Skill points: 20+ new skill abilities added & activated Players will get 1 skill point for every level completed starting from level 2.
Currently you can play with any talent, there are no limits, tree is still in test mode, patch was rushed because of multiplayer bug fix. Plan was to do additional 35 talents and re-organize tree with level limits unlocks and so on, this will be done in week or two.
Important: Entire Damage over time system has been disabled due to stability issues in multiplayer environment. This affects tower specialization with fire or nature damage over time, few newly added skill points and some AIs abilities. System will be re-enabled in next several days.
General: Increased radius by 10%+- to all land attacking AOE units built by player AA machinegun & boat increased range by 10%+- Treant (AOE shield unit) + 50 to shield | Reduced upgrade costs Reduced aura damage for melee AI units by 20-50% Reduced cost for lifesteal and Ship destroyer upgrade
Tower specializations: Reduced power to some upgrades by 30 to 60% and cost reduced to 10 gold(upgrades are still very beneficial to have) Some specialization bonuses very too powerful and with newly added skill point system would put game on below desired difficulty.
Planning on starting to work on additional modes(something like side campaign or custom maps) for players to have more options to play from very start(more maze oriented and different kinds...)
Visual: Fixed many animation & visual bugs Damage scrolling text now fades
Multiplayer: Fixed bug that was crashing game from level 10 caused by carts Fixed hovered toolkit that persisted when game started on client side Difficulty once again scales properly when more players are added Multiplayer stats will only display stats for how many players are in game and is removable Client animation rotation will rotate more smoothly now
Known multiplayer bugs: Projectiles from Rocket Anti air unit from level 17 can occasionally crash the game(in multiplayer) or ghost ships rockets -> working on it Music on server side currently disabled when clients join Projectiles visual trail still turned off on client side -> Enabled -> There might be some trail issues, please send feedback if you see it. Re-enter game if you cannot see the host Icon for selecting difficulty sometimes disappear when you complete level and press "next level"
We are pleased to announce that we have released version 0.3 of the demo of The Wolf of Derevnya. This update features fixes to the scaling issues on ultrawide monitors, text effects, improved shaders, and an in-game pop-up menu.
The only additional change expected for the final release (aside from content) is a full save/load menu.
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By purchasing special items in our GameXP store, you will not only receive a lot of useful and necessary items, but also automatically become a participant in the Silver Gifts draw!
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The gift is credited only to the account that won the drawing.
The promotion will last from 03/05/2023 to 03/30/2023 inclusive.
The results of the draw will be announced within 3 working days after the end of the promotion.
Silver Gifts of Strength, Protection and Wisdom participate in the drawing!
And now hurry up for new goods and maybe you will become the owner of the Silver Gifts!
NEW In the works for a while and ready to join the masses: The Settings Menu has been overhauled and now features a subset of extensive settings
Adjust your audio on a more modular scale: UI, SFX or Music
Adjust your video settings, including but not limited to FPS limit, VSync, modular graphic settings such as shadow quality or visual effects quality and much more!
We're pushing another larger patch for ya'll. We were playing around with adding new scanning methods such as a vertical scan but had some problems getting it to work. We plan on releasing another smaller patch sometime later before starting work on our jumpscare update. We will be getting that update out before the end of this month though, so don't worry!
Changelog:
- Added dial move based on scanning radius - Added FPS limiter + V-Sync - Added loading screen - Changed scanner VFX - Changed dot density higher - Changed the hue of the brown dot - Fixed spelling on a tutorial, goals page, SFX - Fixed Press "E" to escape text not popping up - Fixed performance meter not going away when pressing f3 - Fixed screen shaking & heartbeat when the anomaly is disabled - Fixed audio playing while paused - Fixed scanner VFX updating when paused - Fixed internal errors
We just wanted to post a quick update on what we've been working on.
Art person here! I have been continuing to work on the overall visual quality of the game with a focus on visual clarity. The layouts of a couple outdoor areas have changed and the current focus is on the interiors of the buildings. We've experimented with different styles over the years and are now trying to finalize the look of the game. Lighting is a whole other thing we'll be tackling soon, once the interior updates are done.
Here's a little example of a before and after, hopefully better!
Since the last time we did a little update I've managed to get all the main systems work done and more or less bug free enough that the core game stuff can be played without issue. Since finishing that up, I've moved on to writing intro conversations for the characters.
Before I get to that, though, I wanted to make sure I could work in a format that would let me get dialogue done fairly quickly and flexibly. While the asset we're using for dialogue (Dialogue System for Unity) has YarnSpinner integration, it comes it a lot of caveats that I didn't like having to work around so I wrote a custom parser for a Yarn-like format that I'm calling DSText. The importer for it is up on Github along with an extension for VSCode so you get some minor highlighting support. I don't have time to really support it at the moment, but it's functional even for the more complex conversations I'm working with, so look at it and if you find any bugs, hey! Just fix them. And send a pull request
Alright, the story stuff. That's been a slow process owing to this being the first time I've gotten to focus on the characters in a deeper way so I am spending a lot of time thinking through how they're going to act and respond so that I have a good baseline for character voice when I come back around to them for later storylines and interactions. But that said, it's coming along.
I think that's about it for now. Once the intro conversations are done, we'll be moving on to some other bits and pressing forward toward getting testing stuff out to a select few. We may end up going Early Access so that we can get feedback and important bug testing done with a wider group, but that's a discussion for another day.
And hey, if you want to know about that stuff when it comes along, give the game a Wishlist.
In the last news, I mentioned my participation in the Shmel art market on February 26, where I was supposed to hold a presentation of the game. I am pleased to announce that the performance was filmed and now it is available to everyone on the game's YouTube channel. I hope you will enjoy!
Here's the very last coupon of the 3PRING LUCKY COUON series!
With this coupon, you can get 10,000 Euros, Premium Box *1, and Weapon Box *1 as a reward. Enjoy a lively weekend with the special gift we prepared for you.
Click the coupon icon on the top right of the game lobby and type: ------------------ SAKURASPRING ------------------