Fixed: 1. Added a player wake up animation 2. Added a player going to sleep animation 3. Added a player watering animation 4. Small dialogue changes to make references to ex more gender neutral 5. Fixed some small sprite render order bugs
Thank you all for the incredible support you have shown us so far. If you notice any bugs, you will find a bug reporting discussion pinned in the discussions page.
- Added sounds to Electromancy and Magic Mastery spells. - Ghouls’ level is now taken into account when spawning them in Crypts. - Increased the damage of “Jolt” by 10%. - Slightly nerfed low level Wraiths. - Removed the possibility of finding usual Shackles on tool racks instead of Rusted ones. - Fixed the bug with Brewery NPCs cloning themselves. - Fixed the bug that generated Shrines instead of Abandoned Carts. - Fixed glass bottles not shattering when thrown. - Fixed overly powerful minibosses spawning in Mannshire Bastions and Crypts (this change will come into effect after completing or failing already generated contracts). - Fixed loot in the Watermill. - Fixed the Cart Driver’s description. - Fixed the Fence’s name. - Fixed elven traders’ descriptions. - Fixed harbor merchants’ descriptions. - Fixed the missing price of Bronze Isles and Barcia folios. - Fixed Beets adding to Fatigue when eaten. - Fixed Bandages and Lockpicks missing the "Merge" option. - Fixed the bug with the cell door’s context menu that occurred during contracts with kidnapped NPCs. - Fixed the incorrect cooldown of “Step Aside!” when this skill was used by enemies. - Fixed the bug allowing to fill non-vessel items with water. - Fixed shop signs attracting thrown items when aiming at tiles close to them.
It's the 6th of the month! It's Chronicle time! So, if you need a quick reminder of what we're currently working on, I suggest you read Slormite Chronicle #14 and Slormite Chronicle #15 because I might talk about things you're not familiar with. But basically, we're working on The Great Forge, an endgame mode, and it's looking good.
The Great Forge Gameplay
Gameplay is coming along nicely. We now have a proper wave sytem in place and everything is playable and fun, which is a good thing.
Right now, enemies spawn in various locations and your goal is to outlast them. Every wave consists of around 75 to 300+ enemies (depending on your Wrath Level, the Challenges you're facing and the actual Wave you're facing, so it gets harder and harder over time). It's going to be faster paced than the regular Battlefied Expedition, with a higher density of trash enemies and packed compositions.
We've tried various ways to spawn enemies inside The Great Forge and we ended up with a simplified lane system: Enemies can come from 7 different lanes all around the Forge, with usually 2 to 3 different lanes active every wave.
Every 10 waves, there is a special wave, with a much higher number of enemies coming from all 7 lanes. Once, you've dealt with it, you have the opportunity to open the War Chest (which I'll talk about a bit later) or to keep going for another 10 waves.
Cory's Challenges
After you defeat a wave, you'll get to choose among 3 Challenges of with different rewards every time. Challenges can have numerous effects such as increasing the strength of enemies, spawning a Boss or adding new attack patterns to it, or adding a Cataclysm effect etc... And can last from various amount of time: from 1 wave to the rest of the run.
The harder and longer the Challenge is, the better the reward attached to it is. Once you complete a Challenge, the reward goes into the War Chest.
The Siege Leader The Siege Leader is the new boss we're adding in The Great Forge. In here, you get to choose WHEN you want to face him (using Cory's Challenges). And since it adds various bonus effects once you defeat it to your War Chest (which I'll talk about below), you might want to wait as much as you can. But the longer you wait, the harder he'll be. Defeating the Siege Leader will also be the only way to get your hands on the new Reaper Runes (see the previous Slormite Chronicles).
The War Chest
As I've mentioned above, rewards from completed Challenges get into the War Chest. You can see what's inside the War Chest at any point during the game, but it can only be looted once every 10 waves. Obviously, if you are defeated you will lose what's inside.
This is a very empty War Chest, just to give you an idea of what it looks like.
Among the possible rewards, you'll get to loot Reapersmith Spirits which are the main currency that you can use at Cory's Shop (to upgrade Reaper Affinity, Reaper Runes and purchase Slorm Reapers for your other classes). This will be the most important loot there since they can only be looted with Cory's Challenges. Also, when the Reapersmith Spirit of the reward is the same as the Slorm Reaper you're currently using, you'll get a massive reward bonus. So you can actually farm much faster the Reapersmith Spirits you're looking for.
On top of that, you will be able to be rewarded with Goldus, Slorm, Fragments, Equipment, Slormites and Slormelines. For Slormites, Fragments, Equipment and Slormelines, the reward is random in the sense that each reward is a "random roll" and can very well be an Epic or a Legendary item (or high tier Slormites). Basically, you accumulate "random rolls" that are all "resolved" when you open the War Chest.
But there's a twist: there are two other types of rewards: War Chest Quality & War Chest Quantity. The War Chest Quantity reward increases the quantity of everything that's inside the War Chest by a set percentage (depending on the difficulty of the associated challenge, works on past and future rewards). While the War Chest Quality increases the chance to get Equipment, Fragments, Slormites or Slormelines of higher quality.
We're also thinking of rewards such as "Increases War Chest Quantity by 2% for every item type inside your War Chest" and so on.
Now about that release date...
It's a matter of weeks, but since this update is so heavy we have lots of testing to do. So unfortunately, I don't believe we can be ready for August, but only by a few days. Our goal is to get it done before the next Slormite Chronicles (so before September 6).
That being said, I feel like I have to talk about the time it's taking to release this update a bit more. Clearly we didn't anticipate that it would take so long and we should have cut the update in 2 smaller updates, just so you guys get something new to play with every month or so.
Also, we (almost) only get positive vibes when we post Slormite Chronicles and (almost) never feel pressured by our players, besides a couple of negative reviews, which is fair. But we also want you to know that the stress we put on ourselves grows day after day between two updates, just because we're dead serious about finishing this game and because we know that taking 4 to 5 months to release an update is well... not so great.
The positive part is that this update is full of changes, reworks and new mechanics so we have that going on for us which is nice.
Once this update is done, we'll rework the Road Map entirely, and work on smaller chunks of content that can be released much faster. Things that are easy to produce and that brings a lot to the game.
We'll make sure that this kind of delay between two updates never happens again.
Watch the tenth music video from the original Cave Digger 2: Dig Harder soundtrack.
"Missä mun mustikat on" by Jukka Takalo & Frosty River
So, we've been asking many local indie artists to submit songs to be used in Cave Digger 2 and this is the last one! Jukka Takalo is a musician and a singer-songwriter from Oulu. We recommend to check his other music too.
Many of the songs will be included in one of the multiple endings in game. The first one is already in-game!
Hey Blender artists, we are looking for a dedicated human character 3D Artist to help us create more player, enemy, and other general characters.
We hope you work with Blender primarily (as opposed to Maya or 3DSMax, etc), but we're happy to help you transition over! This is to consolidate the common workflow/pipeline between artists in Affray. Primary 3D software should be Blender, but we of course are happy for you to use ZBrush, Marvelous, Substance, and so on for other portions of the process. Thanks!
Preferred qualifiers: Good ability in rigging, retopology, etc.
Apply here with your ArtStation page link or equivalent (required) ✉️: hello@affray.gg
We finished the new title screen for Tiny Thor this week. The old one (which can still be seen in the demo) was often criticized. And we also felt that a handmade pixel art screen would do more justice to the game.
In the background, you can see Yggdrasil, the world tree that is central to our story. A view over the different worlds, and a hero who is ready to face his responsibility, should set the mood for a great 16-bit inspired pixel art adventure.
Patch #1 Big gameplay improvements Spawn System -- Spawn system rebalanced, now the amount of animals, ores, trees etc. that are created in spawn areas is much more balanced
Small improvements Adjusted player hitbox size ESC now closes inventory and other interfaces Hunger / Stamina / Thirst decays more slowly Campfire cooks meat faster Animals will always drop at least 1 meat upon death Changed iron ore sprite, not to be confused with stone
BUGS Player hitbox not being created when attacking, or being created in the first frame of the player's animation Late animation bug, sometimes the player's attack animation would skip the first few frames Bug of last raw meat being infinitely roasted, creating infinitely roasted meat on the stove Adjusted the position of item numbers on the stove Corner wall collision box bug tidy Bug of opening another chest while having one open at the same time
- In this update, we have focused on adding a feature you have asked us about more than once: the Sandbox mode! As you might imagine, this mode is designed to give the player maximum freedom in testing units and tactics without the hassle of thinking about resources.
In the Sandbox mode, the player will have the following benefits: - unlimited resources - buildings are built faster - recruiting takes less time - Tactical Aids reload in less time
Other players (bots) will not receive any bonuses in this mode.
We have also added another thing, not interactive for now, but we hope it will intrigue you and stimulate your imagination!
If the Infected don't eat us first, we'll see you in the next update, Generals!