We continue to work hard to improve Moonshine Inc. - all of that thanks to your still incoming reports. Today, we've mainly focused on balancing the gameplay, however, more to that, we've got you some important fixes. Check out what's been improved.
PATCH NOTES:
Players can no longer place apparatus from Pause Menu
Now players are informed how they can add more ingredients to the shopping cart with a single click
Fixed various issues that made saves not functional
Now Players can continue the game after the End Game screen
Mastery Points are now correctly given to the player after loading a save file and creating an already-done recipe
Fixed some issues with performance
Now Players will receive the information why they failed the quest
Added new status for the workers and apparatuses
Now 400L/800L Fermentation apparatus require 400L/800L distillers
Fixed problems that caused workers to be stuck in working status while they were free
Now players are able to check the recipe weariness for Stash after the batch was sold
Fixed the issue with ingredient quantity not uploading properly
Players are now able to delete entries from the Archive list
Fixed animation for manual press
Gas fuel does not require unlocking in technology tree anymore
Fixed conditions in recreate not updating
Workers now receive experience after Recreating a batch
Let's stay in touch and report if you notice inaccuracies - we will continue fixing and adding other improvements to the game. We're currently working on another patch, with a few additional fixes.
In today's news, the Game Designer Antti will explain the vision behind the diplomacy in Great Houses of Calderia, especially being wards, squires, or court members.
A savvy ruler knows that sometimes the best diplomacy comes not from words, but from actions. As you navigate the intricate world of alliances and rivalries in the game, one powerful tool at your disposal is the ability to send members of your family as wards, squires, or court members to other rulers as a sign of goodwill.
When a child reaches the age of 5, they are eligible to become a ward. This is a common practice where a young noble is placed under the protection and supervision of a guardian from another fiefdom. The ward will live with their guardian and receive training in various areas, such as literature, etiquette, economic skills, fighting, horsemanship, and courtly manners. Although it may seem harsh to be parted from your child, it is also a tradition expected of all noble families. After all, what better way is there to signify and seal a bond of trust between two families than by giving your own child into their care?
When a child is born in the game, they have a chance to have their skills increased every year until they reach the age of 20. This chance is determined by the child's parents, but if the child becomes a ward, the skills of the guardian are also added to the chance pool. This makes wardship a very beneficial gameplay mechanic. Wards will also write letters home, providing valuable information and acting as "little spies" for your family. Additionally, wardship grants a huge bonus to the diplomatic relations between the two families.
At the age of 10, a ward's time with their guardian ends. However, at this point, they are old enough to become squires. Squireship functions similarly to wardship, but instead of learning a wide range of skills, squires focus on training to become knights. They will serve under another noble as an apprentice, learning the skills and techniques of knighthood. Squires are responsible for caring for their noble's armor and weapons and attending to their horses. The same rules apply as with wards, but only the squire's military skill has an increased chance of improvement.
Finally, we have court members. These are adult members of your family who have been invited to join another family's court. Being a court member involves attending court functions and events, and potentially serving the ruler in some capacity. This grants a significant bonus to intrigue and information. However, it also means accepting that there may be a spy in your midst.
Overall, sending a member of your family to another ruler is a serious and meaningful gesture, but it can have long-term consequences if the relationship sours. Choose wisely and use this tool with caution.
Do you recognize the references in the following image?
In this news, Aliza, lead programmer on USC: Counterforce, shares her love for the old-school games that impacted the development of the game.
This time, let’s see some of the good old games that greatly influenced USC: Counterforce. We always wanted to strike a good balance between a kind of “realism” and old-school, boardgame-like combat mechanics—and though this is generally true about almost all games in the genre, we aim to emphasize the game’s “tabletop feel” in many ways.
First of these is the completely top-down presentation (at least as far as the tactical map screen goes, since you can also follow your marines through their head cameras)—and with this comes an almost completely flat map, without elevations and multi-story buildings. After Ultimate Space Commando we were experimenting with bringing elevations to its sequel, but ultimately, we found that it didn’t work well with the “flagship” USC mechanics, and it didn’t do good for the dynamic of the game. We didn’t want to change that special feeling that comes with this presentation, a feeling that made games like Julian Gollop’s Laser Squad (1988-1992), Space Hulk (board game: 1989, PC: 1993), or Space Crusade (board game: 1990, Amiga/PC: 1992) so great.
Screenshot of a mission in USC: Counterforce
We played these games as children back in the early 90s, and they made a huge footprint in our lives. Equipping your squad with weapons, ammo, and armor to take on a mad scientist, defending your base, or fighting aliens in a jungle in Laser Squad was an experience second to none. You had Time Units to spend in each turn, carefully planning your movement and shots, consulting the scanner (minimap) to devise your tactics—and then being gunned down by a well-placed opportunity shot from the AI. You could destroy walls and obstacles, and it was important to be aware of your surroundings as you moved with your squad. Many choices with a comprehensible system behind them, forcing you to think, to make the best of each of your turns. If there was only one game to name as an influence for USC and USC: CF, it would be Laser Squad. We often tend to call squad- and turn-based games against aliens “UFO or X-Com-clones”, but really, those games only came after.
Laser Squad "Screenshot 11" - Killed the enemy droid, mobygames.com
Space Hulk and Space Crusade, both parts of the Warhammer 40,000 universe, are a little bit different kinds of beasts, but only on the surface. You have a squad of hardened Space Marines; you have a grid-based map of tight corridors, rooms, and doors you can open. The rules are simpler, and your choices are not so abundant, but you have to act almost perfectly in every situation to survive. Positioning of your units is key, as Line of Sight mechanics and other rules are very strict—these are board games, after all! And the atmosphere, the feeling of constant and imminent threat at every corner, while your Marines themselves are nothing short of a human war machine—really unique! When we look at the systems behind these games, we can see they differ a LOT from that of Laser Squad, but what they have in common makes them very fun, very engaging, and indeed very difficult games. Making something this engaging in 2022 is no small task—graphics and UX expectations may have evolved, but those in themselves don’t make a great tactical game! We can still learn a lot from games we played decades ago.
Images of Space Hulk and Space Crusade, the video games and board games from the 1990s
Did you enjoy this news? Let us know in the comments!
Take advantage of this season event to drop more exclusive skins only available temporarily!
Seasonal changes
For Christmas, UpGun cards have again received a new decoration! Find on the cards explosive gifts, trees and other signs of the season!
(+ The grenades are temporarily replaced by christmas balls)
Other changes:
UpGun's vegetation will match the seasons, all year.
(Community suggestion) New cosmetics now show a sticker in the menus. Find your new items faster!
(Community suggestion) The number of rounds to finish the game is now displayed on the scoreboard.
(Community suggestion) The crosshair's size can be changed in the settings !
New achievement available and new trophy on the menu.
Added a code system to use to get skins.
Patches:
-Fixed the collisions of the house on the firm map -Fixed the display of the "Anti 5G hat" skin -Other fixes in the Steam inventory -Fixed the display of the Xray screen skin in the fog
Optimizations:
-Many textures have been packed to optimize the game! -Changes of some texts to help understanding the menus -The game weighs 30MB less -Changed some parameters to optimize the game rendering.
In January this year Sami (UnReal World creator) announced taking a year-off from the development chambers to celebrate the 30th Jubileum of UnReal World. It was winter then.
Now it is winter again, and among the snow and pleasantly freezing weather we are happy to stop by to announce that stable version 3.72 will be released next week. The upcoming version has been available as beta branch for a good while already, but with a few last additional tweaks and features it then becomes default and live for all of you, dear adventurers.
And as the year turns to its' end the fourth decade of UnReal World development is about to start.
Sami (UnReal World creator) slowly heading back to development chambers.
Today we want to tell you about the goals of our squads. You didn't think they were fighting monsters just because of their suspicious appearance, did you?
The mist impregnates and poisons all creatures that live in it. Some die. And in some, the concentration of the mist reaches a certain limit, it is transformed into ectoplasm. From that point, the creature is not subject to the fatal effects of the mist, but its mind... We won't talk about it yet.
Mages have learned how to extract ectoplasm from such creatures and process it into energy. Special decoys have been created for this purpose. These are devices that attract infected creatures to themselves, and then draw the ectoplasm from the murdered ones.
When we came up with the appearance of the decoy, we wanted to make a few points: it had to be portable, it had to store the ectoplasm, and most importantly, it had to somehow represent that plasma.
The first rule: if you don't know what something should look like, start with a sphere. Then we add noise to it. And then distortion: the bright vertices moved farther away from the center, and the dark vertices moved closer. A little tweaking of the HUE and you're all set!
We put the whole thing in a glass ball (see the first rule). And we attached it to a portable stand, where usually put the torches.
The finishing touch: some particles and a purple light around. The decoy is ready! Naturally the gameplay trivia was left out of the picture: hits make cracks in the glass, the accumulated ectoplasm grows over time, and the like.
And this is an example of what the flight of ectoplasm from defeated enemies into the decoy will look like. Naturally, there will be more polishing of materials and additional effects, but we already like the result. And in your opinion, did we succeed in making the decoy or should we change something?