Improvements/bug fixes, based both on user feedback and things I thought could be better
Bugs:
Visual bug in game settings: When selecting control options and exiting to the menu, the "left"/"right" arrows would become visually active.
Bug in the "play" button on the main menu: If the player had already completed the entire game and used the "play" button, the game would crash on a dark screen.
Improvements
UI: You can now toggle the User Interface on/off, no longer needing to hold the button down to see current skills.
Added two more songs that will be played during gameplay, I noticed that many users have more than two hours of gameplay and I thought listening to the same song for a long time would be a little annoying. Credits added to the main menu.
Added new achievement: Killer: earned by killing Oliver with Earthquake. (For those who have already played the game and are only interested in having all the achievements: it can be easily obtained in level 7)
1.3.0.3 -------------------- - Accessibility: automatic play is now enabled when selecting all options. - Accessibility: fixed sewers machinery puzzle repeating some useless sounds. - Accessibility: holding skip button for too long would repeat the choice and softlock the game. - Fix: Displaying chapter select tutorial in menu then exiting the menu would not allow to open the menu again. (Rvs 17833)
This update mainly solves the problem of black screen error reporting and exit when loading resources. Now there is a problem with the resources, it will prompt to update, after the update, the problem will be solved
We've tracked down a few major bugs, and hopefully cleared the hit detection issues people have been experiencing. We're working on tidying up spawn locations (inaccessible spawning mobs), a continued push on poor performing areas and UI enhancements along with some slight tweaks to some of the not-so-useful skills.
There will be a further mid week build to address a few issues with some of the new items / craft recipes.
General
There's now a portal inside the Manor entrance lobby which will take you to second version / channel of the Manor (this is unlikely permanent but will provide double the space for now). Fixed an issue that could cause merging stacks of items to create incorrect stack sizes and replace the wrong item. Fixed a variety of issues with fishing. Fixed an issue with the nemesis conduit having a long load time / causing client lag. A spear called Spite is now in the Manor. Axes in the Manor now have the correct craft requirement. The Shield Cowardice should be craftable. Player move speed is now reduced whilst charging an arrow. Player move speed is no longer reduced when releasing and arrow. Fixed an issue where the character aim would snap back after firing a bow. Removed a few instances where hit detection could fail. You can no longer attempt to move no drop items to storage. Reduced the likelihood of monsters spawning in inaccessible places for Snake Island and Genmire Quarry. The Tier 2 campsite in Rogue Town has three new food recipes - you can also buy a T2 campsite from the Leather armour vendor (this will be moved in the future).
Achievements Activated the first Weapon and Armour Crafting Steam Achievements - you'll need to craft something capable of giving a skill increase to actually unlock it even if you're above its requirements.
UI The chat window now has a size widget if you want to make messages wider or show more of them (drag the red boarders whilst unlocked) The Quest tracker now can be moved (resizing coming soon) Storage now functions as purely click to move rather than drag and drop (this whole UI will be reworked soon) Fixed the Buy items UI on NPCS showing the sell prices after mousing over.
Skills
[Spear] Adjusted the Spear Flurry skill's scaling, it will no longer move you forward if you’re in melee range, adjusted the impact time of the final hit [Spear] Impale’s debuff now scales from fencing [Dual Wield] Renamed Flurry to Rapid Strikes. [Dual Wield] Rapid Strikes now is more... rapid. [Dual Wield] Increased Rapid Strikes base damage - it still needs changing to scale more effectively. [Dual Wield] Increased the duration of the attack speed buff to slightly longer than the cooldown. [Mace] Uppercut will no longer lunge when at melee range.
+ Added: Using the right mouse while holding a weapon or some tools without a shield the character will block the incoming hit and reduces the durability by the damage income (Means after some blocks with a weapon the weapon will be broken when the durability is 0)
Changes:
- Changed: The furnace will only work with coal to melt ores - Changed: Copper greataxe model - Changed: Iron greataxe model - Changed: walking backwards will not prevent you from getting hit by the AI (Destroys the OP Bow tactics) - Changed: Bow and magic AI will run away from you to get better positioning when you get too near instead of coming closer to make them less OP - Changed: The default damage of the staff is raised from 15 to 30 - Changed: Combat will not stop your character anymore and the animations will be reduced to offer a hit and run system - Changed: Shield block is possible when jumping now - Changed: Attacking while falling/jumping is possible - Changed: Using a shield with a bihander or greataxe is not possible anymore (Because of animation work it is not that optical fine) - Changed: Removed the right mouse attacks - Changed: Using food etc. is possible while jumping now - Changed: Jumping while using food etc. is possible now - Changed: The floating numbers when you attack something will be displayed at the hitted object now - Changed: Right mouse will no longer trigger an extra attack. The attacks that were bound to the right mouse will be triggered when the character jumps to have a down attack. - Changed: Set the default FPS to 60 instead of maximum possible for the first start (If you notice a high graphics use just change the FPS setting to 60)
Fixes:
- Fixed: Through is not placeable on foundations - Fixed: When a loot bag is between the player and something else the bag blocks your hit - Fixed: The Quest where you have to learn the sharp stone will not be completed if you learn it before the quest is active - Fixed: When the host starts building, the preview actor is displayed for the client and the client can interact with it - Fixed: Meteorite is rotating on the ground - Fixed: Floating destroyable crates and barrels - Fixed: Event messages text box is too small in various languages - Fixed: Collisions with vegetables you find in the world (no collision with the player or AI anymore) - Fixed: Map image looks like it is not rendered correctly
So, I was moving out of my apartment this month - hence why I almost immediately fell off the face of the Earth for communication right after I said I wouldn't do that lol
I'm nothing if not consistent.
Aaaaaaanyway, this whole month has pretty much been all about The Blade Sentinel. If you're on the Super Secret Branch, you've probably met him lately. He's an absolute bitch to fight in your version, and he still is in my version - but by FAR less lol I reduced his health and damage and pretty heavily modified his attack behaviors.
BUT, before I get ahead of myself, here is his birth:
I started by getting him hooked up to the regular enemy functionality so that players can catch him on fire and kill him in all the regular ways.
Next I moved onto getting his normal combat situated. This was a pretty similar set-up to The Legion Sentinel. He basically has a set of attack animations, and when you're in his range for long enough or he has an attack ready, he will lunge towards you and play one of the attacks. Each attack can hit at different times, some even proc more than once.
While I was working on his behavior, in the background, Ford was cleaning up my old arena art I had passed over to him and making it look presentable. Funny enough, this area was supposed to be a mix of white and black, but in his render he used a very mellow and cool blue, and I liked it so much I replicated it in game with my own shaders.
While this screenshot was a bit busy, it did show off how the arena looked in game at that stage of development.
I took a bit of a break to finally implement GTTOD's last gun, the BHG. This is without a doubt the craziest iteration of the weapon. Krev finished this gun up MONTHS ago, and I have Ford to thank for the animations. I, of course, did the cleanup, implementation, and effects. I was also working on a layout for the arena in the background as well. I played around with a few different ideas, but ultimately ended up with...
This thing. The arena kinda pops out of the ground as The Blade Sentinel drops into the combat area. Pretty neat!
Meanwhile, Krev finished up the LMG remake and I got it implemented.
To round off the month, I added two more Runes to the wall of attunements. The first, a pretty basic arena mode that I plan on fleshing out sometime next month. After that was a new rune that makes it so you play EVERY single level in order rather than getting three randomized levels and a bossfight.
BUT ANYWAY, that pretty much wraps up the month! Again, it was mostly slow since I was moving. The rest of March will likely be far more eventful.
Hi there! Just dropping by to share some updates on Militsioner's development. Today we’d like to share with you a couple of our latest gameplay videos. At first.. Can you piss off an officer and actually get away with it?
We've also been working on a dialog system to enhance immersion within the game. It allows for flexible communication, including the freedom to interrupt, speak at any time during conversation, choose from a variety of expressive options and even walk away from the conversation altogether. Players are welcome to express themselves in whatever way they prefer, even if it means saying something nonsensical.
To give you a taste of what the dialog system will look like, we've put together a mini-demo that we're releasing Today. We hope you'll enjoy playing around with it and seeing all the possibilities it offers. Of course, we know there's still a lot of work to do. We're committed to making sure the dialog system is as robust and enjoyable as possible, and we're eager to hear your feedback on what we've put together so far.
We understand that many of you are excited about the game's development and would love to see more of what we're working on. While the demo is currently only available on Patreon, we want to assure you that it’s temporary and we are committed to making sure that everyone will eventually have access to it. We appreciate your support and patience, and we will continue to provide updates and previews of our progress as development continues.
Thanks for your support, and we'll have more updates for you soon!
We would like to share with you the result of the action, in which we, as a Games Incubator participated together with the wonderful UI artist of the game Animal Shelter! 🐈
As you know, our company loves all kinds of animals, and we have organized aid campaigns for animal rescue organizations before, making donations 💲
Some of our donations for:
✅ Ziggy's Poezenparadijskilkurtonie ✅ Look dein Tierschutzverein ✅ Galgos del Sol
This time Games Incubator not only funded the printing of informational brochures for people willing to adopt pets 📖 but we were also lucky to have such a talented Animal Shelter game designer! 🖍️
Aleksandra 💃 (that's our heroine's name), not only takes care of the beautiful design of our game ❣️ but also designed the entire information brochure for the real shelter 🤯
We are really proud that “Schronisko dla Bezdomnych Zwierząt w Sosnowcu” are honoring our studio Games Incubator, with thank you note, we are really full of gratitude! You can find it in the link below 👇
As always, we are happy that our Games Incubator studio can help, not only to make our players' leisure time more enjoyable, but also to pets in need and their future family!