Today's patch introduces enchantments and enchanted items, the associated enchanting skill, new high-level temple dungeons, and good thingies. Seriously, it's quite a lot!
Enchanted Items
Enchanted items can now be found throughout the world.
Added 56 types of enchantments which fall into two tiers: Standard and Ancient.
Each enchantment type can come in different potencies: low, medium, or high, with higher potency enchantments having a stronger effect.
Chests and other loot containers found in dungeons now have a chance to contain enchanted items.
Blacksmith, General, Variety, Clothier, and Archery shops now all have a chance to sell enchanted gear.
Enchanting Skill
Enchanting is a new skill that allows you to place enchantments on your weapons and armor.
Use an enchanting table to select an item, enchantment type, and potency. Applying an enchantment will require Enchanting Crystals along with at least 1 other item.
Enchantments can be learned by dechanting items, or by buying enchanting scrolls.
Like other skills, Enchanting can be selected during character creation at the start of the game.
All Druid villages now spawn with an enchanting shop. Speak to the enchanter NPC to buy enchantment scrolls or learn more.
Click "Enchantments" in the crafting menu at any time to see your currently known enchantments.
The skill includes 11 different abilities that can be unlocked with focus points.
Temple Dungeons
The world now spawns with 20+ high-level temple dungeons. These dungeons are a great source for enchanting crystals, but beware the danger.
Several floors down you'll find factory floors, which are wide open and crawling with enemies. You'll find new enemies, machinery, and special types of interactions, including an alarm system which sends hunters out in response to machinery being attacked.
New enemies: null flyer, null champion, and null hunter.
...more changes. Explore the Temples to see for yourself!
Paper Doll Inventory
The inventory UI has been updated to display equipped items as a paper doll. Status icons now appear below each item.
Jewelry
If you look closely at the above inventory image you'll see 3 new gear slots: 2 rings, and 1 necklace.
10 ring and necklace items have been added, which can be found as loot and in shops, and they can be enchanted to make your character even stronger.
Ammo Types
Introducing ammo types. Bolts and arrows must now be equipped before use, allowing you to select the desired type of ammo.
There are 5 arrow types, and 5 bolt types each offering different bonuses. New ammo types can be found in dungeons and are also sold from shops.
Combat Log
The text log now shows combat details including damage dealt, damage received, and applied status effects.
Hotbar Items
Items can now be added to the ability bar. Simply right-click any usable item and select "Add to Hotbar".
Other Changes
Reduced load time of game files (images, sounds, etc.) by caching data into larger combined files. On some systems this results in over 50% faster game start up and load time.
Added credits to the main menu.
Cripple wound now also gives cripple resist (similar to how Poison works now). This WILL help make cripple more fair by reducing the chance many cripple wounds will be applied.
Shops now have their inventory sorted by type.
Dealing damage to non-creature entities such as Gremlin Houses or Bandit Tents now gives only half XP as that of damaging monsters.
Nerfed Sprite Sentinel - reduced health and attack speed.
Reduced the number of roads that spawn broken (with segments missing).
Updated art for roads, to give a more curved look and less pointy.
When enemies are hunting a target and reach the last seen tile, they will no longer stand still for many turns, but instead immediately continue moving after 1 turn.
Multistrike nerf - on-hit effects now scale with Multistrike chance. For example, if you have 80% Poison Chance and 10% Multistrike, secondary targets hit with Multistrike will only have an 8% chance to be poisoned, instead of the full 80% (80% * 10% = 8%).
Meticulous Retrieval nerf - reduced Ammo Recovery from 30% to 20%.
v0.4.1b
Fixed game crash when combat log is enabled and using an ability with two attacks and monster dies on the first hit.
Thank you all for the very informative Next Fest and I apologize for the silence, but I decided to post this as a progress update and inform you of my biggest takeaways.
Gameplay readability
One of the biggest complaints was players having a difficult time being able to see projectiles or losing track of the bird they were playing as. As such I am zooming in the camera, thus making everything larger and the playfield smaller. I am also adjusting colors/contrast on all levels as well as adding outlines to the player and enemies. I will be posting new screenshots and a new trailer to the store page as development continues.
Gameplay Balance
The other biggest complaint was the large amounts of health for weak/common enemies and a sense that some levels went on for far too long without escalating difficulty. I am completely overhauling all of the stats within the game as well as changing some enemy behaviors/movement patterns. The smaller playfield/zoomed in camera will also require me to make changes to movement patterns/gameplay as well.
Additional Difficulties
One of my takeaways was that people wanted multiple difficulty options. I will be adding multiple difficulties for the story mode. Infinite/Survival and Boss Rush mode will be set to the Standard/Normal difficulty, but Story mode will have harder and easier variations.
How-To-Play/Tutorial
Some of the mechanics present in the game are not immediately clear to players, so I will be adding a tutorial/how to play section of the game. This will better explain things that are a bit less obvious.
Final Takeaway
I will be posting updates as progress continues, particularly new screenshots and a trailer. I will add a note to this post once I have done so. I was initially aiming for an early-mid July release, but now I am shooting for the end of July. I will, however, delay the game if need be. I am in no rush to get the game out the door and will not release it if I am not 100% happy with it.
ːFistOfNo1ː
June 27 Update
I have replaced the screenshots on the store, the trailer is still old. I have also uploaded a new playable demo to better showcase how the game is shaping up.
Hello! This is Jacktostudios. We would like to thank all users who have been waiting for us. It has been about a month since the release of the roadmap for 2022. We would like to share with you the progression of the major update.
[World Map Extension]
The existing world is changed and new areas are added. Explore the huge world!
[New Zombies]
New zombies are added. Meet the various zombies that exist in each area!
[New Vehicles]
New vehicles are added. Explore the world faster and safer!
[New Equipment]
New weapons are added. Protect yourself with powerful equipment!
The airdrop system has been removed from this update, and a sandbox mode has been added. We will add the airdrop system through a later update. We hope to see you soon with other news. Thank you for always looking forward to it!
I've tracked down and fixed an error with one of the scripts that was deleting game data around the start of "Chapter 3". From my testing all scenes now save and the endings are accurate to the choices made throughout the game.
After this I'm planning on fixing a few things I've found and get back into the localization system.
The latest in the River city series, River City Saga: Three Kingdoms, makes it's Steam debut July 21, 2022! The Steam store page launches today, so be sure to add it to your wishlist!