We are sorry for the delay, we had fairly major last minute issues which unfortunately ment the release had to be delayed a week. Luckily we can now say Project: Nightlight is finally out, we would like to thank everyone for their patience and support while we made this game. While the game has just been released, we will continue to develop this game to further improve upon what we have already created.
Keep an eye out for further updates on our social media and here.
There are many various play styles when it comes to Ylands. Some players like to build, stay in the same place and improve it over time, while others are traveling a lot exploring and fighting. Since the game in some ways favors those who travel and explore a lot, those who don’t do that can be missing out on some things: most importantly, the non-core, aesthetic crafting recipes that you get for exploring various Random Encounters in the world.
There are hundreds of such recipes and so, if you – for example – want to create a great modern-looking house you will need to explore a lot to make sure you discover the recipes you want to use. (We’re talking about Adventure mode, since, of course, you have access to everything in the Creative mode). We've been getting feedback from players who don’t necessarily want to do that.
And especially for those players in 1.12, we are introducing aesthetic Recipe Bundles. Those are various thematic bundles that you can get in Shop. Here’s what you should know about those:
all the recipes that the bundles contain can be found in the world while playing
the bundles contain only aesthetic recipes, so to unlock the various parts of the “tech tree” and progress in the game you still need to play and craft various things
once you get any bundle, you will always know the recipes contained in it – so even after you’ve reset and restarted your game progress or the game world
they're just recipes so you still need to get the resources needed to craft each of the items and may have to use a workstation as well
Also, we’re currently designing something we’ve already mentioned in the past – Recipe Trainers, which we would like to introduce to the game later this year, where you will be able to pick which aesthetic recipes to learn in exchange for Exploration points.
That’s all for today, so until the next time – stay classy!
Horticular: Build a Garden, Attract Wildlife - DanPos
Welcome to the first development update post-demo launch!
January 20th was a huge day for Horticular, as I launched the demo into the world and for the first time the wider public had access to my game and the reception was so lovely. We had some amazing support from content creators, and got a lot of excellent feedback to make the demo (and the future game) an even better experience.
We've got a lot to cover in this update so let's get into it!
Horticular Hits The Road
For the first time I'm taking Horticular to an event! The game was lucky enough to be chosen to be part of WASD Curios, which will be a collection of games at WASD in London at the end of this month. I will be there along with a few team members from Slug Disco, Horticular's publisher!
If you're there, be sure to stop by, try out the latest build, and say hello!
Community Feedback
As mentioned, this was the first time a wider audience had played Horticular, something both terrifying and exciting at the same time! Nearly 13,000 people installed the demo, 3,000 people played it, and 56% of those played the game for over an hour (2% played it for 10 hours!!!)
Below I want to go through some of the updates I'm making to the main game, these may or may not make their way into the demo - we'll have to see how development goes!
Sandbox Mode
Image depicting the current new game screen. The player can select whether they want to play the story at a given difficulty, or a particular sandbox mode.
I have had my eyes on making a sandbox mode for a while now (in fact, I've even used a hacky version for development purposes). And with the demo, one of the more requested features has been to have either an easier difficulty or a sandbox mode and I thought, why not both!?
A difficulty setting to let you choose the intensity of the story playthrough. Maybe you want a more relaxed setting for the after-work wind-down. Or you're looking to challenge yourself for a second run-through. These will need some wider playtesting to really nail down the balance of each difficulty level, and we will definitely involve the community in that.
The Sandbox mode will disable the story altogether, and allow me greater creative freedom in changing the rules (since there's no story progression to upend). For now, that means a mode with everything enabled from the get-go. And one that additionally removes antagonistic elements, appropriately dubbed “Peaceful”.
Spell Wheel
Work-in-progress spell wheel where you select an effect and then charge it up to the desired size.
The magic system of Horticular has gone through multiple iterations and mechanics. In the demo, you’re currently charging up a multi-purpose effect, selecting the area of effect that you want in a spell wheel. However, previously, there was no wheel, and the area was decided by the timing of your input. It turns out that both were key ingredients to the next iteration of the magic system.
One of the design principles of Horticular is that most (if not all) actions should be accomplishable by mouse only. So I never went with multiple spells and opted to keep a simple multi-purpose one instead, even though choosing the effect felt like the better option.
So, when I returned to upgrade the magic system once again, it finally clicked. Combining both the previous input methods would give a system where the player had to choose the intended effect and be able to charge it up to a greater level. It feels a bit like coming full circle with the magic system, but I think this way gives more agency to the player and makes actions feel more intentional.
Furthermore, since each spell is shown to the player, the usages for magic are clearer and play on existing conventions, making the system easier to understand as a whole.
Finally, it is now possible for me to balance effects independently, which previously was a big hindrance to not having magic either too powerful or too slow or too expensive.
It’s still a work in progress and there are still three spells missing, but in the picture you can see the restore spell for restoring your garden; the finisher spell that wraps up your surface changes quickly; the healing spell that keeps your creatures healthy; the banish spell to deal with corrupted minions; and the freeze spell that stops time for creatures.
Translation Tech
Two examples of different writing systems. Don’t mind the actual text or visual as it was machine translated and quickly thrown together.
Finally, a smaller development but an important one for the upcoming launch of Horticular. I have long thought about supporting multiple fonts, so I researched its feasibility and what it would take to get in. Turns out it was absolutely feasible.
The reason why this is big is that it enables two things. The most obvious is that we can now translate to non-Latin based languages such as Japanese, Korean and Chinese. But this also paves the way for accessibility fonts, where a setting can toggle to use more legible text for people who have a hard time with the default pixelated font.
I don't have a list of confirmed languages for translation just yet, and some may be added after release, this is currently just getting the technology in place to allow for them. That said, if English isn't your first language, leave a comment to let me know which languages you would like to see in Horticular.
Creator Support
For any indie game visibility from content creators is very important and Horticular was lucky enough to be covered by a wide range of people across Twitch and YouTube, and I just wanted to highlight some of the videos here (YouTube only as it's easiest to embed):
Ash's Cozy Corner
The Geek Cupboard
Katherine of Sky
Nookrium
Community Gardens
It's been so lovely seeing how different everyone's gardens in the demo have turned out, I've collected some of my favourites below from the games Discord! The gardens below we submitted by Yuuko, Matcha, Reetno & Velocity!
That's it for this development update, if you want to see more Horticular in the mean time, subscribe to the Slug Disco YouTube channel where every other month Horticular will feature in the Slug Disco vlog!
News & Updates - Check out Lisk's Developer AMA and Jules' Gameplay & Balance AMA from February! - Follow our new Instagram @legiontdgame for all the latest Legion memes! Brought to you by the one and only ToHoe. - Next Nova Cup: March 25-26. Stay tuned for sign-ups. View all past Nova Cups here: Legion TD 2 eSports Portal.
Game Mode Voting
Introducing all-new ways to play Classic! At the beginning of each match, players vote on two options:
Income & Chill
If you save mythium, you miss out on Gold Rush gold that wave. Scale up for late game!
Income & Chill is only enabled if there are more yes-votes than no-votes. A tied vote will not enable the mode. If this mode is enabled, Auto Send is turned on for all players at the start of the game. You can still turn it off at any time.
Special Mode
Each match, one random special mode is available for voting. Each week, one mode is “hot” and has an 80% chance to be available each match, while the remaining 20% chance is divided evenly among remaining modes. Below is the current pool of modes:
Double Lock-In: Lock-in 2 fighters for some juicy combos!
Super Fiesta: When you leak any amount, you AND your teammates get free gold!
Ordered Chaos: Everyone plays Chaos, with a catch: all players get the same rolls!
Blitz: After Wave 1, build phase is sped up by 2.5x. Don't think, just build!
...and more to come!
The special mode is only enabled if there are more yes-votes than no-votes. A tied vote will not enable the mode.
The goals of this feature are to 1) cater towards different player preferences, 2) introduce freshness to Classic, and 3) make Classic feel a little less tryhard.
Game Balance
4v4
Dual Building - Fixed a bug where last patch’s nerf didn’t go through. Area-of-effect damage reduction: 40% → 45%
Legion Spells
Dark Ritual - Gold gain: 135 → 140
Low win rate and pick rate.
Note that for Legion spells, we apply prior propensity-to-win adjustments to win rates to account for currently-winning/losing players being more likely to pick certain spells. That means a low unadjusted win rate for Dark Ritual is not synonymous with weak. However, even with proper adjustments, Dark Ritual is underperforming.
Divine Blessing - Health: 2350 → 2250
Very high win rate and high pick rate.
Fighters
Kingpin - Damage: 230 → 223
High win rate and pick rate. Even at low stacks of Elite Fisherman, Kingpin is quite cost efficient.
High win rate and pick rate. One of the strongest openings and early/mid game off-tanks.
Cursed Casket - Health: 1540 → 1520
Cage of Pain - Health: 2710 → 2680
Iron Maiden - Health: 3870 → 3820
High win rate and pick rate. Currently the premier arcane unit.
Desert Pilgrim - Chain Heal: 120 → 130
Lost Chieftain - Damage: 203 → 207
Low win rate and pick rate. Currently overshadowed by Sea Dragon and Lifebinder.
Nightmare - Attack speed: 1.76 → 1.79
Doppelganger - Attack speed: 1.92 → 1.94
Low win rate and pick rate.
Lord of Death / Hades - Intellect: Mana restore: 12% → 10%
High win rate and pick rate. Too strong when they get multiple kills.
Shadow Dancer - Health 1670 → 1690
Dread Knight - Health 3670 → 3710
Low win rate and pick rate. Currently strong when you're fed/already winning, but generally too weak.
Great Boar / Red Eyes - Charge damage increased by 8%
Low win rate and pick rate. We're still traumatized by the days when Boar spam dominated the meta, so we're being careful.
Mercenaries
Witch - Froggos: Damage type: Pierce → Magic
Adding another magic damage source and differentiating Witch further from Centaur and Needler.
Centaur - Attack speed: 2.08 → 1.85 - Cleave: 20% damage to up to 5 nearby enemies → 40% damage to up to 3 nearby enemies
Centaur is now a stronger counter to a medium number of units, notably melee units. This gives it a more defined identity and differentiates it further from Witch and Needler.
Needler - Rapid Fire: Attack speed: +50% → +40% - Fixed a bug where it was wrongly targeted by Tempest and Leviathan’s ground-only abilities
Reduced area-of-effect damage makes Poison-Tipped Pole less punishing to melee builds, while continuing to keep cheap unit spam in check.
On Watch
We're evaluating a Chloropixie + Fiesta nerf for next patch. The change has some technical complexity, so we weren't able to get to it this patch.
Fixes & Improvements
Codex: Units Tab Overhaul
The Units tab of the Codex has been overhauled! Now features a greatly improved layout & presentation as well as sorting by cost, DPS, DPS per gold, etc.
In-Game Polls
Thanks to some tech improvements, we are now able to survey player opinions on various topics, directly in-game, via the Inbox system. Gathering feedback directly from players will help us continue to make the best game for everyone! Keep an eye out for the first poll in the next few weeks.
Postgame Overview
Replaced “Mythium Received” with “Pressure Applied,” which is a score that represents how much pressure you applied to your opponent by saving mythium. Pressure Applied has always been taken into account for MVP Score behind-the-scenes, but it is now more visible.
Performance Score: Now uses a new, more accurate and intuitive formula.
The Power Score bar size is now relative to all players’ power scores, rather than your team’s. This is a more accurate representation of how powerful you were at the end of the game.
Removed “Net Worth” column
Miscellaneous
Battle Phase: The Battle Phase now runs 8% faster in 2v2; this will speed up games without affecting balance
Recommended rolls now always include your locked-in fighters if you play Lock-In or Double Lock-In
HUD: Mercenary tooltips now show role icons (Tank, DPS, etc)
Profile: Game Stats: Performance score reworked [todo: Jules add context]
Legion Select: Fixed a bug where “Select a different legion for this mission” was mistakenly shown
Chat: Global Chat now displays line breaks from messages that are sent from Discord
Versus Popup: Fixed a bug where the Versus Popup would block the HUD from being interacted with
Discord: New PTR deployments will be announced in the #public-test-realm channel. You can assign yourself the PTR role in the #contributor-roles channel to receive notifications
Postgame: Fixed a bug where the New Teammate bonus was accidentally being rewared when playing with non-new players
Congratulations to everyone who ordered the limited edition Safety Mole Plushies. They shipped last month, and it's been a blast seeing photos of Safety Moles in everyone's homes. If you missed out, unfortunately, they're gone forever.
Closing Remarks
With this new patch, we are excited to give some much-needed love to Classic players. These changes hope to address some concerns brought up through reddit, Discord, & other channels. As always, we'll continue to iterate until we get it right, so be ready for hotfixes. We've also packed in a bunch of quality of life improvements, most notably an overhaul to the Codex Units page, as players have frequently requested having an easier way to look up unit information.
Thank you again for playing Legion TD 2! We hope you continue to enjoy the game and hope your new year is off to a great start.
If you've enjoyed the game, but haven't left a review yet, please consider posting a short review for the game! It really helps get the word out there.
If you enjoy these updates, please give it a Thumbs Up, too!
And as always, if you have constructive criticism, let's chat about it. Discord is our main channel of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. We know there's still much to improve, so let's work together.
We’re currently working on a new Twitch Integration feature that lets you interact with your viewers in exciting new ways!
Chat polls: Cornerstone, Blueprint, Caravan, Newcomers, and Order voting (requires Affiliate or Partner status)
Chat minigame: Forest Guardians vs. Council of Elders
Blueprint chat poll
Forest Guardians vs Council of Elders
The integration lets viewers participate in your game without any external software or bots. To enable the integration, go to the game's Options (Twitch tab), log in with your Twitch account, customize your setup, and encourage the audience to play alongside you.
For more information, please check our Twitch Integration Streamer’s Guide which explains how the features work, what chat commands are available, and more!
Join our DC's Justice League: Cosmic Chaos live stream today at 4:00pm GMT / 8:00am PST, as it's time to suit up as Superman 💪, Batman 🦇, and Wonder Woman ⭐, and unite against chaos to bring peace to Happy Harbor in #DCJusticeLeagueCosmicChaos 🎮.
Let’s get this party started!
DC's Justice League: Cosmic Chaos is out now on console and PC, with a limited 15% off discount! 🎮
Greetings to all vivid/stasis players! This is the changelog for the 2.0.3 update, the third update of the Launch Barrage event.
NEW SONG: "Random" by Silentroom & Sobrem Obtain it in the in-game song shop!
BUG FIXES: - Episode 1 of the story is now unlocked on the Node Flowchart by default - You can now quit the game from the title screen - Fixed text position on node info above locked empty nodes