We are thrilled to announce that a new playtest of Dice Of Olympus is available !
From February 21, 2023 to February 27, 2023 come to discover or rediscover Dice Of Olympus, before passing to the changes, at the time of our tests in-house it sometimes happened to us to be blocked with the launching of a part with the message: "Loading save files..."
If it is the case, go to : C:\Users\[USERNAME]\AppData\LocalLow\Bathyphere Studio\DiceOfOlympus
and delete the saves (save_0.es3, save_1.es3, save_2.es3), that should correct the problem !
here is the list of the big changes in the game :
Tutorials revamp
We understood that the tutorial was too long, that it presented too many things at once and did not help the player to enter the game universe, so we reworked it from top to bottom. From now on you will have not 1 or 2 but 3 tutorials at your disposal:
- A tutorial for the basics of the game - A tutorial for the velocity - A tutorial for the advanced mechanics (Crystals and Favor)
We hope that this division in 3 will facilitate the learning of the game!
Dice and combat animation
We also realized that rolling a dice or attacking with a dice was not that satisfying. Which, for a dice-based game, is problematic. So we created new animations for rolling and attacking with dice. I'll let you discover them in the game. Don't hesitate to tell us on the Discord or in comments what you think about it!
Gameplay modification
Coins
The coin mechanics in Dice Of Olympus seemed to add more confusion than anything else. So we decided to remove the coins and the economic aspect to offer you a simpler solution to facilitate the learning of the game while keeping the interest of the choice brought by the economy.
From now on, every 3 rounds you will have the choice between 2 bonuses:
- Unlock an extra dice - Gain a mana point
We believe that this system brings the same benefits as the coins without the complexity.
[The favor[/h3] When you cast a spell, the velocity score was added to your favor points to "passively" increase the favor
We removed this system in favor of a passive favor increase of +5 points each turn, starting on turn 2.
This system seems simpler and more coherent to us, as velocity was a very complex mechanic that overlapped with favor spells and played an unwanted double role.
With this passive increase your favor will increase as the game goes on. You can always improve your favor score via dedicated spells.
Another thing, a favor spell is now cast once, no need to go back and forth with your favor score to hope to cast an overly powerful spell over and over.
Conclusion
This playtest allows you to try the 3 new tutorials as well as 3 single player battles only, another multiplayer playtest will take place later this year. We hope you will enjoy these new changes, don't forget to fill the feedback form and join the Dice Of Olympus discord to participate with the community and have a more direct exchange with you.
In this News we will talk about heroes. Main idea remains the same. Each hero has Health, Damage and Spell Power. But we came up with a great idea how to make the game more strategic without adding complexity. So, here it is. Each hero has 2 stances which can be changed under certain circumstances.
All heroes attack differently. Ultimate attacks also do different effects. Both stances are useful, but player should decide what is the best composition at the current moment.
Today we gonna give info about 4 heroes and their abilities.
Demonologist is the main protagonist of the game. He has low base life, but high damage. First stance. - Attack. Ranged attack with high damage. - Ultimate. Deals X damage and stuns 1 enemy for 1 turn. Second stance. - Attack. Targets and attack an enemy on any cell of the map. - Ultimate. Send meteors to the closest enemies on each line.
Alchemist. Tough unit with average attack but low attack range. First stance. - Attack. Semi-ranged attack up to 3 cells. - Ultimate. Heals an ally. Seconds stance. - Attack. Damages enemies on 3 closest cells with deadly gas. - Ultimate. Throw a jumping shell. It damages enemies and bounces diagonally between them. Deals extra damage to the last target.
Monster Hunter. Damage dealer with high damage and low base life. First Stance. - Attack. Ranged attack with high damage. - Ultimate. Damages all enemies at the line. Second Stance. - Attack. Deals damage to the first enemy from behind. - Ultimate. Raven attack first enemy at the behind and apply poison and silence.
Warrior Princess. It has a lot of damage and health but attacks in melee only. First Stance. - Attack. Melee attack with high damage. - Ultimate. Throw a shield. It damages first enemy and apply a barrier on the Warrior. Second Stance. - Attack. Melee attack with high damage. - Ultimate. Create a fire shield. All enemies receive damage when they attack Warrior Princess.
These 4 heroes are base heroes. They are available from the start of the game. Other heroes can be unlocked later during game progression.
In this update I have been focusing a lot on optimization for both GPU and CPU. The game is more stable now. Together with that I also introduce the beginning of the civil infrastructure that corresponds with the population tab in the Brimir panel. For now I added a small town with some citizens and 2 civil planes. Killing them will lower the population number and in consequence the army force of Brimir will be reduced. In the next update I am planning to add traffic and expand the town.
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Other additions:
Redesign part of the HUD together with UI optimizations.
Added some more props in The Siege map.
Simplified collisions for many objects and reduced texture size, that will help with low end GPU with not so much VRAM.
Added windturbine to energy count and improved spawning system for solar panels without having a huge impact on performance.
Hello players, We are releasing the New Beta Release of SCP: CBM on Steam!
Here's how to install: Step 1: Go to SCP: CBM and press Manage Button (the gear icon) Step 2: Click Properties and Select "Betas" tab Step 3: Click and select "beta", and now you're done! (Note: This purpose is for testing, you'll be experiencing bugs due to under development.) (Additional Note: If you want to revert back to a stable version, go to Manage Icon > Click Properties and select "Betas" tab > Click and select "None")
Here are some features added in Beta branch: - 966 insomnia abilities in Breach Mode - Map Seed Generation Bug Fixed - Improvised Lighting Maps - Surface "Night Mode" for both Gate A and B - Added a new role "Clerk" (still bugged idk why) - Gate B fence removed - Updated Skybox (unofficial) - New FCS CEO, ItsXandromeda! 💙
some features will be also added in the official release*
The day you have all been patiently waiting for is now upon us - that's right, the Q1 2023 update and content drop is here and ready to go in rFactor 2!
We have deployed a potential fix to resolve the issue of missing Elite Witches when completing the Surtr Saga Quest.
If you still encounter the issue, please let us know via Discord: https://discord.gg/tribesofmidgard in the #report-bugs channel. What would be most helpful is any videos leading up to the missing Witches, as well as the Seed number of your World.
City Game Studio: Your Game Dev Adventure Begins - Binogure
Hello everyone!
Well, here we are! Exactly, the biggest update of City Game Studio. What to say about this update? Honestly I thought about upgrading to version 2.0, that's how big this version is!
Behind this update there is a lot of sweat, tears and even BLOOD. There are so MANY changes that it's going to be hard to detail everything here, but I'm going to do it anyway!
Let's go for the presentation of the v1.11.0
Events
You know that little icon at the bottom of the screen that looks like a letter? Yep, that's what we're going to talk about. Events have been added in 2019, and barely changed since then. So I had to roll up my sleeves and add some icons here, some formatting there. Consoles' announcements have been grouped together, so your mailbox is going to be lighter. In addition, there are new recurring events. From now on, your fans are going to write to you. Sometimes they are happy to hear from you, and they tell you so, sometimes they are not so happy. So when they ask you for something, I advise you to listen to them, your wallet will be grateful. Fans are going to contact you mostly to talk about your games, to ask you for updates, sequels... When you release a game, there is a slight chance that it impacts the popularity of the themes. When it happens, as my great-grandfather would say, cool beans!
Your consoles
There have been some changes. The console sales algorithm has been revised, it's a bit more balanced than before, especially when you release several consoles. But the biggest change is the ability to make your consoles backwards compatible. That's a great feature.
By making your console backwards compatible, you ensure that you can port your entire game catalog with 100% compatibility. This means that porting a game will cost you less and make you more money. However, making a console backwards compatible is not cheap either.
The interface
The pièce de résistance! Almost the whole interface has changed. Gonzi, a player of City Game Studio, helped me a lot to improve the aesthetics of the menus of City Game Studio. Icons, buttons, panels, so many things have been changed, and for the better, I hope! The dark theme has been improved, making it easier to read all the text and images. The comfort of the dark theme is as good as the default one.
Selling a studio, what an ordeal. Where is this button? In which menu? Well, from now on you can sell a studio directly from the bottom menu, right next to its name. Very convenient! Renaming a studio works on the first try, and every time! The staff management panel has been redesigned as well, replacing some hidden icons with visible tabs. All this for a more instinctive result, and therefore more pleasant.
Optimizations & fixes
Playing with a modded version of City Game Studio could be a bit of a pain. Game slows down during some periods of the year, and freezes most of the time. Sometimes it even hangs completely. Well, I did my best, and I think City Game Studio is much better optimized. It now uses a unique resource loader system, so there's no need to load the same resources several times in a row. Shaders have been standardized, stored in a nice folder, and their invocation is done through an interface that saves me from duplicating shaders to replace existing ones. Some shaders could not be deactivated properly, so the game slowed down on old machines
As for the fixes, there are many. The Game of the Year stopped working when there were not enough contestants to elect a game. City Game Studio had to be restarted to make it work again. It was also impossible to develop a game of the year, well, that's fixed too.
Currency adjustment
Don't worry, the game's price will remain unchanged in Euros and USD. However, other currencies are going to be adjusted thanks to the new tool that Steam provides. Indeed City Game Studio's price has barely varied in other currencies for the last 4 years, so I think an adjustment is in order.
To conclude
I have not listed all the changes, there are really many, some are less visible than others, I have listed the most important. But City Game Studio is more and more complete and stable.
I still have some changes to make in the game. I would like to add the possibility to make games with 2 genres, add achievements, and maybe review some other things. In the meantime, this new version of City Game Studio should delight the most ardent of you.
That's all for today. I wish you a good game. See you soon for the rest. Xavier AKA Binogure
Changelog
Feature
Add events when a player releases a game gets a chance to:
Theme trends event: A theme can gets trending via an event
Community's excited, so they should publish an update ASAP
After 3 years, if a game has more than 90% score, fans can ask for a sequel
Add backward compatibility for consoles
Add the backward compatibility to the existing platforms (Grantendo, Saga, Gamestation...)
Add tooltip on platforms (add name of the backward-compatible platform)
Rework the custom-platform algorithm to take into account the backward-compatibility feature
Rework the gameport-algorithm, to take into account the backward-compatibility
Digital store: Can port a game to the digital store via a game update
Misc
Update the console market share (Gamestation 5, VBox Series V, Grantendo Swap, Teamdock)
Number of competitors (use the game creation to define how many of them)
Group platforms announcements
Add following items to the yearly financial report:
Furnishing studios
Buying servers
Building studios/universities/convention
Acquiring a competitor
Buying competitors stocks
Bugfix
GOTY: Stopped even with competitors spawned
GOTY: Cannot dev a GOTY
Game crash when upgrading computers
Custom-platforms: When releasing the next-gen platform, sales of the old-gen doesn't fall.
Custom-platforms: Cancelling a platform might lead to random behavior
Custom-platforms: Do not send platform bought event for custom platforms
Map shader: Cannot deactivate the season shader
Optimization
Switching between studio takes less CPU/memory
Optimizing navigating through menus ("creating a new game" panel should load faster)
Use a ResourcePreloader instead of preloading all resources at launch
Add paginations for staff instead of yielding
Refactor models and controllers to use node system instead of dictionaries
Trade panel: Tooltips optimizations
Improve studio/map background rendering
Add C++ function to sort IntArrays
UI
Replace "filter by" by "sort by" on the right panel
- You should no longer get stuck in the meditation level when you are disconnected from the database - Database optimisations (>20mb reads O.o) - Fixes an issue where when you share the computer, it logs in a ghost user - Some other minor bug fixes
As always, if you experience any issues, you can easily post them here: https://inward.nolt.io/ (not registration needed, and you can vote on features)
If you need urgent help then feel free to drop me an email to hello -a- inwardgame.com
Commander, the latest Situation Report has just arrived!
Engineers and the finest mech specialists have worked hard for the success of your army and introduced a new unit - Sea Factory. This pioneer invention will allow you to deploy infantry units on water and surprise your enemies with sudden coastal border invasions. Sea factories are already available for all players in the newly created games and can be researched from day 5.
We also made several adjustments to the speed maps. Arrival times as well as production/construction information are adjusted to the speed factor of each map. Every map is also showing speed information in the game menu. This will make your calculations easier when planning moves.
Finally, we introduced some balancing changes for several factions and units. Capitalists and Communists got buffed a bit. At the same time, Commandos got nerfed slightly as an additional build requirement was added. To build Commando units, a Secret Lab is required now. Last but not least, Torpedo Boats now have a fire control option.
To get a complete overview of all changes in today's update, please check the detailed list that we prepared for you.
If you'd like to share your thoughts on today's update or are looking for a great place to discuss strategy with skilled commanders from all around the globe, make sure to check out the Iron Order Community Discord!