Upped heroes' base health to 18,500 (was 17,500). [Bandage]'s cooldown reduced to 45 seconds (was 60).
Dual Blades
Being able to enter stealth is a unique feature for the Dual Blades, and with it, you can make a difference in the battle despite wearing light armor. However, the Dual Blades have a long cooldown on stealth and they're highly reliant on it. This makes it difficult to deal sustained damage in many situations.
Skills:
Common Skills:
[Skylark], [Butterfly], [Great Thunderbolt], [Bo-Shurikens] Enters Stealth for 1.2 seconds after finishing casting the skill. Attacking or being attacked cancels stealth.
Stealth Skills:
[Deity's Footsteps] Cooldown reduced to 7 seconds (was 12).
[Ambush] 1. Cooldown increased to 3 seconds (was 1). 2. Bonus slashing armor penetration reduced to 120% (was 200%). 3. Now deals 200% base slashing damage + 720 slashing damage (previously dealt 300% base).
Nodachi As a weapon that focuses on dealing sustained damage to units, the Nodachi is incredibly reliant on its skills. What's more, it can't deal or withstand enough damage when facing high-tier units. Being surrounded by units means that you place yourself in harm's way but are seldom rewarded for it.
Basic Attacks:
1. Improved how animations are chained between successive basic attack hits for smoother strikes. 2. Reduced the damage decay when hitting multiple enemies with basic attacks to 10% (was 30%). Max damage decay reduced to 50% (was 75%). 3. Changes to damage and effects of each hit: First attack: Now deals 100% base slashing damage (was 95%). Second attack: Now deals 120% base slashing damage (was 130%). Third attack: Now deals 135% base slashing damage (was 125%) and knocks units back. Third attack: Now deals 145% base slashing damage (was 140%) and knocks units back. 4. Chaining basic attacks together grant the [Flurry] effect. [Flurry] Takes 40% reduced damage from T4 and T5 units when pulling back the blade during consecutive basic attacks. The third attack gains 25% health steal and the fourth 50%.
Skills:
[Monstrous Blade] I: Health steal increased to 30% (was 15%) and duration reduced to 8 seconds (was 12). II: Health steal increased to 40% (was 22.5%) and duration reduced to 9 seconds (was 13). III: Health steal increased to 50% (was 30%) and duration reduced to 10 seconds (was 14).
Short Bow
[Poison Arrow], [Steel-tipped Arrow] Deals 200 bleed damage +6% of the enemy's remaining health over 2 seconds (was 200 + 4.5%).
[Angry Hornets] Poison damage changed to: I: Deals 50 damage per second +0.4% of the enemy's remaining health (was 50 + 0.3%). II: Deals 60 damage per second +0.45% of the enemy's remaining health (was 60 + 0.35%). III: Deals 70 damage per second +0.5% of the enemy's remaining health (was 70 + 0.4%).
Units
Imperial Pike Guards
Their advance can't effectively inflict crowd control on high-block units. This means that most heavy shield units can simply enter formation to counter them. To remedy this, we've increased advance's effect on block. The Imperial Pike Guards will shove at the enemy with their pikes if they're blocked during [Advance], knocking the enemy down. This attack can't be blocked.
Grayhair Garrison
[Last Stand] 1. Increased damage while using sword and shield by 40%; Increased maximum target count while using longsword by 2; Increased damage while using spear by 30%. 2. Improved the backswing for sword and shield and longsword attacks for smoother consecutive attacks.
[Charge] 1. Changed the attack hitbox for various weapons so that more weapons work together for effective damage. 2. Enters [Last Stand] for 5 seconds after [Charge] ends.
Hashashins
1. Removed their [Weak Vs Heroes] trait. Their damage is no longer reduced when attacking heroes. 2. Changed the targeting algorithm of [Decimate]. They will now attack nearby targets when using skills.
Dagger-Axe Lancers
Increased the minimum interval between counterattacks during [Follow Charge] to 6 seconds (was 3) and reduced the maximum damage increase for counterattacks based on speed to 80% (was 120).
Symmachean Stalwarts
Blocks during [Brace] no longer consume less block than when not in [Brace].
Conqueror's Blade's ecosystem is complex, to say the least, and so we will continue to make changes and improve balance based on the data we collect and your feedback. Should you have any questions or feedback regarding the aforementioned changes and other balance changes, feel free to join in on the discussions going on in the community or leave a comment. We hope to make Conqueror's Blade even better with your help!
Welcome back Pioneers to the, checking notes, fourth community post since the launch of our steam page in mid-November. Our main subject this week is 'Destruction', arguably the most fun of Dawn Apart's three main features next to ‘super-complex automation' and the whole 'colonize a hostile alien planet’ aspect. Disclaimer: this post is going to be a little more on the technical/coding side but bear with us: We've added some cool footage of us breaking stuff that should enthrall dev dudes and players alike.
But before we start we want to thank our followers and supporters for helping us to hit another milestone: According to SteamDB Dawn Apart has entered the top 1000 of most wishlisted upcoming games! This means our dropship has left the darkest corners of the Steam Universe and is on course to safely land on the bright planet of Aurora in the spring of 2024. Of course we hope to pick up as many space cadets on our journey as possible, so please continue to recommend Dawn Apart to friends, neighbors or random strangers on the street and make sure to join our Discord server!
Calculating Fractures
Destruction in Dawn Apart will be omnipresent. Not only are you destroying Aurora's surface by terraforming and extracting precious minerals but, depending on your choices, you will get attacked by the indigenous It'ak population or have a fall-out with your contractor, the greedy Kobayashi-Schwarz Corporation. Both factions usually react with criticism that is not really, let's say, constructive (rather quite the opposite!)
As we have hinted at in earlier posts, in Dawn Apart we have a system which takes in upcoming damage of an object and figures out how exactly it should fracture. So for example, when a space marine riddles an It'ak hood with bullets, each projectile will create rays with a given force and trace through the object decreasing its force based on the physical type of the voxel it hits.
Life on Aurora is harsh: One minute colonist Luke was enjoying the view, the next he was struck by a factory tile.
Not all materials can be destroyed by physical damage, and in that case the force vector will bounce off and continue on in the opposite direction giving way to much more interesting destruction. After the tracing we have a list of fracture points and match each broken voxel up with the point they are closest with to generate the resulting debris. (Not every damage type lends itself to raytracing. Electricity or fire wouldn’t have the same effect as a bullet so we are developing unique algorithms for each)
Making an Impact
In the last weeks we have also overhauled our explosion systems. Previously we were using a very simple logic to gather fracture points - essentially calculate a random set of points within the explosion radius and call it a day. But after we had to admit that we ourselves were not, well, blown away by the unrealistic big honking chunk the system produced we came up with another way.
Now we cluster fracture points around the impact point and spread them out more as the distance from the center increases. We can do that by creating uniformly distributed rays and march over it using a given step size. For each step we use a modifier to gradually increase the step size. We also implemented some dynamic voxel material attributes to let us “heat up” voxels that burn by explosions, or fire.
For now with the holidays behind us, and us being the Grinches that we are, we wanted to show off the new explosive logic by burning this cozy holiday-themed cabin to the ground (this will be of course not in the game but is a scene adapted from "vox-models" by kluchek, used under CC BY 4.0; we also added a debug FPS controller to our debug fly cam but normal gameplay in Dawn Apart will be top down).
TL;DR: Explosions go boom. While this post was all about things falling apart, we hope all those systems will ultimately come together to form one first-class base building, automation, and destruction experience. See you next week and don't forget to join our Discord server for more cool clips of things getting pulverized down to the last voxel!
2023/01/13 The new season! Reappearance of the divine dragon Our game has entered a new season!! The season will begin on January 14, 2023 and will last 30 days We have "new" artifacts and a new pass system for the new season New artifact - The Seven Dragon Balls This skill can only be used when you have gathered all the ranks 1-6 on the spot. Get the unique legion "Dragon" (This skill can only be used once) Exclusive unit -- Dragon Effect: invincible; Do not increase the quantity; End of Turn: Gain +4 boost for yourself and +1 boost for other clans New season pass - Season Passes have been added to the game, and new artifacts are included in the new pass bonus - There are two types of passes: Warrior Certificates and Honor Certificates. Warrior Certificates are free to all players, while Honor certificates are purchased - Complete daily missions to earn pass experience, which can unlock more rewards when the pass level increases - See Games for more details
Time to battle on the new stage! After the release of 1.0 “Stardust Warriors” Major Version Update, we invited 16 high rank players to compete in the Invitational Tournament. Stay tuned on our YouTube/Twitch/Steam for the most exciting matches!
Don’t forget to watch the stream and receive our exclusive rewards!
Nothing to see here! Just a bunch of crucial fixes before release is here. Full Gear will be releasing March 1st, at 10.00 dollars/euros, on Steam! Mark your calendars, or just let the wishlist do it for you. And if you've got any feedback, questions or funny images, you can join my Discord. Now's the time for bugs, crashes and feature requests! Discord Server Link
In the full version, there will also be 6 new, powerful, Titanium-quality items! They're not locked behind Goals and have pretty unique properties... but I won't spoil them just yet. You'll just have to wait a little longer.
See you around!
Changelog
v0.3: Release Setups
Added: Steam cloud support. Game now also tries to pause if you have the Steam overlay open. Added: a better crash handler. It should now be even easier to track those nasty crashes. Added: the Administrator now tracks challenges/bonuses active, quest items, and boss order. Rejoice! Added: two new tags!
"Primed": your Guns gain your Accuracy, and your Crit chance twice.
"Identify": similar to some Parts, you can now see an enemy's attack stat.
Added: visual indicator for passing a turn Added: tutorial text for how to pass a turn Added: numpad support! By default, they're mapped to walking, but you can change them to be mapped to quickslots. Buffed: Turbo Gloves now has "Primed". Buffed: Zoom-S now has "Identify". Buffed: Quicksilver Stompers resistance -10 -> 5. Because it's strange to have a healing build where fruit doesn't heal. Buffed: Ungrounded Battery stun turns 5 -> 2. It was too useless in most situations. Nerfed: Warding Drone now only uses its charge when its target is nearby Nerfed: Diver now only uses its charge when there's no walls between it and its target Changed: the Battleaxe is now a part of the Spiked goal. Changed: the Nail-Ridden Vest is now a part of the Shielded goal. Changed: Bosses now immediately remove any stack of Fear Changed: shortened descriptions of Sprocket Snakes, Thieves, and Thermal Drones Changed: reduced the visual overload of the Chemist's room a bit Fixed: crash from attacking Forcefields with the Copper Tongs Fixed: crash from using the Amethyst Tongs when you just activated a Bell Ringer Fixed: crash from using a quickslot item, then using inventory items Fixed: crash from when a Lava Carrier would spawn Fixed: you can no longer instantly break the Bell Tower with the Amethyst Tongs Fixed: the Administrator didn't track Tokens from saved runs at all Fixed: being able to use multiple Quickslots at the same time Fixed: stolen items would have some attributes removed Fixed: Lithium Shades would use normal weapon sound effect Fixed: "Crypt Seeker" would appear as "Crypt Keeper" Fixed: Widget Wielder would trigger too often Fixed: using a Bell Ringer would consume all bells Fixed: using an Ammo Oven should now add bullets to your inventory immediately
We are starting this year off with balance changes which mostly focus on Neutrals, Skellige and Syndicate.
Jean and Burza go over the most important changes and our thoughts behind them:
Changes
Neutral Black Blood - Now has the Alchemy tag.
Chironex - Provision cost changed from 8 to 9.
Has a new part of ability:
If you have Unicorn in your hand, play it, then draw a card.
Unicorn - Provision cost changed from 8 to 9.
Has a new part of ability:
If you have Chironex in your hand, play it, then draw a card.
Decoy - Now has the Warfare tag.
Lady of the Lake - Now has the Relict tag.
Ornate Censer - Now has the Alchemy tag.
Sangreal - Ability changed to:
Purify and boost a unit by 12, then Infuse it with "Once both players have passed, damage self by 12".
Summoning Circle - Now has the Spell tag.
Bone Talisman - Now has the Organic tag.
Epidemic - Provision cost changed from 5 to 4.
Now has the Organic tag.
Petri's Philter - Now has the Alchemy tag.
Thunderbolt - Now has the Alchemy tag.
Monsters Lilit's Omen - Provision cost changed from 12 to 11.
Skellige Axel Three-Eyes - Ability changed to:
Deploy (Melee): Spawn and play Crow's-eye Rhizome.
Deploy (Ranged): Transform adjacent Crows into Crow Messengers.
Dracoturtle - Power changed from 5 to 6.
Armor changed from 5 to 6.
Crow Clan Druid - Power changed from 3 to 4.
Ability changed to:
Zeal. Order: Banish an allied Crow, then play a 4 provision Alchemy card from your graveyard and give it Doomed.
Feral Bond - Ability changed to:
Spawn Skellige Wolves on an enemy row and damage it by 1, then Create a bronze Skellige Warrior that was not in your starting deck.
Bloodthirst 3: You may Spawn and play any bronze Skellige Warrior that was not in your starting deck instead.
Northern Realms Melitele - Provision cost chaged from 14 to 13.
Crone effect changed to:
Boost self by 1, then increase this card's ability values by 1.
Vandergrift's Blade - Now has the Cursed and Warfare tags.
Scoia'tael Malena - Power changed from 4 to 5.
Milva - Ability changed to:
Immunity.
Whenever an allied unit moves, boost self by 1.
Treant Boar - Power changed from 5 to 6.
Vrihedd Dragoon - Ability changed to:
Deploy: Move a unit to the other row. If it's an enemy, damage it by 1. If it's an ally, boost it by 2.
Nilfgaard Torres var Emreis: Highest Priest - Ability changed to:
Doomed.
Assimilate.
Deploy: Return a non-Doomed allied unit that is not from your starting deck to your hand, excluding self, boost it by 2 and give it Doomed, then play a card.
If there is no valid target, Create and play a bronze unit from your opponent's faction and boost it by 2 instead.
Syndicate
Blood Money - Provision bonus changed from 16 to 15.
Ability changed to:
Order: Damage an enemy unit by 6, then gain Coins equal to any excess damage dealt.
Whenever an enemy unit with Bounty is destroyed, increase the damage by 1. If the Order is used up, refresh it and set its damage to 1 instead.
Count Reuven's Treasure - Provision cost changed from 12 to 11.
Now has the Crime tag.
Fabian Hale - Power changed from 4 to 5.
Ignatius Hale - Power changed from 12 to 18.
Provision cost changed from 6 to 9.
Ability changed to:
At the beginning of the game or when Spawned, set own power to 1.
While in hand, deck or on the battlefield, whenever an enemy unit with Bounty is destroyed, Heal self by its base power.
Octavia Hale - Fee ability changed to:
Fee 2: Boost an allied Witch Hunter by 2. If you destroyed an enemy unit this turn, boost by 3 instead.
The Brute - Ability changed to:
Profit 0.
Deploy: Boost self by 0.
The boost is equal to the base power of the highest-power enemy unit with a Bounty you destroyed this game.
Whenever you place a Bounty on an enemy unit, increase the Profit by 1.
Confession Extractor - Provision cost changed from 5 to 4.
Profit amount changed from 5 to 4.
Scapegoat - Power changed from 1 to 2.
Profit amount changed from 6 to 7.
Game Fixes Tyr: Master of An Skellig's ability no longer triggers during the opponent's turn.
Vandergrift's Bladeno longer destroys itself without boosting a unit if that unit was killed after being played (e.g. through An Craite Longship).
For the Handball World Cup in Poland and Sweden we want to offer something special to our players. Therefore, our game will be sold with a 40% discount for 14 days starting tomorrow.
We are also organising a small competition.
Who can already predict the final? The competition is open until the end of the preliminary round. Just write your prediction here in the comments - Participant1 vs. Participant2 Goal1:Goals2 - whoever is closest wins and can choose one of our games as a prize, plus receives original autographs from Heiner Brandt, Christian Schwarzer and Ailton. Please enter only once.
It's time to shine like a star with Zula! Come on, enter the game now and don't miss the starry opportunities!
Zula awaits you and your friends with competitive team games and in-game events. Various special login rewards, special missions, bonus events, super promotions and deals are waiting for you.
Color your weekend with Zula and don't miss the starry opportunities!
1. Added Amber's second date. 2. Added collectable items to Amber's first and second date. 3. Fixed a bug where Violet's window would break (in the bad way) on the third date.