In all seriousness - we took a step back and examined the new Mortal art based on your feedback and realized pretty quickly that we were leaning too far into creep town.
We played with some different treatments, and landed on hybrid Irises/Pupils that vary as much as all of the other features.
We like our Mortals to be that right mix of goofy, serious, and cute - with just a dash of creepy.
Interestingly, we think this actually brings them closer to the tone of the 2d art as well.
Anyway, thanks again for your feedback!
Exciting surprises in store for when the update releases on Monday at 10a PST!
Fixed a crash if you tried to cast spells while inside a square where Darkness had been cast.
Some changes to the way text is handled inside the dungeon. The textbox wraps differently if you're in widescreen mode, where it's no longer covered by the minimap. If text overflows the dungeon box, it now pushes itself up instead of down (to avoid text going off the screen and becoming unreadable.)
Updates, cultures, and announcements, oh my... Today is a busy day for Humankind. So, let’s rest for a moment and take a closer look at all of this, starting with...
The Bolivar Update
There are many improvements, big and small, in the Bolivar Update. Too many to describe in detail here, but here’s a quick overview of some key improvements:
Unlocked during a recent community challenge, the Mississippians (sometimes known as the Cahokians) join Humankind as a Builder culture in the Medieval era who are especially adept at exploiting rivers. You can also grab the Mississippian Soundtrack and a Wallpaper Pack of their culture art (and all the cultures in the Cultures of Latin America DLC as well!) on Games2gether. Click here to download !
Cultures of Latin America DLC
On top of the improvements of the Bolivar Update and the Mississippian Culture, we are releasing the Cultures of Latin America DLC. This culture pack is available right now, bringing the following content to your game:
Six new Cultures: Caralan (Era 1 Builders), Nazca (Era 2 Aesthete), Taino (Era 3 Agrarian), Inca (Era 4 Expansionist), Argentinians (Era 5 Merchants), and Cubans (Era 6 Aesthete)
Two new Cultural Wonders: Teotihuacan Pyramid of the Sun (Era 2) and Maracana Stadium (Era 6)
Four new Natural Wonders: Desert of Atacama, Lençóis Maranhenses National Park, Salar de Uyuni, Salto Angel
That’s all for now, but there’s more coming! We’re still working to bring you consistent and flavorful empire names to immerse you in the game world. We’re also continuing to balance cultures, and have been tweaking line of sight rules for battles (as we've heard feedback on both from many of you). And then there’s... No, we can’t spoil that yet, but if we were you, we’d stay tuned!
after about 2 weeks of work I have to share some exciting news with you! As some of you may know (thanks for your ideas and suggestions) there are a bit too many things so this patch will take at least month longer than I anticipated. However, step by step, slowly getting there!
I've gone wild here clearly as no one sane would agree with this amount of content but for some reason, it drives me forward even more :D So what other stuff can you await in 0.9.0 patch?
1. New profession:
She will bring another bunch of equipment made out of leather, cotton, linen, silk and wool! The materials will act like ingots, so she will have to make them out of basic materials. All recipes will be divided into leather, fabric and fine fabric as per specializations. Her biggest benefit will be for staff items. If some may remember, I've created equipment for staff workers too. Although decided to rework it a bit as it was kinda lame before and have a look by yourself.
2. UI - rework
Equipment menu will bring total of 9 equipable slots by staff! Tailor will cover the garment (armor) slot and head, gloves, shoes. So it will kinda be divided into some reasonable things so that every profession contributes on it's own.
With that being said, I had to rework mines as there will be 5 new sources orderable from 'Royal farm' due to tailor. And I know that lot of players complained about it since it was a bit confusing and late game not helpful. So here is the change, where red brackets showes removal of the old HUD. It may have been graphically nice, but it consumed about 5-10 fps during late game, so it's a big no. The new, green highlighted parts are icons of materials. After ordering them, it will just show quantity and display countdown delivery. Yes, ordering will be done the same way as at marketplace. For now the limit will be up to 100 materials per oder. You can set it on repeat, which will repeat the same order after it's finished.
With new materials, I've decided to rework the top menu too, which is now like this:
Lastly, crafting system got a huge rework as there are 3 new stats for every employee due to the new stuff as well:
1. Energy - will be reduced by - 1/s when worker is crafting and + 1 / s when not crafting ofc. Same goes for Morale and Crafting speed during the day. Overall now it is pretty fixed as after 8pm workers just get refreshed stats and that's it. New system will count when the worker is NOT at work and thus refresh +10% of their stats. That will kinda give working shifts more meaning. 2. Accident reduction change % - this stat is basically from skills atm, but I feel that it should be displayed and will also be included in items for workers. 3. Manuscripts reduction % - also same as above stat, but will now be included in items for staff. This kinda helps differentiate items for Heroes, Gladiators and Staff.
Employee allowance per fame is now increased and you can have Tailor as soon as you open Tavern. Which may be a lot for new players, but the quests will be in the bulletin board, so they are all optional.
I'm also optimizing the process with the overseer, as her actions are kinda heavy on the game performance due to constant refreshing and checking on many items. So that's why it takes big amount of time but it will probably save us some previous FPS (I hope :)).
I've thought that Dynasties and Wholesale orders will be the big things of this patch, but it was just a beginning :D. I'll have to create about 100 additional recipes and so on.
Thanks for the great input and hope everyone is doing great!
Will definitely put some pre-update before Steam Summer Festival with some survey for additional feedback. Coming in hot guys!
The game just received multiplayer game modes as a free update!
Bullet points on STRIDE Multiplayer
• 2 game modes at launch - Horde, King of the Hill; • 4 maps at launch; • Player hub with mini-games and training grounds; • Matchmaking system; • Social features like a voice chat, player avatar customization, gestures, etc.
Horde
In this mode, players take on the role of zombies or non-infected survivors. Survivors must avoid being touched by infected zombie players, while zombies must infect as many survivors as possible within the allotted time.
The main gameplay focus is on action packed parkour chases and escapes. The players must utilize their VR parkour skills to jump from ledges, dive under obstacles, and slide down cables to avoid infection or take down the remaining survivors.
King of the Hill
Grab a crown and wear it longer than other players to win. The crown goes to the player who tagged you.
Single-player content
Along with the multiplayer, we planned to release a content update to the existing offline game modes. But it's turning out to be even bigger than we expected, and could use some extra polish as well. Therefore, we decided that it deserves a separate release date. It will be released next month. The missing Time Run levels will become available the same time.
At the moment, we're releasing a minor update with bug fixes and improvements: • Now you can track your achievement progress (check the icons); • Improved texture loading speed in the Arena mode; • Improved performance (we fixed micro stuttering); • Bug fixes.
P.S. There are currently some issues with joining a match due to the high load on the servers. If you get an error screen - press OK and try again. Restarting the game may help as well. The patch for this problem is coming tomorrow.
This update introduces a maximum Boundary++ segment length. Larger boundaries are split into several segments. This improves the visual quality of the boundary when used with (very) large play areas.
Hello Mercenaries, hope all of you are doing well and staying safe.
This is your captain speaking, MERC…The Mercenary. Training is necessary for any elite soldier in order to keep y’all tough as nails. Let me introduce Devs v Community game modes!
We’ll be running weekly games with a slight twist, whether it be a Sword only game mode or Titan Wrecking Crew game mode, there will be something happening every week to keep you all finely tuned mercenaries.
Event Details
Starting tomorrow (June 10) at 3pm EST we’ll run our Rocket Launcher Only event. Everyone is welcome to join we’ll have the official server called “RocketBattleBlitz” ready so just jump in when you can.
All classes will be default set to Titan
You'll be equipt with a Rocket Launcher and a Grenade
Titan ults will be allowed
Enjoy and have fun tomorrow! We're thrilled to start running more community events and we strongly support community-run events as well. If you have a suggestion for a game mode you'd like to see please share it with us as well and perhaps it'll be the next one we host (or you host!)
We have released a hotfix for reported issues. This patch includes bug fixes and some quality of life improvements. Check them below!
1. First of all, we fixed the bug when axes, spears, arrows and other weapons got stuck in animals and objects, fell through the ground or just disappeared. If something like that happens again and you can't find your weapon, try relaunching the game and looking around for it.
2. Added stability to the character on the Cartographer's tree. Falling from there is still possible, so be careful, but now you shouldn't be able to slip and fall while mapping.
3. Some primitive weapons used to disappear when completely losing durability. Now, all weapons are automatically put in the inventory and can't be put back into active slots when their durability is reduced to zero.
4. Reduced the time of resource gathering from fish and several other objects.
5. Added the recipe to cure Malaria that you can catch in the swamps.
6. Fixed raining in the grotto.
7. Fixed rocks around the Cartographer's tree, in which your dropped bag could get stuck after you faint.
8. Scaled the previews of some objects in the inventory that were too small.
9. For the sake of accuracy, Clamshells were renamed to Conch shells, and Turtles - to Tortoises.
10. Animal skeletons no longer bleed when hit.
11. Improved FPS performance in the jungle.
12. Multiple minor fixes and improvements.
Also, if you experience issues with buildings on the rafts made before the latest patch, try relaunching the game. If that doesn’t help, unfortunately, the only solution is to build a new raft.
Thank you for your patience and support. Please remember to contact us if you encounter any issues while playing the game.