----- It was in JANUARY since I've created the project, got a few sfx here and there, made some animations, put some info together and said "Now I'll only record the gameplay and put everything here! Next week I'll have the perfect trailer!"
But then, I've noticed that I can't have a trailer showing only two levels. Even worse: I can't have a trailer showing only three space ships or only two bosses... I need CONTENT!
But, in order to have content, I needed GRAPHICS. So, I needed to draw them too.
During content insertion proccess, there were BUGS. And bugs on trailers aren't welcome (and we know this very well, isn't?)
Along with this content situation, I've got a few others on the real life: New responsabilities, my daughters were growing, I've started a graduation in computation, returned to work in-loco after the pandemic, personal events... Suddenly, my 24 hours days were needing 76,2 hours (exactly) so I could handle everything AND conclude the game trailer.
The result was simple: I didn't had a trailer.
But I've worked on. Adopted the philosofy that "any progress is still a progress" so, continued doing a thing here and there. And I've been doing. OH BOY, HOW I'VE BEEN DOING until there was vacation. Suddenly, there was plenty of time to developt it. In two weeks I've made the same progress that I had in 3 months, and the trailer was finally being saw.
With everything done, I've just needed two days to do the recordings, and another 3 hours to put everything together on KdenLive. The result was a simple yet beautiful timeline:
Anxiety came at lightspeed, of course. I needed to publish it but it has to be in the right time. And now, with a lot of proud in my heart, like a father sees his children going first day to school, Beyond the Storm now has a true gameplay trailer!
Send it to your friends! Send it to your parents (Maybe they've played Tyrian in the past, right...?)! Send it to your children! Send it to your cat! Send it to Jason Emery! Send it to Alex Brandon! Send it to Daniel Cook! HECK, SEND IT EVEN TO SCOTT HOST! Just send it: Tyrian is having a remake!
~Leandro Gabriel, lone developer of Beyond the Storm
Hello and welcome to one of the more interesting patches for Tilefinder!
Here are all the additions, changes and fixes for this patch.
Buffs and Debuffs
You can now see what buffs and debuffs a unit has on it! The active buffs are always displayed as icons above the unit's HP bar. To further inspect how many turns there are left and what the buff is called, you can Inspect (Q) the unit and you will see the active buffs next to its description!
This has been a wanted feature for a long time and now it's finally in the game!
Steam Achievements
This patch also brings Steam Achievements! There are currently 20 achievements you can unlock by playing and progressing through the game!
Note that this feature is still a bit experimental. I use a third-party app to trigger achievements.
Please, let me know if you encounter any issues. I expect that Anti-Virus or Windows apps might block achievements. It will probably not work if you're running on Wine (Linux) or similar apps.
Also, very importantly, you need to install Microsoft Visual C++ 2019 or higher. This should be done automatically when you install the game from now, but for existing users, please make sure you install this.
Dust Trails
This is just a small effect for immersion. Units now leave dust behind when they move. Fancy!
Bugfixes
- Fixed Nana Joy crashing the shop after unlocking the Tooth of Insomnia - Fixed a bug causing the sea to overlap with the UI in beach/ship shops. - Fixed other background glitches - Crewmate now correctly displays +2 damage every turn.
That's all for now!
Do let me know if anything doesn't work as intended. I'll try to fix it ASAP.
This is a patch release; no new content has been added.
Gameplay:
The ship selection UI has been updated, to make finding ships in big save files easier.
The treasure for "Poking the Tiger" has been changed to a new special ability. The previous treasure has been added to the drop list for "Hunter, Hunted"
Added a treasure to "Chrysalis"
The visuals for main gun projectiles have been changed
Fire/smoke clouds emitted by main guns now keep moving with the ship
The fading effect applied to shells based on their proximity to the player now has a larger radius
Minelayer weapons (aside from the tether mine) have greatly increased fire rates and max ammo counts, to make up for the difficulty of using them.
The "Miscellaneous" parts section (three dots blue button in the designer) has been subdivided into different categories.
The ship designer now has a "recent items" menu (clock icon), which allows easy access to parts that have recently been worked with.
The ship designer now has a button for accessing weapon config, which has been removed from the main menu.
Added two new sizes of Bow Drill weapon.
If the player has found all techs in a mission, tech crates are no longer converted to health crates, to avoid effects on difficulty when replaying missions.
The M-tech bridges now give some bonus max displacement.
Guidance arrows (red arrows that hover near the ship) now change size dependi ng on the size of the player's ship.
Bugfixes:
Fix a bug causing ships to become untargetable zombies if they are destroyed immediately after getting out of their submarines.
Fix bug causing the player to not die properly.
Fix the amount of ventilation provided by bridges that have built-in vent stacks.
The ocean ambiance sound effect has been restored.
Fix a certain boss leaving active colliders around after it dies.
Fix the Battle Platform superstructure not being able to be placed on other superstructure.
Fix a bug preventing designer tutorials from being rerun.
Fix bow splashes remaining visible on ships when they are jumping or otherwise ballistic.
The nonfunctional "gunpod" weapon has been dummied out.
Fix the County cruiser not having red paint.
Modding:
Added a `maxMassBonus` property, which increases the max displacement of the ship when the part is placed on the ship. Note that increasing the ship's overall mass causes engines to be less effective.
Added a `whooshSound` property, which is the name of the sound to play if the weapon triggers wooshing when passing close to the player.
Your job was amazing. Due to your tireless effort, your meticulous spirit and above all, your noble courage, we managed to detect different kind of bugs. We are proud to report that these bugs have been isolated, tested and eliminated.
We proudly salute you!
Here's the detailed list:
Game Content- Features
Added In-game Tutorial
Added three (3) new augments
Fixes and Improvements
Procedural generation now automatically finds and removes floor and platforms that are outside the room
You can now see the seed of the run in the System Menu.
Several enemies have been adjusted based on player feedback.
Improvements in certain container collisions.
Improvements in title screen visuals.
Fixed a bug where sometimes when picking multiple HP Shot pickups the player wouldn’t get the full amount.
Audio/Music Updates
Added Player’s reactions for melee combat
Improved AI’s voice messages for lockdown and added more variations
Added new Main Theme music for the Title Screen
Made changes and additions in ambience and action music tracks
Contains 4 new achievements and: - new Challenge stage - 2 new Arcanas
Important: - Moved save data folder on Windows to a safer location to avoid Cloud conflicts and issues on Steam Deck. The save files will now be in %APPDATA%/Vampire_Survivors_Data.
Extra (not present on the roadmap): - 1 new character: Gyorunton. Due to time constraints, this one won't be linked to the usual Unlocks/Achievements. The unlock conditions are "Survive 15 minutes in the new challenge stage, with 1 active weapon only" - 1 new weapon: Bracelet
Tweaks: - Added a new music track when opening the Bestiary (can also be used as a standard in-game track ) - Added a cap to Duration for Limit Broken weapons - Results screen now shows damage from special Arcanas
Bugfixes: - Option to hide damage numbers also affects recovery numbers - Some projectiles standing still when there are no enemies - Vento Sacro and Fuwalafuwaloo stop firing after getting a Duration bonus via Limit Break
NOTE: This is a public beta. Standard disclaimers apply.
Build 1265.1 Release Notes (changes from B1263.1) ========================================================================
* NEW SIM FEATURE (OPTIONAL): Weather affects the maximum speed of surface ships. When enabled, deteriorating weather conditions (and especially increasing sea state) has an adverse impact on the maximum speed that ships can travel. This effect is particularly acute on small-displacement ships. Depending on sea state and ship size, a ship may be forced to run at 3/4, half, 1/4 speed or even heave (effectively remain stationary). The information about the weather-related limitation is shown in various ways: - On the ship datablock: https://i.imgur.com/aIShD8P.png - The Unit Status panel: https://i.imgur.com/qHZzZDO.png - On the throttle/altitude window: https://i.imgur.com/j8VGrTw.png
Because this feature can potentially unbalance existing scenarios, it is optional (can be toggled on the "Scenario Realism Features" window) and is "ON" by default when making a new scenario, and "OFF" by default when loading an existing scenario.
* NEW SIM FEATURE: Aircraft maximum airborne endurance. This fixes the "aircraft may stay up indefinitely by multiple A2A-refuellings" realism flaw. Aircraft are now limited in their total airborne endurance depending on their size, type and crew complement. The information about current airborne total time and maximum endurance is listed on the fuel panel: https://i.imgur.com/mlsgADN.png ... and is color-coded for at-a-glance evaluation (dark red is bad). If an aircraft reaches it max endurance limit, it enters an "RTB - Exhaustion" state, turns straight for its home base and will refuse any manual orders to change course or engage in any other activity.
* ADDED: [Lua] Unit wrapper endurance-related properties (Unit.currentExhaustion & Unit.maxExhaustion) * ADDED: [Lua] Added color to RP and Zone command and wrappers * ADDED: [Lua] Color property in ReferencePoint functions * FIXED: Mismatch in some Zone transform * FIXED: Error creating 'mines' list * FIXED: Lua setting formation caused crash in Formation Editor * FIXED: Exception cause by missing groups * FIXED: Exception for "Is Inside This Area" check collateraly causing OOM (heap full of exceptions) for large scenario * FIXED: Slugtrail "use" option was entirely ignored * FIXED: +/- key to adjust were not working as a shortcut to increase sim acceleration to "Double Flame"