Greetings Everyone. Welcome to another preview for the 0.7 content update. In this preview I will be going over the basics for the new endgame system: Agony Missions.
Agony Missions:
Agony Missions can be unlocked after you have made some progression through the Bounty system and are intended to be run alongside the Bounty system initially, before vastly out scaling the Bounty system in terms of both Difficulty and Rewards as you reach the later Agony Levels.
Map Modifiers:
In order to run an Agony Mission you will first need to apply a Map Modifier to it, once you have done so you may run the Agony Mission as many times as you like. As you progress through the Agony system you will gain access to more Map Modifiers allowing you to greatly increase the difficulty and rewards granted by each Mission.
Agony Levels:
Each Map Modifier you apply to a Mission will increase its Agony Level by 1 up to a maximum level of 10. As the Agony Level increases so too does the effect of each Map Modifier further increasing the difficulty.
Each Agony Level will also increase the chance that a regular Monster spawn is replaced by an Agony Monster. Agony Monsters are more challenging than regular Monsters but provide more powerful Equipment Drops. At the later Agony Levels you will also encounter Agony Bosses that provide very powerful rewards but pose an even greater challenge.
Mission Library:
As you progress through Agony Missions you will be able to store different Modifier Loadouts in the Mission Library allowing you to quickly access your save Missions without the need to reselect their Modifiers.
Rewards:
Agony Missions provide a number of different rewards including greater access to Nemesis and Paragon Items as well as many rewards unique to Agony Missions.
Item Rewards:
Each Map Modifier has several associated Item drops that are added to the Reward Chest drop pool when active on a Mission. Theses items typically provide bonus attributes related to the Modifier effect. For example applying the Bleed Modifier will grant some items that boost your Bleed Damage and Bleed Avoidance. There are currently over 40 new Items that can be obtained this way.
Soul Tools:
Soul Tools are a new Tier of Tool that can be obtained rarely from Agony Mission Reward Chests. Soul Tools provide double the normal Attribute bonuses to gathering allowing you to generate a much higher quantity of Materials from Professions. In addition Soul Tools provide access to the new Soul Materials.
Upgrade Kits & Item Reinforcement:
Upgrade Kits are also obtained from the Agony Mission Reward Chests and offer a new form of Item Upgrade; Reinforcement. Reinforcement allows you to improve the default stats of your Weapons, Offhands and Armour. These stats include the Weapon Damage and Armour values provided by each item allowing you to gain a significant power boost through Reinforcement.
Mission Infusion:
By spending Gold to Infuse your Agony Missions you can obtain an additional Reward Chest for each Boss kill and therefore greatly increase the amount of loot you get from each Mission. However, this Infusion process is quite expensive so it’s unlikely you will be able to Infuse every Mission you run.
Wrap Up:
That’s all for this preview, thank you for reading this far. I hope to have some news regarding a 0.7 Beta release within the next week or two.
As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.
Nominate The Spirit and the Mouse for the "Sit back & Relax" award!
We think "Squeak back & relax" would have been a better name for the award though... It would mean a lot to us if you could nomiate our game by checking that box🐭!
Hello friends, the last weeks i worked on more gameplay related features, to make the game more interactive. It's the first part of the last huge gameplay change, i plan to work on the rest of this year.
Interior Resources
The connection between the storages and the interior items were not so intuitive, so i split them up. Each interior item has now their own resource container included. In the next iterations, i plan to do this more visual, so showing the state of it by changing the look of the interior item.
Person Transport Slot
The game was also lacking some interactions of the crew. Till now, the crew just worked on the interior items and using the services to serve their needs. With this update the crew got more important, due to they are the only one to fill up or empty the new Interior Item Resource container. To make this work, the persons got a Transport Slot, where they can transfer some resources.
Pi Menu
Due to a person have now way more interaction possibilities with interior items, i created a pi menu like in Sims, where you can force the person to do something. Its opening by holding the right mouse key down. The major usage of the items will be in the center, so its just a simple right click to e.g. let the person eat on the table.
Transport Actions
The persons will automatically transport the Items to the interior items or empty their garbage/production resources. For special cases i also added other actions to fill up or empty their transport slot, to make sure they are not stuck somewhere.
"Walk to" Command
Another possibility i could add with that pi menu is to command the crew member to move to a specific place inside of the ship. For now, this has no gameplay usage, but later when the ship gets damaged or a virus is spreading around, this will get more important.
Separate Storage
Due to this update, the logic of the interior items with the activity/storage has been changed. The Interior items are now more independent from the building and will be split up in the next iterations. This makes each interior item has their own storage, so they can be setup individual. To make it easier to setup the storages, i created a large box storage with storage of 15 items with one interior item.
Animation System changes
Another more internal change in this iterations is the animation system. It now deal with the interior positions by itself, so the persons are directly move to the target position and just start the activity when they arrive at the position. I could remove a lot of the old code and removed a lot of special cases.
Emergency Lights
Due to the last updates, i was also able to add some emergency lights when the power goes off. Its turning the complete ship in a dark red light.
Other changes
- Fixed flickering of Room-Configuration - Removed Delay of WorldElements - More error tolerant savegames
The bad news at last: There is a new unity bug related to the savegames caused by the current unity version. Downgrading takes too much time. The related packages got a huge update to 1.0 these days, but still got big bugs. So the plan is to update when this is more stable hopefully at the end of this year. In that time, i will just release on the test branch (for the Playtesters) and keep implementing the new features.
Want to see more?
I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date.
Hello friends, the last weeks i worked on more gameplay related features, to make the game more interactive. It's the first part of the last huge gameplay change, i plan to work on the rest of this year.
Interior Resources
The connection between the storages and the interior items were not so intuitive, so i split them up. Each interior item has now their own resource container included. In the next iterations, i plan to do this more visual, so showing the state of it by changing the look of the interior item.
Person Transport Slot
The game was also lacking some interactions of the crew. Till now, the crew just worked on the interior items and using the services to serve their needs. With this update the crew got more important, due to they are the only one to fill up or empty the new Interior Item Resource container. To make this work, the persons got a Transport Slot, where they can transfer some resources.
Pi Menu
Due to a person have now way more interaction possibilities with interior items, i created a pi menu like in Sims, where you can force the person to do something. Its opening by holding the right mouse key down. The major usage of the items will be in the center, so its just a simple right click to e.g. let the person eat on the table.
Transport Actions
The persons will automatically transport the Items to the interior items or empty their garbage/production resources. For special cases i also added other actions to fill up or empty their transport slot, to make sure they are not stuck somewhere.
"Walk to" Command
Another possibility i could add with that pi menu is to command the crew member to move to a specific place inside of the ship. For now, this has no gameplay usage, but later when the ship gets damaged or a virus is spreading around, this will get more important.
Separate Storage
Due to this update, the logic of the interior items with the activity/storage has been changed. The Interior items are now more independent from the building and will be split up in the next iterations. This makes each interior item has their own storage, so they can be setup individual. To make it easier to setup the storages, i created a large box storage with storage of 15 items with one interior item.
Animation System changes
Another more internal change in this iterations is the animation system. It now deal with the interior positions by itself, so the persons are directly move to the target position and just start the activity when they arrive at the position. I could remove a lot of the old code and removed a lot of special cases.
Emergency Lights
Due to the last updates, i was also able to add some emergency lights when the power goes off. Its turning the complete ship in a dark red light.
Other changes
- Fixed flickering of Room-Configuration - Removed Delay of WorldElements - More error tolerant savegames
The bad news at last: There is a new unity bug related to the savegames caused by the current unity version. Downgrading takes too much time. The related packages got a huge update to 1.0 these days, but still got big bugs. So the plan is to update when this is more stable hopefully at the end of this year. In that time, i will just release on the test branch (for the Playtesters) and keep implementing the new features.
Want to see more?
I also post the progress and more pictures to our Discord:
And don't forget to wishlist and follow us to keep up to date.
Hello everyone! Thank you so much for your current support, and patience with the game at the moment. Right now has been rough with maintaining updates with the game, as I started college back in late August.
With that, time for updates has been very spotty, and I hope to release more updates within the next few months as Winter approaches.
Until then, please report any bugs you find, and I will get right ahead on that within that time frame. Thanks all!
The Ancients... Who are they? This question is asked by every Gatewalker. And no wonder - after all, the Gate itself is a relic of the Ancients.
We call them the Ancients, though we don't really know where they come from. Gatewalkers assume that they are extinct (after all, no one has ever seen them), but there is no evidence for this either. No one can say for sure whether they were human - their inventions seem to indicate that they were bipedal, but that's all we can be sure of. After all, behind the Gate we met humanoid races - Surians and Volarians, which are very intelligent. So it would be foolish to assume that the Ancients were human. Who knows that?
Even though the Ancients are gone (or simply not interested in us), their technology far surpasses that of humanity. The Guild sees the Ancients' inventions as hope for saving the world, but the Surians and Volarians also eagerly hoard their technology.
While traveling between worlds, you will surely see many Ancient objects, such as huge and heavily guarded Ancient Facilities, but also various machines and even items. Many of the objects are destroyed by time, but even in the ancient junk you can find something useful - the ancient parts and technology can be combined with weapons or armors made by the Guild’s specialists! Gatewalkers are looking for every way that can make their equipment more durable and efficient. Remember that during your adventures you will come across Ancient Technology Fragments many times. Be sure to take them with you! Victor collects all the elements of ancient technology for his research and will surely reward you!
But who exactly guards the Ancient Facilities? The Ancients built not only machines, but also many defenders! Ancient creatures come in all shapes, sizes, and abilities. Never underestimate them! These technology and Essence-filled creatures are exceptionally strong! The Ancients have spared no expense on protection, and you may encounter groups of heavily armed foes!
This is not the end - in addition to the monsters waiting for you, the Ancients have installed various traps that also effectively prevent from entering their territory...
Therefore, Gatewalker - be vigilant! You never know what awaits you when facing the Ancient Facilities. But since they are so heavily guarded, they must be hiding something valuable... Right?
What do you think about the Ancients? We are always happy to read your thoughts, so jump to our Discord server and let’s chat!
The most important thing right at the beginning: My(cHaOsFaTz) health is fine again. So we can work again at full speed on the planned update.
Of course, there is a lot of work to be done before we can make the update available to you. But before we go into more detail about the upcoming update, we want to talk about the topic of communication.
Communication and tasks
During my absence we noticed that there was a lack of communication. You had the information that I was ill, but no further details about what that meant for the development. So no information about what the rest of the team has done or achieved during this time. Before we can go into that, we want to briefly explain to you what the responsibilities in the team are.
We have often received questions such as "What is the rest of the team doing?", "What is the status of the update?", "Why haven't the others continued working on the update?" and a few more questions related to these topics. Therefore, here is a brief list of the distribution of tasks that are directly related to the development of the game.
The development team consists of four people: - There is me as the project manager and main developer. - Another developer - A 3D designer - A level designer
This should make it clear that everyone has their own special area of responsibility. And if one of them is absent - due to illness or other incidents - then not everyone in the team can take over the tasks of the others, because special knowledge and skills are necessary for each area.
Another important thing that has been said far too seldom, and which we also want to clarify again today, concerns the working time or rather the possibility to work on the project.
All the people involved work on the project out of passion for the idea of the game, and the potential they see in the idea. However, as the project leader and main developer in the development team, I am the only person who has the opportunity to work on the project full time. The other three team members each have a different main job and then work on the project in their remaining free time. Perhaps this circumstance was not yet known to one or the other. Maybe this makes it a bit more understandable why the progress in recent times could not be as great due to my absence as it would have been if the whole team had been able to work on the project full time.
Where do we go from here and what will change?
As mentioned above, we are currently working on the next update. Our focus for this update is on the basic functionality and the most serious bugs. All other planned new functions and features will therefore be put on hold for the next update, because for us the most important thing is to clean up the existing content, which still has major errors in some places. Due to the illness and the resulting delay, there will unfortunately also be no Christmas event in the game this year.
The next update is planned for this winter, but we can't give you an exact date yet, as there are still many open tasks to be completed. As soon as we have released the next update, we will be able to work on adding more planned functions and features.
How is the progress since the last update?
Since a lot of time has passed since the last update, we want to show you what has been done or completed so far.
The changelog, which is not yet published, refers to the changes to the "stable" version on Steam, and not to the "experimental" version, as this already contains a large part of these updates. The list is already very long and can already be viewed at: https://pastebin.com/sm28NgVq . However, changes are still possible.
What we want to show with this is that we have not been idle during all this time, but that there has already been a lot of progress.
Livestreams
What might also interest some players is how the livestreams on Twitch will continue. I have also thought about this with the team. As of now, the plan is as follows: The livestreams will be divided into categories, firstly "developer streams" and secondly "news and talk". The "developer streams" will probably take place on Monday, Tuesday and Wednesday, but there is no fixed time yet. The "News and Talk" stream will take place every Friday at 7 pm. So there should be something for everyone. In addition, the announcements for the livestreams will be communicated on all social networks.
Finally
We hope that we could answer some open questions and improve the communication between players and team in the future. We wish you a nice rest of the weekend and stay healthy.