1 - I fix Page 27's bug, the system just wasn't saving it. That's why she didn't appear in Jonas' diary.
2 - Now, at the end of the game, you go to the menu, so you can decide whether to look at the pages, go to the level select or even exit the game (why not?)
3 -Now, in the pause menu there is a death counter. Either out of curiosity or to piss you off. He will be there. haha.
Thanks for the feedback. Some bugs slipped off my radar.
We're back after a long break. Recently, our cyber team has been working on new buildings in the game. We would like to show you some examples of buildings that will be available for building cities in the game.
Poor residential building
The screenshot shows the Poor residential building. Poor residential - housing for ordinary workers, cramped and not very comfortable, but better than barracks. Decreases the happiness of people living in it. Standart Residential is already a much better and comfortable apartment, but very more expensive to live in. Which apartments to build for their residents - it's only the player's decision.
Module Factory building
What to do with the mined resources? With the Module factory you can produce components from mined resources and sell them to the corporation for credits.
English ############Content################# [The Grand Library]A small part of the Floor of Religion is now accessible. [The Grand Library]Set up placeholders for the rest of the planned floors. [Furniture]Added 2 new bookshelf variations. [Commodity Market]The furniture vendors now sell those new types of bookshelves. ##########System#################### [Optimization]Optimized the way of searching big objects on the map. They are now listed/updated on a 2D array for fast search. (Some maps with a lot of those objects can have performance improved.) [Optimization]Events outside the current room of the player will no longer update their AI to improve performance in maps that have a lot of rooms. As a side effect, you will find enemies that previously chase you waiting outside to attack you again. I am just trying to kill all the costly collision detections. [Optimization]Events outside the current room of the player will no longer update their graphics. ##############WIKI################## Added the Wiki page for mercenaries:https://neolithia.fandom.com/wiki/Mercenary ##########DEBUG############# [Localization]Fixed a bug that The Forest of Repentance does not have its localization text in both of the Chinese languages. 简体中文 ############Content################# 【大图书馆】宗教层的一小部分区域现在可以进入。 【大图书馆】为剩余计划开放的楼层预留了位置。 【家具】加入了两种新品种的书架。 【小商品市场】随机出现的家具商人现在会贩卖这些新的书架。 ##########System#################### 【优化】优化了地图上寻找大物体的方式。它们现在被管理在一个二维数组中用于快速遍历。(某些存在大量此类物品的地图的运行效率会有所提升。) 【优化】在玩家当前所处的房间外的事件将不会刷新它们的AI,从而提高了在存在很多房间的地图上的游戏性能。有个欢乐的副作用,那些追赶你的敌人会在房间外等你出去再继续准备攻击你。我的主要目的是去干掉那些开销较大的碰撞检测。 【优化】在玩家当前所处的房间外的事件将不会刷新它们的图像。 ##############WIKI################## 加入了佣兵的维基页面:https://neolithia.fandom.com/wiki/Mercenary ##########DEBUG############# 【本地化】修复了忏悔之森没有简体和繁体中文本地化文本的Bug。
To understand Balinese warfare, the best source to understand is read the Balinese chronicle(babad) since babad told the story about many things including battle.
When Europeans record not some much. They more powerful than Balinese, but defeat in Jagaraga, the Balinese fort of Buleleng in 1848 made Anak Agung asking his book how can traditional weapons can beat modern weapons?
When war comes, the ruler will distribute lances (tumbak) to his men while he mans bring the Kris daggers as their main weapons. There are many weapons used by Balinese in war beside like musket (snaphanen), bows (longkap), and blowgun (tulup). Cannon are use in war but rare to use.
In the battlefield, Balinese want to show their greatest against their enemy . When the enemy has many casualties, they Will retreat and the victory side doesn't chase them and return to their land bring the glory.
Balinese very tough warrior. Bugis warrior in Lombok has experienced fighting against Balinese like the case when Balinese sieged their base, they got massacred although Buginese was one of the tough warrior in Indonesia archipelago.
In Fall of Bali, this concept very influence the mechanic of game like how Balinese army doctrine in fighting and recruiting the troops.
Here list of troops (some still sketchs) Spearman (Laskar Tumbak) Kris Warrior (Laskar Keris) Arche r(Laskar Longkap) Musketman (Laskar Snaphanen)
Thank you for your attention
Source the information: >Anak Agung Gede Agung. Bali in 19th century. >Hans Hägerdal. "War and culture: Balinese and Sasak views on warfare in traditional historiography" Special Issue Warfare in Early Modern Southeast Asia Vol. 12, No. 1.
-- Fixed sometimes units stop responding when too many units are being summoned. -- Fixed Card Cataclysm giving too many charges. -- Fixed Card Thunderstorm description.
This morning I found a bug report in my email that finally allowed me to get some grip on the camping issue that was reported a couple of time last week. It felt like Christmas came early, (or rather Sinterklaas came late ;) ). In any case that and a few other issues warrant another quick patch!
Bug Fixes - Allied status is properly awarded when you are allied to a clan. - When you camp a second time in a different level of the same map node, the camping menu appears correctly. - Prevent the generator from placing turrets in an area marked as a campsite in a few instances. - Near a Magic Hearth, campsites are no longer automatically hidden.
Other changes - Status effects are represented differently when dealing with Imperials.
This time, it is a weak point of comprehensively strengthening weapons+not enough bow courage combo
Global adjustment:
Adjust the information display when selecting a class in the Temple of Time, so that new players can intuitively understand the differences and similarities between classes
Weapon adjustment:
The strength of the Warrior's weapon of the two classes has been slightly increased
At the beginning of the axe brave area, all weapons will be unlocked, including those previously unavailable: pair axe, king accompanying axe, and false blade
At the beginning of the bow brave area, all weapons will be unlocked, including the magic bow, master bow, and false bow of Meio
Guerrilla bow==effect adjustment==attack+1/3/3/3, draw 1 card/1 card/2 cards/2 cards after attack and temporarily reduce 1 fee
Axe+3==Effect adjustment==Attack+5, additional combo once
Armor breaking bow==Effect adjustment==The aiming effect of the armor breaking bow has been changed to only last for 1 round (aiming: the target targeted by the tracking arrow first attacks)
Card adjustment:
Combo+==Effect adjustment==Cause 4 points of damage and 3 combos
Death combo+==Effect adjustment==Cause 4 points of damage, and attack the enemy with the lowest HP armor by default, 4 combos
Other:
Pharmacist event==Change the cost card of 1 action point to the root of fear (root of fear cannot be used. If the card is in hand at the end of the turn, it will consume and summon an enemy - root of fear)
Hell's three headed dog==new enemies in area 2==the attack of three headed dog will seal the player's weapon or shield effect randomly until the end of the battle
Move to Area 3 after the fight of rat thief+rat robber
When the first three battles in Area 1 are triggered at high level, the intensity is slightly increased
BUG repair:
Fix the level bug in the card upgrade interface==The upgrade window will not appear again. The problem appears below the existing window
Bug repair where the difficulty bonus disappears after transformation==After Hubby and the angel fly, the corresponding difficulty bonus will not disappear again
The arrow element gets the elegy battle tattoo, and then the bug reported is repaired
We hope we've made you feel a bit nervous with that goodbye-ish headline! Because that would mean that you care about our little game. If so, good news: Craftomation 101 isn't going anywhere. The development, however, goes undercover for a while. So, without further ado, let's get to the big news here.
The Demo Is Officially Frozen
…which is kinda ironic, given the fact that the game is actually about unfreezing stuff! But this will allow us to concentrate on preparing the game for its glorious emergence into the Early Access stage next year. Here's a short list of frequently* asked questions:
*ok, we know you really didn't ask any of those, since we're just announcing this thing. But we thought it's important to let you know anyway!
What does it mean? The demo will still be available to everyone on Steam and itch.io, but there will be no public content updates.
You said ‘public’? Will there be a version with restricted access then? Very likely. More on that later though. Join our Discord server, to make sure you don't miss an opportunity to gain access!
Will there be updates for the free demo again? Why, yes! We're planning to release new content and give everyone access to it as part of celebrating Base Builder Fest on Steam on January 23-30, 2023!
Is there a reason to waste time on these Dev Diaries, then? Of course, there is! We'll continue to keep you informed of the new features we're working on, along with challenges and in-house anecdotes! Speaking of which…
What's New?
One of the cool new things we've introduced last month is the updated looks of the Upgrade Tree. Long story short: it looks better!
New design put aside, we've extended commands’ description to (hopefully) make it more comprehensive. Additionally, you can see a preview of how unlocking a new command will influence the looks of your Craftomates.
Also, all CraftoMates have names now! Say hello to Zoz The Goofy, Bib The Nervous, and, of course…
What Else?
We've had our very own 20-minute adventure (that ended up lasting about a month of work). It all started with Alex the artist not being particularly happy with how our tiles looked; in particular - the inner angles of snowy/icy tiles… Ivan the programmer has drafted a whole new tileset system, which implied that any ground tile would be assembled from 4 independent tile presets. It turned out to be quite elegant programmer-wise, but too complicated artist-wise.
Intense quarreling occured.
We've almost fought.
We were in despair.
There were many experiments with the new system, but the results were below our expectations. Eventually, we decided to roll back to the previous tileset system, but have had it improved along the way. Here's a picture that briefly describes our, ahem-ahem, creative fluctuations:
Now What?
As the development goes on, we keep following the roadmap we drafted months ago. That said, the next big thing for us is functions.
Functions will improve the quality of lives on so many levels! Long story short, they are nodes that allow you create a program for multiple Craftomates, and change its contents on the fly, and apply it to all connected Craftomates simultaneously. You also get to choose how many incoming and outgoing connections there are for a function node:
We're also planning to update eating animation for Craftomates - not only for the sake of visual beauty but also to make it possible for the player to feed Craftomates at any time of their working cycle (even when their hands are busy holding objects!).
We're hoping to share the details of our progress in the next edition of Craftomation 101 dev diaries. And since they're scheduled to be published shortly befor Base Builder Fest is upon us, you'll have an opportunity to try them out soon enough!
Until then… Happy Holidays! See you in January or, even better so, see you every day: you can contact us in the comments or find us at almost any time on the Discord server!