Lots of progress last couple days. Now have leaks enabled for fuel and water, so if storage damaged you may see pools of water (blue) or fuel (yellow), or a combination. Some improvements to droids with regards these (leaks are regarded as emergencies (although less so that fire)).
Lots of other fixes / improvements as well:-
Water Leak & Fuel Leak added to storage damage check.
Floor tiles now show water/fuel, will spread affect chance of fire/spread.
Improvement: Droid on way to work will cancel job if emergency.
Improvement: Droid emergency job cancelled when on route, if no longer exists.
Improvement: Asteroid/ship selections now via dashed box for consistency.
Fix: Scrap recycler caused a crash if no metal storage.
Fix: Pirates could spawn when in builder mode!
Fix: Shields not bouncing scrap due to incorrect speed check.
Fix: Couldn't unpause with space, in a certain load from game state.
Demo also updated. Will probably take a few days to refine balancing, and a few more improvements (eg. fuel/water doesn't pass through doors yet).
Hello. This small update focuses on some important GUI changes. Hopefully what is presented on the screen is a bit nicer overall. :) Please keep on giving feedback either on the Steam forums or on Discord, thank you.
v. 0.1.5 changes: General - Level up animation screen removed and the setting to go along with it. Particle effects have been added to the selection screen - Many smaller GUI changes for a more streamlined and cohesive look - Removed the full screen red flash when player takes damage
As we just released the new expansion, Together We Rule, we wanted to have a specific blog to share with you the details of all the cultures and wonders that are be part of it. Some of the cultures may change a bit on the following updates and if yes, we will update this post.
SUMERIANS
Legacy Trait: Learned Addition
-10% on Attach Territory cost per remaining City Cap count
-25% Cost of signing Treaties with Independent Peoples
Emblematic Unit: Aga-Ush
CS 20, 4 Move, Melee
Anti-cavalry: Receives bonus Combat Strength when fighting mounted enemies.
Unifies Force: Grants additional Combat Strength for each Aga-Ush Unit in the same Army
Emblematic Quarter: Eduba
+2 Science
-10 Stability
+1 Science per adjacent Farmers Quarter
+6 Science per adjacent Main Plaza
+6 Science per adjacent Administrative Center
+5 Leverage against all known empires when the Eduba is built
Count as " Research Quarter
HANS
Legacy Trait: Fruitful Negotiation
-20% on Leverage Actions cost
Emblematic Unit: Lián nŭ bīng
CS 27, Move 4, Range 3
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Repeating crossbow volley: Stronger Attacks after the Unit spends a Round defending.
Emblematic Quarter: Paper Mill
-10 Stability
Count as " Makers Quarter"
Creates a new Deposit of Paper which is automatically exploited.
+12 Science per Paper when a Leverage Intel is collected
Allowed placing Paper Mills without adjacency to existing districts, as Hamlets. The River is still required
BULGARIANS
Legacy Trait: Victor’s Honor
+5 Leverage against the defeated Empire in a Battle won without losing Units
Emblematic Unit: Bagaturi
CS 36, 6 Move, 3 Range
Ranged: Receives a penalty to its Combat Strength when defending against close-combat attacks.
Ransacker Boost: Combat Strength bonus after performing a Ransack.
Emblematic Quarter: Knyaz Library
+6 Influence when an Intel is collected
+1 Stability per Territory following your State Religion
+2 turns before being converted by other's Religion on Territories
Count as " Commons Quarter"
SWISS
Legacy Trait: Inhospitable Terrain
+100% Army Upkeep on any non-allied Units in your Territories
+100% Leverage from Units in demilitarized Territories
Emblematic Unit: Reisläufer
44 CS, 4 Move, melee
Anti-Cavalry: Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Defender: Stronger when defending.
Mercenary Corps: When provided to other Empires through the Arms Deal Agreement, this Unit costs 10% less to build, and generates more income for its original Empire, per active Agreement.
Emblematic Quarter: Watchmaker’s Guild
+1 money per Era Level
-10 Stability
+2 Farmers Slot per adjacent Farmers Quarter
+2 Workers Slot per adjacent Makers Quarter
+2 Traders Slot per adjacent Market Quarter
+2 researchers Slot per adjacent Research Quarter
Count as "Market Quarter"
SCOTS
Legacy Trait: Intellectual Ferment
10% Science cost reduction on any Technology per other Empire that has already researched it
+3% Science per active Agreement
Emblematic Unit: Highlanders
48 CS, 4 Move, 4 Range
Gunner: Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Highland Charge: Bonus Combat Strength when moving next to their target before attacking. Ignores all terrain movement penalties during a charge.
Emblematic Quarter: College
+3 Science
-10 Stability
+2 Science on Research Quarter
+2 Influence on Religious District
Count as "Research Quarter"
SINGAPOREANS
Legacy Trait: Center of Attraction
-50% on Absorb City cost
+10 Stability per number of attached Territories on Capital
+5% Additional Fame gain bonus multiplier per Client State Independent People
Emblematic Unit: Reservists
51 CS, 4 Move, 4 Range
Gunner: Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Home Guard: Appears automatically to defend your Cities from attack.
Up In Arms: Doubles the number of Militia Units when a City is besieged.
Emblematic Quarter: Communal Housing
+4 Influence per adjacent Common Quarter
+4 Food per adjacent Farmers Quarter
+4 Industry per adjacent Makers Quarter
+4 Money per adjacent Market Quarter
+4 Science per adjacent Research Quarter
Count as "Farmers & Market Quarter"
CULTURAL WONDERS
Santa Maria del Fiore (FREE CONTENT)
+40 Stability
+20 Faith
+10 Influence per Territories under the Religion's influence on Territories following your State Religion
Is considered as a Holy Site but does not count toward the Holy Site cap.
Palace of Versailles
-20% Leverage Action cost for the owner of Versailles Palace.
+20% Leverage Action cost for all other Empires.
+20 Stability
Congress of Humankind
+20 Stability
+50% International Sway on Empire
NATURAL WONDERS
Chocolate Hillds
+10 Stability on City or Outpost
+5 Industry on City or Outpost
Sharing Discoveries: +3 Science on your Embassy for each Empire you have encountered, +3 Science on their Embassy.
Unearth the secrets of Scarlet Orchard in the new bi-weekly update. Here's what's new:
Scarlet Orchard visual revamp
Scarlet Orchard’s unique biome mechanic
New building: Archeologist's Office
New Citadel Upgrade
Community-inspired changes
Available on GeForce NOW
And more!
We hope you'll enjoy the new changes and share your impressions with us!
And if you've already picked up Against the Storm and have been playing it, make sure to leave a Steam review. Every opinion matters to us!
DEVELOPER NOTES
Let us start with a huge thank you to everyone who decided to join us in Early Access. We are grateful for all your suggestions, reports, and reviews. They help us a lot! This has been a mind-blowing week and we're excitedly looking into the future.
Although we are not able to engage in every conversation, we do our best to read through all your messages and take notes. We shared an FAQ article in which we answered some of the most frequent questions. We also recommend using our community tools:
Knowledge Base - a growing list of troubleshooting articles
We hope that in a few days, things will calm down a bit and we'll be able to interact more with you. Now, let's move on to the overview of the Royal Archeologist Update.
Revamped Scarlet Orchard.
First off - the Scarlet Orchard. Until now, this biome was the only one in the game that had no unique mechanic and a very limited visual identity (it was way too similar to the Royal Woodlands in that regard). We decided to change that.
From now on, the Scarlet Orchard will be a region revolving around archaeology and exploration. When settling there, expect to stumble upon ancient excavation sites - big multi-stage events that require a lot of work and resources to be completed, but also give special and generous rewards. To help you find them, you can use a new upgradeable building that is only accessible in this biome - the Archaeologist’s Office.
Archaeologist's Office.
Archaeological Excavation.
Our vision for this biome was to give players a “big archaeological project” to work on while establishing a settlement, as well as offer a glimpse at some more lore and information about the world of Against the Storm.
Fully completed excavation.
Other significant changes are numerous UX and UI improvements inspired by the community. During the last week and a half, we’ve been meticulously writing down all the feedback and feature requests we received on Discord, Reddit, Steam, and through the in-game reporting tool. We are extremely grateful for every single piece of feedback, and we are taking all of it to heart. While it’s impossible to implement everything right away, we will slowly introduce as many of them as is feasible over the coming months.
Some of the highlights for today’s update are:
Changes to Citadel upgrades,
Copy building feature,
Rotate and move buildings without opening their UI,
Ore displayed in the resource overlay,
Hotkeys for inverting tree marking modes,
More info in the in-game encyclopedia,
And more (full changelog below).
Last but not least - bug fixes. Although our launch was a rather smooth one, there were bugs that inadvertently cropped up over the last week and a half. With your help, we managed to track a lot of them down and fix them. We also improved how the game catches and communicates different error messages - for example when a file is corrupted after installation, the game will catch that and prompt the player to verify game file integrity on their platform of choice.
We hope you’ll enjoy all the new changes!
Have fun and may the storm be gentle on you, Eremite Games
CHANGELOG
Changes marked with ⚡ were inspired by the community.
New content and features
Revamped the entire Scarlet Orchard biome.
The biome is themed around archaeology and exploration. Every Scarlet Orchard map has archaeological discoveries hidden in its glades.
Archaeological discoveries are unique, multi-stage events that require a big investment to solve. They are not dangerous and will offer a very generous reward if fully reconstructed.
Added a new essential building - the Archaeologist’s Office. It can be upgraded to unlock special new effects (like showing the location of an archaeological discovery or boosting the settlement’s exploration capabilities).
There are three levels of upgrades in the Archaeologist’s Office, each with 2 different effects. Only one effect can be chosen per level.
Revamped the visuals of the Scarlet Orchard biome, as previously it was very similar to the Royal Woodlands. There are new trees, improved shrub models, refreshed ground textures, etc.
Added 3 completely new music tracks that play only in the Scarlet Orchard.
Added a new Citadel upgrade - More Farm Range. This upgrade can be unlocked by buying the First Dawn Company Level 6 upgrade.
Balance
⚡ Merged the Embarkation Range and Citadel Vision upgrades into one.
Embarkation Range now allows players to move one field further, as well as see more of the map at the beginning of the cycle.
⚡ Rebalanced the cost of some upgrades in the Citadel.
Removed Artifacts and Machinery requirements from the earliest upgrades (Brass Forge Level 1, Pioneers’ Gate Level 2, Dim Square Level 2)).
Lowered the price of the Vanguard Spire Level 1 upgrade from 6 Machinery to 3.
Moved the cost (6 Artifacts) of the Pioneers’ Gate Level 3 upgrade to Level 4.
Removed Artifacts and Machinery from the Obsidian Archive Level 7 Upgrade, to make it easier to reach some of the most essential unlocks (like the Daily Expedition).
Increased the Food Stockpile cost of the Pioneers’ Gate Level 2 from 12 to 24.
Changed the cost of the First Dawn Company Headquarters Level 7 upgrade from 18 Artifacts and Machinery to only 24 Artifacts.
⚡ Slightly increased the rewards for some World Map modifiers.
Ancient Battleground - added 4 Machinery to rewards.
Corrosive Torrent - increased the number of Machinery from 3 to 4.
⚡ Added Infused Tools as possible payment for upgrading the Mine.
⚡ Increased the Hostility requirement for the Greater Threat Forest Mystery (-2 Resolve for Dangerous Glades during the storm) from Hostility level 1 to Hostility level 2.
⚡ The Levitating Monument modifier now makes moving builds free.
Coppervein trees in the Scarlet Orchard now drop pigment instead of resin (as an additional resource).
The Workshop is no longer moveable.
Removed Simple Tools from the first upgrade level in the Mine.
Shortened copper ore mining time by 10 seconds.
⚡ Reshuffled a few upgrades in the Citadel.
UPGRADE
NEW
OLD
Pioneers’ Gate Level 5
Villager Speed +2% Town Vision +1
Villager Speed +2% Citadel Vision +1
Pioneers’ Gate Level 7
Villager Speed +2% Embarkation Point +1
Villager Speed +2% Embarkation Range +1
Pioneers’ Gate Level 8
Villager Speed +2% Embarkation Range +1
Villager Speed +2% Citadel Vision +1
First Dawn Company Headquarters Level 6
Bonus Yields +1% Farm Range +1
Bonus Yields +1% Town Vision +1
UX/UI improvements
⚡ Added an option to copy existing buildings. Simply press Shift when hovering over a building.
⚡ Added an option to rotate buildings on the spot (for free). Simply press the rotation hotkey (R by default) when hovering over a building. The building must be moveable to perform this action.
⚡ Added an option to move buildings without needing to select them. Simply hover over a building and press the move hotkey (M by default).
⚡ Added a hotkey to change the tree marking mode. Simply hold Alt when marking trees, and you will start removing the markings (and vice versa).
⚡ Ore deposits are now shown in the resource overlay. They are also highlighted when building a mine.
⚡ Added an option to change the volume of the intro voiceover in the settings menu.
⚡ Added a warning pop-up when a player decides to continue playing after a game has already been won. This warning occurs only once and informs the player that they won’t get additional experience points, citadel resources, or deeds.
⚡ Changed the wording in effects that stack Resolve modifiers (like Melancholy). It now states that “a stack of this effect is added every 60 seconds”, instead of “the Resolve bonus multiplies every 60 seconds”.
⚡ Changed the wording in notifications that appear when woodcutters can’t cut trees (to make it clearer that this can also be the result of settings in the woodcutters’ camp).
⚡ Changed the warning tooltip displayed when a blueprint is already a reward in an Order the player has (it previously only read “orders” without much explanation).
⚡ Changed the objective text in orders that require fulfilling needs to avoid confusion. Instead of just showing the resource name, they now say “need for X fulfilled”.
⚡ Added information about building size to the in-game encyclopedia.
⚡ Added information about whether a building is movable or not to the in-game encyclopedia.
⚡ Enabled the “right-click to look up in encyclopedia” function for all buildings in the construction menu.
⚡ Disabled the warning pop-up about leftover Embarkation Points if the player has picked all Embarkation Bonuses available.
⚡ Added an option to the settings menu to turn off screen fog.
⚡ Added a biome preview button in the cornerstone selection pop-up.
⚡ Added a warning pop-up when starting the demo after playing the full version.
Locked difficulty levels are now displayed in the difficulty dropdown menu.
⚡ Disabled the “upgrade” section in the UI panel for buildings under construction.
⚡ Recipe panel search filters are now cleared after closing the recipe panel. This can be changed in the options menu.
⚡ Increased the limit for the manual FPS slider in the options menu to 144.
⚡ Alert options were moved to a separate tab in the options menu.
⚡ Added new tooltips to the move button in building panels. These show up when a building can’t be moved due to any reason.
⚡ Added a menu button to the World Map HUD.
⚡ Added the option to search for deeds by description.
⚡ Changed the warning that appears when trying to remove resource nodes and construction sites (when no resources are refunded).
⚡ Added a notification informing the player when they have a high Hostility level during the storm (and what they can do about it). It's only displayed in the first few games after the tutorial.
⚡ Added a new entry about the Blightstorm Cycle to the in-game encyclopedia.
⚡ Added a confirmation pop-up that appears after selecting the “move on'' option in the ESC menu (after winning a settlement and staying on the map).
Changed the default hotkey for excluding glade edges when marking trees. It’s now Ctrl instead of Alt.
Locked difficulty levels are now displayed in the difficulty dropdown menu.
Bug fixes
⚡ Improved how the game communicates in error situations.
Added a system that catches missing files when trying to play the game, and shows the player a message about the need to verify file integrity.
Added contact info to all other error pop-ups.
⚡ Fixed a bug that made it possible to open reward chests hidden in the fog on the World Map.
⚡ Fixed an issue with the farm UI counting fertile soil patches hidden in undiscovered glades.
⚡ Fixed a bug with multiple UI windows appearing on top of each other when switching between trade routes, the trader panel, the recipes panel, etc.
⚡ Fixed a bug that caused species-specific house ruins to spawn on maps when a given species was not present or unlocked.
⚡ Fixed a bug that caused the Forest Offerings effect to trigger even after solving a non-dangerous event (giving the player random food items).
⚡ Fixed a bug with the Clay Pit blueprint being offered in maps without Fertile Soil.
⚡ Fixed a bug that caused the S key to not work properly when holding down Shift.
⚡ Fixed a bug with resource numbers on tooltips not matching the actual amount stored in a settlement’s warehouse.
⚡ Fixed an issue with haunted ruins not counting as ruins in orders and perks.
⚡ Fixed an issue with the preview button in the recipe panel being inactive for some rebuilt ruins.
⚡ Fixed a bug with the game automatically unpausing after closing the feedback window.
⚡ Fixed a bug that caused mystery box pop-ups to appear behind the trading window.
⚡ Fixed a bug that caused some glade events to display an incorrect prompt when applying their Impatience penalty.
⚡ Fixed a bug with the minecart not disappearing when destroying a mine.
⚡ Fixed a bug with the Flawless Rain Mill not having copper ore as an option in the Pack of Building Materials recipe.
⚡ Fixed an issue with text in the score summary being slightly cropped.
⚡ Changed the “WSAD” text to “WASD” in the tutorial.
⚡ Fixed a bug with the Wine Shortage daily modifier being drawn even if there are no Beavers in the game.
⚡ Fixed a bug with some species having incorrect attributes in the in-game encyclopedia.
⚡ Fixed a bug with the camera losing focus when zoomed out.
⚡ Fixed a missing “no worker” alert above the Small Hearth.
⚡ Fixed a bug that caused farmers to restart their work after loading the game.
Fixed an issue with mouse button prompts in building tooltips not being localized.
Fixed a rare crash that occurred when quitting the game.
Fixed the title displayed next to the trader Dullahan Warlander. It’s supposed to be Hooded Trickster and not Wandering Merchant.
Fixed an issue with the Converted Harmony Spirit Altar and rebuilt haunted ruins not being present in the in-game encyclopedia.
Reimplemented some missing UI sounds when changing building tabs.
Fixed incorrect UI sounds in the encyclopedia.
Fixed a rare bug that caused sound effects to play on repeat when they triggered at the very moment a game was won.
Other
⚡ Improved the overall quality of text in English.
Fixed a lot of typos and errors.
Changed word capitalization for more consistency.
Changed “storage” to “warehouse” to avoid confusion between the structure and the internal storage in all production buildings.
Changed “embark points” to “embarkation points” (same with bonuses and range).
Changed “atlas” to “encyclopedia”.
Changed “invert mouse x-axis” to “invert mouse rotation”.
⚡ Changed multiple lines of text, fixed typos, and improved localization quality in languages other than English (mostly based on player reports).
⚡ The game is now available on GeForce NOW.
Rebalanced default volume levels in multiple places in the game.
Changed the color of the Scarlet Orchard on the World Map.
Community Corner
Let’s end with some of the latest community memes:
One of a kind by Jhazrun.
Absolute win by Flixor.
My Beloved by sebseb.
That's it for today, have a great weekend everyone!
Sébastien Loeb Rally EVO - Milestone Community Manager
Sébastien Loeb Rally EVO for Armistice 2022 is in the War Child Gaming Armistice Sale on Steam from 9-16 November! A % from every copy sold will go to WarChild supporting children affected by war in Yemen, DRC, CAR, Iraq, Afghanistan and Ukraine.
RIDE 3 is in the War Child Gaming Armistice Sale on Steam from 9-16 November! A % from every copy sold will go to WarChild supporting children affected by war in Yemen, DRC, CAR, Iraq, Afghanistan and Ukraine.
Chess Survivors is now officially in released into Early Access! This is my first game and I'm so excited to keep working on it over the coming months. This post is going to cover why I decided to release into early access and what the general roadmap will be.
Cheers, Aarimous
Why Early Access?
Chess Survivors is my debut game as both a developer, designer, and publisher. As such, there is almost a guarantee that many of the systems will need to be reworks or improved upon. I am a solo developer which is where you come in. I'm hoping you can help me brainstorm ideas for how to improve my game.
Early Access Roadmap
This list is semi-ordered, but will change based on player feedback and what I want to work on next.
QOL Improvements, Bugs Fixes and Balance:
This will be ongoing based on player feedback. But one of the big things I want to do right away is to rework the gamepad controls.
Challenge Levels
This will allow the player to push more difficult content with me having to make the base game harder. I'll be taking inspiration for Ascension levels in Slay the Spire.
More Abilities, Relics, and Character
I've designed these three systems to be easily extendable and as such will be adding a ton more of each. I have plenty of ideas, but I'd love to hear yours as well.
End of Act Boss Fights and Map Diversity
Right now the acts just end, I think it could be fun to have some sort of random act boss appear that challenges you. I'd also like to add in some map diversity so each playthrough feels unique.
Mod Support and other Steam Features
I'm not sure how to add mod support, but this is a good learning opportunity. Let me know if you have any tips or tricks.
Miscellaneous and Scope Creep
I'm not afraid to further invest my time into this game. I think there is plenty of room in the design space to make all the systems incredibly deep and enjoyable.
MXGP 2020 - The Official Motocross Videogame - Milestone Community Manager
MXGP 2020 - The Official Motocross Videogame is in the War Child Gaming Armistice Sale on Steam from 9-16 November! A % from every copy sold will go to WarChild supporting children affected by war in Yemen, DRC, CAR, Iraq, Afghanistan and Ukraine.
We are happy to announce that we will participate in Immersive Tech Week in Rotterdam, the Netherlands, from this November 28 until December 2! ITW is a unique festival where creativity, innovation, business, research and art meet to explore the impact of immersive technologies on our planet, culture, and society.
For this occasion, we have an awesome deal for those in the area! Visit us at the trade show (Nov 30 - Dec 2) free of charge with the following coupon code: ITW-TRADESHOW-FREE