Biotech lets you have children and raise a family! Children end up in your life in many ways - colonists could give birth or use a surrogate mother, take in a band of orphans, and even gestate embryos in machines.
Pregnancy can occur through natural means or advanced fertility procedures. You can let your colonists’ relationships develop organically, or play matchmaker with new romance options! Browse your colonists’ romantic interests and encourage them to make a move on a potential sweetheart. (Hopefully they share some kind of chemistry, or someone will be brutally rejected.)
We sped up pregnancy to last only 18 in-game days, given the short-lived nature of many colonies. Take care of mom during this time - pregnant colonists get real big, slow, and hungry. They also struggle with waves of morning sickness and brutal mood swings from the highest highs to the lowest lows.
Prepare for your little one before labor begins. Birth is difficult and dangerous for both the mother and child - you’d be smart to have a good, clean birthing room with supportive family members and a skilled doctor nearby - it could make the difference. Complicated births can be turned off via storyteller setting.
Taking care of babies
A baby’s life is simple: eat, sleep, and play.
Newborns won't move on their own and rely on adults to feed and protect them. Colonists assigned to "childcare" work will be responsible for all the babysitting!
Keep your baby's tummy full with lots of good eats. Babies can't stomach the complex meals adults like, so keep mom nearby for breastfeeding or cook up some mushy gooey baby food. (Adults forced to eat baby food will not like it.) In a pinch, insect jelly and animal milk do a great job of keeping babies full.
Everyone benefits from playtime. Build an adorable nursery brimming with toy chests and baby decorations that help fulfill the little ones' play need. Adults will play with the youngsters and carry them around the colony. When it’s naptime, babies sleep a lot better in a high-quality crib made from good materials - no splinters please!
Happy babies make for happy colonists. Parents share a special bond with their children, and will be in high spirits when their children are happy (or feel terrible when their kids are unhappy). Keeping babies happy is vital for the short and long term health of your colony. Unhappy babies unleash a powerful sonic-psychic weapon (known as crying) which can reduce the mood of any person within earshot. Likewise, a happy baby’s giggling brightens the day of anyone who hears it. It pays to keep the youngsters and the adults in a good mood!
Raising children
At age three, children will be walking, talking and getting into trouble. We adjusted the speed they grow so that you'll see the most important life moments in a single game. Those that prefer a more “natural” progression can adjust the speed in the storyteller settings.
Children have a unique "learning" need. Satisfying this need depends on what their current learning desire is - they may want to chat over the radio, explore nature, scribble on the floor, take lessons in class, daydream on the ground, or watch the adults as they work. Fulfilling children's learning desires contributes to their overall development and improves their chances. While children are generally slower and less skilled than adults, they have a natural optimism and a curiosity for the world around them. Like newborns, when children are happy, it improves the mood of the adult colonists around them. Children will also require clothing tailored just for them. Make sure you’ve got enough child-sized parkas to keep them warm in the winter!
At ages seven, ten, and thirteen, children reach developmental milestones known as "growth moments" where you choose their traits and passions, and unlock new work types for them. Children that spend more time fulfilling their learning needs have a greater variety of advantageous traits to pick from. Balance your children’s work and leisure schedules with care. A rich childhood with lots of attention gives them better chances to be a capable adult, but doesn’t guarantee anything.
Vatgrowing
Technology offers an alternative to long and burdensome human pregnancies: growth vats. Extract and combine genetic material from the parents to create an embryo, and insert it into the machine.
Growth vats accelerate development and sustain the embryo without subjecting a mother to the unpleasantness of pregnancy. In a mere 9 days, embryos develop into babies. You could remove your child at this time - or leave them inside to continue growing.
Children grow significantly faster in the vat than if they were out and about in the world. However, they’ll miss out on childhood and never pursue their learning desires, resulting in poorer choices of traits and passions during growth moments. Whether you keep children floating in growth vats or let them out to experience life depends on your goals.
Growth vats are excellent tools for churning out super-soldier and simple workers, but require large amounts of nutrition. Without an adequate supply of nutrition, individuals in the vats will suffer from bio-starvation.
Genetic modifications
With Biotech, you can create your very own genetically-engineered colonists, known as xenohumans.
To create a xenohuman, you'll first need genepacks - small capsules containing a handful of genes. Genepacks can be purchased from traders, earned as quest rewards, or extracted from a host using a high-tech gene extractor. The process is not terribly comfortable, but the result is a genepack containing a random assortment of the specimen’s germline genes and xenogenes. Using a gene assembler, you can recombine several genepacks together into an implantable organ called a xenogerm. Once implanted into a human, they will immediately gain the traits associated with the xenogerm's contained genes.
Don’t want to wait to make xenohumans? When starting a new game, you can select premade xenotypes for your starting colonists - or create your very own! We’ve also added a number of xenohuman factions (but more on that in a later blog post).
Genes
So what do genes do? Well, quite a bit. Let's preview a few of them:
Fire spew: The carrier of this gene gains the ability to spew flammable bile. The bile sticks to anything in a small area and can ignite people, objects, and the ground. (Just make sure to have a firefoam pop pack handy.)
Longjump legs: This gene gives the ability to jump long distances, letting melee attackers quickly close distance between them and their foe.
Furskin: The body of a carrier is covered in thick fur, providing some insulation and changing the person's appearance. Furskin is perfect for cold climates.
Smooth tail: Carriers of this gene grow a slender tail that can act as a dexterous fifth limb, increasing their manipulation.
Strong stomach: Carriers have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
Psychic bonding: People with this gene bond with a single person for life, sharing a psychic bond with them. As long as they remain close to their mate, they will be happy - but if their partner dies, it can be catastrophic to their mental health.
Robust: Carriers take less injuries than others from the same damage. This can stack with the 'tough' trait to create incredible powerhouses.
Never sleep: This gene completely prevents the need for sleep.
Ageless: Carriers of this gene do not age biologically. Stay young forever!
Great shooting: Greatly increases a person’s aptitude for shooting, effectively increasing their shooting skill by +8.
Psychite addict-immune: Carriers are immune to addictions caused by consuming psychite.
Deathrest: Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses with the right infrastructure. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies.
…and that's just a small sample from more than 200 genes available in Biotech!
Genes come in two distinct flavors: germline genes and xenogenes. Germline genes are present in every cell of the host's body and are able to be passed onto children. Examples in a baseline human would include hair and skin color. Xenogenes, on the other hand, are technologically implanted and cannot be passed on.
You’ll need to pick genes carefully. Powerful genes will decrease a person’s metabolic efficiency, making them need more food. On the other hand, genes with drawbacks will increase a person’s metabolic efficiency. Creating a functioning xenotype is a thoughtful balancing act of picking the right strengths and weaknesses. Create a muscular cave dweller who’s afraid of the sun, or a sleepless genius who needs smokeleaf to survive. The possibilities are endless.
The most powerful genes require archite capsules - small containers of microscopic machines produced by superintelligent archotechs. These devices are capable of enabling genes with physical and psychic feats which would otherwise be impossible, from perfect immunity, to super healing, to immortality.
The Wall was first released back in 2018. Players loved the concept and had a great time, but the game was a sinking ship. Over time, bugs, major server flaws, and playerbase issues got worse and worse until I finally decided to pull the plug on development in 2019. The game needed a redo.
After pulling the plug in 2019, I gave development a break because I didn't know where to go with development. However, I came back to it by just working on small, polished pieces - bit by bit, the game started to be replaced with new systems and better code. Now, after four years of development, it's time for The Wall to be released again!
Free to Play Update
It's hard to call this release an update because it's basically an entirely new game, but here's just a few of the new changes:
Overhauled graphics
Overhauled audio systems
Overhauled animation systems
Overhauled gunplay
Overhauled server infrastructure
New maps
New electricity system
New squad system
New voice chat
Why Free?
Although The Wall has had a dedicated community ever since 2018, playerbase issues was one of its major flaws. I'm hoping this decision will expand the game's reach.
A "full version" of the game is purchasable in-game which grants increased rewards from matches as well as future access to co-op. Cosmetic items are also for sale, with weapon skins for every gun being purchasable right now.
Both in our forum (Nosetu.com) and on Steam, we will announce all the changes that are made within the game, below the patch notes [1] of Argentum Online Forever
Ghostly Forest is once again accessible to all levels, now the level cap has been put on the entrance teleport to the Dragon Dungeon Magical Dissolving Ring will now drop from inventory on death Hunger and thirst will now last longer Hunters will now attack with arrows faster New youtube channel https://www.youtube.com/channel/UCbl-iQY3IsTwgP1Feh6f8ig Fixed pet issue Fixed bug that counted users killed when killing NPCS Fixed bug with clans not allowing members to be accepted Fixed bug with jellyfish not hitting when invisible Now when you sail on a boat the character's nick is invisible
Fixed alpha issue on houses with roofs The BANDIDO class has been removed from the server. Increased the amount of experience the spider gives. The map from the options is now displayed correctly. Fixed magic dart spell effect compatibility issue Fixed the problem of levels by maps, now you can't even summon or teleport characters that don't have the level required by the map. The map in the game options now displays correctly. Fixed Map 40 where there were NPCS walking on the wall. Now if the server is closed / restarted, the maps, npcs and teleports will be saved from the backup in the same position before the closing. Summon Zombies spell now works correctly. Rolling 'Invisibility' will now cause the NPC to attack you and pets will defend you by attacking the NPC. NPC: North Pole Ice Golem will now attack for less damage. Damage of the "Magic Dart" spell increased slightly. Spell Vendor NPC: Haste and Strength are now sold in Ullathorpe and Lindos. Slightly increased meditation speed. Mimicry Spell can now only be used by Druids. MAO Security: Now all trades in the MercadoAO will be saved in the logs for security reasons. The boat will now have more value on NPCS. Character deletion is now fixed.
CHANGELOG ARGENTUM ONLINE FOREVER: 04/10/2022
Boats, galleons and galleys were removed from sale, with a double-edged axe. Now it is necessary to work to obtain those items. Now the WorldSave will be every 55 minutes. Spell interval is now faster. Hit + spell interval is now faster. Poteo interval is now faster. Advisors can now console type /RMSG. Now a party can be created from level 15. NPCs now attack slower. Now you need to have at least 15 leadership points to create a party. Maps:
New FAQ page added https://argentum-online.org/faq New page for content creators, youtubers, streamers (See info) Now when starting the game it will show if there are updates and download them. Updated maps (Special maps, surprise map, automatic events, GMS room and more...) Removed the command to summon NPCS. Removed /MOD command to edit characters. Removed the command to create items. Fixed the amount of gold that NPC 584 drops: Drop1=12-400. Now you meditate with the END key, you can also configure the key from the game options. Fixed the bug that tigers kill in one hit. Fixed the bug that the Summon Pets spell was consuming all mana. Fixed bug that pets were not saved. The Magical Dissolving Ring will now be purchased by NPCs for more value than before. International server temporarily closed The first character to reach level 47 on the Argentine server will receive $100 USD (See info) Adjusted Gnome mana balance and is now: GnomeIntelligence=+3 /RANKING command now works correctly. The bug in which the body of the characters was changed randomly has been fixed.
AOF BETA 2.0: 09/20/2022 * Fixed issue with auto events not canceling * The training map is now inside a banderbill ring instead of the Event map. * Magical Dissolving Ring will now be purchased by NPCS for more value than before * Life balance was updated and fixed, it now matches 100% as it was TDS before with your UPS/Downs based on pure luck, the /EST command now tells you the exact average. * The regulation was updated: https://argentum-online.org/reglas * Temporarily removed teleports in the last banderbill ring * Server in USA temporarily closed * In the next patch we will add Teamviewer in the game folder in order to support users who cannot run the client and help them to register all libraries & components remotely, only @Staff support will take care of this task. * In the next patch the main interface will be updated * New command to create automatic deathmatch /Creardeath * Updated changelog: https://argentum-online.org/changelog_aof/
AOF BETA 2.0: 09/01/22
Restructuring and optimization of the database (optimization for better speed of loading and saving characters. Clans, all the systems that saved data in the charfile, etc…)
New page to show the information of the servers (Click here to go to the server page) Servers Argentum Online Forever - Argentum Forever Argentum Forever 20 - https://argentum-online.org/servers_argentumforever/ servers.argentum-online.orgservers.argentum-online.org NOW HUNTERS HIT ARROWS FASTER POLAR BEAR NOW GIVES 45K FIXED THE PROBLEM THAT THE CHARACTERS DID NOT SAVE PROPERLY New page for Staff application https://staff.argentum-online.org Added in the launcher and in the game options the option to add/remove the hand cursor New DLLS have been uploaded in the game folder so that there are fewer errors on computers that do not have registered libraries A new launcher was uploaded (You have to reinstall the game) now the launcher will remember the game options such as the TDS-style hand cursor and the selected server (EL ARGENTINO / INTERNACIONAL) Typing /EST will display the character's average and if it's UP/DOWN, all based on sheer luck! The bug that when right clicking on the inventory the item disappeared was fixed Fixed issue with auto events not canceling The training map is now inside a banderbill ring instead of the Event map. Magical Dissolving Ring will now be purchased by NPCS for more value than before Temporarily removed teleports in the last banderbill ring Server in USA temporarily closed In the next patch we are going to add Teamviewer in the game folder to be able to support users who cannot run the client and help them to register all libraries & components remotely, only @Staff support will take care of this task. In the next patch the main interface will be updated
AOF BETA 1.0 08/14/2022 Added new in-game command: /REPORT to report any type of bug. From the launcher you can now select which server to connect to. Now from the Launcher the most relevant news of the game will appear. Cannot now hide in cities or safe zones. Hit animation to NPC & Characters with the weapon equipped. New health and mana balance, now can cast ups/downs based on sheer luck. You can now drop up to 100,000 gold coins on the floor from your wallet. Auto remember password of the character in the client. Resurrection system has been removed and now the "Resurrect" spell can only be cast on dead characters who have combat mode disabled. Personalized party system with percentages of up to 90/10% having 90 in leadership. Safe and fast character exchange (MAO) within the game. Command /BOND to become a citizen by paying gold coins for the amount of Noble/Bandit, etc… New chat in the party system from the client by clicking on 'PMSG'. The bard can now use magical lute. Lowered the speed at which NPCs attack characters. Druid: When using the mimentize spell, the NPCs will not attack you. 1vs1, 2vs2 and 3vs3 challenges added in-game with the F5 key. Now it is meditated with the END key, additionally it can be configured from the game options Bug fix: Enlisting in banderbill as an apprentice will now give Gnomes the proper item based on race. The amount of dope time that Haste and Strength can last has been reduced. When stabbing the enemy, the amount will appear above the character with a graph with the damage. Attacking with a weapon or defending with a shield will now move the graphic in-game. Druid: Tamed tigers now hit and don't directly kill the NPC. Druid: You can now tame up to 4 tigers. Druid: Summoning pets will now not take all of your mana. Mimentizmo is now only for Druids. Bandit Class: The class has been temporarily removed, perhaps in the future we can give this class a proper balance and re-implement it. /MOD edit command removed to avoid inconvenience and have a fair server for everyone. Now the client will read the IP address directly from the DNS in case the host has to be moved, not having to upload a new patch with the new IP New fixed server IP: dns nosetu.no-ip.org Fixed the amount of gold that Ice Golem and Trees give on Dork
Gas Station Simulator: Prologue - Early Days - DRAGO entertainment
We know how much you all love Dennis and you just can’t get enough of him… Oh come on, that was a good one.
Anyway, Dennis will also be featured in Road Diner Simulator with a lot new ways to annoy you, but also new ways to deal with him. No, we will not be giving you a shotgun. We have seen this frequent suggestion from the community, but that would be wrong on so many levels :P That being said, e think we came up with something even better. Have a look at today’s DevLog over at Road Diner Simulator to get a better idea:
Now, since Gas Station Simulator, Road Diner Simulator and Motel Simulator are separate games that will work together, support and influence each other, decisions in certain aspects there will also carry over to the gas station.
One of the interesting options to deal with Dennis at the diner is to befriend him. Yep, we knew you would love that. Since we can’t have Dennis being a menace at the gas station and nice and helping at the diner just across the street, the decisions regarding Dennis made in one game will carry over to the other.
As you might have noticed, we are really excited about the concept of these 3 games working together and are constantly coming up with new interactions between them.
In case you aren’t aware, two games we are working on are Road Diner Simulator and Motel Simulator. While both are separate games, they are connected with each other and Gas Station Simulator. The road diner is just across the highway and the motel will be close to the side of the gas station.
When you own any combinations of those games, they will work together, influence each other, provide bonuses and allow you various interesting interactions. This also means that a lot of things we are creating for the road diner and/or the motel will also be adding additional content and features to Gas Station Simulator in order to make this happen.
Added a settings option to toggle aim assist on/off, thanks for the suggestion
Fixed the controls for verticality: the diagonal movement was very jarring and felt off, now it has a simpler arcade style controls that either goes vertical or horizontal and feels better to control (for gamepad, keyboard and mouse)
Changed sound for enemy cannons (they had the same sound as exploding enemies)
Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.