IMPORTANT: This update includes changes to how saving works in an attempt to prevent rare instances where save files became corrupted, but it's possible that these changes may affect your existing save file. If you are worried about this, I recommend that you wait for future beta patches or until this patch is out of beta.
New
Spell Rune System: During runs, you now choose runes from the choice altars that change how a specific spell works. Only 1 rune can be equipped to each spell.
Challenge Level 7 - Arenas Evolve: After completing 2 rounds of combat in an arena, it gains a random hazard. [[i]Note: Some sound effects for hazards are currently missing and the second possible hazard for the Clock Room has not yet been added. These will be added before this patch is out of beta.
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Stat panel can be moused over for additional information.
Emblem - Hubris: As long as you have no basic spells equipped, you have 45% bonus cooldown speed and your spells deal 20% more damage.
Emblem - Meditate: After standing still and not casting any spells for 1 second, you gain 6 bonus life regeneration for 5 seconds.
Emblem - Tumbler: Evading damage by dashing restores 10% of your life and 20% of your mana and refreshes your dash cooldown.
Enemy - Screecher: Flies around the player launching piercing sound waves.
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Enemies
Reduced the move speeds and increased the attack cooldowns for most enemies.
Catacombs arena enemy types all appear earlier (e.g. skeleton archers now appear on level 1).
Clock Room enemies can spawn closer to the player.
Changed how enemy pathfinding works which should increase performance.
Elites: Maximum life bonus reduced from 40% to 20%, flat maximum life bonus increased from 200 to 350, power bonus reduced from 60% to 50%.
Rework - Clockwork Golem (previously Beholder): Same laser attack but on a clock-tick based cooldown, now has jumping movement and longer moves while attacking.
Rework - Giant Frog (previously Mutant): Now has jumping movement and spits a cone of poison that lingers for brief duration.
Rework - Vulture (previously Construct): Now extends a damaging pitchfork towards the direction of movement instead of dealing contact damage, making it safer for the player to attack with melee spells.
Clockwork Cannon: Appears less often and later in the Clock Room, base life increased from 600 to 700, base power increased from 25 to 32, attack cooldown reduced from 5 clock ticks to 4.
Clockwork Soldier: Can now attack the player at any time they are in range instead of on clock-tick only, attack lunge range reduced.
Skeleton Archer: Player follow range reduced.
Emblems
Reduced the maximum rank for all “Affinity” emblems from 3 to 2.
Reduced the maximum rank for all “Blessing” emblems from 2 to 1.
Renamed the 3 “Elemental” emblems to “Invocation”, improved their emblem icons.
Agony’s Insight: Damage threshold reduced from 30 to 20, cooldown reduction reduced from 2.5 seconds to 1.5.
Patience: Instead grants bonuses based on the number of cooldown spells equipped: +15 resistances for 1 spell, +30% move speed for 2 spells, +50% cooldown speed for 3 spells, and +40 power for 4 spells.
Sharpshooter: Maximum damage bonus increased from 20% to 25%, maximum bonus range threshold reduced from 12 tiles to 10.
Time Leak: Cooldown timer reduction reduced from 5 seconds to 2.5.
Player
Melee/ranged resistances: Now grants (100 / (100 + Resistance))% damage reduction instead of a flat % damage reduction, similar to other games such as League of Legends. This allows resistances to be uncapped with diminishing returns.
Spells
Significantly reduced the cooldowns of most spells.
Updated all spell descriptions.
Rework - Dragon’s Breath (previously Acid Fire): No longer ignites enemies but applies a heavy knockback.
Rework - Force Wall (previously Earth Wall): Now summons pillars of energy that repel enemies more consistently. The player can now freely move in between the pillars without colliding.
Rework - Starfall (previously Shooting Star): You gain a marker that orbits you at fixed distance. Casting summons a star that crashes down on the marker's position after a brief delay, dealing arcane damage to enemies in an area.
Rework - Storm Spear (previously Storm Bow): Visual rework, the mechanics of the spell remain unchanged except range is now infinite.
Apparition: Damage increased from 75% of power to 90%.
Black Hole: No longer deals damage, mana cost reduced from 50 to 30, improved radius effect.
Drain Soul: Now grants you 3% bonus maximum life per enemy for 7 seconds instead of healing, radius reduced from 4 tiles to 3.5.
Electric Field: Damage increased from 60% of power per second to 110%, radius increased from 5 tiles to 7, mana cost reduced from 40 to 30, duration reduced from 6 seconds to 5.
Grasping Vines: Range increased from 14 tiles to 18, duration increased from 5 seconds to 6.
Invigorate: Now grants a flat 25% attack speed bonus and a 100% maximum mana bonus for 4 seconds.
Lava Chakram: Danage increased from 70% of power to 75%, mana cost reduced from 30 to 26.
Power Fist: Changed colour of effects to blue to better match other lightning spells/effects.
Solar Beam: Maximum damage increased from 520% of power per second to 550%.
Static Discharge: Damage increased from 600% of power to 780%, damage radius reduced from 6 tiles to 5.5.
Whirling Death: Mana cost reduced from 25 to 22.
Tomes
Cooldown speed: Bonus increased from 12% to 20%.
Other
All arenas are larger.
Poison now deals damage based on current life instead of maximum life, added a unique poision damage sound, improved status effect icon and visual effects.
Knockback effects all characters more.
Reroll altar sprite updated.
Object spawn effect updated.
Bug Fixes
Changed how the save system works which should prevent a rare bug that caused the save file to be corrupted.
Changed how dashing works which should fix a bug where the player became immune to all damage (even after restarting the run).
Fixed a bug that would allow certain cooldown spells to be recast while already active if the cooldown timer was reduced to zero via cooldown reducing emblems such as Time Leak and Agony’s Insight.
We've got a few new features to talk about, the newest addition is the nap "Hateg Isle" so when updating your map to this one, make sure its typed out exactly as its quoted and with this new map introduction this means Elira has been retired from the game, if you're worried that your character will fall under the map or have any issues, dont worry, we intergraded code that will auto detect player location and will spawn you on land somewhere on the map, the system takes a few seconds after spawning to kick in and detect, but it will correct you. this makes changing maps a breeze for admins or server owners
This does mean any servers running the old map hyro, they will no longer boot until the map is changed over to either Region1 or Hateg Isle
Hateg Isle Ice Spike Cave Other cave system Marsh
There's plenty of areas to explore and places to go/see, we hope you like this new addition to the game
speaking of new additions, we posted a poll on our discord for what animal should be added to the game next, the Leopard or Tiger. Well we decided to go ahead and throw both of them in the game, they're very interesting animals and fit this new map very well
We also updated the footsteps sounds to feel a little bit more immersive depending on where you're at in the game, you can find a video preview below
We also took a look into some bugs like the skin issue with spawning/born and they should be resolved, but it needs further tested in a larger scale, we have a few systems we are planning to completely redo, such as a the pickup system and the ui prompt system
Thats all we have to share for now, have a great day and happy hunting!
I restarted the game in early 2023 to make it more possible for me to finish the development in a reasonable amount of time. One of the key changes was the removal of most of the secondary characters (from Chapter One) and the addition of a new ally in the form of your new companion CID (Crime Scene Investigation Drone).
I also want to make clear that Silhouette is currently a side project for me. I'm going to be working full-time on my other project until June so that it is ready for the Summer Game Fest, and hope to continue work on Silhouette sometime in July with a goal (that I'll possibly miss) of launching the game in early 2024.
The game has been removed from Early Access and will go immediately into full release when it is finished. Be sure to wishlist the game now!
[1.61] 1) Fixed bug where the impact of corruption on the security (which affects terrorism) was sometimes inverted! 2) Appropriate music is now chosen when you load a game, instead of waiting a turn. 3) Fixed bug where you could right click an effect during the tutorial and hang the game. 4) Right clicking on the top strip of buttons or the voter strips no longer launches the new policy screen. 5) Fixed bug where Labour laws had multiple impacts on Working Week, and Labour Day Holidays had none. 6) Fixed display bug for city farms policy in Portuguese. 7) Fixed bug where a corrupted failed save game would cause a crash when trying to save other games. 8) Fixed bug where state funding money was not emptied at election time resulting in corrupted graphs after an election win. 9) Added the media spin event image to the results dialog if screen is wide enough.
1971: Indian Naval Front - neosphereinteractivestudios
Hello Community!
Our development progress is smooth, and we would be announcing a release period soon.
We would like to showcase our recent dev update on how to drop bombs on ground targets. A step-by-step demonstration is there for your reference followed by a complete video.
Step 1
Align your aircraft with the line of the target.
Keep the pitch as straight as possible.
Step 2
Once you are closer to the target press LEFT SHIFT (this key is being consistently used as an alternate weapon for any aircraft) to activate the bomb view, a crosshair will be drawn on ground/sea.
Step 3
Release the bomb by pressing RMB while LEFT SHIFT key is pressed.
Step 4
KABOOM! If your aiming is accurate. Timing is definitely a key here.
Fixed bugs that prevented saving in Japanese and non-English speaking environments (countries where decimal points are written with commas, etc.) and froze after the prostitute quest.
In this new weekly update, we're adding a complete tutorials panel which can be consulted at all times. Not understanding how to play seemed to be the main concern during the Next Fest, and it had to be addressed first.
With this new panel, comes the removal of the Controls panel, which was showing all commands but was confusing and only helped figuring out controls for the building phase.
Each tutorial has a controls section, a video clip, and a description to ensure it is as easy as possible to understand, weither it is by watching the video, or reading the description, or both.
The short tutorial screens before each first picking phase will stay, as it prevents having to open the tutorials panel all the time to understand what each minigame is about. We also added controls informations on those.
Changelog
Features Advanced tutorials panel Controls informations on tutorial screens New trampolines picking phase collect zone scrolling sprite New trampolines picking phase collect zone VFXs New lobby UI explaining game start conditions New game over SFX New QTE UI animations
Improvements Sound playing during the last 5 seconds of the picking phase to Canons can now be rotated with either the left or the right stick Lobby UI start prompt is grayed out when teams are unbalanced Players now can't play the same picking phase more than 2 times in a row X QTE button color changed to be less resembling to A QTE button color
Fixes Fixed bonus VFX disabling abruptly Fixed QTE UI and bloc building UI not disabling when reaching the objective Fixed failed bomb falling through the stairs