The Bounty Game server will stop service and update at 11:20 on December 5, 2022. It is expected to take 60 minutes. This update will restart the server, and online players will be forced to logoff. Please logoff in advance to avoid losses!
Update content:
The number of clearance/elimination quota for multiple levels has been modified, and the number of clearance/elimination quota will become less and more
The stage {Snowball Battle} can now use the items selected at the beginning of the game, and the refresh of the items for restoring blood has been removed
Change the level {Dice Drop} to the maximum number of players eliminated by half
Level {Pass Bomb} Bamboo Dragonfly will not be used (it is too tricky to fly to a position that other players cannot reach)
Level {Challenge Level 100 [Finals]} Add a portal from level 5 to level 8, which needs to be triggered at level 9; Modify some floors and add prompts
The level {horse riding duel [team up]} increases the attack range and reduces the collision of characters. Attacks are easier to hit
The level {bumper car} enlarges the size of the prop card. Changed the scoring method → Now you can score by hitting other players, and you can get extra points by continuously hitting. Greatly increased all damage in the level.
The game of level {Pistol duel [Team up]} is redone. Both sides need to destroy the king of the enemy team to win. After death, they can revive unlimited times. Only the axe can cause damage to the king.
The game of level {tank duel [team up]} is redone. Both sides need to destroy the flag of the enemy team to win (aircraft bombing does not work on the flag). After death, they can revive unlimited times, greatly increasing the damage of the level and increasing the shooting speed of shells
Add the second level: {grenade duel}, and temporarily increase the probability of the level
Some levels no longer have chips/gold coins that can be picked up at the beginning of the game. Instead, a certain number of chips/gold coins will be dropped after the character dies.
Increased the attack range and damage of the gloves
Increased the repulsion distance of the racket and javelin
Increased the stealth time of smoke bombs
Reduces the physical consumption of the armguard, increases the judgment range of impact, and slightly increases the damage
Reduces the physical consumption of the explosion-proof shield and increases the block damage
Fixed the problem that some players could not win after exiting the level {Speed Minesweeping}
We worked so hard last weeks, and now we can't wait while you try the last updates.
Meta-progression and customization
Now, you get a reward after every game - it could be a helm, armor, or weapon. All those items could be different rarities.
Each gives you different bonuses: helms improve your potions, weapons - attacks, armor - your empowering skills. If you like hunting for better loot - higher difficulties have higher chances for greater rewards.
New enemies
As we promised, now there are two new types of enemies (and six in total). Vampires and Ghosts are pretty strong opponents (and, one can say, very funny minions if you have necromancy ;) ). Vampires steal your health, Ghosts can clone themselves, and their attacks are improved when they have allies around.
Yes, we know what you can think about them - as almost every enemy except Lich Lord, they can become your faithful minions. We love necromancy too! But we are watching closely - it should be fun and useful, but not just one useful skill. In fact, necromancy shouldn't be stronger than other skills.
Balance, DIfficulty, and enemy spawning reworked.
Now, enemies on higher difficulties started with levels higher than 1. They still are getting stronger faster the higher the difficulty is.
Now stronger enemies appear a bit later than common ones. You won't see vampires and ghosts for a while, but they will finally come - even in the tutorial.
Different enemies and skills tweaks.
New UI improvements
Hotkeys for active skills to more dynamic play - as we play this game A LOT, we love it!
Visual quality options - some people play on laptops and sometimes even report problems with the game launch. Now there are options to change the resolution and visual quality overall - we hope it helps many to enjoy the game.
P.S. We changed gameplay videos on the store page to reflex new mechanics - there are a few minutes of single and coop games.
Hello, Dransik fans, longtime players, and new community members. Dransik began to see light around 1996 and was actively developed until 2002. The game has been kept running most of that time but not actively worked on. Friday, December 9th, that changes.
Iron Will Games will launch the first major set of changes for Dransik that targets every aspect of the game. The technology, the game content, the overall progression, and the game design will all be getting a major update.
The initial release, slated for December 9th, will provide a brand new and completely rewritten game client. Dransik now runs on multiple operating systems (OSX and Windows for now) with modern UI controls and support for today's larger monitors. The screen can be utilized to see the glorious Dransik pixel art much better and have room for in-game UI elements to be positioned where you want them.
In addition, the starting island of Silvest has been cleaned up and refined to provide a more focused experience. Our goal here - and eventually for the rest of the game - is to ensure the quests and progression is balanced to allow those new to Dransik to have time to understand the game mechanics a bit better and gain levels in core skills so they are better equipped for venturing to the main lands.
For those who are familiar with Dransik, many bugs have been addressed in this release. Seriously, a freaking ton! There are new items that can be crafted, and hunting areas have been updated and added along with new item drops. This is the first pass, with many more to follow, in creating more opportunities to craft, explore, hunt, specialize and style your play.
We will be releasing a more detailed description of the changes in each of these major areas over the next week. Once this release is out and stable, we will be providing announcements on the next set of major additions to the game and content.
We will be performing a scheduled maintenance on DEC 6, 2022 (UTC). Further details regarding the maintenance are listed below for your reference.
UTC (Universal Time Coordinated): DEC 6, 04:00 – DEC 6, 13:00 KST (Korean Standard Time): DEC 6, 14:00 – DEC 6, 22:00 PST (Pacific Standard Time): DEC 5, 20:00 – DEC 6, 05:00 EST (Eastern Standard Time): DEC 5, 23:00 – DEC 6, 08:00
< Contents & Events> - A Golden Christmas Present For You! - A Gift for Mintai
<Sales> - Canna’s Special Bodega
< Changes/Fixes> - Fixed an issue where certain patterns of the Monsters of ISPINS, the Usurped Lands was abnormally shown when casting certain skills of Glacial Master and Witch. - Fixed an issue where the face part of the Female Priest's 3rd Generation Legacy Rare Avatar could not be dyed. - The rarity of the Item Option Complete Growth Ticket of the A Bountiful Thanksgiving event will be changed from Rare to Unique. - Fixed an issue where additional dealer buff was not applied in the Destroyed Castle of the Dead dungeon. - Fixed an issue where the damage increase value of additional dealer buff was incorrectly applied in the Meisters Laboratory.
= End of item sales = Simona's Letters of Recommendation will not be available for sale in the CERA Shop > Item > Dungeon tab after the maintenance on DEC 6, 2022.
* Rewards for the following events will be given out during the DEC 6 maintenance. - DEC 2 DFO ExStream Rewards - YouTube RE:ISPINS Video Event.
Arbitology: Dei Gratia Rex - Robert — High Tower Games
A little late perhaps, but the time for the monthly update post is here.
I'm actually at a bit of a loss as to what to write in this one. Lots of things have conspired to steal time from me lately. This happens now and again; other activities sometimes have to take priority over unreleased games. Annoyingly, the work I accomplished doesn't show well. I had considered just postponing, but in retrospect that's not wise for other reasons. Anyway, a quick list of things I've been working on, then a larger discussion of relation-system changes in anticipation of family events:
Changes
Two missing pieces from the Magnum Concilium (I know, I know): first nobles can ask for land, and second relations are actually affected when forging ahead with only partial support. The latter differs from doing things with no support. This was meant to be in earlier, but slipped my mind.
Bugfix: a number of events have weights that grow over time, for example the negotiations for wedding terms and advisor missions. The math on all of these had to be adjusted significantly, as there's now too much content to multiply the base weight. Seriously, in testing, it took like 25 months in order to get the negotiations to fire, and the woman had already married some other noble, every time. I could queue the event at a fixed time, but I reserve that for things that cannot use the event system, like the death of bishops.
Bugfix: The player character no longer checks his relationship with himself on the wedding night.
Autosaves: I think there's a data race. Tragically, like most race conditions, it is devilishly difficult to reproduce. I wrote a lot diagnostics to try to catch this. It's not done yet, but I think I'm closing in. On the other hand, the "circa 2010 hardware" I mention in the system requirements is in the process of dying, so that could be the source of the corruption. Either way, reproducibility is a major goal in DGR: from a given seed, the same sequence of inputs needs to result in the same set of outputs. This is fine on normal saves and usually autosaves, so finding out why it occasionally isn't on the latter needs to be solved.
Types of relationship
For most relationships, DGR uses a single number. If you've played certain other character-based strategy games, this may be familiar to you. Zero represents indifference. Lower values indicate disdain while higher values conversely indicate approval. This is a simple system and an unreasonably effective one. There are some things I do differently, but those things are the one set of features I'm playing close to the vest. More on that later, but hopefully not too much later.
Despite how well this works for most things, there are a few places where it doesn't work. I think the classic example is you could start a day with a near-maximum relationship value with your romantic partner, and at the end of the day discover clandestine infidelity. Your relationship would most likely change quite a lot, but it would never pass through indifference.
I believe the prevailing narrative design advice is to forgo the numeric relationship value and use flags instead, but that would get unwieldy with thousands of randomly generated characters when I mostly only care about the overall value. Other games, like that character-based strategy game, throw around a lot of +/- 100 adjustments for certain things, but that can result in your rivals still having positive relations with you. Instead of either of those, I am keeping (for characters for whom it is relevant) a number of different sorts of relationship scores concurrently.
It is possible to like someone but not love them; a friend who doesn't share your love is a common tragedy, after all. More confusingly, but very humanly, it is possible to love someone, but not be in love with them. It is true that in a world of arranged marriages these things don't quite carry the same meaning as they do to us moderns. They do mean something, though. The ideal situation for medieval nobles was that love might be found in marriage eventually, even if it begins with two strangers. This system is now more or less in, but content using it remains to be written.
What's next
Writing said content! And trying a bit more to get to the bottom of that data issue. One way or the other, expect a more visual update next time.