Patch Notes: --optimization pass to insurgents map (better performance for lower ended systems) --added sequences and AI behavior to insurgents map (Still under development) --additional work to questing system (in prep for additional logic to apoc and insurgents) --fixed bug with insurgents map highlighting on tablet --Expanded game framework to support wind direction for added features in the future --started work on mini golf expansion to lobby (still alot of collision and physics work needed) --added new portal mechanics, graphics and behavior. --added adjacent platform to glass bridge and started working on gamemode, timer and mechanics code --Updated "The Deep" to use new quest/dialog system instead of the wall of text instructions. --reworked audio manager for Linear Level progression "currently the way level audio and death are handled, fade etc"
Featuring: Completely reworked oasis area Tons of new quests New guns New music tracks A new monster called the Choir Reworked ai and enemies Bioguns now deal elemental damage based on organs equipped Lots of new achievements All writing reworked by an actual writer
What's next: I'll be taking a break from Wrought Flesh to work on my next game, a small horror game I'm hoping to have done by halloween. While I do that I'm planning to hire someone to improve performance in Wrought Flesh. Later in fall I'll be finishing up another Wrought Flesh content update being done in collaboration with Breogan Hackett and Val Loughcrewe. It will be a new area set in the tundra that will replace the existing tundra section and have new quests and enemies.
Fixed Auto Balance handling Fixed Linux not being able to launch the game natively Active Parry duration reduced by 100 ms Parry lockout increased by 25 ms Increased morph window by 20% Parry window reduced by 25 ms Riposte window reduced by 50 ms Fixed Houndskul tinting Fixed Breastplate model issues Reduced Shield Durabilities Increased Maul Stamina miss cost Texture optimization Changed up how Ripostes are handled Shield can no longer attack from a block unless its a Riposte Attacking from a Parry (without a Riposte) has a 100 ms delay Increased Attack from Parry cost from 5 -> 10 Players have more mobility while Kicking now Back Pedaling with a Shield is slower when holding a block Removed a Parry into Attack exploit You can no longer deal damage while Flinched Tweaked Release timings of most weapons to be longer Tweaked Stamina drain values to be lower on the strongest weapons Longsword combo times are longer Reduced Pavise Shield size Fixed not being able to Parry backswings Fixed Early Release tracers not working Added a God Mode to Admins Durability Damage to Armors is now spread out evenly between all layers that were hit Armor Damage Resistance is now Calculated more accurately taking into account the Durability of all Armors that were hit, this could lead to situations where your shirt could get destroyed before your plate armor Fixed up Emblem textures Added a Camera Offset setting so you can have a wider perspective in First Person without needing to increase your Field of View Added all the Quick Slot keys to the Input settings menu Fixed up First Person view with some Emote animations Overhauled the Emote Menu visuals Fixed Interaction aiming in Third Person Added a Hit Indicator Changed Player Marker texture Added new Emotes Added a Camera Perspective Toggle Fixed Emotes not respecting player aim Pitch
* Fixed crash on load occurring in rare cases. * Disabled flipping of Shipyard. * Fixed that research lab that did not accept products from large trucks when partial quantities were disabled. * Increased robustness of vehicles jobs to avoid further issues and crashes. * Reduced log file retention from 60 to 10 days to save space.
This patch introduces the much requested Quicksave/Quickload system, along with cleaning up a lot of progression related bugs. Enemy flinching is now added, allowing for more combat strategies!
Note of caution: This patch will scrap current checkpoint progress, forcing you to play from the beginning of the level. Persistent progression like levels completed, weapons/augments collected etc will remain intact.
New Features
Quicksave/Quickload system added
Completely refactored save and trigger systems to make it far more reliable
Checkpoints are far more frequent
AI flinching added, heavier enemies will flinch if they sustain a large amount of damage really fast. Uzi's are really effective at this
Bug Fixes
You can continue progress on Syn if you haven't finished the first level
Fixed bug where one cassette will always unlock on end of level
Fixed juttering effect when entering/exiting car, feels a lot more polished now
Fixed Teratek crate key icon not showing up in inventory
Exiting the car in water will no longer get you stuck in a permanent swimming state
You can no longer jump on a Techno-Junkie head and have it miss its melee attack
Fixed enemy kill counts in the stats screen
Fixed shop item preview saying 'You can't afford this' even if you have enough money
Enemies now consistently respawn after reloading a checkpoint (sometimes they wouldn't, breaking triggers and a bunch of other stuff)
You can no longer die/finish a level with with shop UI open
UI prompt now appears when collecting collectables inside a car
Can no longer climb out of train-crash section
When dying right after finishing off Artifact-Zero, he no longer respawns in the middle of a cutscene
Visual & Audio Tweaks
Fixed spelling mistake on Further Grace augment
Fixed animation export issues on weapon hud models
New forcefield shader
Low health breathing sound volume reduced
Correct name set to Twincendiary in shop
Slightly reduced fog amount on Ascension
Added message prompt warning players of scrapping Checkpoint data
The Forgotten Workshop would like to take a moment to thank all the kind hearts and words reviewers and commenters have put up in respect to the game in the past week for this sale.
Your positivity and heart have made an impact. herSecretSmile was a little apprehensive about making more games in the future due to extremely slow sales and no reviews, but the recent glowing reviews and the small amount of sales we've seen have really lifted their spirits.
This may not be the end for the adventures of Gauss and Iyrgrahm but you can help herSecretSmile come to the decision to start a chapter 2 faster. There won't be a better sale this year for Coterie so spread the word! Each wishlist and each purchase (even heavily discounted) gets us both closer to the game's first $100 in revenue and boost's hSS's confidence that a second game can both succeed and be more successful if they put more time and money into it.
In any case, thank you all again for your support. The author wanted me to pass this bit along directly:
From the Author's Desk
Hey there, everyone!
It has been a pleasure to hear all the wonderful things people have to say about the game. My addendum will be brief, since I'm sure my publisher's already covered a lot of what I would like to say. First: Thank you so much for your kindness! ♥
Second: While the game ends on a soft cliffhanger, I have notes about where the story might develop from there. It would be really helpful if you guys could help us spread this game even more. If we can get enough folks interested, our options for moving this story forward expand a lot. More options, more story!
Here's to a hopeful future of even more games!
Well, y'all heard them! Spread word on the game where you can; we can use all the attention we can get. The more attention, the more options open up for a future of works by hSS.
We're two weeks into our Early Access launch and I'm absolutely thrilled with the feedback and support we're getting from our wonderful player community. 58 reviews and "Very Positive" Steam rating! You've made this developer very proud, and I hope you enjoy this week's update.
Lore Finder
This update addresses concerns players have raised regarding the tedium of (and bugs preventing) finding all the loot in the world. Certainly, we didn't intend to create a chore, but rather an incentive and reward for your exploration efforts. To that end, we've added the "Loot Finder" to the world map that will identify all the locations of lore and keys. Destroying every box/barrel is not necessary - if a map contains hidden lore, it will always be in the first object destroyed. And only minions can drop keys.
I suspect the current implementation might be a bit of an overkill (showing too much before you've actually explored the world) - but I wanted to show good faith that we are hearing your concerns and also validate that players are no longer running into bugs that prevent you from finding everything. As always, looking forward to hearing your feedback and improving :)
Here’s the full list of changes for this update:
*This update is also applied to our free demo version.
New Feature: Loot Finder now shows which maps contain hidden lore and skeleton keys.
Balance Fix: Units summoned by the Necromancer (or via other abilities) will now receive Sibylla’s +1/+1 benefit. Previously, the buff only applied to units she personally summoned. Units brought on the board via other means (ex: Raise Dead, Your Soul is Mine, loyal followers and guardians) will continue to not receive the buff as before as these aren’t technically summoned.
Fixed bug where allies who were Mind Controlled by the enemy would flee after winning a battle instead of snapping out of it and rejoining you. (Thanks atesh)
Fixed bug where damage cards increase in cost after temporarily mind controlling an Air elemental and then having it attack and be defeated by the enemy.
Fixed bug where the Necromancer Staff card added last week did not allow equipped units to attack (Thanks Another Persona)
Fixed bug where hurled squirrel does not land on the correct space indicated by the targeting preview. Oh, those squirrely squirrels!
Fixed bug where it could become impossible to complete a lore collection because hidden lore was being cleared for two adjacent maps at the same time when standing on the edge of one map with hidden lore and destroying a container on the edge of another map containing hidden lore (Thanks mr.kitty)
Fixed bug where lore collection could require more than 12 lore to be found even though only 12 lore are hidden in each world.
Fixed bug where exception HM_UnitRunToPointAnimation/onDispose is thrown when hurling a squirrel at a barrel and then immediately exiting the dungeon. (Thanks El Baek)
Fixed bug where enemy Summoner casting a phoenix, attacking with it, and recasting it in the same turn would throw an exception for shrinkCard.
Fixed bug where transforming into a beetle (or transforming back to a human) and then using the keyboard to move character resulted in a softlock. (Thanks VladimirLedeux, Luxter, and clearfisher)
Fixed bug where casting a barrage spell AOE (like blizzard or meteor shower) on a unit with redirect causes total obliteration as each meteor barrage was causing ALL of the secondary targets to take damage again. (Thanks 1012104522 and la81596961)
Fixed bug where the "Goblin Birthday Wish" achievement was not rewarding the "Goblin Party!" satchel card. (Thanks mr.kitty)
Fixed bug where casting Blood Sacrifice (or any mana generating spell) when you already have full mana would result in seeing a drop in mana (from the card cost) rather than a restoration to full mana. This bug affected the view only (the player still technically has the full mana, only it didn't show this reflected on the mana bar) (Thanks mr.kitty)
Fixed bug where pressing "Esc" after losing a battle would generate an error and allow player to restore the game back to the point before they started the fight (Thanks Lone Sylvan)
Fixed bug where after closing the game and reloading, and then looking at cards for the 1st time that session, it's always blank when opened. The 2nd time, however, it shows the cards. This bug occurred because the sort save setting for groupByType was being shared with guardianToggle. So, this error would have affected any player with the groupByType filter turned on in their sort filter (Thanks mr.kitty and BlackDragonMagician)
Fixed bug where reviving after being defeated with the "Destined for Greatness" prompt that revives fallen guardians in Novice difficulty was throwing an exception at HM_TargetingLogic$/sortTargets() when the battle was located on a map that bordered the world edge.
Fixed bug where exception HM_UnitRunToPointAnimation/onDispose is thrown when hurling a squirrel at a barrel and then immediately exiting the dungeon. (Thanks El Baek)
Fixed bug where game would throw an exception at HM_HUDViewMap.disposeCardViews after recovering from a previous bug.
Fixed bug where the ERROR EVENT: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2032" errorID=2032] bug that fire when game could not connect to our game server (either due to intermittent internet connection or intermittent connection issues with our server itself).
Fix for bug where exception Error #2101 is thrown when game cannot connect with server.
Fix for bug where your own Summoner would drop the lore hidden in a room (Thanks noahbarker)
Fix for bug where rewards dropped from destroying goblin party presents could land in the water and be unaccessible.
Fixed bug where the Void Necromancer description did not include the Farshot ability keyword.
Fixed bug with Chinese translation in the tortoise menu 新游戏,左边,文字错误,3“个”BOSS不是3“格”BOSS (Thanks yzj369)
Fixed bug with the Traditional Chinese translation for Spirit Recall card (Thanks Kantsume)
We still need additional player info to help us resolve a bug where the game throws an exception when trying to battle after creating a custom deck in Battle mode. Please respond on this thread if you have encountered this particular issue.
SplatterCat Plays Summoners Fate
I was caught by total surprise this morning on the game to find an overwhelming 400+ players viewing our live stream today on the store page. Then I discovered why: SplatterCat, a Streamer/Youtuber famous for covering indie games, released a video on Summoners Fate today which I am proud to share with you:
https://www.youtube.com/watch?v=m0JyMMx6Knk&t=1764s I think the game is really well constructed. And I think it’s a really, really good game. I think that if you are into card games, this is a very, very clean reproduction of Magic the Gathering with a little bit of tactical RPG and a little bit of roguelike randomness thrown in. And honestly, I think that’s kind of a winning proposition. Thus far, I have not seen, or felt or noticed anything that made me think this game needs improvement. By all means, continue to add to it developers. But it seems as those the game is in very, very good shape. - SplatterCat
I'm so grateful to receive such praise, thank you SplatterCat! And welcome all the new players who saw his video and have joined us here in the Multiverse.
Enjoying Summoners Fate? Please let us know with your Steam review
Your feedback and support is so important and helps to build our community and grow the game. If you have any concerns about the game, please let me know and give me a chance to address them. If you're enjoying the game, please consider recommending us on Steam. Our next milestone is 100 reviews - let's see if we can hit that by the end of our first month.