First of all, I would like to thank everyone for playing Never Rain since its initial release. The latest update for Never Rain consists of the three major updates which had been announced previously, with the difference of having such updates joined into a single update. The achievement system has been changed to function inside the game itself, which means that Never Rain will not contain steam achievements. In addition, Never Rain has only two achievements, that being of either winning or losing. Lastly, this is the final update for Never Rain, with the exception of major bug fixes.
Developing Never Rain has been an exceptional educational experience, and I once again sincerely thank everyone for playing.
First batch of performance improvements (render speed) and added script loading screen to make it clearer the game is loading scripts. Compiled shaders are now cached to reduce loading time. Depending on the Graphic Driver used this will takes some time the first time it runs.
Update v3.0.2 is now live for both PC and Mac, with a number of important bug fixes:
Missions
Fix ‘Edit Deck’ mission so that it works with buttons and not only dragging.
Allow using Tybalt Marr for seasonal Sons of Horus missions.
Fix Mission to put Flank troops in play.
Fix Battle Pass points provided by Missions replaced (it was always the same, but can now vary).
Tweak description of some starter Missions to add information on how to complete them.
Update text on Starter pass text, to avoid incorrectly referencing the tutorial.
Other bug fixes
Fix alternare art for Abaddon & Horus, so that they can be used in Legacy mode as previously, and as ‘skins’ for new Sons of Horus warlords in Standard mode.
Fix bug causing some cards to crash the game in certain edge cases (eg. Unshakable Warden, Desperate Defence).
Fix error which caused the Avatar in profile to revert to Aximand after changing decks.
Fix Sentry Turret image not always visible in tutorial.
Fix Daemons created by Kurtha Sedd and Lorgar Transfigured, to use the newly released Lesser and Greater Daemons.
Interface improvements
Invulnerable VFX now remains on unit for as long as it has the trait.
Change font color of Chat messages while being auto-translated, to provide instant feedback.
Prevent some unnecessary notifications of new chat preview area.
Increase size of Chat and Action Log buttons in battle.
Display menu animation in Legacy mode even with particles disabled.
Change label of ‘Deck List’ button to ‘Change Deck’.
We're excited to announce that we've started the countdown to the launch of Undead Citadel! We can't wait to share our VR medieval fighting game with all of you.
We're now in the final stage of development, and we're working hard to polish the game and make sure it's the best it can be. In the coming weeks, we'll be announcing the official release date. We're confident that you'll enjoy all the different game modes, weapons, enemies, and mechanics that we've been working on.
As a token of our appreciation for your support and patience throughout the development of Undead Citadel, we'll be sending beta copies of the game to our followers soon. We already have a closed betatesters, but if you are interested to try our brand new game, let us know here with a comment!
You can check all the news, and little gameplays on our official social networks, follow us!
Get ready to grab your weapons, potions, and grenades and fight against hordes of undeads and skeletons! Don't forget to add Undead Citadel to your Steam wishlist, and stay tuned for the official release date announcement!
Don't forget to add Undead Citadel to your Steam wishlist, and stay tuned for the official release date announcement!
Sanity System: Added a new Sanity meter to the game. Players will need to collect items scattered throughout levels to maintain their sanity. Stamina System: Added a new Stamina meter to the game. Players will need to collect items scattered throughout levels to maintain their stamina. Leveling System: Added a new leveling system to the game. Players can level up and earn perks to improve their performance. EMF Detector: Added a new item, the EMF Detector, which can detect nearby AIs. Useful in dark or low visibility areas. Press M to use. Crucifix Item: Added a new item, the Crucifix, which can repel AIs and stop an ongoing chase for 10 seconds. Press L to equip and G to throw. Perk Menu: Added a new Perk menu, which allows players to improve their performance. Currently, three perks are available: Stamina, Preacher, and AutoDoctor. Changes:
Lobby Modifications: Lobby has been modified for upcoming trophies. Blink Script: Disabling the blink script for players. Fillette Animations: Added new animations for the fillette in Hospital and Hospital Dark. Revive Script Refactoring: Refactored the revive script. Death System Refactoring: When a player dies, they will now be teleported to a locked room. Other players will need to find a key to unlock the room. Hospital Dead Scene: Modified the dead scene in Hospital. Poltergeist Temporarily Disabled: Temporarily disabled the Poltergeist AI. DEMON AI: Modified the DEMON AI. Chromatic Aberration: Removed Chromatic Aberration from the game. Pause Menu Options: Removed unnecessary options from the Pause menu. Hospital AI Change: Changed the AI in Hospital and Hospital Dark. Fixes:
Lobby Bug Fix: Fixed a bug in the lobby where certain lobby elements would persist when starting a new game. Hostel Post Processing Fix: Corrected the post processing in Hostel.
Our next game will be a zachlike called 'Stack Machines'. It's a mix of TIS-100 and SpaceChem. If you enjoyed OCTOPTICOM there is a high probability that you will also like 'Stack Machines'.
Just wanted to spread word that Snafu, my upcoming horror game is almost here!
Development is beginning to approach the final stages, and so far I can say that I am very happy with the direction of the game. It is a very different horror game, very unique, in my opinion.
After spending this whole long weekend working on and completing a castle of the game, I am a little more comfortable with the March 08 release date of the game.
Here is a little snippet of the inside during night time when its the spookiest...
There is not much else I have to say right now other than "get ready" for something entirely different!
Just wanted to spread word that Snafu, my upcoming horror game is almost here!
Development is beginning to approach the final stages, and so far I can say that I am very happy with the direction of the game. It is a very different horror game, very unique, in my opinion.
After spending this whole long weekend working on and completing a castle of the game, I am a little more comfortable with the March 08 release date of the game.
Here is a little snippet of the inside during night time when its the spookiest...
There is not much else I have to say right now other than "get ready" for something entirely different!