We are excited to bring you the first dungeon update, along with additional content and improvements to the game.
The Icy Depths
Legend speaks of a ruined city buried deep within the Teberon Mountain Range to the north. The mountains are treacherous. Few Sundarians dare travel this far north. Whispers float down to Galdrin's Crossing, speaking of Goblins - blue of skin and glowing eyes, feasting upon the power of the mountain. As you approach a ruined city on the far side of a lake, you gaze up in horror at a monstrous crowned skull carved deep within the rock.
The Icy Depths is a new dungeon to explore, and with over a dozen new bosses, it’s sure to challenge the most seasoned veterans!
Goblins, goblins, goblins!
We are excited to introduce a new playable race for our players; Goblins have finally come to Galdrin’s Crossing. Players may now choose this race during character creation. We heard from players that they would like to change an existing character to another race, and this is a feature we are working on. We look to have this functionality available in the next content release.
New Item Sets
Armor Sets This content release brings with it new armor sets for all classes. Players will be able to receive set items as drops in addition to the fragments to purchase patterns for these sets. We will release the base armor set (non-set bonus armor) in two parts, with half of these patterns being available in this release and the remaining half being released with the next content release.
Weapon Sets This content release introduces a new three-piece set for each class, including a new weapon. In addition, these sets will have ability bonuses like the new and existing armor sets.
Additional Essence Caches We have heard feedback from our players regarding increasing the amount of essence that bosses will drop. We have added caches to specific bosses throughout the dungeons that will drop more essence for each player. In addition to this, the essence dropped will be at +1 quality (Normal will drop Epic Essence, etc.) This is our first step to crafting improvements with more coming in the next content release (Star level item improvements).
Improvements
Fixed Auto-loot items so that they now loot enemies who only have coin
Fixed issue where set items were not counting toward set bonuses if equipped in a specific order
Fixed issue where game settings would not save when quitting immediately after adjusting
Fixed issue with UI text wrapping on purchase menus
Fixed Issue with adjusting Heroism point increase and resets in multiplayer not saving
Fixed issue with using back or close keybinds when using the Bank
Fixed issue with fragments being sellable (enabling them to be accidentally sold)
Fixed issue with dungeon difficulty delay in some dungeon regions causing loot to be incorrect quality (i.e., Chest of the Seven should now drop appropriate loot quality)
Fixed issue where Shadow Cloak damage reduction would not decrease damage taken
Fixed ability description formatting info for the duration in some cases (i.e., 4 seconds + 100% should show 8 seconds, not 5)
Fixed issue with NPC combat behavior that could cause NPC timeout (NPCs should no longer have delays in between attacks)
Fixed issue with players losing control (including crowd control or knockback effects) while climbing ladders
Fixed various crash issues
Fixed cases where players could not move after being downed or resurrected
Fixed various impact particles not displaying correctly
Fixed Drain Life ability on enemies
Fixed issues with Lady Everleen and Handmaidens not displaying correctly, reduced healing time from 10 seconds to 6 seconds
Fixed destructibles always affecting enemy navigation even after destruction
Fixed enemies becoming stuck in combat for seconds without attacking
Fixed enemies moving through destructible walls that were not yet destroyed
Fixed characters, especially large ones, culling early when viewed from around corners/walls
Fixed issue with chat in multiplayer
Fixed initial camera in town displaying outside the map
Fixed issues with various VFX that would cause screen artifacts
Fixed various environmental collision issues
Fixed issue with various keys being soulbound (they should no longer be)
Optimized multiple materials and textures improving performance
Improved NPC Voice Over and Dialogue performance
Improved Gamepad navigation in certain menus
Reduced damage dealt by Chancellor Iothir Clones on all difficulties
1. Greatly increase the trigger probability of snake posture
2. Greatly increase the chance of triggering blood sucking in leopard posture
3. Expand interactive content:
Banda Murphy has come to Forward Castle in the Twin Lakes Valley. He is currently assigned to patrol on the ramp outside the castle, but he seems to have encountered serious psychological problems.
Tommy has joined the Forward Castle, and his job is to guard the princess bedroom.
More extended interactive contents will come soon. *How to activate extended interactive content: please check the game community posts*
Hey Everyone! In the new version, there are some fixes and features added. First lets go over the updates and then the features working and still under construction.
Updates
-Teams have been redone, We now have more difference in the teams which is good for the gameplay. If I ever make any adjustments to the teams going forward, I'll put the old ones in a folder in the "TeamEdit" folder with the version number. You can then switch them as you please. For now these will be the ones moving on. I think any teams after this will be some addon packs requested by some beer leagues I'm associated with .. maybe?
-Player Chatter has again been adjusted. because its kind of funny to hear "One ON!" in a shootout.
MOD OPTIONS
Finally, I wont be saving over your teams and sounds on the updates. Now you can rest easy with the easy mod options in the menu. I'll quickly go over how to use them.
There are 2 folders. ModTeams and ModSound. If you have a set of teams (MUST BE A-J). Put them in the ModTeams Folder and switch the option on in the menu. AND BOOM MAGIC.
Same kind of thing in ModSound but a little different. Copy Music and PA files into the ModSound Folder, then alter them how you please from there. Little heads up on some of the restrictions. CAUTION: Intros, Penalties, Organ. Need to be the same length to avoid overlap. While Arena, Menu, Hype can be any length and PA files should be near the length but not mandatory.
Glitches Fixed?
The Warp Check I think is fixed (Player exiting the wall and coming back). I have not seen it in a good while since I made an adjustment.
The dreaded Icing bug - (Doesn't continue the game) I believe this is also fixed. I have not seen this since but it was a rare one anyway. Put in some failsafe so you don't get to the finals and "omg the icing glitch ruined those 80 + games" you played to get here.
Glitches Fixed!
-Puck bouncing out of boundary and the ref having to call a freeze because he is like What the crap. -Goalie warp-age, you can now enjoy behind the net gameplay without voodoo goalie robbing you.
Working Features
- Arcade 3 on 3 Hockey Complete with 3 periods, OT, SO. With Penalties, Icing - Exhibition Regular or Arcade mode - Arcade Mode (Season with playoffs) - Team Editor Package as well as modding capabilities for the sound - Co-op and Versus - Options - Support for keyboard - Xinput Controllers
This will be the last update for a week or so as I enjoy the Thanksgiving Holiday with Friends and Family! Feel free to visit the forums here on Steam or our discord for any questions, comments, suggestions. Thanks for supporting the game and see you on the ice!
This experimental build brings you a redesigned Main Menu, a reworked Time Flow system, a new island type full of Mangrove trees (for you to use it as a salt mine) and an improved waves system with nicer looking shore waves.
How to switch between “Experimental” and “Normal” branches In your Steam library, right-click Escape The Pacific and select “Properties”. A window will pop up. On the left select “Betas” and from the dropdown select “Experimental” to access this update. You can switch back to “None” to access the stable branch.
Game Menu Redesign As part of our continuous improvement, we started updating the user interface. The first step is a brand new Main Menu design. Starting a new game and customizing it, is now much simpler and more straightforward. In the future we want to further expand the game customization settings and give you more options to immerse yourself in the game. In future updates we will also redesign the in-game user interface.
Reworked Time-Flow System Based on player feedback and due to many optimization issues with all the different time-flow values we had, we decided to rework the entire system. In short, we have removed all time flow options from the game and introduced a 24 hour time-flow mode. This mode is not selectable from the game settings as you are used to. This mode will run in the background and will advance the time of day based on time intervals for each action performed. This means that now 1 in-game day will technically last 24 real life hours and every action (craft, build, chop etc.) will speed up the time by the time it takes to complete. For example, every hit with the axe advances the time forward by 5 minutes.
Mangrove Island Mangrove islands give the player the opportunity to gather the much needed salt to survive. Given the nature of Mangrove trees, the majority of the island is always submerged under water, which makes it not the most pleasant place to build a shelter.
Shore Waves The newly introduced Shore waves not only make the ocean look nicer but also introduces a new level of gameplay difficulty. If you want to set sail the easy way, you now have to find the side of the island that has the lowest waves. The same applies for getting off the raft when reaching an island. The size of the waves depends on the wind conditions. As a rule of thumb, the waves are the highest on the up-wind side of an island and are the lowest on the opposite side.
Changelog:
New features:
1. Redesigned Main Menu 2. Reworked Time-Flow System 3. Mangrove Island 4. Shore Waves
We will continue prioritizing fixing new and also old bugs.
The next planned additions are: Reworked tutorials, new Clean Water source, Mud material, Primitive Stove, Water filtering, Map UI, Old Telescope, Old Pistol, Spear, Dolphins, Simple Quests, aging of Building modules and many more.
We have set up a Patreon for those who wish to support game development. Announcement page is here: Patreon News.
The entire team is thanking you for your support, suggestions and most of all for your patience.
Do you like our game and want to help even more during development? We look forward to every positive review posted on our Steam page and thank everyone who decides to support us along the way!
Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!
G4GTeam.
If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.
Here we are at! After several months of hard work, we are very proud to announce the reopening of the servers of Noara: The Conspiracy!
The whole team apologizes for this wait which was longer than expected. We sincerely thank you for your patience and support throughout this time. We have worked really hard and are pleased to be able to present the result to you, today.
Enough chitchat, here is the new features!
• The Bloody Khinas mode arrives : This new 1 against 1 mode combines fun, strategy and accessibility. The goal is simple, you will have to collect a total of 3000 Khinas before your opponent to win the game. For this, you have two options, you can seize the chests that appear randomly on the battlefield, or even eliminate all enemy units.
• A new deck building system : The new Bloody Khinas mode offers the possibility to create your deck before the game. You will be able to create your army of 6 units among the 25 currently playable. Do not hesitate to create and test several compositions to find the one that best suits you! A default deck is also available for those who wish to postpone the theorycraft.
• A mini tutorial : To make it easier for beginners to access Noara and get started, we have set up a mini tutorial that will explain the basics of the new Bloody Khinas mode. For those who would like to know more about the Bloody Khinas mode, you will find on the home screen an explanation video that presents the rules of the game in more detail.
• AI mode : This mode will allow you to test your compositions and army synergies before you rub shoulders against confirmed strategists. AI is a great way to get your hands on Noara for the first time.
We hope to see many of you on this new game mode and we are looking forward to your feedback!
See you soon, on the lands of Noara!
The team of Atypique Studio
Do not hesitate to join us on Discord to be in contact more easily with the team of Atypique and the community of Noara!
Thank you for signing up for the playtest! There are more participants than we expected!
Please, note that the playtest is open to everyone until Monday. If you are full of emotions and feedback the team would really appreciate you filling out the form after the test.
There is a short survey included, but it would be super helpful if you fill out the extended version. We hope you will leave us a lot of feedback ^-^!
Also, it would be especially valuable if you record your gameplay and attach it to the feedback survey.
We plan to open the playtest every two weeks on the weekends. So the next one is going to be from the 2d up to the 5th of December. But if there are too many applicants, we can do it earlier! :D
Join us as for our weekly Dev stream with Senior Game Designer Mike.
The Stream Charity for November is Child's Play. "a game industry charity dedicated to improving the lives of children with toys and games in our network of over 185 hospitals worldwide."
All twitch subscriptions, bits, and donations will be going towards this charity!
Time treshold for all levels is now updated for additional min 30 to max 50 sec range. This might change in the future depending on received feedback from players.
Have fun Exterminators - main mode should now be a lot easier to beat :) Challange mode was not affected by this patch.
Fabular: Once Upon a Spacetime has been out for a week already, and what a week it's been! We've received so much feedback from all of our players across reviews, discussions, Discord, and socials.
Our understanding from the feedback so far is that combat in general has been received well by our players and most issues were regarding the Starmap and the general flow of the game, so that's what we've been focusing on in this update. We are going to look into overhauling the Starmap experience on the long run, but these fixes should improve it in the meantime. We've also made the screen-to-screen transitions a bit more streamlined, let us know how you find the changes!
There's a full list of patch notes below, but please keep all your feedback coming! It's so valuable and we're reading every message.
Thank you, - Spiritus Games
Patch notes:
General
Control mode options (Absolute/Relative) moved to a more apparent place in the Settings menu.
The first tutorial screen now displays a hint that you can change your control mode in settings.
Starmap:
Starmap generation algorithm has been overhauled, resulting in less punishing dead-ends. Dead-ends still exist, but they don’t limit access to the boss-node, which can be approached in a more intuitive way now. Decision is now more in the players’ hands if they want to beeline for the boss, or go explore potential dead-ends.
Players now start a new run with 6 fuel instead of 5. Fuel gained from loot has been slightly reduced on realms 2 and 3.
Overall travel speed on the starmap has been made snappier.
Travel speed between visited nodes on the starmap is significantly faster now.
Teleportation on the minimap is significantly faster now.
Most screen transitions have been made quicker.
Events:
Some particularly punishing events have been removed or made more forgiving in Realm 1.
The ‘Hitchhikers’ event now gives tokens as well as a reward for delivering the Merchants to their home planet.
‘Deserter Brothers’ event (Little and Big Brother fight) can now only spawn during medium or high alert levels.
You can no longer ask for repairs AND ask for a location of a starsmithy in the ‘Stellar Farrier’ event. You have to choose one or the other.
Items:
Fixed a bug when using a Beacon-O-Mat given by the Navigator boon resulted in 0 Beacon-O-Mats in subsequent runs, until the game was restarted.
Explosive missiles are now less damaging at the edge of their area of effect.
Swarm missiles now deal equally high damage (15) in their entire area of effect. Used to deal less damage further out.
Rail Gun’s damage has been reduced to 35 (from 40) and its cooldown has been increased to 8 sec (from 4).
Malevolent Beam now does 2 damage per second for 5 seconds (from 1 dps for 6 secs)
Explosive Holo-decoy now does 20 damage (from 25) and deals equally high damage in its entire area of effect. It does not taunt enemies anymore, as stated by the item description.
Vendetta shield’s stun now lasts for 1.5 seconds (down from 3) and it does not knock back enemies anymore.
Shuriken heavy and perfect attack damage lowered to 18 and 20 respectively (from 20 and 28).
Plasma Blaster heavy damage lowered to 2x(8-10) damage down from 2x(8-17).
Shops:
Shops now can’t sell items that are unusable for the current ship class.
Shop prices have been re-balanced. Shop discounts have been removed, each item costs the same in every shop type now.
Consumables can be sold to shops at a very low price only.
Fixed bug where Guard-O-mats could be bought in shops for free. Guard-O-Mats are not purchasable now.
Fixed bug where potions sometimes cost 1 Stardust in shops.