving me time and I'll keep giving you results.
As for the translations, they may not be PERFECT right this moment, but if you find some translated text that doesn't make sense or is inconsistent, let us know over on the Discord.
In regards to Cloud Saves, I did some testing with them and am going to need to do some extra coding to get them to work in a manner that's safe. I am looking into it, but I don't want to slap together something haphazard that ends up deleting your save file.
Thank you all for your continued support and patience.
Dear Sodaman, we have an important announcement today.
[SodaCrisis] is finally released! The game will be on sale today for only $10.99.
The first DEMO was released 7 years ago in 2015. The game has gone through 3 years of production. We have finally completed the production after many adjustments and restructuring. Although we would like to say that we have been through many head balding night, but the fact were, we enjoyed each and every moment throughout the production process, because we know, this is the game we want to produce.
After we released the free DEMO in August last year, we have received great feedback and love from players, which has greatly encouraged the production team to moving forward. These feedbacks and suggestions helped us in refining and polishing the game. Allow me to brag, we have made the game more fun!
We are truly grateful for the players who have been following and supporting us, while giving us valuable suggestions, it is you that have made [SodaCrisis] better.
To be honest, we are very nervous, it feels like we are waiting for our results. Now we have submitted our paper, and its in the hand of the examiner.