Another episode of pushing the limits of TV2 Editor and creating environments out of this reality, Through Space And Time looks like a fairytale-trees blooming with penguins, toothy fossils hiding Hyperloop shortcuts, geysers exploding with purple cogs and local rocket launch pad infested with curious underground tentacles-and plays as straightforwardly as any train puzzle by @Dracken :) 13:00, no wrong deliveries or train crashes, you could try avoiding the Toll Station route as an extra challenge. LPT'ed.
A great puzzle with many ways to expand the railway network but just enough time to explore them all. Manage your funds, produce and deliver resources for the Buggy factory and maybe spend a minute or two sitting back in your chair and watching your engines navigate this tastefully vanilla looking train valley. 16:30, no wrong deliveries or train crashes.
Great job @LittleBear, we're happy to give you a €10 Steam gift card! Please stand by for a message from our award distribution department.
See you next week, friends!
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*Do No Stop Any Trains *Do Not Destroy Any Track Tiles *Do Not Reverse Trains *Do Not Use Pause *Do Not Upgrade Engines
2.26 - Fixed LOADING empty slot (no longer hangs) - Adjusted Nuke Vision orb radius to adjust depending if nuke radius artifact is being held - Modified poison cured indicator - Fixed getting stuck inside closing door - Added auto-save message in pause menu - Added angry trick or treaters that must be appeased with candy found in pumpkins (ONLY IN OCTOBER)
- Fixed visual bug in the "Unit Details" window - Fixed unintended interaction option in merge menu and transfer menu - Fixed an error in the calculation of item values and set bonuses
In the near future (October 1st) we plan to release an updated demo of the game on Steam Next Fest.
We have prepared a description of the main improvements and innovations.
Dream catchers
You can find rare artifacts called Dreamcatchers in the Dungeon. Having such an artifact, your hero, in case of death, is reborn at the place of the last rest, and the stone disappears.
This will increase the survivability of the hero, and protect against accidental deaths a bit), at the same time, it will keep the game hardcore, because the number of "lives" is limited.
The number of such stones in the Dungeon depends on the complexity of the game. There are 5 on initial difficulty, 3 on standard, and 1 on nightmare.
Skill Books
In the Dungeon, you can find special rare books, reading which gives the hero a new skill / ability.
You can find books that give the ability to improve sharpening or poisoning weapons. A thief can find a book on setting up poison traps and learn how to disarm them. The number of books will increase.
Weapon
We have made various improvements to the game related to weapons and the combat system.
Added new weapons. Legacy weapons are better balanced, descriptions have been updated to better match the lore. Updated all weapon and shield images to better quality.
Improved weapon generation system on levels. For example, in each raid, a different sword may be lying in the same place (or not lying).
Added "One-Handed Weapon" and "Two-Handed Weapon" skills. They are growing when using the corresponding type of weapon.
Added the ability to poison arrows.
Added sounds when arrows hit wood, stone, metal, monsters.
The crossbow can be worn simultaneously with two-handed weapons.
Added new animations and abilities to the monsters. Spiders can now effectively bite the victim, the undead can kick, and Morroch can deliver a powerful kick from which the hero will fall on his back.
Improvements in the artificial intelligence of monsters.
Updated some locations and environments.
New sounds
Added a set of new sounds that were previously missing :)
For example, now you will hear how the lamps light up and break, how the crowbar creaks when the chest is opened, and how the hero screams when he falls into the abyss. And also, those terrible voices in the head, which the adept of the Four Towers, who stabbed himself in madness, wrote about in his diary!
Interface Improvements
Updated some windows and dialogs. When viewing equipment, a "live" character is now displayed.
A new book about Starstones has been added.
Added French translation. Bienvenue au Donjon !
Added partly support of gamepads.
A lot of improvements, fixes, improvements, balancing, including those based on your feedback.
Thank you for your support, feedback, suggestions and ideas!
Updated Main Menu to brighter colors Added Background to Stage 2 (Flickering Halls) to have it not feel so empty :)
Performance performs better, changed some key note behavior to run more efficiently Fixed Pause Menu buttons not showing animation when hovered with mouse
Mostly UI work, but a decent sized patch. Skipped to 0.2.0 because of the gameplay change with removing target priority. After experimenting with this a bit, I think I may bring back target priority but in a "If the prioritized target type is not found, target anything else" kind of way. Overall, the old way would make more sense if I allowed player programmed customization of the units.
Several UI improvements
Bosses now drop chests that you have to attack to retrieve
Gold perk removed, in favor of always receiving that bonus gold for the boss kill
Fixed a longstanding bug that would not immediately show it's effects, but would eventually cause a crash
Sniper rifle now displays damage and hit effects in the proper location
Fixed GoldGenerator not giving the proper amount of gold from levels
Reduced deadlyinventor's saw speed by 25%
Slight nerf to burst pistol's recoil and range
Added gunmod icon
Added hag cauldron model
Nerf to t2 weapons across the board
Fixed jungle style mags not displays stats in tooltip
Fixed missle boss missles causing weird issues
icbms now spawn slightly closer, so they appear on the map with the enemy wave
Fixed bug with card models becoming misaligned
Corpse dealer nerf gold per kill 3 > 1
corpse dealer buff increase aim speed 2 > 2.5
Removed target priorities. All units now target anything but still only within their allocated zones
Slight buff to enemy hp scaling
Enemies also now gain a bonus armor after every bossfight
thanks to everyone that used the feedback feature of the game to send in suggestions and bug reports. It weren't many, but I finally found time to tackle them!
Here are the most recent changes:
Rebalanced the Railgun Class, the charge time is now much more consistent and shorter in higher Charge upgrade levels.
Increased the width of the Railgun projectile.
Made the Railgun feel more powerful (sounds and visual effects).
Fixed a bug when the Convoy was not going to cover behind the player when activating an Attack Boost right after another Attack Boost ran out.
Slightly reduced the overall glow effect of the game.
Ship Meta Upgrade cost was overall reduced, some perks were slightly increased in cost - this will reduce the "grind".
Fixed a translation file error in the Controls menu (rebinding controls popup).