Greetings! The team has been working hard to bring you the next big update for Longvinter. I am thrilled to share all the exciting new content and improvements with you. But before we dive into the details, let's take a moment to address some concerns and questions that have been raised by some of our players about our company and the game. Stay tuned for an update that promises to bring even more fun and adventure to Longvinter!
Uuvana and other projects
We understand that some of our players may have come across information about an additional project we have been working on in addition to Longvinter. While we are proud of the progress we have made on Longvinter, we recognize that we are a growing company and our capabilities extend beyond just one game.
That being said, our focus remains on addressing the lag and saving issues in Longvinter, and we will not even think about moving away from Longvinter until these problems have been resolved. We are grateful for the community's support and understanding, and we appreciate all the feedback and suggestions we have received thus far.
Going forward, we will continue delivering new content and updates to Longvinter, and we are always open to considering ideas and suggestions from our players. Thank you for your support, and we look forward to bringing you more updates in the future.
Modding support delayed
Unfortunately, we have to delay the modding support until the 1.10b update. This is due to the increasing issue of hacking in our servers, and we need to implement changes to the base code to prevent this. These changes would result in all mods becoming incompatible and needing to be updated. We apologize for the inconvenience, but this is a necessary step to ensure a secure and stable gaming experience for everyone. After we release the 1.10 update, we will focus on improving performance and fixing bugs in the 1.10b build, which will finally include the modding support.
1.10 update
The next update, including the highly anticipated controller support, will be available for testing on our experimental branch tomorrow. While the UI is still a work in progress, we are eager to hear your feedback and incorporate it into the final version. The update also features 20 new items, ranging from placeables to weapons. To keep the discussion organized, we encourage players to share their thoughts and report any bugs they encounter on our discord channel "🧪-experimental-longvinter". By doing so, we can ensure that issues with the experimental build are properly addressed and separated from the stable version. We will also inform you about the new updates in this channel
See the image below on how to switch to the experimental version!
after getting the version as stable as possible with several hotfixes (Trello hasn't shown any crashes for ten days), I have shifted my focus to gameplay and graphics fixes and improvements
Wizards will be a lot more powerful with this update, probably a little too powerful, but that is ok for now. Let me know what you think.
Slowmo of the reworked push back effect:
Let's get into the nitty-gritty details:
Balancing:
All projectile spells do more damage but have slightly increased cooldowns.
Adjusted architect build slot in terms of construction space, resource cost and duration.
Features:
Added static buff aura behaviour that applies a configurable buff to squads in a radius.
Guard towers: received a static buff area with a 15% physical resistance spell to all guarding units in the influence radius.
Guard towers: permanent guard spots removed, as it does not fit anymore due to the architect feature.
Guard towers: renews the buff every 30 seconds, as this is the time the duration of the buff runs out. Newly added units will receive the buff when the guard tower renews it.
Guard towers: added buff effect to the affected area.
Guard towers: physical resistance buff stacks with the stone skin spell.
Spells: added a Stoneskin spell (I/II 15%/30% physical resistance) for the Nature Magic School, including fx and sound.
Added critical attack feature for melee weapons and projectiles. It will push back the enemy depending on the weapon quality and increase the hit damage by 50%.
Improvements:
Improved the look of the spell-casting pentagram (colours now depend on the spell school, added a particle effect)
The Jivalon Incident got the Architect Building unlocked.
Added critical attack info to the tooltips.
Bugfixes:
Fixed: Architect only builds guard slots.
Fixed: The placing of constructed slots was not working correctly.
Fixed workers would get stuck when repairing armour for buildings or units, and no repairing would happen.
Fixed: a worker could get stuck sometimes when repairing a siege weapon.
Fixed: repaired siege units would not get their health and armour updated correctly in some UIs.
Fixed: some dot effects didn't work correctly as the modifier was sometimes multiplied by 0.
Fixed: spells do bonus damage when the base has a defence bonus.
Fixed: some projectile spells, when cast from a base with a tower or incarnated node, wouldn't do any damage.
Fixed: some spell impact decals did not fade their HDR colour correctly.
Fixed: researching Fire Magic School after researching Water was not allowed.
Fixed several naming issues with spells
Fixed emission fade colour for arcane impact decal.
Fixed: pushback is finally using the correct point to identify in which direction the unit is supposed to get moved.
Fixed: hit animation is finally playing with the corresponding sound effect.
Fixed: a long-standing issue with dead animation, where it got triggered with a delay which always looked odd.
Fixed: several issues with guarding UI when the player selected specific units for guarding.
Fixed: guarding units, when pushed back by an ice sphere and then unfreeze, would not regroup to their guard position.
Fixed map editor: whenever a modal dialogue opened, a NavigationMesh baking got triggered and would lead to unnecessary slowdowns.
Fixed: base indicators wouldn't get into the navigation bake process that led units walking through instead of on top of it.
Before we get to the report, a quick announcement!
We invite you to subscribe to our YouTube channel, where we will regularly publish videos dedicated not only to Chernobylite, but everything related to it.
Hello Stalkers!
As promised, in this week’s report we will cover the process of scanning individual objects. If you look at the characters in the game, you'll notice that most of them have fairly standard stalker attire: clothes covering the body (well, except Sashko) and a mask. That second element really stands out. The masks are most distinctive and most associated with post-apo climates. No wonder. Everyone knows that a stalker without a mask is like Chernobylite without multiplayer 🙂 (I expect standing ovation for this joke).
Finding a gas mask, scanning it, and dropping it into the game may seem like a simple task, and to some extent, that is what has occurred. However, for some of the more important masks, adjustments had to be made. You have no idea how much time and work went into creating the Black Stalker mask. A hint: it was a based on a field hockey mask.
We will show you what we are talking about using Tarakan as an example. His mask does not resemble anything you would find in a survivalist store. It's quirky, slightly elongated and features horns. That's exactly how we wanted it to be. The mask was supposed to capture the complex personality of Tarakan; a man who’s been through a lot and has seen a lot in his life. There was one problem however: the mask was supposed to be based on a World War I era specimen and we simply couldn’t order it anywhere. Luckily, we were able to recreate its distinct look, thanks to the concepts found on the Internet (photos and drawings).
The mask was sewn from pieces of non-organic leather and a gas mask.
The next step was creating the horns. These were made from a plastic mass. As you can see in the photo, we had the right reference materials for this ;)
The horns were then painted, first with colors and then with old nail gel. Finally, the whole thing was fixed with UV light.
All in all, the whole operation - creating the mask, the horns, as well as sewing the hood and adding the distinctive white hair to the costume - took about a month. When the mask was complete we scanned it into the game. If you are curious to see what the whole process looked like in motion, feel free to watch this video :)
The first week of the playtest has passed and we have the first updates for you. We are still looking for more testers and you can register here to get a key sent within the coming days and weeks. We’ll send out more keys later today.
We want to thank you for your feedback so far. Besides the usual progress we do, we also added and improved on points you told us should get some love!
___________________
Change Log 2023-02-10
CONTENT
Adding a new ability: Arcane Splinters (Name TBD) Attacks automatically vertically in short range spreading splinters that stick to the ground and deal damage to any enemy running over them. Damage decreases over time. ( ℹ️ ) Six upgrade traits have been added as well. ( ℹ️ ) Name and assets are place holders for now.
Adding a new ability: Ringblades (Name TBD) Attacks automatically horizontally alternating between both sides. The blades will accelerate backwards and come back to the throwing location and then travel outwards the screen mowing down all enemies in the path. ( ℹ️ ) Six upgrade traits have been added as well. ( ℹ️ ) Name and assets are place holders for now.
FEATURES
Adding a function to refund all blessings
Improving gamepad support enabling character selection in the start menu and using certain UIs with the game. Gamepad support is not yet complete and more updates to come.
BALANCING
Player damage and monster health have been increased by a factor of 5 for more fine tuned balancing changes
Changing an upgrade for the archer from piercing to an additional arrow
Increasing the starting range of the Swordsman
POLISH & QOL
Increases the sound of collected XP
Added that the pitch of XP collection increases the closer you are to the next level up
Improving the mouse visibility
Updating the slime death animation
Adding a small fade when unpausing the game
BUG FIXES
The final boss should now always appear when the time hits 0
Characters that appear in the overworld should not run in circles anymore
Kills and damage from Phantom Needles, Transfixion and Breath of Fire arenot accounted for.
___________________
What's Next?
We are working on completing the gamepad support. We want to get work on the second stage done so we can properly implement it with a proper progression. And we are on further QoL Features and bug fixes.
We also found some hiccups in the performance, especially if one hits large crowds of enemies. Please continue to report to us your impressions. We are eager to make a game for fans of this genre and not only for us!
The first week of the playtest has passed and we have the first updates for you. We are still looking for more testers and you can register here to get a key sent within the coming days and weeks. We’ll send out more keys later today.
We want to thank you for your feedback so far. Besides the usual progress we do, we also added and improved on points you told us should get some love!
___________________
Change Log 2023-02-10
CONTENT
Adding a new ability: Arcane Splinters (Name TBD) Attacks automatically vertically in short range spreading splinters that stick to the ground and deal damage to any enemy running over them. Damage decreases over time. ( ℹ️ ) Six upgrade traits have been added as well. ( ℹ️ ) Name and assets are place holders for now.
Adding a new ability: Ringblades (Name TBD) Attacks automatically horizontally alternating between both sides. The blades will accelerate backwards and come back to the throwing location and then travel outwards the screen mowing down all enemies in the path. ( ℹ️ ) Six upgrade traits have been added as well. ( ℹ️ ) Name and assets are place holders for now.
FEATURES
Adding a function to refund all blessings
Improving gamepad support enabling character selection in the start menu and using certain UIs with the game. Gamepad support is not yet complete and more updates to come.
BALANCING
Player damage and monster health have been increased by a factor of 5 for more fine tuned balancing changes
Changing an upgrade for the archer from piercing to an additional arrow
Increasing the starting range of the Swordsman
POLISH & QOL
Increases the sound of collected XP
Added that the pitch of XP collection increases the closer you are to the next level up
Improving the mouse visibility
Updating the slime death animation
Adding a small fade when unpausing the game
BUG FIXES
The final boss should now always appear when the time hits 0
Characters that appear in the overworld should not run in circles anymore
Kills and damage from Phantom Needles, Transfixion and Breath of Fire arenot accounted for.
___________________
What's Next?
We are working on completing the gamepad support. We want to get work on the second stage done so we can properly implement it with a proper progression. And we are on further QoL Features and bug fixes.
We also found some hiccups in the performance, especially if one hits large crowds of enemies. Please continue to report to us your impressions. We are eager to make a game for fans of this genre and not only for us!
One year has passed since we announced Grey Eminence to the world! The past 365 days have truly been a rollercoaster of ups and downs, but the one constant has been your unwavering support and faith in our vision for the historical grand strategy genre.
The year was certainly not without challenges – and we had to make many difficult choices along the way. But we remain resolute in the face of adversity and have embraced this challenge wholeheartedly. Over the past two months we have made tremendous progress on the development side and it is therefore with great pleasure that I would like to announce Grey Eminence’s upcoming Closed Alpha!
Watch a preview of the alpha and its gameplay here:
Access to the alpha is the first of the unannounced rewards for members of our Patreon! Specifically, to gain access you must have maintained your subscription long enough to obtain a copy of the game at release and you must have an active subscription (at any tier). To set some clear expectations: the alpha is at least a couple of months away, depending on what resources we have to work with. However, we’re optimistic about the current state of affairs – and, crucially, we still aren’t ruling out a 2023 release date for the game.
Thank you for staying with us throughout this challenging year! We’re looking forward to getting Grey Eminence in your hands – and until then, we hope you’ll be able to tide yourselves over with our monthly dev diaries, whose release will resume March 4.