You've already seen this one before if you played our demo - Kayleigh's signature monster form Sirenade! Sirenades are particularly loud creatures, and can amplify their own singing voices through their microphone tails and wings. They don’t seem to have much awareness as to whether or not their singing is too loud for those around them.
Muskrateers can often be found sharpening their swords on stones in the underground caves where they dwell. It is not uncommon to find them duelling any Squireys that happen to cross their paths. I also hear that they have remarkable balance!
You might be able to guess - but this is one of the remastered forms of Traffikrab! The Weevilite’s long necks allow them to spot weaker monsters from afar, and by alternating flashes of their red and green eyes they can paralyse their prey with dizziness and mild migraines. This remastered form specialises in attack.
Terracookas are aspiring chefs, and will attempt to cook with whatever ingredients they can find in their subterranean cave habitats. Unfortunately this means that most of their practiced recipes include lichen, moss, or both lichen and moss.
It's a fun Christmas Elf! ...It is fun, right? In order to hide their true emotions, Elfless fashion crude smiling masks out of tree bark. Unsubstantiated rumours claim that there is one day a year where all Elfless will assemble together to replace their old masks with new ones.
What's this fearsome thing?! The Macabra cannot see, but instead has the ability to “taste” the air around it for potential prey. It prefers to do so from a higher vantage point, and will often find a rock or animal skull to perch on whilst hunting.
OK, what does a fusion between Sirenade and Elfless look like, then?
Sirenless! Terrifying - I see! Well, that does it for this week. Which monster form would you transform into to battle? Come and let us know on our official Discord! You can always follow us on Twitter, too!
Hey Renovators! We can’t thank you enough for your growing support, and while we know there are some rough edges, we are extremely happy with the launch of Hotel Renovator. That’s mostly your doing, and we are forever grateful.
Just to quickly sum up what’s been happening since the launch: there were 1,926 of you playing the game simultaneously at its peak! We maintain an 80% positive rating, and the reviews keep coming in. Our Discord and Community section on Steam blew up – we didn’t expect so many messages. Again, this is all thanks to you!
We’re fixing the issues
At this moment, our team is focused on collecting your feedback and bug reports that you send our way. We already have a list of issues that we are fixing in the first place, and you can expect the first patch in a matter of days. If you spot anything unusual in the game, let us know about it! Best way to reach us is through our Discord server.
Top Designer show - This Friday!
We also want to remind you about the awesome live show that starts this Friday – Top Designer! It’s a show where with your help, we will choose the best design of the week in two categories: Top Designer and Mad Designer. If for some reason, you missed the previously released teaser – here it is once again!
[teaser]
That’s it for now, so keep enjoying the game and sending us your amazing designs or posting them on social media with #hotelrenovator. Remember to post your feedback here on Steam or join our Discord community server, where we are available for you for most of the day!
Game Studio, BatteryCake, Debuts Innovative Interactive Engagement Game on Steam - Muffins on Stream.
About Muffins on Stream “The game is designed to be a fun, in-between game that can be played during live streams and to facilitate giveaways,” says co-founder of BatteryCake, Andy Steig. Muffins on Stream is an engagement video game that brings the pastry-laden platformer fantasy world of Flourden to life, live on Twitch. Streamers who download the game on Steam will offer their audience an interactive experience, allowing them to join a hosted game. Twitch Viewers will assume the role of mutated Muffin Munchers, competing against giant confectionary monsters and each other in real-time. “This game is just the starter,” A.S. By purchasing Muffins on Stream, those enjoying the game will be supporting the development of another full animation-centric side-scrolling platformer title in development at BatteryCake - Muffin Tour Legacy. In both games players will explore Flourden and uncover extensive lore, as Molly The Muffin Maker haphazardly unleashes The BearClaw King and his nightmarish minions from a dark realm. Launch Details Muffins on Stream will be available on Steam on March 8th for 2.99 USD. Download Here or search Muffins on Stream at store.steampowered.com Join the Muffins on Stream Community via our Discord https://discord.gg/xRdpAhpvya So… Why Muffins? “This game is just the starter,” A.S. By purchasing Muffins on Stream, those enjoying the game will be supporting the development of another full animation-centric side-scrolling platformer title in development at BatteryCake - Muffin Tour Legacy. In both games players will explore Flourden and uncover extensive lore, as Molly The Muffin Maker haphazardly unleashes The BearClaw King and his nightmarish minions from a dark realm.
About BatteryCake BatteryCake is a new Digital Media Company focusing on game development, animation, creative design, and digital engagement products for streaming platforms. Based in Los Angeles, BatteryCake is committed to making high-quality products for a digital-first environment. We also love cake! Who doesn't? BatteryCake is made up of Co-Founders Daniel Napoli, Stephen Frister, and Andy Steig. Daniel is an animator, story artist, and 2D digital media designer whose extensive work can be seen in various media outlets, video games, and more. Stephen is a coder and game designer who cut his teeth on interface design at Microsoft in the Windows graphics test lab. Andy worked in entertainment as a producer for eight years and in 2017 moved into the gaming industry as a digital marketer.
Collaborators Notable collaborators on Muffins on Stream include Storyboard designer Matt Gamez. Animation & Color by Adam Wachtel. Animation Design by Granger Loosely. Writer, Nick Dossman. Sound Design by Transported Audio (https://transportedaudio.com). Music by Gabriel De Leon. And Voice Acting by Fred Stoverink.
For more information about Muffins on Stream, Muffin Tour Legacy, and BatteryCake please visit our website at https://batterycake.com/
If you are waiting for Line War single-player content - make sure to read our next Steam announcement within the next couple of days about single-player content coming in Release 37 - meanwhile we have some very exciting news to share!
Release 36 is now out which brings you not only the Aircraft Carrier but also tons of big improvements to multiplayer lobbies, graphics, camera control, replay control, settings, balance changes, and 100 new in-game video tutorials to methodically guide new players only to name a few things.
Watch the Aircraft Carrier trailer here:
Cinematic trailer to showcase new graphics, camera control & replay features:
We are excited about this release as it is an important step to continue to mature Line War to a stable, enjoyable, competitive RTS game. The beta period was longer than we would have liked which split the already small concurrent player pool for a period so we hope that we can now enjoy some better matchmaking possibilities. The lobby system has been improved so you can create and browse lobbies better.
Release 36 - Aircraft Carrier - full release notes
AIRCRAFT CARRIER
Mobile airbase with a capacity of 3 aircraft.
AUDIO
New UI audio for events in lobby and chats - if game is out of focus, you know when someone joins lobby
Global volume control in settings
Independent volume control of menu music and in-game music
Independent volume control of in-game, UI, and ambience sound effects
Audio listener is better placed in the world depending on what camera is showing
CAMERA CONTROL
Camera zooming now zooms to proper extents without jittering
Added strategic overview camera mode in game, zoom past max distance or press Slash key to toggle
Increased zoom extents allowing closeups
Zoom now moves camera forwards and backwards and changes field of view (instead of just altering field-of-view)
Zooming combines camera movement, field-of-view and tilting at different distances
Camera extent perfectly aligns with navigable areas of the map in north and south
Improved settings for camera zoom, zoom sensitivity, and panning speed
Overview camera always show special sites icons in-game, replay, and lobby
Improved middle-mouse click-drag panning of map for better mouse pointer accuracy
Improved zoom-to-mouse-pointer handling
Added automated smooth camera panning over time in replays for content creation (see keyboard legend)
Free-flight camera mode added to replays
GRAPHICS
Shadows casting on units and structures
Smoothing enabled for many units and structures
Reflective and smoothness settings for units now gives them a higher quality look
Fixed layer sorting, structures, units, commands, territory border, water are now sorted correctly
Improved trees, corrected normal maps, enlarged, solidified
Ambient occlusion enabled
Improved shadow quality with cascading on Very High setting
Added Subpixel Morphological Anti-aliasing SMAA (if you want antialiasing under water)
Improved VSync and framerate handling to avoid GPU running at full speed
Opacity control for borders, icons, commands, and co7mmand decorations
Underwater bubbles and torpedo trails improved and always visible
Improved water trail visuals for ships
Ship splashes are now arced in direction of travel instead of circles
Added under-water bubbles for sunken ships and debris
Added under-water mesh and particles for energy wells at sea
Added energy icon over energy wells to make them easier to find
All aircraft now have rigidbody crash animations as they break apart and crash on land or at sea
Improved water splashes for debris and crashing aircraft
Replaced special sites icons in overview with new colorful ones
New Aircraft Carrier unit mesh
Higher wrapped texture-based damage on units and structures
Changed to neutral color rotor blades on helicopters - they always had blue tips before
Improved mountain-based structures, should never have mountains penetrating airports any longer
Improved deforestation masks for structures and units to make them easier to see in forests
Added normal-based slope shading for mountains to compensate for removed terrain shadowcasting
Increased forest tree density
New unit production animations - they don't penetrate buildings or fling parts at ridiculous distance
Removed tesselation for territory borders as it had minimal impact and caused graphic artifacts
LOBBY
World seed favorites
World seed voting
World seed history
Drawing/collaboration/inspection features on the world of the lobby
Full owner editing support for Public lobbies
Public lobby means passive hosting only (no more auto-merge)
Using 3 600 sec duration for lobby hosting (instead of silent termination)
Full lobby browser support in lobby (i.e. manually connecting to another lobby as a party)
Improved lobby design with more intuitive management of teams and players
New in-game camera mode in Lobby view allowing zooming and toggle between tilt and overview
Tab key toggles full screen and windowed map view
Navigation test tool (Q key) - ensure that narrow straits can be navigated through
Air range overlay tool (W key) - shows the ranges of short, mid, and long range aircraft
Rocket range overlay tool (E key) - shows the range of rockets from launchpads
Energy pipeline range overlay tool (R key) - shows maximum range of an energy pipeline connection
Vote Up / Vote Down buttons to help lobby owner decide which map to player
World favorites functionality with screenshots of world seeds
World seed history with vote statistics
New lobby browser from within a lobby to merge capability to compatible lobbies
GeoSignal (Alt + G) now possible to send in lobby
LOBBY BROWSER
More information in the list
Also lists ongoing matches
PERFORMANCE
Graphics jobs enabled to offload graphics onto separate thread for improved client performance
GPU instancing for many of the objects
Improved VSync-handling to avoid running at unnecessary high framerates
Removed shadowcasting for terrain - it had minimal visual effect for millions of triangles
Removed trees from west and east no-go zones
REPLAYS
Better backward compatibility
Paging when # of replays grow beyond 1000
The overview mode (Slash key or zoom out past max zoom) with territory control highlighting
F key toggles fog-of-war modes between on, off, and hybrid
New hybrid fog-of-war mode showing the shading of what a player can see, but shows all units and structures
Space key toggles between player views
1-8 keys selects specific players
Z key activates the new free flight camera mode (useful for content creation)
C key toggles commands from own (default), none, and all players
V key toggles command routes from none (default), player view (as in game), and all players
T key toggles time and messages (useful for content creation)
R key toggles mouse cursor visibility (useful for content creation)
U key toggles UI (useful for content creation)
Comma (,) key and Period (.) key sets start and end points for smooth camera panning
Shift 1-0 pans camera smoothly between start and end points set with comma and period keys
TEAM
Spectate mode when defeated with 1 or more allies still alive
TUTORIALS
100 new tutorials covering Basic, Intermediate, Advanced techniques
Strategic tutorials added
Improved tutorial navigation
SETTINGS
Settings are always accessible through F10 in any game state
New settings system with categorized and paged settings
New hints in settings to explain what settings do
Reset button for all settings to restore to default setting
Quality presets from Lowest to Ultra balancing performance and visuals
New Audio controls to independently control global in-game and menu music, menu ambiences, and sound effects
Replay default settings
Prepared pages and information about coming keyboard remapping and localization
New player count and status dropdown at the top in menu and lobby screens
Settings are context based and only visible if they can be modified in combination with others
UI
Dialog windows and modals improved for consistency
UI animations
New disconnect and player states in the team view in-game
Picking guide moved to right side to not overlap players
Picking guide hides older steps to not run out of screen-space
New higher quality energy and capital icons
New icons special sites in overview modes
Improved tool-tip appearance and placements
Added confirmation dialog to resign - no more accidental resigns
Added confirmation dialog to leaving lobby
Improved consistency of Esc-key to back out of everything behavior
New Discord information to guide new players to discord to make friends and find players
COMMAND LINE WORLD IMAGE EXPORTER
Use command-line argument to batch export screenshots of world seeds.
Usage: LineWarClient.exe -batchmode -export-world -seed <seed>
Required paramters:
-export-world Exports world(s) as an image file(s)
-seed <seed(s)> Specifies which seed(s) to export
e.g. -seed 9 or -seed 9,10,11 or -seed 1-1000
Optional Parameters:
-path <path> Specifies path to write images to
e.g. -path "c:\An Existing Directory"
default path is "%appdata%\..\LocalLow\Studio Centurion AB\Line War"
-resolution <WxH> Specifies resolution of image file
e.g -resolution 3840x2160
default is 1920x1080
-jpg Forces JPG image insted of PNG
-hide-overlay Hides overlay icons
-hide-seed Hides seed overlay in top-left corner
-batchmode Unity parameter to run silent instead of launching game
Resulting images will be named <seed>.png, e.g. 9.png
A json-metadata file is written named <seed>.txt containing information about the world
A log file is written <timestamp>.txt with information about time taken to generate each seed
MISC
Showing number of Line War players currently online
Better AFK detection reducing the risk of "lobby kidnapping"
Very long public lobby host/search process (it used to end silently after X minutes, now it's 1 hour with a clear ending)
Adding unit to production queue cancels current unit production
16-bit integer (short) causes overflow in summary
Tutorial popup not showing when playing for the first time
Bypass password if through invite
Unit production animations now accurately show what is being produced as producers go in and out of fog-of-war
Ships now always sink properly instead of sometimes getting stuck at the surface
Many lobby management bugs addressed with quirky UI and lobby management issues
Enemy command routes and artifacts removed in replay toggling
Capping VSync steps (preferred) or setting target frame rate now reduces framerate to avoid overload
GAME BALANCE
Territory income 12 => 10
Slightly less probability of spawning > 5 Cities
Slightly decreased max in randomization-range for conquerable sea territories
Compensate map eco loss of above with
Industries per City (3,3) => (2,5)
Industries further away from City
Max Towns 12 => 15
20% increase of conquerable water territories
Bomber never drops two bombs on a single target in a single flyover
Bomber speed cruise 2.1 => 2.35
Bomber bombing speed 70% of cruise speed
Bomber bombs 23 x 10 => 19 x 12
Bomber HP 150 => 145
Bomber AA priority slightly increased
Interceptor missile count 4 => 6
Interceptor AA cannon count 8 => 6
Defender's Grenade bonus 15% => 25%
Defender's range bonus 0.2 => 0.3 (absolute)
Rocket blastwave direction taken into account for entrenched units (90 degree rear sector means zero armor bonus)
Tank production cost 50 => 52
Tank conquer rate 7 => 6.2
Infantry production cost 17 => 18
Infantry speed 0.39 => 0.40
Infantry and Commando buffs
Forest firepower 10% => 20%
Forest armor 10% => 20%
4% lower energy consumption for sea units (now same as tanks)
Energy consumption for units in combat is always 25% even if not moving
Entrenching 40% faster
Helicopter HP 125 => 135
If you missed it earlier, Release 35 brought Teams and FFA support for up to 8 players:
We're exited as we begin development on Release 37 - Singleplayer content. We have now performed some of the important architectural changes to the game that needed to be in place before we could fully focus on single-player content. We began to develop a basic practice AI last year, but it would not be compatible with the architectural changes required for teams which is why we prioritized completing that.
For the future success of the game, we hear the feedback and understand that single-player content is desired so it is our focus. If you are excited about single-player modes, you can support this step of the development process by grabbing a copy of Line War now and you will get single-player content in the next update. We are working towards a basic AI to play against and scriptable capabilities for in-house and community-created scenarios and challenges.
We regret to inform you that we are currently experiencing an issue with the login process resulting in errors. Our team is aware of the situation and diligently working towards resolving it. We understand the inconvenience this may have caused, and we apologize for any frustration this has caused you.
If you are encountering issues accessing the game, we recommend attempting to reconnect by closing and restarting the game.
Please rest assured that we are committed to fixing the issue as soon as possible.
We appreciate your patience and understanding in this matter.