I just published a bigger update. There is quite a lot of new stuff introducing a new tier of nickel based economy. You are going to harvest thermal energy from lava and become a hotelier in new missions and campaigns!
Introducing new ore material: nickel
New buildings based on nickel technology tree: Lava pump, thermal power generator and furnace.
Star hotel and sky bar built on platform.
Let me know what you think, Jan
- restructured missions in campaign. New players start on the Moon and other campaigns get unlocked later in the game. This will make sure the learning curve is smooth and the story unfolds naturally.
- new building: lava pump - Extracts liquid molten lava. Leaves a hole in the ground when depleted.
- new building: thermal power generator - produce power from molten lava.
- new spaceport upgrade: lower fuel consumption
- you can trade liquid materials in spaceport now
- resource overview table organized in categories. It was becoming too crowded.
- fixed the trading bugs in Pressure cooker and Rescue mission
- new basic resources: sulfur ore and nickel ore. Sulfur ore was added for consistency. !!! WARNING !!! - it may corrupt some of your old saves.
- new materials:
molten lava - extracted in lava pumps
steam - made in furnace from water and molten lava
nickel - smelted from nickel ore
stainless steel - made in furnace from nickel, steal and molten lava
coins - earned in sky bars from tourists
- new smelters will automatically select recipe based on the first received resource.
- new building: platform - construct this building from stainless steel. Once construction is completed it will become a block. Similar to landfill.
- new campaign Dark worlds with new mission: Metallic sphere
- new building: Star hotel - welcome tourists!
- habitats and hotels can be closed down
- new building: Sky bar - tourists come her to have a drink
- selecting a building in powergrid overlay will highlight all connected buildings
- new mission in Foothold: Space tourism
- new campaign: Space station
- changed color and appearance of some materials and their icons for better clarity
Changed version management from Major.Minor.Patch.Fix to Major.Minor.Fix.
Added a tooltip on the supply of troops from the domain.
Improved background music to turn off when the game loses focus.
Incorrect description of High-Purity Spell Stone has been corrected.
Modified the size of all tooltip characters to be larger.
Modified the size of relic description characters to be larger.
Improving some of the UI and adding insufficient information.
The camera on the expedition screen seems a little dizzy, so I changed the camera movement algorithm.
You can now view the occupation status of the region on the expedition screen, and click to see its location.
The display point of some help has changed.
The problem of not updating the remaining duration of the buff has been fixed.
<BALANCING>
The Rock Eater's Devour Stone effect increased from 6 to 9.
Except for attack/recovery/recall magic, most magic costs have been reduced by 1.
Lunatic Effect now has an additional 20% increase in attackrate.
Cave Crawler's HP has been reduced by 10%.
Summons of Cave Crawler's Lay Spiders has decreased from 12 to 9.
The enemy's growth value over the date has been changed to a fixed value, not a magnification. This modification will make the growth rate of region guardians in particular much slower than before.
<NOTICE>
We've been thinking about solutions to the lack of mana supply and demand, because cards kept piling up in hands and the magic of draw was so low in value.
We thought of exceptions such as filling up the mana when a new turn starts, or getting 1 mana if you kill an enemy, but I kept putting it off because it wasn't intuitive. In this patch, we tried to reduce the cost of most cards by one, or adds additional effects instead maintaining the cost.
In the case of attack/recovery/summon magics, the current cost has been maintained to prevent excessive shooting by players and enemies.
This new official update includes some very important bug fixes and performance improvements as well as further improvements across a wide range of gameplay areas. It also allows you for the first time, using the Game Editor, to switch the empire you are playing during the middle of a game.
fixed rare crash while fleet performs patrol mission
fixed rare crash while querying display adapter
fixed rare crash when resolving ship jump path location
fixed potential crash when use faulty string formatting placeholders in colony event descriptions
fixed rare crash when determining jump exit point
fixed crash when editing resources at planet in Game Editor
fixed rare crash when ship escorts another ship
fixed rare crash when reviewing fleet lead ship
fixed crash when loading character animations
fixed rare crash when making research breakthrough
fixed crash when calculating construction yard wait time
fixed crash when ship enters hangar
fixed crash when rendering exploration section header
PERFORMANCE
improved performance, especially in large battle scenes
FLEET AND SHIP BEHAVIOR
reduced delays when carriers (and fleets) are waiting for fighters to board before jumping
improved ship collision avoidance to better allow missions where target is close to planet or other large body
improved fleets investigating and clearing dangerous locations: now better focussed on priority locations for colonization, research and mining
FUEL TANKERS
improved fuel tanker evaluation of when to refuel fleet ships versus load more fuel: more likely to refuel fleet ships, even when have to wait for them to exit their current jump
COLONIZATION
automated Colony Ships no longer pre-load colonists for non-queued colonization targets when target does not meet minimum suitability threshold defined in empire policy. This eliminates repeated load/unload of colonists in some situations
fixed bug where maximum colonization range was sometimes being applied incorrectly, improperly excluding some colonization targets
automated colonization now more willing to colonize independent colonies even when have unsuitable race
EXPLORATION
exploration ships now better at prioritizing planets and moons before asteroids when exploring a location
ensure exploration countdown always reset between exploration targets, especially when performing Explore System mission
ensure correct message shown when investigate ship that explodes
ABANDONED SHIPS AND BASES
ensure construction ship repairing abandoned ships or bases now take ownership of ship when complete, even when other ships are nearby
DANGEROUS LOCATIONS
improved logic to review and remove Dangerous Locations where threats are no longer present
now indicate dangerous locations in additional lists, e.g. Abandoned Ships and Bases, thus helping player to avoid queuing construction/repair at locations with threats present
RESEARCH
changed research project prerequisite path minimum count to default to 1 instead of total prerequisite path count (can override with PrerequisiteProjectsMinimumPathCount)
empires now less likely to crash research higher level research projects (instead use money for other items)
improved research project selection in various areas
DIPLOMACY AND EMPIRE REPUTATION
when an empire is vassalized it will immediately end all wars with other empires unless those other empires are already at war with subjugating empire
ensure diplomacy trade offers always exclude special locations where abandoned ships or bases have already been claimed by other empires
updated some empire reputation incident amounts and decay rates
SLAVERY
slavery population policy now properly adds to colony unhappiness ('We are enraged at your enslavement of our population')
increased unhappiness impact on other colonies from slavery and extermination population policies at any colony ('ENSLAVED RACE are unhappy being part of our RACE empire')
slavery population policy now severely slows population growth and assimilation
CONSTRUCTION AND REPAIR
fixed bug where bases built at independent colonies could not be retrofitted unless the colony had adequate resources
increased range at which bases and colonies will auto-construct/repair damaged or incomplete ships
altered automated ship and base construction to give higher priority to initial research station over additional exploration ships and military ships
FACILITIES
AI now properly also considers income increase from improved quality when determining whether to build terraforming facilities at a colony
USER INTERFACE
Enemy Targets list filter options now show correct list items even when warring empires change (e.g. a war starts or ends)
ensure Mining Stations list shows mining stations at locations with no known resources when sorting by priority
ensure system summary (bottom-middle of screen) refreshes when zoom to selected ship
fixed bug where tour window was sometimes not properly displayed
EMPIRE COLORS AND FLAGS
improved empire color selection to minimize similarity between empires
fixed bug where empire colors could sometimes be white (should only be for independent colonies)
changed Flag selection dropdown in Start New Game screen to display available flags in grid layout instead of vertical list
GAME EDITOR AND TESTING
added ability to play as any standard empire in the game. Can switch player empire in Game Editor (Edit Empire > switch button). This is included for our own testing to help us improve the AI, but you may also find it a fun option. If you spot a problem with the AI decision-making while using this, please do report it to us.
ensured that Suppress All Popups game setting always works, even for initial pirate encounter. With this change and usine Rule in Absence and the "Always Investigate" exploration policy settings, fully automated games without interruption should now be possible.
SOUND
ensured sound effect volume always applies for button clicks, etc, even in main menu
DATA
Reduced costs for Diplomacy tech projects
Corrected some typos in game events
Added additional late game research paths from Haakonish and Zenox unique weapons
Corrected a research bonus issue with the Koloros Medical facility
OTHER
fixed debris fields often being generated at home planet
fixed Hive ships sometimes not mining fuel properly
added missing automation setting in race policy files
Today we’re introducing a new Honor Hall crew: Technician Uhura!
Enjoy.
Please note that next week’s Objective Event will be announced a bit later than usual this week. It will be a new kind of Objective Event - stay tuned!
Hello again everyone! If you've been following the updates about the original Kindergarten, you already know that I'm updating both games in preparation for our launch on the Nintendo Switch! While the changes to Kindergarten 1 were a bit more impactful, Kindergarten 2's are far closer to bug fixes and streamlining. Find the patch notes below!
Enabled cloud saves.
Fixed Flowers for Diana not highlighting in the mission map.
Fixed final mission being unlocked in mission map when all previous items haven't been unlocked.
Updated mission map arrows to be easier to read.
Increased character move speed.
Adjusted dialogue and options in some areas to make it clearer on what you're supposed to do and allow you to leave certain conversations a little earlier.
Fixed some characters not facing the right way when talking to another character.
Darkened Jerome's dialogue color background to make reading highlighted text easier.
Fixed some instances of lag spiking when multiple characters start walking at the same time.
Changed some of the insults used to address Nugget, Stevie, and Ozzy.
Fixed "items remaining" text when selecting what items to bring to school not showing a number.
Added dialogue to the swings when interacting with them outside of recess.
Fixed Nugget's blood trail being visible when the lights go out.
Fixed extra card being active during monstermon tutorial which could cause it not to work.
Increased card size in Monstermon battles to make cards easier to read.
General fixes to Monstermon battles. There were a lot of scenarios that could cause it to freeze up if you clicked around or paused. Those should be fixed now.
Adjusted food fight so that burgers don't fly in from off screen.
Adjusted audio in final area to fill the silence.
Made it so that the cafeteria is still messy from the food fight for the rest of the day.
Fixed being able to walk around after finishing certain character's missions.
Fixed dialogue overlapping if you run out of actions while finishing Ted's mission during gym time.
Added 'X' marks for some invisible triggers. Some events in the game have you interacting with a blank space. This should make it clearer as to where those are.
Changed size and position of Monstermon and outfit unlock notification windows. Decreased time that the unlock windows are visible.
Fixed issues with 21:9 aspect ratios causing the camera to not work properly and show things that are supposed to be offscreen.
The seasonal outfit will now change automatically every 3 months.
Fixed Agnes being stuck on same dialogue as she descends back into the dumpster.
Fixed player being able to interact with Agnes as she descends back into the dumpster.
Fixed Nugget's attached arm being at the wrong angle.
Changed music at beginning and end of the day.
Fixed being able to walk around briefly after beating the last boss.
Fixed being able to walk around briefly during dodgeball.
Ted now blocks you from leaving the classroom if he's following you during his mission.
Ozzy bathroom stall sequence now works properly if you don't take the right stall.
I'll be hanging out on the discussion forums to help out anyone who has trouble with the new build.
I've also left the last update (version 1.23) on the Legacy branch. You can access it by right clicking the game in your library 'Properties' -> 'Betas' and then selecting Legacy from the drop down menu.
Hello, friends! For quite a long time we have not published news for you, for which we deeply apologize. As you already know, various restrictions forced us to suspend work on the project. And now, after such a long time, we can finally present the page of the second part of the game, which you can go to by clicking on the link below! But that's not all! We are also thanking you for your patience by announcing a 70% discount on the first part of the game! https://store.steampowered.com/app/2216710/The_Last_Saviour_Search_of_Truth/ If you are wondering what will happen to the first project, then we will not stop developing it in any case. On the contrary, there is a lot of interesting things ahead! But this is already in other news.
We are eternally grateful to you for being with us. Without you, the project could not have developed, because it is you who give us motivation to work! Thank you, thank you again!