NEW: - Added a music theme for Alexander - Added optional FPP view for the Arcade Mode
FIX: - Jacek, Barabasz, Laszlo: fixed a bug where they could still properly guard after getting punched or kicked - Rapiers, after not detecting point damage, but detecting edge damage on thrust attack, will check for point damage once again, and override if it's detected - Samuel: Fwd + B attack animation no longer aims below the intended guard - Father Zera: fixed a bug where (LFF) Fwd, B, X combo was not triggering - Fixed a bug where some attacks would not deal damage when you held LG, the opponent who was not a rapierist started his cutting attack, and right after that you pressed your LG attack - Kalkstein: fixed some attacks triggering the wrong guards - Isabella: polish pass on Long, High, and Low Guard attack control scheme - Isabella: thrust attacks now trigger anti-thrust guards instead of anti-cut - Samuel: tweaked the Fwd, Y, B timings
TWEAK: - You can no longer switch between high and low guards without letting go of the LG button (it was often causing unintentional, accidental transitions) - Keyboard: Push and Grab are now bound to keys as default (you can rebind them in Options to your liking) - Marta: She now has a fixed combo attack after punch or a kick - Push attack (Right Trigger) is now hitbox detected, instead of basing on distance and angle - Push attack can always hit now (if the pusher's hand actually touches the opponent's hitobx), even if the opponent's attack is in active frames - Push stun is longer now (but you can cancel it by dodging back) - Marta: Animation tweaks of some thrust attacks - Binding now disengages during the whole attack, not only the active frames - Marta: Some attacks have shorter startup frames - Marie, Marta: smoother aiming when thrusting
HUGE REVEAL! TROS OUTFITS, BOSSES, MUSIC & MORE!!!
Greetings everyone! This is your Maiden Commander speaking! We couldn't be happier today to share our progress on the upcoming League of Maidens expansion "The Realm of Shadows". I had a chance to play a progress build and I have to say it is SO MUCH FUN!!! So much so that I had to let you all know how we've been progressing on our development. We've got a lot of awesome reveals in store and we won't waste time but before we do we'd like to thank you SO MUCH for your patience! We sincerely appreciate it and you!!!
SEXY BDSM / BONDAGE COSMETICS THEME!!!
Our tagline for the TROS expansion speaks for itself. TROS will bring a new spin on League of Maidens with a sexy dark mystery to solve along with heavy encouragement to get personal with your inner darkness. ;) We are beyond happy with that direction, our current progress on the development of the expansion and we are equally as excited to finally be able to coordinate our cosmetics and expansion themes this time around. As you can already see we're going with a BDSM/Bondage theme folks. It's time to EMBRACE THE DARKNESS WITHIN... it's time to get a little naughty!!! :D Above you'll see concept artwork for the first two outfits that will be made available for TROS.
TROS STRONGHOLD BOSS REVEALS!!!
Along with the photos of the two sexy new outfits coming in TROS you will also see our first (2) Stronghold Bosses! Say hello to Shadow Ako and Shadow Iko! More information will soon be revealed on these twin sisters and how they play into the storyline of TROS. Please keep in mind that these images of them are not yet geared. Also these sisters are not the only bosses coming in TROS. Stay tuned, more information on these Stronghold Bosses and the surprise they have in store for us soon to come! :)
NEW AND RETURNING ENEMIES!!!
We are super excited about the new Level 20 shadow enemies that players will be taking on in this upcoming expansion. Please feel free to take a look at some sneak peak photos above! You'll also get your first look at the newest enemy with all new unique mechanics as well! We won't reveal too much other than it being a brand new enemy with totally unique mechanics and we can't wait for you to play!!!
NEW MELEE, SKILLS, MECHANICS & MINI GAMES!!!
We are super excited about the new melee type that is currently in the works. Unfortunately we are not able to reveal yet what it is but should all go well we know a SIGNIFICANT portion of you will be EXTREMELY happy with it. Or at lease we most certainly hope many of you will be. Our plan is to ensure that we add a brand new melee type as well as at least one new Q, E and R skill for players to unlock and enjoy! Along with new melee and skills we are pleased to announce that we have been working on two new mechanics for the TROS expansion. DARK MATTER & DARK ESSENCE. One mechanic is an evolution of an existing mechanic and the other is a mini-game of sorts that will provide benefits for players during and beyond the expansion. We are excited as both of these mechanics provide vastly different experiences for players and we cannot wait for you to check them out. We know, we know... tease, but unfortunately that is all we will be revealing on the new mechanic and mini game today. :)
TROS TRAILER THEME MUSIC!!!
Lastly, (for this update) we're happy to share our first ever licensed theme song for the TROS trailer! Click the link above to check it out! Thank you so much for your patience and we hope you enjoy TROS when it becomes available!!!
Review the build/patch/hotfix list below for a detailed list of resolved issues in the associated build/patch/hotfix.
Phase 2 of server migration -------------------------------
1 - Re-enable online Beauty album features 2 - Transition online beauty album functionality to use with new migrated server 3 - Album data (Title, Download count, ect.) to work with new migrated server
The Realm of Shadows expansion -------------------------------------
1 - Implemented new map, players can now move to The Realm of Shadows map from... (wouldn't you like to know :D) 2 - Optimization fixes, post process for new map, and other changes to improve map appearance 3 - Implemented entrance for strongholds and the stronghold segments for players to run through 4 - Completed work to make enemy mobs functional 5 - Initial set up of stronghold bosses 6 - Added in ammo crates for strongholds, and other fixes to models in strongholds 7 - Updated the Player and Enemy spawn points when entering a Stronghold segment. 8 - 22 Realm of Shadows Stronghold segments have been added including (2) new Boss segments. 9 - 12 new enemy mob types have been added. (10) new enemy variations and (2) brand new mob types with unique mechanics. - Maiden Commander
It's been a while, but the enslaved skeletons that do our bidding have finally produced the next Dread Delusion update. This time, there's a meaty questline to dig your filthy teeth into, a brand new dungeon - and a number of improvements to the combat system.
JACK BASALT
Until now, the hunt for Vela Calose has led to a dead end - as Dread Delusion's main storyline has been absent beyond the starting island.
But with this update, a suspicious figure has appeared in the Wobbly Noggin tavern. His name is Jack Basalt, one of Vela's Dark Star mercenaries; and he's the first of many that you're going to have to track down to find Vela herself.
THE EMBERIAN
But finding the next Dark Star will prove tougher than walking into a pub. Folk call her the Emberian, on account of her ancient armour and implausibly large greatsword.
To recruit her to your cause, you'll need to do some detective work - and you'll eventually find yourself fighting through the narrow streets of the brand new dungeon-town of Rustburg, where the brigands and lowlives will be more than happy to slit your throat and steal your purse...
New main story quest: The Emberian
Two new islands added to Hallowshire...
...including the dungeon-town of Rustburg, the toughest challenge yet!
[/i][/list]
VELA'S FORTRESS REFURB
Remember the fortress where you first met Vela? That's the Dark Star flagship, the Blinding Light - and it's going to serve a big role in the main story.
So we've revamped its interior a little, and added a new Player Housing section at the top. You'll get access to these upgradeable rooms as soon as you beat the tutorial.
The Blinding Light's tower can now be upgraded
Revamped interior with graphical enhancements
Acts as a main quest hub, with key characters returning here
[/h3][/i] [/list]
COMBAT SYSTEM REVAMP
We've also spruced up Dread Delusion's combat system with the help of seasoned gamedev Kira - whose games Lost in Vivo and Lunacid you may very well have heard of.
Combat animations have been greatly improved, with both player weapons and the camera now reacting dynamically to player input. There are also new throwing weapons that can be used like an item.
Our new programmer Fotocopiadora (who worked on the beautiful title, First Land) has also made huge improvements to the AI system, to massively improve the stability of enemy code.
New weapon and camera animations to improve combat feel
New weapon impact effects
New throwing weapons: knives and shurikens, with poison variants
Much more robust AI code
[/h3][/i] [/list]
STAMINA TWEAKS
We've also made some tweaks to the stamina system, to further balance combat. In particular, this should make parrying much easier.
Stamina regenerates much quicker
It is now possible to block and parry with low stamina
No parry delay after button press, making parries easier to time
Stamina bar will flash red when stamina is too low
[/h3][/i] [/list]That's it for now! We hope you enjoy the new additions - as always, we're eager to hear your feedback. You can find more extensive patch notes below:
Patch Notes
Major:
New Quest: The Emberian, in which the player hunts down Vela's old comrade; a mysterious woman clad in Emberian armour.
New Quest: The Quartermaster, in which the player finds & recruits the Dark Star mercenary Jack Basalt.
New dungeon-town: Rustburg, a ruined village full of ruffians and outlaws. This level grants new challenges & rewards, and is part of the new quest chains.
Improved Vela's Fortress: 'The Blinding Light'. It now has a more detailed interior and a ship docked within. There's also upgradeable rooms, similar to player housing, in The Blinding Light.
New Weapon Type: Throwing Weapons - These new weapons come in the form of shurikens and throwing knives, and their lethality can be increased through the use of alchemy
Audio Compression Overhaul – gave all audio a crispy lo-fi rework with the same techniques used in actual PSX games. (This should also noticeably improve load times due to smaller file size)
Visual Feedback: Combat - Weapon impact effects, alternate weapon animations, and camera feedback via weapon use and movement has been added (Note: The camera movement can be adjusted or disabled completely in the options menu.)
Miscellaneous:
New islands have been added to Hallowshire.
Changed the Wikkan totem poles to look more like the Death God's Scrongus Poles. These indicate an illusion that can be dispelled with a truth potion.
Added a ranged 'Impaler' enemy to the Endless Kingdom.
Added a new secret portal in the Endless region, that links back to Hallowshire.
Added new faction banners to certain places around the world.
Changed item names & descriptions for certain tiers of player clothing.
New pixel art images for certain tiers of player clothing.
Added new spell particles
Changed the rate of stamina regeneration while the player has weapons out.
Ending the famine in the Hallow region now causes the fruit trees to grow fruit (yummy).
Added throwing weapons as pickups across the world.
Environmental improvements to the farmlands and swamps in the Hallow region.
Locked doors can now have multiple solutions (e.g. you can pick the lock or charm a guard)
Environmental improvements across the Endless region
Massive overhaul of codebase for dialogue system
Massive overhaul of codebase for NPC AI
Improved enemy stealth mechanics - enemies will now 'forget' about players after losing sight of them for 5 seconds.
Added constraints to allow binding cancelling with the UI Cancel action fixing an issue causing players without a controller to get stuck in the rebinding prompt.
Added collision to objects (Vases, Wobbly Noggin Room Furniture, Crafting Bench Side Table, etc.)
Bug Fixes:
Fixed dialogue issues such as typos and dialogue graph flow issues
Fixed rebinding issue where prompt was not displaying properly
Fixed a mistake with how the UI rebinding works now it accounts for the current control source
Extended rebind prompt scripts to include a text object to display a cancel prompt in rebinding
Fixed an issue causing item descriptions not to update via controller in the inventory
Fixed an issue where players would slide off the plank of the Golden Typhos by extending the player parent script
Disabled an invisible wall where the player first sees Vela
Extended the Endless quake script to disable earthquakes only if the player convinces the entombed one to stop
Fixed a bug with the attack stat not producing the correct value
Fixed Z-Fighting issues on several Props
Added Player parenting volumes for the flesh farm roof
Fixed prop placement issues with clipping and floating props
Fixed bug causing guards to walk away mid conversation
After four years of hard work, we are so excited to announce that our major title The Pioneers: Surviving Desolation is ready to begin its Early Access journey.
From the first draft of the idea to this release, a lot has happened. We've made tons of design choices that are only now revealing their potential, we've won a few awards and grants, the team has grown to 10 people, some of us have had children and grew them... The Pioneers is already an important part of our lives and we are forever bound to this amazing project.
But we also know that this is only the beginning...
What to expect during Early Access?
The main game systems are 100% working and we are now able to deploy a lot of content on a regular basis. Basically, expect more of everything to come. More characters, more station modules, more equipment, more terrain events, more strategic options...
To give our vision a good readability, we have decided to divide our roadmap into major slices. Each of these will be thematically based, will expand gameplay possibilities and should give you a good reason to start a new mission.
Our Roadmap
We have a pretty clear vision of what we want to achieve with The Pioneers. But we've left plenty of room for player feedback. Through weekly playtest and daily discussions on our Discord, we will be implementing many features and adjustments to meet the needs and ideas of the community.
A big thank you
Finally, we wanted to thank all the amazing people we met during the last years. There is still a long way to go, but we are grateful to all those who made this project even possible. Backers, dev friends, content creators, our families, early testers and supporters... You made our dream come true.
Let's take off
To reward your trust, you will get 15% off for a limited time. So come on board now and take a seat aside us in The Pioneers Early Access. We hope you'll enjoy the trip!
Happy new year to all our followers! We’re happy to come back with a first dev update for the year and showcase what we accomplished last year. We’re proud of the progress we’ve made in the development of Blooming Business: Casino!
2022 accomplishments!
You may have seen us at Gamescom this year with a brand new gameplay trailer that was aired during IGN Awesome Indies!
We participated in several key industry events this year, in addition to #gamescom2022, you may have played our last demo at Games Made in France.
We were at the Paris Games Week restart for its comeback! We met plenty of you! It was great watching you play and sharing your feedback with the dev team.
We organized several online community playtests. It helps us tremendously in our development process! We’ve been adding a lot of content based on your feedback. Don’t forget to register yourself on Steam if you do not want to miss the next one.
We launched our Tiktok account, follow us there and enjoy a lot of fun content!
In 2022, we closed 1739 dev. tickets, we added 5 new game levels, 8 animal species, 106 animations, more than 45 items, and much more new content!
Revamped tutorial and new campaign levels! We added five brand new levels : 3 tutorial levels (this is a total rework of the tutorial mission you may have played previously), and there are 2 new campaign levels where you will meet our VIPs Tony, Nat, and ... Knuckles!
UI and menus
Great rework of the UI, we made changes in the Research tree and Pitboss panels.
There is a new 3D level selector which displays our 3 environments (desert, suburb & city center) which will harbor all our future levels. You can navigate between the “biomes” with the city billboard on the right of the menu selector!
Decoration, Art, and all other beauty-related content
A new decoration theme: you will be able to enjoy a full range of Frontier items. We know one of your preferred things is to decorate your casino.
Plenty of new animations for our characters and VIPs.
Misc & bugfix:
Following your feedback during our last playtests, we added a shortcut to paint a wall at once when holding shift.
As usual, we worked on some polishing and debugging.
Don’t forget you can join our Discord to chat with the dev team!
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