In the settings menu, you now have direct control over the resolution and framerate you'd like to run the game at. We also added a toggle to turn off some of the more intense effects. Hopefully, this should help those on laptops or older systems run the game a bit better!
As always, there are a few minor fixes (scroll bars scroll faster... yay!), and some small balancing updates in a few contracts.
We also limited a "???" contract that requires players to swap all damage cards for shield cards (and vice versa) to only appear at 3+ players. It was a bit game-breaking in lower player counts.
For Update 5, I focused on getting the Clanfolk to get jobs done better. There are lots of bug fixes and tweaks listed below as well, so please take a look if you are interested in the fine details :)
Let's dive into the changes.
Experimental Non-Strict Skill Priorities
So there has been a lot of discussion about what I will call the Strict Skill Priority system on both Discord and the Steam forums. Here is the relevant question from the poll.
Assume Cooking Skill at the top, Crafting skill under Cooking, Haul at very bottom for the Unit. Assume Cooked Eel Task Priority 2 Assume Craft Stone Axe Priority 7 ...11 other skill entries here.... Assume Haul Large Rock Priority 10
1. Highest priority TASKS are always selected first - All level 10 tasks done first regardless of associated Skill type. Haul, Craft, Cook 2. All Tasks within the highest priority SKILL are always completed first - Then all tasks of the next highest priority SKILL are completed. Cook, Craft, Haul 3. The priority of both the Tasks and the Skills are combined to guide picking with the highest combined value being picked first. Craft, Cook, Haul
The question was, how did the priority system work. The answer (was) #2 That was Strict Skill Priorities and they still can be used by selecting Settings/Gameplay and ticking the box, not to worry. This system works quite well for about half the people, but is not friendly to newer players who expect the priority on individual tasks to play more of a global role.
SO, this brings us to NON-Strict Skill Priorities, which are a new experimental feature that has been defaulted to as a test. As I say, turn Strict Priorities back on in settings/gameplay if you run into problems with it as it is quite a different method of handling tasks scheduling.
The new system is #3 So Skill priority AND task priority work together to create the task ordering. This means that you should not have to touch the skill priorities very often and instead manipulate task priorities more. So a very high task priority will be seen by more people and sooner. The rule is, to jump in front of a higher priority skill, the task needs to be 1 priority level higher that and task for the higher skill.
Reports on this new system so far have been positive, but it is an adjustment for people who understand #2 really well. I would like to hear your thoughts as well in the forums. I have not decided which should be the default system.
#2 (old) Task ordering localized inside of skill ordering #3 (new) Task ordering more global but influenced heavily by skill ordering
Smarter Priority Boosts
Priority Boosts also get an upgrade (Soon to be called Emergency Boosts.) They used to all be equal and picked by the next available unit based on distance, but now they are weighted by the unit's own skill priorities. So this means in general the more correct/skilled person for the job will work on the priority boost, and they will less often all get locked down doing a nearby job, ignoring all other boosts.
That being said...
Priority Boosts are not a good long term solution. There is another poll about this in the forums discussing the dangers of overuse. They are really meant to be used to quickly achieve a task and then turned off since they completely bypass the normal task selection procedure and are very inefficient long term.
The combination of large numbers of tasks and large numbers of boosts to complete tasks seems to be the root of many of the complaints about the AI not doing what it is told. I am looking at ways to make it more clear that large task counts and boost overuse is dangerous.
Task Chaining
Another new experimental feature is task chaining. This is used to have jobs serviced in groups. There was a problem of cutting a single tree, then dragging the logs home right after due to hauling being a higher priority than lumber, or perhaps there was a new boost task that becomes available. Anyhow now most job types will try to chain to the exact same task nearby.
The Clanfolk do get fixated on similar tasks nearby now though, so it is a much better to select 10 trees to chop vs 1000 or else that unit will be locked down for a very long time once they start to chopping.
V0.241
Updated Hungarian Translation
Upgrade to the Trade window to allow scrolling in the buy and sell portion. - This one ended up eating up way more hours than expected. I will try to get a set of smaller bugs fixed next that take less time. This bug was a priority because it hid items off screen.
V0.242
Increased Bread Oven's heat output from 6c over 27 tiles to 7c over 48 tiles
Guests no longer tend fires. It sometimes put them in situations that lowered satisfaction too much.
Fix for case where all Clanfolk would stay awake if there were humans or animals needing doctoring but there was not bed to place them in.
Fixed case where Workers who joined the family left their clothing marked as not droppable, causing they to stay on in the wrong times of year.
Fixed case where Clanfolk could get forever stuck when they were trying to clean or collect poop from hard to reach locations
Fixed a case with task indecision where the Unit would want to sleep, but travelling through the cold would make them too cold to sleep so they would do something else and warm up, then want to sleep again. Happened when had to walk long distances in winter to get to their bed.
Wood Ash recipe 1:1 with the Bark consumed now. So doubled the output. More fertilizer!
V0.243
Fix for carried humans and animals having their priority reset each time they are picked up.
Added Toggle in Settings/Gameplay for Strict Skill Priorities, currently defaulted to off. Strict Skill priorities is how priorities worked prior to v0.243. Definition: "ALL Tasks within the Highest Priority SKILL are always completed first"
Note: Non-Strict Priorities are experimental currently, but are currently Active. Please turn Strict Priorities back on if you run into problems or dislike it. I am just trying to get lots of testing on this experimental system
New Smarter Priority Boost System. Instead of just looking at distance for priority boosts, it also uses the Units skill priorities to pick what the next boost to attempt should be.
Auto Water and Auto Fertilize tasks given neutral priority (5) instead of low priority (2) This should lead to these tasks being picked more often now.
V0.244
Added a Sanity check to Abort Tasks if the task cannot progress due to a loss of pathfinding.
Fix for case made much more visible in v0.243 where testing a potential Haul task could cause the Unit to drop their carried item. This could happen at a time when the item was already expected to exist by another task causing all manner of hard to find suffering for the Dev. From the player perspective this was the reason Clanfolk stood there forever holding a poop basket.
Upgraded Hauling Task to prioritize hauling carried tools back.
Skill Priority has 1.5x the weight of Task priority vs 1:1 before
Hauling skill weight is not so heavily tied to distance when it comes to non strict skill priority mode, so far hauling tasks do not need to be so heavily weighted to be used.
V0.245
Added a sanity check for poop collection that in the case where the task started with the the wrong tool being held, it was possible that the task could get locked up for a long period of time.
Fix for Manure Basket Collecting such that the entire local area will be cleared of poop until the basket is full before it is hauled back.
Added Task Persistence to Harvesting Tasks such that when a harvest ends, Units will try to find another similar task within 15 tiles. There was a problem of units being pulled off of their harvest tasks after harvesting 1 tile, this was due to boosting intercepting the unit's task priority before the next similar task could start.
Task Chain will now break the task series if the Unit is too hungry, tired, etc. Units won't work to death stuck in a task chain.
Clear Tile Tasks like Cutting Trees or grass or mining all try to chain now as well.
Auto Harvest base priority increased from 2->5
Fixed a case in the evaluating the haul task that could cause paths in active tasks to be stopped, causing the active tasks to pause out indefinitely.
V0.246
Fixed priorities for cleaning tasks not being evaluated correctly when comparing to other tasks using non strict skill priorities.
Fixed Doctoring priority such that with non strict priorities, Doctoring and baby care are less easily bypassed for non emergencies
Lowered Task Chaining range from 15 to 7 tiles. Don't want units fixated to the same task over such long distances.
Lowered Gong(Manure) Collector task chain range from 20 tiles to 12
Add/Auto Water and Fertilize will now also Task Chain within 7 tiles to keep the jobs more persistent
Next Top Priorities
Getting Hunters to Haul Bunnies when they are cold [DONE Update 2]
Preventing personal needs from breaking chained tasks [DONE Update 2]
Keeping fires lit overnight [DONE Update 3]
Automating burying loved ones [DONE Update 4]
Fixing bed owners stealing unclaimed beds, blocking them [DONE Update 4]
Wells duplicating water jugs somehow [DONE Update 4]
Upgrading the Boost System to also read skill ordering for decision making [DONE Update 5]
Any and all cases of a movement stuck problem causing starvation [DONE Update 5]
Carrying Tools back home better
Performance upgrades for very large homesteads 40+ Clanfolk 100+ Livestock
System to make large task counts and over boosting less attractive to new players
Thanks again people on the testing branch. It helps keep the main branch stable. If you like quicker daily updates, come join us in the testing branch too :)
Bug Report/Feedback buttons don't let steam close the game - 100% repro - workaround: close the browser that opened up from Bug Report/Feedback buttons
Tutorial Incorrectly labeled "Reeling" button (in 0.0.4.1 for keyboard/mouse reeling is W, not LMB) - 100% repro rate
Mouse cursor lost if pausing in Crafting menu - 100% repro rate - workaround: use arrows/enter button to navigate/highlight buttons out of Crafting
Several minor QoL updates (camera tweaks, better m/k <-> controller input context switching...)
Known Current Bugs:
21:9 screen ratio unsupported - 100% reproduction rate
Medium Fishing plunger not attaching to fish - unable to repro - IF YOU FIND THIS PLEASE REPORT - workaround: restart the game
Medium Fishing grab arm stuck deployed - unable to repro - IF YOU FIND THIS PLEASE REPORT - workaround: restart the game
"Phantom" Up input in menus for dual flightsticks attached as input controllers - 100% repro - workaround: unplug all extra controllers
Big shout out to the Alpha Test crew! If you want sneak peeks at the new stuff coming join our Discord and ask for the AlphaTester role for access to the test builds.
It's a new week and that means a new update for the game. My goal for balance was to make it so that the game can be won at least most of the time on each class. In general, classes now start with more towers and upgrades, since the first few combats are the hardest. Ideally the first few combats of the game, or each act, would be weaker than the rest, but that's something for down the line. Weaker items got buffed, a few strong items got slight nerfs, and some waves got nerfed. There's also a handful of minor changes and bug fixes in this update.
Minor Changes:
Enemy death animation now plays when the game is paused
Displayed ability costs now round to the nearest integer
Enemy path preview now shows when the game is paused
If a combat is cleared while paused, new combats start at 1x speed
Spread shot tower with the beam converter upgrade now shoots 3 beams at the target
Slight tooltip and description changes
Bug Fixes:
Fixed a crash when previewing the final wave mid combat
Fixed mine being invisible
Fixed mine dealing damage to all enemies that touched it at any point in time
Fixed anergy tower not shooting
Fixed anergy tower showing it's range by default
Fixed problems with projectile AoE scaling size
Fixed energy conversion not being usable
Fixed DoT on hit upgrade crashing the game
Fixed projectile wall not being usable
Fixed crash when gaining overshield relic
Fixed overshield not blocking damage at full health
Balance Changes:
Towers
Basic Tower
Cost 3 -> 2
Upgrade cap 4 -> 2
Sniper Tower
Damage 75 -> 80
Projectile speed 15 -> 20
Cannon Tower
Damage 20 -> 25
AoE size 1 -> 2
Anergy Tower
Cost 2 -> 0
Reload time 2 -> 1.5
Cost per shot 2 -> 1
Beacon Tower
Cost 5 -> 4
Effect strength .5 -> .75
Triple Shot
Damage 15 -> 25
Sawblade Tower
Upgrade cap 4 -> 2
Abilities
Smite
Cost 10 -> 8
Damage 50 -> 120
Zap
Cost 0 -> 2
Damage 25 -> 50
Explosion
Size 3 -> 2
Damage 50 -> 75
Projectile Wall
Damage 25 -> 50
Overclock
Effect strength 3 -> 2
Land Mine
Cost 15 -> 5
Damage 50 -> 100
Upgrades
Twin Strike
Damage .8 -> .7
Add Projectile AoE
Size 1 -> 2
DoT on Hit
Damage .2 -> .1
Relics
Gold Tooth
Money no longer needs to be gained all at once to get the heal
Waves
Normal Wave 3-1
Enemy delay .3 -> .5
Normal Wave 3-3
Added enemies between the mega tanks
Level 6 (2 converging spawners)
Increased enemy delay on top spawner for the final wave
Level 9 (2 separate spawners) Wave 4-2
Enemy delay 1.75 -> 2
Level 11 (3 long pillars)
Increased delay between enemies for all waves
Elite 2 (2 spawners elite)
Starting energy 20 -> 12
Starting ability energy 60 -> 40
Energy per wave 8 -> 4
Boxer (level)
Starting energy 25 -> 20
Boxer (enemy)
Health 1200 -> 3000
Speed .3 -> .2
Classes
Vagrant
Now starts with mine
Now starts with freeze tower
Now starts with 2 nukes
Starting damage upgrades 3 -> 4
Starting fire rate upgrades 2 -> 3
Starting basic towers 2 -> 4
No longer starts with cannon tower
Merchant
Now starts with sell bandages
Starting damage upgrades 1 -> 2
Starting fire rate upgrades 1 -> 2
Starting basic towers 1 -> 3
Rogue
Now starts with gatling lazer tower
Starting money 50 -> 40
Other
Shop
Max hp cost 10 -> 5
Tower cost 15-20 -> 18-24
Ability cost 15-20 -> 18-24
Map
Shop weight 5 -> 3
Event weight 10 -> 7
These changes by no means solved the issues with the game, but hopefully it's a nice step in the right direction. Balancing and bug fixing are going to be an ongoing fight that I'll chip away at with each update. Speaking of future updates, next week's update will likely be less focused on a certain topic like the first two updates were. Next update may also introduce some new items but no guarantees.
If you want to help with the game, put you bug reports and feedback in the Discord
Hello! a pet shop after dark will be at two events this month!
This weekend, I'll be showing the game at Bitsummit, an indie game festival in Kyoto. I (the dev npckc) will be there in person with the game composer sdhizumi so come by and say hi! I'll have flyers and stickers at the booth too (:
At the end of the month, the game will also be showing at Gamescom! I won't be there personally but the game will be in the Japan Pavilion along with a bunch of other cool games!
The gameplay engine was reworked to prepare for expansion pack content. This broke a lot of things; I fixed everything I could find, but there may be more issues.
Gameplay:
Burner and Argent's kunai fixed crashing the game
GUI:
"Selected unit sprite" is now animated
Selected Unit UI sprites now only show when turn state is ready
EMP bombs fixed showing wrong ammo amount
Enemy ability UI images now have a background
Belt bomb timer fixed showing when turn was not ready
Several abilities fixed showing wrong triggers or on at wrong times
Burner's targeting defect fixed showing as on after using blaster
Sounds:
Explosions now use blast enemy's weapon sound instead of gunfire
Menu:
Player menu fixed crashing if mouse was not over a player button (earlier in this patch)
Story:
Mission two fixed saying "only two maniples responding"
Gleaming Darkness mission fixed not having servers on sides, removed No Access Area
Hello everyone! So sorry for the radio silence, but I've got some AMAZING news. After 7 long months, I've finally finished Day 1 of Act 2. THIS IS BIG AHH
In case you don't know, Act 2 is divided up into multiple "days". Day 1 is the most difficult day by FAR. AND ITS DONE.
I still don't know a release date or window yet, but I'm going to release it as soon as I can. But remember, quality over quantity! I will not rush Act 2 or anything like that, I won't release it until I'm completely satisfied with it.
With that being said, let's get into the nitty-gritty details!
Act 0 (2.0)
Act 0 has definitely been neglected the most, but I've worked on it here and there! I actually streamed it a few days ago, check it out:
During the stream, I improved Lucas' house and I improved the bike scene's map! It was great fun!
Overall, this act has been neglected.
Act 1 (2.0)
Act 1 has received a lot of amazing updates! THE PINTER IS DONE. Her chase is completely done and I love it! I finished it in this dev log:
The chase is broken up into 4 parts:
The Backstage: A super intense buildup full of mind tricks and illusions
Part 1: A short but intense confrontation, first time seeing the pinter!
Part 2: A much more involved chase, truly showing the Pinter's powers and abilities!
Part 3: The Finale. Only the strongest of players will get this far. The finale use an extremely advanced AI that is able to learn and self-correct to best attack you!
You may have also been able to tell, but her model has MASSIVELY been improved:
------------
The map for 2.0 has also been (mostly) completed! The following are the new rooms that were never part of 1.0:
Plunkastein Wing
Staff Entrance
Daycare
D Wing
Back Offices
The Aquarium
Backstage
Wine Cafe
and a list of all of the rooms that have been updated:
Front Entrance
Headspace
Front Bathrooms
Main Hub
AES Room
Theater Entrance
Pool Room (character design)
Room 666
Animation Wing
Render Farm
Theater Entrance
Theater
and a list of the rooms that still need to be updated:
Public Entrance
SO NEEDLESS TO SAY PROGRESS HAS BEEN MADE! :D Once I get bored of Act 2, I'll start working on the brand new flipped world of Act 1. Which includes completely remaking all of the bosses from scratch, remaking the whole era, adding a story to the act, etc etc etc.
Act 1 (2.0) is going to BLOW you away.
And finally, Act 2
DAY 1 of Act 2 has been completed. Now Day 1 is only about 15 minutes long, its the shortest day, but it was the most difficult to create. Here is what I have been doing in the past 7 months:
Finished Lucy's complex AI and remade it MULTIPLE times.
Finished Lucy's house, the MOST COMPLEX SET I have EVER made. That house is so insanely detailed, it's crazy!
Coded an automatic animator for lucy, which can procedurally animate her legs, head, body, fingers, etc.
Coded an automatic lip-sync tool + reader that lets me instantly lipsync Lucy's dialogue to her mouth
Planned the entire act out and wrote most of the script out. I think it is extremely well written! I'm so excited for you guys to see it! There is a ton of plot twists and really cool character arcs, ya'll will LOVE IT.
Made a good majority of the music for Act 2
Hand animated about 25 minutes of animation for Lucy (so far)
Scripted out the entirety of Day 1 and implemented everything
Beta tested the HECK out of Act 2, found and fixed a TON of bugs
etc etc etc
SURPISE! One last thing...
I HAVE VENGE MUSIC ON SPOTIFY NOW! I released the Halloween song I made for the Halloween update way back in 2020, just as a test to see what its like to release stuff. I'm planning on releasing some new music from Act 2 soon! Maybe Trojan Horse? This month? đź‘€
I sometimes post tweets on my Twitter (almost at 1k followers)
annddd if you want to take things a step further, check out my Patreon!
Venge is expensive to make and I don't have a day job or anything like that, I'm just a college student living off of YouTube adsense lol, def check it out, theres some cool perks >:)
I've been working on venge tirelessly every single day for the past few years, and its going great. Thank you all so much for your patience, support, and kindness! This community is truely exceptional and I'm so honored to say that you guys like my game. Thank you <3
Hailing frequencies open! Our latest update allows me to respond to your feedback directly in-game and inform you when I've added new content. Plus more balance and bug fixes!
Developer-to-Player Messages
While I've been making changes in request to player feedback every Monday for the past 7 weeks, I've noted that many players aren't aware of the changes. Our latest feature aims to address this by notifying you of new content in-game. When you load up the game, you'll now see a bouncing lore scroll at the title screen whenever you have a new pending message from us. If your game loads directly into an adventure, the message will open automatically. This will provide a direct link to the release notes so you can review the changes.
This new feature also allows me to send personal direct messages to players in response to feedback you've shared in-game. I've intentionally kept this feature simple (there's no inbox to manage, we're not an email client) - rather, your newest unread message will always display on top. You can reply to my message in game using the "Pencil" icon which will open the pre-existing "Share Feedback" tool that can also be accessed anytime in game via Settings (Esc) -> Share Feedback.
Reminder: The best way to report bugs is to use the Share Feedback tool in game, as this captures the game state so I can quickly reproduce your issue and solve it faster.
Here’s the full list of changes for this update:
*This update is also applied to our free demo version.
New Feature: Developer-to-player communications
Improvement: The game server will now detect when newer versions of the game client are available and notify the player if Steam hasn’t automatically updated the game to ensure players always have access to the latest version and bug fixes.
New Card Design: Our Kill Bill inspired spell, Three Point Palm, has been redesigned to be much more effective and more fun. Originally, it caused a unit to die after a unit took three steps, but in practice, the AI would simply not move to avoid death. Now, it’s a really cool finisher move that deals 3 damage with Knockback (3) and inflicts Downfall: Deal 3 damage in 3x3 area. So, effectively, you get to kung-fu chop an enemy flying across the map ending in a fiery explosion if you time it right :)
Balance: Albirich, Fighter Mage has been given Armor (2) and Block abilities to increase his melee prowess. To compensate, his max Life has been reduced from 25 to 20. (Thanks Sinister Design)
Balance: Sibylla, Conjurer has been given the Lunge ability.
Balance: Added the "Skeleton" type to Liche King. This means he’ll now be affected by buffs from Skeleton Captains, so watch out!
Balance: Antarus, Battle Mage, can now use his knockback even more effectively thanks to Thomas Hirsch’s feedback. When placing an explosive spell, like a fireball or meteor, the knock back will now push from the center of the blast (rather than from the cast location) so you can blast enemies back towards the Battle Mage to score combos. Units in the center of the blast will be knocked away from the cast location, as with other damage spells.
Fixed bug where the "M" key was no longer able to close the map (Thanks molji, none, mr.kitty)
Fixed bug You can sometimes catch enemies/bandits hanging around the edge of the shadowy area. And kill them. (Thanks mr.kitty and noahbarker)
Fixed bug where Orc Battlehorn was not adhering to its rules of +2/+2 on orcs and goblins and +1/+1 on other units (Thanks Marvin and mr.kitty)
Fixed bug where Poison Cloud was not dealing the initial 2 damage to indicated on the card. (Thanks mr.kitty)
Fixed bug where casting Savage Transformation while already transformed into a Bear would result in losing your Summoner’s casting abilities. (Thanks mr.kitty)
Fixed bug with Spirit Recall where a guardian defeated at the end of battle by an enemy counter attack did not revive as indicated on the card. (Thanks noahbarker and nakama7777)
Fixed bug where Spore Pods created with Death Blossoms spell remained on the board after battle and potentially blocked movement because they couldn’t be destroyed. They now despawn after battle and are destructible in explore mode like exploding barrels. (Thanks Cendre fer, Lyra'Louk, and Sinister Design)
Fixed bug where Stone Ankh wouldn’t trigger correctly when used on a Summoner (Thanks Marvin, nakama7777)
Fixed bug where Red Starling was double buffing units when used in conjunction with Pied Pipe (Thanks MaKo and Nat20s)
Fixed bug where dungeon could potentially generate too few keys to open all the chests. The cause of this bug was that the enemy minion party carry the key was being truncated when the player retreated and approached from a different entrance to a corridor (as this changed the location and size of the valid spawn points). The fix corrects the spawn points so that enemies (including the one carrying the key) are no longer truncated.
Fixed bug where the game might not gracefully recover from a bugged battle being unable to load after restarting the game and could potentially delete the player’s adventure save data
Fixed bug where game would not respect the Steam language setting as the default starting language for the game on startup if the player had changed their language setting in game.
Fixed bug where HM_GridModel/getGamePiece() threw exception during the call to repositionUnits() because the game grid was not yet available. The actual cause of this issue was that the arena was able to be populated in older version of the game after being defeated and returning to the arena, then retreating and being captured again.
Fixed bug where attempting to recover from a bugged battle resulted in the invalidActionPrompt being unable to formatText due to activePlayer being null.
Fixed bug where retreating from Bandit encounter and then returning would not reposition the bandits relative to the player’s new starting location.
Fixed bug where viewing an Elite's card after its been defeated shows the character without its equipment skin. (Thanks Wesley)
Fixed bug where stacked Antoine's Tomes on Arch Mage would not recover more than 3 cards (Thanks mr.kitty and nightler)
Fixed bug where replying "Got it" to the retreat tutorial prompt would make it so that a dice roll is required to retreat even though the initial retreat should be free (Thanks Wesley)
Fixed bug where moving to a valid diagonal space with keyboard would fail when the space ahead of it would be blocked for diagonal movement.
Fixed bug that would throw exception TypeError: Error #1009 at controller.controls::ExploreControls/setDestination2() when moving with the keyboard after destroying an object. Thanks fuyu.lee, Cherry, sgtjojoe, Science Stud and Sire Aymeri
Coming Next Week
For next week's update, I'll be focusing on balance changes in response to your feedback and the Steam data we've shared here.
If you have any thoughts on game balance (card changes, encounter difficulty, elites vs. bosses, etc.) please join us in the following discussions:
I'd like to get changes implemented this week so I can shift gears and address more QoL issues (such as keyboard mapping and gamepad support) before the end of the month so I can put all focus towards new content going into September (per our roadmap goals).
Help us Grow Summoners Fate with your Steam Review
Thank you to everyone who posted a Steam review last week! We're now just 2 reviews away from our goal of 100.
Reviews are very important for Early Access - they help us reach more players, grow our community and improve the game, so I very much appreciate your support in writing a Steam review for us :)