We finished inserting French, Spanish and Russian scripts for the game. Additionally, the Thai and Portuguese Brazilian translations are close to completion and will hopefully be finished by the end of this year!
Art
9 out of 10 CGs are complete for the first DLC while 3 more CGs have been sketched for the first and second DLC. 700HASH is now switching to sketches-only while Doubleleaf will take care of both linearting and coloring.
You might be wondering why we are hurrying with the DLC illustrations when the main game isn't even out yet. You see, in a couple weeks, 700HASH will no longer have time to work on The Symbiant. In order to keep the game's artstyle consistent, we offloaded as much as we could to our second artist, Doubleleaf. This started with the coloring, but from now on, Doubleleaf will take care of the linearting as well, while 700HASH will provide sketches for the remainder of assets needed for the DLC.
This collaboration is working well for us so far and we're very happy with how the CG turned out!
Writing
In order to get 700HASH to finish the sketches on time, Irlana is prioritizing writing all the relevant scenes! A good 75% of the second DLC is written.
Programming
These past weeks were dedicated to inserting other languages into the game. So far we have completed: English, German, Japanese, Italian, French, Spanish and Russian, in that order. This leaves: Simplified + Traditional Chinese, Thai, Portuguese Brazilian, and Korean to complete.
Fable started gathering all the completed DLC assets and exporting the hundreds of expression layers for the 2 new characters who will appear in the DLC. Having them to the right size and naming the files properly is essential to make the actual coding smoother!
Latest Beta: version 0.8.0, scene 36
The beta now contains almost the entire game, with only one (1) scene left to add...! You can get it on Patreon or by buying a permanent beta key in the $105 tier on itchio. After the game's release, the beta will keep being updated with DLC scenes.
You had fun playing Resolutiion back in the days? Well, we definitely had fun developing it. And the story isn't over just yet. We have something very special for you today: Virus is here.
Virus continues right after Valor and Alibii’s self-destructive adventure in Resolutiion: Empire and tribes struggle to grasp the magnitude of recent events. Born from the chaos, the hybrid combat cyborg Roke awakens. He steels himself, gathers his weapons and decides to cut a bloody path through reality, retracing the steps of his father. It’s violent, mad and a lot of fun. About the Author A lifetime gamer and avid reader of science fiction, Brad Buckmaster joined the British Army at 16. He spent 11 years in the infantry serving in roles such as reconnaissance and as a section commander on operations in Iraq and Afghanistan.He left in 2011 to pursue a career in maritime security, guarding commercial shipping against the threat of Somalian piracy throughout the high-risk area.
Today we are releasing an update containing a little bit of everything. We are about half way through adding lots of new unit abilities, and you can expect them to come early next year. So, a lot of the work done during the last few weeks is not really visible in this update, but one thing definitely is: the new map editor! To celebrate this release we’ve asked a few questions to our UI designer and Art Director, Christian. If you have any questions for him, don’t be shy to ask in the comments!
If you are looking for the Release notes only, simply scroll to the bottom.
Tell us a little bit about yourself please! – My name is Christian Knutsson – UI and visual design is primarily my thing on this project. If you want to know more about me there’s actually an old dev spotlight of me when I was a freelancer back in 2020: https://www.lavapotion.com/blog/2020/6/25/developer-spotlight-christian-knutsson (the text still holds up, but the artwork and assets have come a long way)
Why did you overhaul the visuals of the map editor? – The visual update was more of a result of that we wanted to make it visually a part of the Songs of Conquest game and experience. The Map editor is first and foremost a tool, but we also want the map creator to feel that they are in the Songs of Conquest world while creating. The biggest and most important part for me was to make a UX (user experience) overhaul, to make it a better editor from an interface perspective, how do we layout the tools, how do we categories the panels and make all the properties clearer to understand. The Map editor is something we use internally to create our own maps and entire campaigns so it has been great to make it something that we are also proud to release externally and have everyone be able to create maps for the game.
What are the main differences in this released version, vs. the old one? – I think the first thing you will notice is of course the new UI, with the Songs of Conquest colors, typography, icons and other graphical UI-elements. But the new layout of tools and properties is what makes the biggest difference. We have tried to follow standards and best practices of where to place elements to lower the cognitive load for a new user. Which basically means that things like the file menu, the tools menu, the draw tools, properties panel and the status bar are all placed similar to what you would find in Google Slides, Adobe Photoshop or similar creative software. Then we have used our visual style to create a clearer visual hierarchy that should guide the map creator in making beautiful and fun maps.
Is there any design element you are extra proud of? – I love the color palette and the typography of Songs of Conquest so it was really fun to be able to create a new interface based on those elements. I needed to expand the dark-red/blue/purple color palette (titled “Plum”-color by Robin) but otherwise I created very few new elements for the map editor. So I’m extra proud that we could build the updated UI using the game assets and style we already had established. However, one feature I really like in the new Map editor is something that Patrik added when he rewrote the menu system. I was working on the UX and UI, while Patrik was rewriting map editor code, fixing bugs and doing updates all over the place he added the Focus view mode. This will remove as much of the UI as possible and focus the screen area to the map. And if you turn off all the map gizmos you will almost get a clean fullscreen view of the map you are creating. I also need to mention another thing that is not a design element, and that is the the random map generation. It can be hard to start with a blank canvas and when you create a new map you can choose to use random map generation as a base – this is extremely fun to play with and makes getting started so much easier.
Can we expect more updates for the map editor? – This release is what we call a “Map editor UX/UI update”, we have been focusing on taking the old map editor and making it more beautiful and easier to use. We have fixed bugs, rewritten a few underlying systems and mostly rearranged and redesigned the UI. Even though it has been internally tested during our development I’m looking forward to having more people use it and help us improve it further. And of course we have a list of features we would like to add and there’s always things we would like to polish. So yes, 2023 will see more updates for the map editor.
That’s all for this update folks! Lot’s more to come during next year, including an updated roadmap (we know the current one is slightly off mark by now, but we’ll get to that soon enough!). Have a great Holiday and see you soon!
You might need to restart Steam to get the update.
PTR
What's a PTR? PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.
How do I join PTR? Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.
Patch Notes
Major new features and changes
New room type: Pawn Shop. Sell weapons and equipment to Lucien the collector!
The Broken Hero Sword can now be upgraded.
New type of dice: Golden Dice, will re-roll the items offered in armories and re-roll and re-stock items offered in shops.
New type of dice: Obsidian Dice, will exchange a chosen trait with a random other trait.
QoL for Speedrunners: You can turn on the Speedrun mode in options menu which currently adds a restart button to the pause menu.
New rare infusion consumable: Holy Water, infuses you with Holy damage and will apply Judgement status effect. Currently can mostly be found in shops as the item is intended for an upcoming event room.
Doppelganger will now chose which class to copy depending on the last class you've defeated Death with.
Minor new features and changes
Improved the wording of the dynamic description appended to proficiency traits.
The nurse in the tavern can now cure poison for 5G even if you are at full health.
Treasure Rocks can now contain vitamin items.
Treasure Rocks now give 2 keys instead of just 1.
Equipment changes
#Discussions_QuoteBlock_Author
In the last PTR patch I did some sneaky nerfs to damage scaling from attributes and weapon upgrades. I am generally pretty happy with the changes as it opened the possibility to make equipment items a bit more exciting.
Gold Crown now has 3 attunement.
Armor Of Agathys now grants +1 armor.
Armor Of Avernus now grants +1 armor.
Armor of Thorns now grants +1 armor.
Flame Treads now additionally grant 10% movement speed.
Cross Pendant now grants +1 Absolution when you kill a boss. Previously granted bonus damage vs fiends and undead.
Lapis Bracelet now grants 25% increased area of effect radius, previously 20%.
Obsidian Bracelet now grants +50 bonus melee damage to enemies at close range. Previously +20 to melee range.
Power Belt is back to granting +20 Strength.
Ruby Ring now grants 50% increased burn damage, previously 20%.
Sapphire Ring now grants 50% increased effect of chill and frostbite, previously 20%.
Topaz Ring now grants 50% increased effect of shock, previously 20%.
Skull Ring now grants 15% increased damage vs bosses. (I think I never mentioned it before but this is a more multiplier as it is a bonus applied during damage calculation.)
Battle Armor now grants 25% increased melee damage, previously 15%.
Crimson Cloak now grants 30% increased damage over time, previously 20%.
Hunter Cloak now grants +20% critical hit chance, previously +10%.
Pyromancer Hood has been renamed to Pyromancer Coat. Pyromancer Coat now grants 25% increased fire damage, previously 20%.
Sage Robe now grants 25% increased magic damage, previously 20%.
Sorcerer Cloak now grants 45% slower mana degeneration rate, previously 40% slower.
Tunic now grants 25% increased attack speed, previously 15%.
Dragonscale Greaves now grant 20% increased melee damage after dash, previously 15%.
Jester Boots now grant 30% increased stamina recovery speed, previously 25%.
Base damage of Lightning Boots has been increased from 1500-2000 to 2000-2500.
Bunny Ears now grant 15% increased movement speed, previously 10%.
Cloth Hood is now a helmet. Cloth Hood now grants +50 bonus ranged damage to enemies at far range, previously wasn't limited to ranged damage.
Plague Doctor Mask now grants 20% increased DoT tick rate, previously 10%.
Sack now grants 25% increased bleed damage, previously 15%.
Skull Cap now grants 15% increased melee damage, previously 10%.
Thieves Hood is now a helmet.
Voodoo Mask now grants 20% increased poison damage, previously 15%.
Witch Hat now grants 15% increased magic damage, previously 10%.
Dark Orb now grants 20% increased magic attack speed, previously 15%.
Pyromancy Flame now grants 25% increased damage over time, previously 15%.
Spellbook now grants 20% increased magic damage, previously 10%.
Torch now makes melee weapons always burn instead of granting 10% chance to burn.
Tower Shield now only applies -5% movement speed, previously -10% movement speed.
Triumvirate now grants 20% increased elemental damage, previously it granted 15% increased magic elemental damage.
Dragonscale Armor now grants -1/2 heart damage taken. Previously would half the elemental damage taken.
Kimono now grants +2 stamina, previously +1 mana.
Poncho now grants 5% increased damage per current stamina, previously 3%.
Wizard Cloak now grants +2 mana, previously +1 mana.
Maiden Dress is now a rare item.
Weapon changes
Disk Cannon has been renamed to Disk Launcher and is now a gun not a cannon.
Snow Cannon has been renamed to Snow Launcher and is now a gun not a cannon.
Reduced DMG of Dark Wizard Staff because it shotguns too well.
Increased the DMG of Rainbow Staff to make it more worthy of it's legendary rarity.
Reduced the projectile bending of axe weapons slightly across the board, making them a bit easier to aim.
The Halberd and Poleaxe now will base-line inflict Armor Break not just with 1 attack of their combo.
Enemy changes
King Ooze now utilizes the "intense situation" mechanic a bit.
King Ooze will shoot a little fewer projectiles over all.
Trait changes
Arcane Potency and Constitution and Vitality will now prevent each other from appearing.
Brawler now grants 15% more damage per enemy up to 45%. Previously 10% more per enemy up to 40%.
Decay now stacks up quicker at 5% increased DoT damage per second, previously 2% per second.
Single Out is back to 25% more damage while fighting exactly 1 enemy.
Dreamer now grants 75% increased damage bonus from mana, previously 50%.
Glass Cannon now only adds half a heart of damage taken instead of a full heart.
Grenadier now only works with ranged attacks. Grenadier damage has been nerfed and reload time has been increased from 2s to 3s.
Lethality is back to being a pure dexterity trait, previously intelligence dexterity hybrid.
Resolute Technique now grants 40% more damage, previously 30% more.
Savage Wounds now grants 50% more bleed damage, previously 30% more.
Wisdom now grants +3 mana, previously +2 mana.
War Caster now grants 10% more magic damage per maximum armor, previously 30% magic damage while having any current armor.
Arcane Potency now grants 15% more damage dealt per Soul Heart up to maximum of 75% more. Previously uncapped but only 8% per Soul Heart.
Bug Fixes
Attempted to (yet again) fix the bug of bombing chests while lock-picking breaking the game.
Fixed a bug where poison on player would last longer than intended because it would tick upon entering a room but the counter would reduce only upon completing a combat encounter.
Fixed that duration based status effects would tick down during cut-scenes.
PTR related changes
Reduced appearance rate of Blood Altars and Cursed Shrines in floor 1.
I grouped and added some colors to the cinder streak and cinder high-score displays in the cinder menu to make them better readable.
The "non-potion and non-infusion consumable reward now can't grant charms anymore.
Automatons now will pause moving and attacking during intense situations.
Reduced the spawn rate of possessed weapons slightly.
Fixed a bug of possessed weapons pushing around other enemies.
Fixed a bug where the last row of cinder modifiers wouldn't unlock completely. (Tested it a few times now, I hope it works for everybody now.)
Fixed a bug where Ambrosia wouldn't display the correct stats gained if you were affected by a stat growth consumable.
Fixed a confusing wording on Constitution trait when the Human Limits cinder modifier was active.
Fixed that totems from totem enchanted could spawn outside of the arena.
Fixed Poisonous Concoction attack pattern which previously remained unchanged after ammo was removed from all throwing weapons.
Plague and Lava enchanted now pause during intense situations.
Blood Altars now drop the reward 1 tile below the altar instead of randomly around it.
Improved the indicator for Party Enchanted.
Thank you for all the testing and feedback on the PTR updates so far. Remember, you can leave feedback in the ptr-feedback or ptr-bug-reports channel on the Tiny Rogues Discord!
This patch does the following: - When villagers are looking for food but can't reach any, there will be a news message and they will no longer be stuck finding a place to eat. - Grass and vegetation will no longer reappear when it has been removed by removing the block beneath it. - Gets rid of a crash related to selecting the first item inside a storage and then another item is removed from the same storage. - Fixed a weird graphics glitch which sometimes happened when talking to visitors. - Gets rid of lag caused by hidden duplicates of work orders. - When moving a mobile storage it sometimes disappared along with all of its content. This should no longer be the case. - Changes it so that when trying to find stuff to do on their freetime, villager will no longer (or at least not as often) just lay down and sleep instantly. - It also adds a new category of words from which people and stuff can be named: Flowers! (Wow! Pretty! Nice! Amazing even!)
Thanks for all the bug reports! A special thanks to The Omnissiah, really great stuff! Like having a QA-engineer, much much appreciated!
And as always, sorry for the bugs! Best wishes and lots of love! <3 //Mattias
- The Indigo Perpendicular ending changes some branches in different ways - Gray Man shows up in some of the levels when the conditions are right - Bot ending screen changes colors - Updated the eye textures - Balanced the audio levels - Moved the keys around in the low poly world - Texture changes to the driving shooting level - Bug Fixes
Last month we kicked off the celebrations for our 5th Anniversary on Steam with a major event here on the platform—the 5 USD Bounty Challenge. Now, after 30 days of giving new players the opportunity to win $5 in Steam Credit by winning battles, the event has come to a close—and we’re happy to say that it was a resounding success, with over $214,490 awarded!
If you’re one of the winners who managed to earn the Warrior and/or Amateur achievements in the game client during the event’s time frame, $5 will land in your Steam Wallet no later than December 27.
We want to thank everyone who participated in the event, and we hope you enjoyed the ride toward collecting the bounty! We look forward to seeing you again soon on the waves of World of Warships.
About the release Sorry for the delay between this update and the previous one (last Monday), I was sick on Wednesday/Thursday but finally, I worked a lot on this update and added a lot of things that wasn't planed!
I highly recommend to delete your save (from the Settings of the game) to avoid bugs!
What's New?
NEW - One kink videos have been added for each of the three girls. KimmySun, our guest has all of them ;) They are available in the Collection!
NEW - Upgrades! You will see a new "money" icon on the chair of the office, the Upgrades! It's made of 3 panels: Company / City / Girls upgrades.
NEW - The icon for the computer is now the logo you selected in the Company creation.
NEW - Company Upgrades: Increase the number of girls you can hire but also the number of escort proposals you receive each days!
NEW - City Upgrades: COMING SOON Extend your territory, work with the different businesses in the city like The Restaurant and The Clothing Shop in Downtown but also unlock new areas!
NEW - Girl Upgrades: COMING SOON Unlock training for your girls and special abilities to use during the dates 🙂
NEW - Three new logos for your company available. Thank you Nilanou, a Patreon/artist, who made them for the game <3!
IMPROVEMENT - Restaurant has image and locked status for next update!
IMPROVEMENT - Karaoke in Downtown has been replaced by the Clothing Shop. It also has image and locked status for next update! Unlocking it will unlock the Dressing (which is currently unlocked by default).
IMPROVEMENT - Added some SFX.
IMPROVEMENT - Resting in the office is now FREE but only gives 3 energy. Yeah someone makes me notice that resting at the office should not be a paid service since it's our office...
BUG - Resting wasn't giving any energy in the case that you didn't had the $50 even if the game lets you select it. Resting in Office is free now but the bug as also been fixed for future resting places.
BUG - Translations in Streamer mode. Fixed.
BUG - Profile button not working. Fixed.
BUG - Little fixes on Hayami & Aki lollipop screens.
What's Next?The Restaurant and the Clothing Shop will be the next task (with the associated upgrades) as well as starting the new Area (Condo). I will also integrate the 5th girl in the game who has been selected by the Patrons: KANAYE!She will arrive with some content like a new kink video, pics and more :)Then we have "multi" a new kind of pictures! and the minigames which are in preparation since a week. I hope you're starting to enjoy the game! Feel free to send me your feedback in the Discussions or come chat directly on Discord :)Have an awesome Christmas week!