This Update is all about Jobs, and new, spooky Halloween DLC! We added a new feature - Jobs, that will allow you to earn currencies without playing races. There is a special introduction quest, that will let you know how this system works. There is also a special DLC you can buy with spooky, Halloween stuff. If you will have any kind of feedback or encounter problems - please let us know via Steam Forum or our Discord. Enjoy!
You will find the list below, and in a separate thread on our forum.
Change list:
Hamster Jobs allow players to earn currencies without playing races
"ESC" key and clicking off the in-game chat box can now both be used to exit the chat box
Added a monitor to the training area in Headquarters
Balance Changes
The chances of Molly using her ult during Neutralization phase have been slightly lowered
Attuned class's level 50 active ability's duration has been decreased from 15 to 10 seconds
Attuned class's level 0 passive "Buffed" has been reworked to "Spiritual Trade Off" which now gives 13% increased maximum health but 10% decreased maximum stamina
Attuned class's level 30 passive's health regen has been decreased by 10%
Salt Shotgun knock back reduction increased from 20% to 50% during Neutralization phase
Salt Shotgun damage has been slightly decreased
Bug Fixes
Fixed an issue during Morrigan's teleport and execute animations that caused players to be stuck in 3rd person perspective
Attuned class's level 10 active ability now heals the player for the correct amount
Fixed Neutralizer class's level 30 passive to work with the Holy Soaker
Phantoms can no longer be knocked back while in their ults
Fixed corner safe spots on Bishop Manor
Fixed Lucas firing to the player's left and now correctly fires straight at the player
Fixed issue where Spirit Box would turn off when switching back to it from another piece of equipment
Fixed issue where display settings would revert back to default when opening the menu or server traveling
Holy Soaker pools should no longer spawn on the sides of the Neutralization phase growths
Stamina regen bug should be fixed
UV Handprints now display correctly on Sanatorium
Sound Changes
Lunar Tale Games opening logo animation volume has been lowered
Visual Changes
Attuned class's level 10 healing ability visual effect has been updated
Attuned class's level 15 passive spirit trail visual effect has been updated
Removed percentage widget from the Cross
Holy Shotgun now properly displays as Salt Shotgun on the HUD
Agents of P.I.N.E pet photos have been added to Headquarters
It's the "Trick or Treat" time of the year, and Hamster Playground joins the party with a fresh (or, perhaps not so fresh, at times even rotten), all-new DLC! Lo and behold Spooky Hamster House - a content pack that allows you to feel the chill running down your spine while experiencing new activities and accessorising your hamsters with new cosmetic items! This DLC features:
The release contains a number of bug fixes for the full game as well as the demo. Achievements are also now unlocked for the full game, if you've played a pre-release build you may need to start a new save file in order to unlock all of the achievements.
What comes next:
Soundtrack!The soundtrack will be coming very soon. Johnathon Orsi did a really amazing job on it and it deserves to be shown off. Unfortunately I made a mistake while uploading it so it may take a few more days. Expect another announcement once it's release.
Mobile Version! A mobile release will be coming out probably within a month, for Apple and Android. I'm currently in a coding bootcamp right now that's pretty intense but it's coming!
Future updates! Bug fixes will be coming as bugs appear. I'm very proud of what The Van Game is but I'm aware of at least a few visual bugs. This is my first "real" game with a Steam release. There are a ton of things I would like to add to the game but it will depend on my schedule and how well the game is received.
Thank you so much to everyone who played the beta and sent feedback. It's been a lot of work but it's finally out!
Thank you so much to Vicente Nitti, @LimitIV, and Johnathon Orsi! Without you guys this whole game would just be a mess of programmer art. Special thanks to Dennie Thomas for the great "Van Game" voiceover work. And of course an extra special thanks to my lovely wife Kat.
Hello everyone! This would be the first dev blog about a boss in our game! We've shown events, features, and other mechanics from past dev blogs. We'll now be talking about a huge king!
We’ll introduce the Rat King! The Rat King is believed to skulk beneath the stony pavement of the halfling capital. Anyone would be frightened to see a gigantic rat! Let’s jump right in and learn more about the King of the sewers.
The royal headpiece
Let's talk about the crown of the Rat King! The crown was first conceptualized to be a group of rats gathering around the King's head while wielding forks and knives.
With the image below we gave the Rat King some accessories to make it appear as though the Rat King is actually the head of the rats; we gave him a golden band on its head with the rats and tweaked the accessories on his tail to match his crown.
Hairy cape
We considered using the capes to serve as the boss's fast visual identification. As you can see, we modified the color of the cape from red to gray because the lighting in the sewers made it seem different.
If you noticed, the king is now wearing a cape. We considered using the capes to serve as the boss's fast visual identification. As you can see, we modified the color of the cape from red to gray because the lighting in the sewers made it seem different.
Why is the Rat King big?
The giant rat doesn’t look as big as the Rat King. Having other rats larger than him seemed like he was inferior. So we decided to make the Rat King the biggest among all other rats to show its dominance. A king should always show superiority and strength amongst the rats.
Chamber of the Rat King
This is an older version of where the Rat King resides. He has a lot of cheese around him all for himself, making him the big fat Rat King. The rats always make sure the room is filled with cheese to please their King.
That is all for the Rat King! With the Rat King in place, what other bosses could exist in the world of Goblin Stone? Be prepared and stay tuned for more updates about the game and see what else could be waiting for you!
Thank you for taking the time to read this dev blog, If you want to get more information about the game and communicate with our community, be sure to check out our Discord!
In order to ensure the stability of the game operation and improve the game experience, Shadowbane's first server [Gungnir], second server [Mjolnir] and third server [Gram] will perform routine maintenance on October 24 17:00-20:00 Pacific Time (8:00-11:00, October 25 Beijing Time). If the maintenance content cannot be completed within the scheduled time, the service opening time will to be postponed. Please understand.
[Wonderful Activity] From 21:00 on October 25 to 21:00 on October 26, Pacific Time (from 12:00 on October 26 to 12:00 on October 27 Beijing Time), Shadowbane will start the limited-time special purchase activity of poison ring. For specific content, please follow the in-game mall!
Patch for v1.8.0. The Mod developer panel was showing up when loading modded scenarios from Steam. It should only show up when loading mods from the local mods folder.
At the end of the trial operation of the [Arena Server] at 17:00 on October 24 Pacific Time (8:00 on October 25 Beijing Time), the data of the second round of trial operation will be cleared, and the server will be closed. Thank you for your valuable comments and suggestions. We have received your feedback, and will continue to adjust and optimize to bring you a better experience.
Managed to get some good playtesting in this time round. I've tweaked a few things, implemented some suggestions and feedback from the forums, and overall managed to track down some issues that I've overlooked while optimizing things and adding features.
Thanks to all of you who left feedback in the forums. It means more than you know, and helps me greatly when considering what to work on.
Bugfixes/Changes:
Nearby partial trenches will now be targeted by the enemy AI during its offensives. Previously the AI would focus too much on a single line of trenches, allowing the user to make use of decoy trenches and sap trenches as shields for the main line.
Elevation map now appears on top of terrain.
Fixed platoon numbers.
Wire status is no longer revealed for hidden tiles if Fog of War is enabled.
Scheduled orders based on target areas now start with the tiles that are furthest back.
Fixed map generation on the Isonzo map type, which would prevent comm. trenches from being generated on Karst.
Assigning a new staff officer will no longer automatically un-delegate your Intelligence Officer.
Fixed potential crash when advancing or retreating to a new sector.
Fixed issue where AI units were occasionally being left in player trenches after moving to a new sector.
Fixed crash when attempting to use Scheduled Orders for artillery units on friendly tiles.
Existing scheduled orders are now cleared when moving to a new sector, as the assigned tiles become obsolete.
Fixed Artillery bombardment scheduled orders.
Attack Area scheduled orders now properly attack the area instead of selecting a random tile within the area.
Artillery units now no longer move close to their intended area of attack when scheduled to suppress an area.
Supply units now resupply immediately if out of supplies rather than moving to their intended supply area before checking.
Fixed overlapping text for multi-line items in new unit task tooltip.