New Releases since Monday, 9th of January 2023 Pathfinder 2 RPG - Pathfinder Kingmaker Adventure Path Publisher: Paizo Inc. System: Pathfinder 2.0 Type: Adventure https://store.steampowered.com/app/2274350
Our latest update is now available on the beta testing branch. This update includes a brand new guild quest line, map changes like the ability to add icons to islands and zoom in and out, new dungeons, new loot, and more. If you're interested in helping us test and find bugs before pushing to the public branch, you can read how to opt into the beta branch here.
Here are the current patch notes:
Added new island type: Redwood Islands
Added new guild: The Red Raiders
Added new dungeons
Added new items
You can now zoom in and out on the map UI.
You can now mark up to 5 waypoints on the map.
You can now add icons to islands in the map UI.
The map UI now shows how many islands you have marked.
The map UI is now full-screen.
Upgraded engine version.
Added new craftable arrow qualities.
Herb plants now always drop a plant fiber even if they drop a cooking ingredient.
Fixed some issues with points of interest on islands overlapping.
Added missing audio to hunter merchant.
Adjusted size of item and recipe entries in a number of UIs.
Added a button background to the sort buttons to make it more clear that you can press them.
Increased chance for ancient chests to drop loot at your level
Ancient tower jumping challenges are now a little bit easier.
Fixed an issue with grass floating at some POIs.
Toadstool mushrooms can now be found at ancient ruins.
Increased drop rate of cooking ingredients.
Reduced the amount of hemp required to make silk.
Adjusted recipe requirements of some ship items.
Fixed a spider cave having some floating ruins objects.
Increased the chance for hemp to spawn at later world tiers.
The Starfinder Ship now requires gold ingots instead of platinum ingots to craft.
Fixed some visual issues in spider caves.
Fixed some AI issues.
Updated lighting of some interior scenes.
Fixed receiving money from a quest not being indicated sometimes.
Minable rocks now show their name when you are close enough.
Increased the size of the checkboxes in the settings menu.
Fixed Antialiasing setting not being reset when loading defaults.
F2 now disables the interface.
Fixed bug where hitting F3 would cause you to be unable to equip weapons.
You can now exit ship wheel controls with gamepad east buttons.
You can now navigate the map with the right stick on gamepad.
Fixed map UI partially blocking interaction with the section tabs at the top of the screen.
You can now see how much experience you'll get from an item before you craft it on the crafting and known recipes screen.
White Jute and Hemp plants now drop regular plant fibers in addition to their unique drops.
The Outfitter Merchant now sells more crafting resources.
Pirate Cooks are now more likely to drop rare meal recipes as you get into higher world tiers.
Fixed leaving the Marauder's Guild sometimes spawning you inside the ship geometry.
Fixed issue where the wrong tab would be indicated in the crafting interface.
You can now use triggers to cycle through crafting tabs.
Updated equip/unequip sounds on hip lanterns.
Special effects from weapon hits can no longer occur if the target was immune to the hit.
Poison damage can no longer trigger proc effects such as Leech.
Can no longer parry poison damage.
Fixed ships sinking when at very far world locations.
The map now automatically centers to the new known position when you use a sextant.
The loading screen now appears when generating the bulky part of large islands.
So many of you have already tried Children of Silentown, thank you so much! 😍😻
Looking at the first reviews and comments, it seems you are liking it so far!! 😃
Some issues also came to our attention while reviewing your feedback, we are looking into them as we speak.
Keep sending all the feedback our way, we want to know what you think!
A special thanks to those that have been here since the Prologue, or even before since our first game Little Briar Rose - was Children of Silentown how you expected it? Or not?
Have fun and a very nice weekend! Team Elfs (& Daedalic)
Stegosoft and DANGEN have been working for the past year to get a physical edition of Ara Fell and Rise of the Third Power made, and we can finally announce that we've done it!
I know a lot of folks have been asking where they can find a soundtrack for these two games, and I'm happy to share that we've secured the rights to have Ara Fell's soundtrack included in the collector's edition. In total, there's about ~30 songs on the CD!
There's some other cool stuff in the collector's box, too. Here's the full contents:
Ara Fell soundtrack CD
A double-sided cloth map of Lita's hand-drawn map of Ara Fell
An enamel pin of half the Rise party ferrying in Lilly's boat
Plus the game box looks pretty amazing - I personally cant wait to have it on my shelf.
Thanks to everyone that encouraged us to make this happen. I think I'm looking forward to getting a copy of this as much as you are!
Here's a link to the regular and collector's editions of the game, for both Switch and Playstation: https://t.co/2vEls2cx5X
Ah, feedback loops. Everyone in the IT industry knows that one of the crucial things when creating software is to keep these loops short. You really want to know what the end users think about your product.
This is even more important when creating a game. After all, there are no user requirements that came from the customer. I mean the players will have some expectations (if it's an XCOM-like title, they won't expect dynamic, real-time battles... or at least I hope so), but the main requirement is that the game should be simply fun to play.
(Shooting rats is fun! Though they sometimes fight back) (I mean it was really the rats who started the fight, so it's the player who is fighting back)
And because it's not really easy (maybe even impossible) to define what "fun" is, iterating becomes the most important part of the game creation process. And I'm happy that I have a great community of playtesters that give me lots of awesome feedback!
Recently I've decided to take a closer look at feedback regarding the shelter phase, and I found some very interesting observations there. Here's what a shelter phase looked like in one of the older builds:
As you can see, there were shelter actions available at the bottom. The player was also able to hover their cursor above different things, and for some of them, a text near the mouse cursor was displayed.
When the player clicked something on the screen, two different things could happen:
if it was a lore-only prop, a short character message was displayed:
If it was something related to an action, a proper action button would become highlighted at the bottom. This also included characters - when you clicked on them, the "heal" action would become highlighted:
It turned out that players were getting confused when they first entered the shelter. The most common issues were that:
a) they didn't know that it was possible/necessary to change the active character to see different actions,
and
b) they thought that the whole phase has a point'n'click interface, and action buttons at the bottom are redundant, as all stuff could be reached by just clicking on different parts of the shelter.
Clicking on a character with LMB (so a legit way of switching characters during combat) was not working here (RMB was working, but it was counterintuitive). Also, seeing all the healing actions for every character all the time was implying that the actions menu indeed holds all the possible actions and that they don't depend on the currently selected character.
As a solution, I changed the approach to the shelter healing actions. Previously, every character had the possibility to heal every other character. Now I've made sure that only one "heal" action is visible at a time, and that it belongs to the currently selected character.
The other thing I changed (and it was slightly heartbreaking) was removing the mouse-clicking-on-screen thing completely. There are no more mouse hover texts over shelter objects. The only way to interact with the actions is by using the buttons. Yes, I had to sacrifice some of the coolness of clicking through shelter elements; on the other hand, that feature would not be available on a console port (assuming it will become a thing), as there'd be no mouse cursor there.
These changes helped make the shelter UI more readable, and that was confirmed during recent playtests.
Feedback loops are awesome. Still, the biggest piece of feedback that I'll receive will come from all the people who will try out the full game after it releases. And that's gonna happen in the nearest future. I am extremely thrilled (and scared) because of that!
OK, this post is long enough, so I'm gonna wrap it up already. Take care, have a great day, and do join me on the Discord channel!
Stegosoft and DANGEN have been working for the past year to get a physical edition of Ara Fell and Rise of the Third Power made, and we can finally announce that we've done it!
I know a lot of folks have been asking where they can find a soundtrack for these two games, and I'm happy to share that we've secured the rights to have Ara Fell's soundtrack included in the collector's edition. In total, there's about ~30 songs on the CD!
There's some other cool stuff in the collector's box, too. Here's the full contents:
Ara Fell soundtrack CD
A double-sided cloth map of Lita's hand-drawn map of Ara Fell
An enamel pin of half the Rise party ferrying in Lilly's boat
Plus the game box looks pretty amazing - I personally cant wait to have it on my shelf.
Thanks to everyone that encouraged us to make this happen. I think I'm looking forward to getting a copy of this as much as you are!
Here's a link to the regular and collector's editions of the game, for both Switch and Playstation: https://t.co/2vEls2cx5X
New Weapon: Wind Dagger with skill Wind Grinder. New Upgrade: Shop upgrade (4/4) 20% discount button added. New Blessing: Attack Speed Increased. Bug Fix: Earth sword now will again appear in the drops and in the shop. Bug Fix: Earth Wand now will drop again from normal enemies. Bug Fix: Two of the same items will no longer be shown in the shop next to each other. Bug Fix: Fixed a crash that happened when there were specific player projectiles still existing after the fight ended. (aka Crispy Crash) Bug Fix: Current difficulty is displayed correctly next player health again. Bug Fix: Difficulty animation increase speed no longer affects certain animations, like stuns, death, tired, phase 2 transformation. Balance: Poison dagger, poison cloud now deals damage if enemy stays in it. Balance: Shop upgrade 3 now costs 60 fungi instead of 70. Balance: Forest skeleton poison cloud, now deals damage if you stand in it. Poison effect lasts half as long 10sec -> 5sec. Balance: Dash length extended by 10%. Improvement: When goblins die while drinking potion, the potion disappears correctly now. Improvement: Knight Body, hands, leggings and feet armor art updated. Improvement: Thebee dialogue text box in the main hub has been centered correctly. Improvement: New Mouse 4 icon. Improvement: Female character has less muscles. Improvement: New skill icon on wind sword. Improvement: When a player dies the weapon light disappears. Improvement: When a Forest skeleton dies, its eyes disappear correctly. Other: Updated credits.