It’s been a while since you took your first steps in the Pale City, little ones.
Two years of creeping around the darkest of places, trying to escape some of your worst fears. Courage and determination are your watchwords, and you deserve a reward.
✨ Happy second anniversary from Little Nightmares II ✨
Sker Islanders, we love getting our amazing community involved as you often provide us with quality feedback and ideas to improve Sker Ritual. That's why we would like for YOU to help us name the upgraded versions of the following weapons.
Pavlov Avtomat
Double-Barreled Shotgun
Hunting Rifle
Sie Rogotti
MX1910
MP18A
RS10
Revolver
For example, our Double-Barreled Shotgun could be upgraded to...Boomstick 8000. Head over to our Twitter or Discord where we've created a post to collect suggestions, or comment below!
Click here for the Twitter post! Click here to head to our Sker Ritual Discord. You'll find our post in the feedback thread.
We're finally live! Our Kickstarter campaign aimed at funding voice acting for the game is up and running. Please consider backing and spreading the word, we need all the help we can get to make The Will of Arthur Flabbington a better game.
This is the first public alpha version of the next major Toribash 5.60 update
This alpha is primarily targeted at scripters and replaymakers to give a heads-up on what's to come as it introduces some breaking changes to some Toribash Lua functionality and the new replay data protocol. To switch to this build, choose "alpha" in the Betas tab in Toribash properties from your Steam Library.
What's new in Toribash 5.60:
Lua replay manipulation updates All player or environment changes (position, rotation, velocity, etc) triggered with Lua are now properly stored in replay files. See the list of all new functions below.
Documentation with EmmyLua annotations We know Toribash has been notorious for its lack of documentation when it comes to game-specific Lua functionality. With 5.60 we're adding documentation for all existing Toribash functions as well as for built-in classes like UIElement or PlayerInfo. EmmyLua is available as an extension for VSCode or IntelliJ IDEA.
Current alpha version does not have the final documentation yet and will receive further updates closer to stable release.
Texture atlas support You can now load a single master texture and render its specific parts. This will be especially useful if you need to draw a lot of textures which will normally get capped by max texture limit.
All Lua hooks are now executed in a predetermined order In past, when you attach multiple callbacks to the same Lua event you couldn't predict which order they'll be executed in. This has been revised in 5.60 and now hooks will always execute in the same order as they've been added.
Raycasting functionality in Lua You can now create raycastable bodies and shoot rays with Lua. That is cool. Lua bodies will exist in their own space and will not collide with any other objects.
Other updates
Screenshots are now saved as PNG files instead of BMP
Vastly improved obj loading performance
utf8 library support for Lua
Blood particles now collide with static environment
Blood particles no longer get generated from player collisions with static environment by default (requires hardness > 0)
New UITween class (toriui/uitween.lua) that can be used for time-accurate animations
List of all new Lua functions: [expand type=showmore]
This week we continued with our work on the NPC AI. NPCs now navigate obstacles and ramps better in and out of combat. We’ve also made the AI behavior a bit more fair where perception and picking up weapons during combat is concerned.
Obviously there also have been a number of bug fixes and other minor changes. Most notably we have redesigned ‘base rings’ which indicate your target, their armor, and their orientation.
AI Improvements - NPCs take time when picking up items during combat. - NPCs are careful about when they pick up items during combat. - NPCs can no longer see you through walls. - Stealth and AI perception interacts better. - NPCs navigate obstacles better during combat. - NPCs navigate cliffs and ramps better during and outside of combat.
Gameplay Changes - When a shield is ‘up’, it blocks regardless if you are taking an action with your other hand. - When your shield is up, you cannot charge a power attack with the other weapon. - The behavior and abilities of quan, quanites, and quanlings have been improved. - Adding more variety to the type of ‘ruffian’ NPCs you can encounter. - Tweaked the spread and speeds of the ‘forceful throw’ effect to make sure thrown weapons actually hit the target before the secondary bolts do. - Tweaks some combat animations for better readability. - Redesign of the ‘base ring’ to make armor easier to see. - Base rings no longer get hidden below deep snow. - Dust, shard, and ice devils have a new ‘hazard’ base ring.
Bug Fixes - You cannot force gates during the tutorial. - Asking Raaf to intervene on a bridge cannot push you over the edge and teleport you to the water below. - The crafting conditions for Legacy Signets are implemented correctly. - Improves targeting with the staff (the speed correction was off by a factor of 4). - The soothing flute can be used to play sheet music. - NPCs can no longer have two health components (it didn’t do them much good anyway). - The time and weather in the tutorial isn’t copied from the last level you played. - When the strength buff ends during camping it is removed correctly. - Ranged weapons can hit shorter enemies when ranged attack aim assist is disabled. - The death screen allows you to reload a save game with a controller. - If clans cannot accept a gift they communicate the reason for it correctly. - Prevents the generator from generating small holes filled with mud. - Reduces the performance impact of ferns. - Groups of NPCs remember better which ‘moves’ they already played.
Soldiers now gets hungry and workers have new job which is feeding hungry soldiers. Workers and soldiers that doesnt get food on time are hungry and do things slower and lose health over time.
Items like stones, berries (resources) can now disappear if away and not picked up for a while. Torches, pots and other items like this will not disappear.
Cemetery looks different now, more like a cemetery :D
Also:
Some tips now will appear at the beginning, guiding players a little more.
I've added autosave, just in case. Balanced game a little more, added new monster and fixed some bugs. Added some missing tooltips and items descriptions.
Updated building package process that improved overall performance of the game.
Game will be released on time, which is this sunday :) 12 Feb 2023
A game that I started as a passion project back in 2017. It looked nothing like it does today.
Keep in mind the game is a single dev with all out of pocket budget. it's not perfect. But it should be enjoyable.
Please check out the pinned message in the community section for any issues. Myself and some friends will be there trying to answer any questions today.