🍻 We're really hoppy to share our latest update! 🍻
Hello Brewers! It’s been an exciting month here at Auroch Digital! We are officially content locked, loaded, and ready as we get closer to launch.
🎮 But before that, you lovely folks had the opportunity to get hands on with the Brewmaster demo throughout Next Fest and beyond, and we hope you enjoyed every moment of it. We received a lot of really valuable feedback from our community, and have been putting our heads down working on improving the game.
📝 Our design team have written up a full tutorial and a whole host of contextual hints/tips to fully introduce future Brewmasters to the intricacies of brewing the perfect beer. We’ve also gone back to the drawing board on a few objects we’ve received some feedback on; namely the sink and the electric brew kettle. Your feedback has really helped us redesign these to be intuitive to players, not just us folks making the game. And has really highlighted to the team that we don’t always know best!
🔢 Some of our code team have been hard at work with our final big feature. We can’t say too much, but you should definitely look forward to it. Meanwhile, other members of our code team have been hard at work overhauling pouring and brew visuals to improve performance across the board. You probably won't notice these, as we’ve worked extra hard to make these changes as seamless as possible.
🖼 The Art team have been adding even more goodies into the game for you all to unlock and customise your brew spaces with. No spoilers! But they look really cool!
💻On the UI/UX side of things, our team have been working to put those final tweaks on the UI to give you the best visual experience possible.
👀 With all that said, we hope you’re all looking forward to Brewmaster when it launches!
You may remember us talking about our partnership with them earlier this year, and we're so excited that we've got a real-life beer you can taste whilst brewing your own in-game version!
But just how did this come about?
🤔 Well, the idea of having an IRL beer come out to celebrate our game, was first a throwaway thought at the very beginning of our project. It seemed like it was one of those "would be cool, probably wouldn't happen" things.
🎨 And then it was down to our wonderful Art Team, where Elysia came up with the initial ideas for the can, and the team (Joe, Chris, and Dan) set to work to make it the best it could be. When they were happy, they passed it over to Moor Beer's designer, Ich Bin Ben, to finish it off.
💗 Thus, at the risk of sounding like The Powerpuff Girls' intro, Auroch Digitale was born! Using its ultra hoppy powers, Auroch Digitale has dedicated its life to giving you a refreshing, real-life taste of one of our in-game recipes in Brewmaster, and what a fantastic collab it is! 😍
We're definitely a little bit (ok, a lottle bit) biased here when we say that Auroch Digital have the cutest pets in the industry. I mean, just look at this wall full of amazing characters. From rabbits, to dogs, and hedgehogs to cats, we mean it when we say we have the cutest companion animals around.
And that's lucky for you too, really. Because it means you'll be able to decorate your brewing space with these gorgeous creatures. You'll be able to find out who they are and a little bit about them when you choose which pictures to put up, so we're excited for you to learn a little bit of Auroch lore!
❓ You asked for help, we answered with our tutorial ❗
We heard you, the demo needed a little bit of explaining to do. So we got straight to work on making a really user-friendly tutorial for you to follow in the game when it's been released.
It's got tips, arrows, and exclamation points for you to really understand what you need to be doing. Not sure what hops are used for? No worries - the tutorial will explain this for you. Can't find where something might be kept, the cupboard or the fridge? Follow that exclamation mark and arrow! Easy.
You'll be able to learn all of the tricks of the trade early on and get to grips with the art of brewing with a wonderfully written guide. If you'd rather just play about and have a go and fail as often as you like, you can skip the tutorial too!
😲 Last chance to play the demo! 😲
I know, at this point it feels like a staple in your Steam library to see the Brewmaster Demo just sitting there, chilling out. But this weekend is your last chance to play the demo. We're closing it at the end of July! Get those beers in this weekend 🍻
We've been out of touch these last few months. Here's why:
Hello again! It's been a while since you heard from us, It's been a crazy few months! We've been hard at work on so many new things in the game. Here is a short list of the awesome stuff we've been up to:
All kinds of brand new art: shaders, models, textures
Completely new 'architecture' for the project code
Improved gameplay cameras
Chicken Customization system!!!!! :D
Some small Minigames
New menu setup
New mechanics in the works
And finally.. the demo is on its way to launching soon!
I'll expand on these in coming updates, but for now please enjoy this goofy glitchy chicken!
English ##########Content############# The priest's bedroom is now isolated from the rest part of the priest's house. That means you can rest in there as long as no hostiles are directly present in this room. (Previously the safe-check is against the whole map.) All soda items no longer send you back to the map to tell you that you just received an empty can, instead, you will stay in the item menu after using them. The change includes sodas you get from anomaly UPEI2195. But, as the sodas from UPEI2195 are procedurally generated, the change does not apply to all old sodas generated previous to this version. The same applies to all cola items. (Cola gives bottles instead of cans.) The same applies to bottled alcoholic drinks. The same applies to dirty water and chocolates. (They have scripted effects. Previously, they will return the player back to the map to execute those effects.) The same applies to Fertilizers. (Procedurally generated. Thus, the change does not apply to old fertilizers generated previous to this version.) The same applies to the Lost Wallets. (Again, they are procedurally generated items. Those generated in the previous version are unaffected) Also, a bit generate code optimization for the Lost Wallets. ##########System############## Getting mouse position can now take a parameter to bypass the disable of the mouse. To make the code more readable, the parameters are sent in as an array of strings. (In old times, people use enum and bits to save memory usage.) ##########DEBUG############## Fixed a bug that when the mouse is disabled, the keyboard and controller can no longer aim enemy when firing a gun. (Thanks to PSK's video on Youtube: https://youtu.be/7u2WkvmFMDQ) Fixed an input bug when a player presses down the left mouse button while also clicking on the disable-mouse hotkey. Fixed a display issue when a life skill book is refunded because of unable to use on a character. Previously, the item window displays the number of the book you have incorrectly in such cases. You can now even see the item window displays the refund process. :) 简体中文 ##########Content############# 王后镇牧师的小屋中的牧师的卧室现在和该区域其它区域相互分割。只需要确保该房间内没有敌意实体,你就能在里面休息。(此前是对于整个地图的安全检测。) 所有的苏打水不再会在使用后把你送回地图告诉你获得了一个空罐子,而是会让你留在物品使用界面。 这个变化同样适用于从异常UPEI2195那里获得的苏打水。但是,由于UPEI2195那里的苏打水是动态生成的。因此,这个改变不会适用于这个版本之前已经从UPEI2195那里产生的苏打水。 上述变化对所有可乐同样适用。(可乐给的是瓶子而不是罐子。) 上述变化对瓶装酒精饮料同样适用。 上述变化对脏水和巧克力同样适用。(这些物品有脚本效果,此前的流程中它们会使玩家回到地图上运行脚本效果。) 上述变化对化肥同样适用。(由于是动态生成物品。改动是只适用于新生成的化肥。) 上述变化对遗失的钱包同样使用。(同样因为是动态生成物品。不影响此前版本中已经生成的那些。) 同时,对遗失的钱包进行了一些生成代码的优化。 ##########System############## 获得鼠标当前位置的函数现在可以接受参数来无视当前鼠标已经禁用的状态。为了让代码阅读起来更方便,这些参数是一个字符串数组传递的。(在古老的年代,人类使用枚举类型和位来节约内存。) ##########DEBUG############## 修复了当鼠标被关闭后,在战斗中开枪射击时键盘也无法移动准星的BUG。(感谢PSK在Youtube上的影片:https://youtu.be/7u2WkvmFMDQ) 修复了一个在玩家按下鼠标左键同时关闭鼠标会导致的输入相关的Bug。 修复了当生活技能书对某个角色无法使用而被重新放回队伍物品栏时的显示错误。此前,在这种情况下,物品窗口中持有的书本数量显示不正确。你现在甚至可以看到物品窗口显示使用无效后放回物品栏的过程的细节。:)
I am making this news event to make sure everyone knows about the modifications I made to modding. I have already talked about it in the Discord server (Discord server invite), and also in the change log of version 6.4.0 (6.4.0 change log), but in case some of you are simply not on the server OR do not read change logs (it's ok I won't be mad), here's an event with more visibility :)
With 6.4.0 out, it has now became incredibly easier to make mods that add units / tiles / countries
The big changes here are is the following: - Ability to edit mods on the fly directly from within the editors
In any of the editors (country, unit, tile) you can now select a mod to edit, and remove/add stuff from it and save your changes directly from within the game.
Whereas before you needed to handle files, copy them from the root folder of the game to the mod's folder back and forth every time you wanted to edit a mod.
Now, everything is accessible from within the editors, as long as you activate the mod(s) through the mods panel :)
Happy modding!
PS: To the attention of modders, only one Custom Units.txt file is now allowed PER mod. If your mod uses more than one Custom Units.txt file, please get in touch with me so I can merge those files in a single one.
Beating the dungeon and rescuing the princess (or prince) of your dreams might be a difficult feat, especially if it's your first time at the Dragon's Castle. But fear not, fellow knights, as we have some valuable tips to learn how to improve your skills and find some decent loot!
The Upgrade System
The upgrade system lets you improve your stats and unlock some skills depending on your gameplay.
Initially it will be minimal, but it will expand more once you free the Kobold Shopkeeper and get the Bureaucrat Leader to come to the Entry Hall.
There are four main elements to upgrade:
Armour: Represents the health of the incoming knights. It levels up using healing items! This one is managed by the Kobold Shopkeeper even if he's jailed.
Sword: It measures the damage and special abilities when using a knight with a broad sword. You can level this stat by defeating enemies with the sword! Managed by the Kobold Shopkeeper at his weapon workshop.
Musket: Mostly the same as the previous one, but with a musket!
Map: Improving the map lets you see the location of certain rooms before exploring them. Exploring new rooms raises this stat. This is the only one managed by the Bureaucrat Leader.
To buy these upgrades you will need two things!
Tokens: You earn these by achieving certain milestones in the dungeon, such as rescuing princesses, opening chests or defeating bosses. These are the points you actually spend to buy upgrades.
Skill Level!: Each one of those elements has its own level, which increases separately. You can't spend more tokens than the level you have in the skill. Remember that some upgrades also require a minimum level to be bought!
Getting these upgrades can increase the damage or the health of your knights, but it can also unlock two special abilities for each weapon!
Dash Attack: Stabs your enemies with your sword from distance, getting you directly into battle! It can be upgraded to even stun the enemies hit!
Spin Attack: That old technique of swinging your sword all around like a maniac. A highly offensive stance with low mobility, though that can be improved by upgrading it!
Explosive Shot: Quite a self-explicative name, isn't it? If upgraded it can even reload your musket each time you use it!
Shotgun Shot: Shoots your musket with a powerful cone attack, kicking you back, quickly pushing distance between you and the danger!
Hidden Treasures!
You can be a skilful knight, but without the proper loot, you will still be vulnerable against the dungeon's toughest challenges! You can find useful trinkets (and even gifts for your beloved one) hidden among the dungeon's destructible furniture, or in possession of some enemies. But if you want to increase your chances of finding something really useful, you'll have to look for the huge treasure rooms in each area!
But the dungeon is too big to only have two treasures! If you have a keen eye, you may find some illusory walls that hide more chests that may have something useful! These chests won't have the same chances to have a high-tier item as one of the Treasure Rooms, but any help is welcome when it comes to surviving in the dungeon!
You may find some of these spots a bit erratic or hard to find, but there's someone that can help you with this! It is said that there's a certain princess with a keen eye for riches and shiny things that can point out these spots, only to the worthy suitors she can trust!
We hope you've found this useful! Being a knight is hard, but it's just a matter of practice to find all the secrets hidden out there!
If there’s anything you would like to know about Tower Princess feel free to tell us! Remember to add Tower Princess to your wishlist so know the release date once we announce it!
See you soon, and as always, thanks for your support!
I usually try and get a dev diary out earlier in the week but I've had my head completely focused on churning through content so it's a little later than normal...for that I apologise!
The Sophia bedroom scene has been where most of my time has gone this week with a few animations including a fluid animation cumshot and some custom sculpted facial cum completely hand created including the shader. None of that "out of the box" cum for my players :D
As per usual I've taken some extra time to create little details such as indentations where clothes meet skin...things that create a more realistic render that most devs don't bother with...and I mean no disrespect to other devs at all there by the way...the time it takes to put some of these small details in is generally 'not worth it' in terms of how long an image will stay on screen but it's one of the things I enjoy most about creating these render so I'll happily indulge in that extra time :D
As mentioned previously, the Exclusive Renders that are posted to high level Patreon subscribers are being collected into "Image Packs" which are going to be available as DLC as of Version 0.3.0. These image packs will be included COMPLETELY FREE to VIP DLC holders or as individual purchases if you don't want VIP (why not?). Obviously this required a complete redesign of the image gallery however this has now been completed and will be accessible in 0.3.0 onwards. Due to the introduction of Steam achievements, the images in the image packs will no longer be 'collectables' throughout the game as they were in previous versions.
Lastly, I've made the decision to drop the last lewd scene from version 0.3.0 in order to get the version compiled and released prior to my vacation at the end of August. The Lewd scene will still be made but will be pushed into the start of Chapter 4 instead.
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Zbierz drużynę Rozpoczynając przygodę stworzysz grupę 4 bohaterów, którzy będą wspólnie zmagać się z napotkanymi przeciwnikami. Do dyspozycji czeka na Ciebie 9 klas postaci.