English ##########System######################### [Steam Workshop]When resync mods, the mods' names will now be written into the file in addition to the mod path so that we can now easily know which path belongs to which mod. The change is mostly made in the C++ code discoverMods function with some data structure changes. [Steam Workshop]It's now possible to just write any comments in the mod path file. (Likely only useful to advanced users.) [Steam Workshop]When uploading mods, the program now displays the uploading status and the uploading progress both in bytes and percentages. Technically, in order to make the already heavily modified boiler library has a relatively low coupling, I'm using a function pointer to send in how it shall print out progress. The report function itself is located outside the library. 简体中文 ##########Content############### 【创意工坊】现在当同步MOD的时候,MOD的名称也会被写入文件内。这样我们可以方便地查看每条路径对应的MOD。 该变动主要是在C++代码中的discoverMods函数发生,同时有数据结构变化。 【创意工坊】现在可以对着MOD路径文件写任何你需要的注释。(基本上貌似只会对比较喜欢技术方面内容的用户有用。) 【创意工坊】当上传MOD的时候,现在程序将会显示上传的状态和上传的进度(同时会显示比特数和百分比进度。) 技术上来讲,为了确保已经被我改的有点面目全非的boiler库相对较低的耦合性,我用了一个函数指针从外界传递了如何输出进度的函数。这个输出进度的函数被写在了整个库的外面。
Swords and Sandals Immortals - Whiskeybarrel Studios
Greetings, mighty gladiators and friends.
I am thrilled to announce Swords and Sandals Immortals is now live and available to play in Early Access!
It's been a hectic road to get here ( in a relatively short development time of around 18 months) . Juggling a pandemic while raising a baby and a toddler ( who are now two and four years old - listen carefully as they are the voices for the Sagan Blobs in the game! ) made for chaotic times.
When Covid hit Australia, we spent months in lockdown, my wife and I taking turns to look after the kids while the other worked. A ton of late nights. Chronic lack of sleep made it hard to focus, all while learning a new game engine ( Godot ) and programming language (GDScript ) as well as trying to tackle the biggest game of my career as a solo developer.
I'm sure this sounds familiar to a lot of you, it has been a challenging few years and no doubt there are more to come. So, I think it is really important to celebrate little victories in your life, such as the launching of a project like this. And I hope you are celebrating little victories in your own lives and finding joy in the quiet minutia of everyday life. I wish you all the health and happiness in the world.
What to expect from this Early Access Build?
When I set a launch date of May 27, I was pretty sure the entire game would not be ready by then. No game is ever truly finished - hence Early Access. I want to assure you all I will be updating this game tirelessly. Every day, if I can. Expect new builds, balances, bugfixes, expansions and improvements over the months of Early Access - I will be watching closely and listening to your feedback.
Right now, you cannot yet finish the game. You'll get an ending, of course - after 300 days, the big baddie Starbound Gladiator arrives to destroy the world, but because I haven't finished all 36 Arenas and 12 Grand Champions, you cannot rise to the rank of Great Sentinel and challenge them.
Currently I'm on 7 of 12 Grand Champions in the game. All arenas are built, but there are still about 15 Regional Champs still to build too. We're probably looking at about 6 weeks for that to happen, it entirely depends on art now as I need their armour sets and some high level weapons for them!
A big one on the list is multiplayer. I've been working with a great developer from Canada on this, and we've made some real progress on this. We have lobbies built, you can challenge enemies and even enter the arena to fight each other. Next step is actually getting the battles working themselves. Good news is this development is happening in parallel with the main game dev. If you played Swords and Sandals III, this will be a LOT like that multiplayer. We can expect to see something on this later this year for sure.
Also still to come, dungeons. These are a pretty major major addition to the game and won't come for a little while after that. It's basically the 'roguelike' component of the game. If you've ever played Swords and Sandals V or indeed any top down roguelike, you will know what I'm talking about. These will be pretty simple map dungeons, we're not talking the complexity of ADOM or ToME here, but still should add a lot of flavour and adventure opportunies to the game!
There are also a bunch more arena mechanics to add to the game. Stuf like tag-team battles ( enemies tag in and out so you have to fight 2 v 1 etc ), arenas with spike traps, special rules ( no-lightning magic arenas etc ) and more. I'd love to have a bunch of these mechanics to really play with the formula and break up the arenas so there is a lot more variety in your travels.
These arena mechanics will actually happen pretty quickly. They'll be one of the first things I tackle from next month (June) so don't stress if you feel like the arenas are a bit monotonous right now, I will be adding some spice into them !
There are also observatories coming, where you can interact with the robotic Automatons in an attempt to slowdown the Starbound Gladiator's invasion. Basically you'll be able to do quests (mini adventures) to try and enlist aliens, black holes, stellar events, to slow down their progress and give you more time. You will even be able to challenge the Automatons to battle to possibly gain powerful equipment.
Finally, there are more races, classes , species skills and more 'stuff to do' on the overworld map planned. (Mining, fishing anyone?) As you can see , that's a big list, and it will take as long as it takes - but I do hope to get everything ready by the end of the year. If you know me, you know I am a developer of my word and I stick with things - progress happens fast in the S&S world!
Cheers all, thank you for your support and for being fans of Swords and Sandals over the years - without you all I would not be in this extraordinary position of working on these games for a job. You've made my dreams come true, and I hope this game lives up to your expectations (and the nostalgia of the past).
I wanted to also please ask this small thing of you - if you enjoy the game, please give it a review. Early reviews massively help with visibility of the game and help to spread the word to other gamers that they might enjoy the game. You have my thanks!
For those who have read this far, I would like to offer you this secret key to type into the game for a small reward. (Go to the Weaponsmith and find the 'Enter Code' button), and then type in:
This patch adds shadows, cargo modules and various visual and performance improvements. It adds sound to the cargo bay doors and changes the way you access the cargo bay from outside. It adds interaction notifications, and functionality to the lights and the beginning of silent running mode. You can now use most buttons in the cockpit menu.
It is finally here! We have been working for over a year on tons of new features and content. This is the biggest update yet. We are so hyped to bring you the following new features.
**This update is massive and will require a new save file.
Now you can access a solar system map from the orbiter. Traveling to a different planet uses Dylixia crystals. The further away the plant is from you, the more Dylixia it will require to travel. Now travel to and from planets easily. Completing a planet only requires you to collect Bio Matter and hand deliver it to the Orbiter. There are more than a billion different randomized planet in the game. The further you get from the starting planet, the more difficult the world become.
We loved Terrene 1.2, but wanted it to be a bit more randomized. We have completely updated the planet generation. Now you can find pockets of dirt, stone and hard stone anywhere. It is not tied to depth now. This allowed us to make planet differ even more. We reworked the cave generation too and now have added more open arears and cave to explore. Additional POIs and areas can be discovered.
Terrene now has a true mission system. Grab a mission from RoboDork in the Orbiter and set out onto the planet. There are many different mission types that include killing a certain enemy or collect a certain item. Assign an active mission for it to appear in your hud. Return to RoboDork to complete your mission for a reward.
We have completely redone the inventory. Now you can collect items, use items, transfer items to your ship and drop items. This also means that when you die, all your inventory will drop as separate items. You must return to your items in 10 minutes or they will despawn. You can easily use consumables and buffs making gameplay much more interactive. The game really needed a true inventory system, and now it has one.
We have implemented randomized guns into Terrene. Now, find random guns around the world. Each gun has a randomized stats system for bullet distance, bullet bounce, bullet speed, bullet amount and bullet type. So many combinations. So many guns. The gun will appear on the player now and aim with the mouse/controller. Each gun will look and act differently. Guns have a condition now so you will need to collect repair kits to repair your favorites. Ammo has been updated to clips. One type of ammo for all player guns. The pistol can be upgraded by finding chips and having them consume one inventory slot. Upgrade firing speed, bullet amount and more with pistol chips. These feature adds an amazing amount of diversity to game play.
Now that Terrene has a proper inventory system, we have added multiple different consumables and buffs that the player can find and carry. Overstock can be stored in the ship inventory. Consumables will allow the player to instantly heal, instantly fill oxygen and more. Buffs are timed and give the player a special ability like no battery usage or faster firing rate. The rest you can find and discover on your own.
A new, strange and unusual world has been added to the game. Discover the Glitch World and make your way to a new boss battle. Complete with new music tracks.
Labyrinths are no longer found on each planet, but when you do find one, there will be many different art styles to them. Different foliage and ruble is also added to the labyrinths. There is now a new mini-boss in the Labyrinths. This should help create more unique experience on different planets.
The orbiter comes equipped with a heavy duty, state of the art, trash compactor. You will find trash laying about the planets you explore. Compact that trash in to diamonds so you can buy that next amazing upgrade.
There are many other things we have added to this build. Please see the full list of features below...
Features List:
Solar System Map
Travel to and from Planets from the Orbiter using Dylixia crystals
Planet generation overhaul
Missions system
Inventory system overhaul
Randomized guns with random gun textures
Gun repairing
Additional enemy types
Abandoned Space Station Mini-boss
Labyrinth art overhaul (multiple types of labyrinths)
Labyrinth Mini-bosses
Visual Guns on Player
Individual items dropped upon death. 10 min timer to get your stuff back.
More blood effect when player gets hit
The Glitch (Shrines, Key, Portals, World, Boss)
Chips for Pistol Upgrading
Consumable Items and Buffs
Trash compactor to process trash found around the solar system
Jump when Jet Pack is out of power
6 additional player skins
Flufy Hat Co. hats for the player to wear
Additional structures added to the world
Traveling merchant
8 additional music tracks
Music and Sound Effect menu controls
Additional Steam achievements added
Bugs/QOL:
flashlight turns on a bit sooner (was a little too dark)
flashlight turns on at night now
Atom boss will no longer spawn close to the edge of the world
It has been an honor to see our game with a player base and some absolutely legend play-times. This alone has kept us motivated to keep adding to the world of Terrene. We have a passion for the game and we hope that it shows in this new build. "More to do" was the moto of this 2.0 build and I think we achieved what we set out to do.
As always, thank you for being here and playing our game. If you have a bug or an idea for a future build, please do not hesitate to contact us.