rod (removed) - Zis
Welcome to this new dev blog!
The actual playtest was a great success. Don’t forget! If you want to test Reign of Dwarf, you can claim access on Steam, you can join the Discord here too, and also add the game to your wishlist on Steam here.

Last Week of Open Playtest

Last Week of Open Playtest
We launched a public playtest last week. Originally the playtest was supposed to run over the weekend of February 25th and 26th, however, we decided that it would be interesting for everyone to extend the free playtest period until March 12th. We are very happy to see you playing Reign of Dwarf and having fun farming, digging, killing your enemies, and looting as much stuff as possible.

This decision is partly motivated by the fact that the best way for us to move forward and make the game more enjoyable for players is to see you playing directly and to see together which points are to be improved. It is also an opportunity to organize events with the community and welcome more players.

During the first test sessions, we noticed several problems, especially desynchronization between the client and the server, which is detrimental to the pleasure of playing in multiplayer because the perception between players is not the same. We have noticed several ping increases, and some server crashes.

With the different data tools and logs, allowing us to analyze the data, we were able to identify that some of the problems were related to AIs and detect some memory leaks. By further investigating these solutions we were able to minimize these problems as much as possible. In addition, we took the opportunity to further optimize the game in terms of the so-called LODs (level of detail), which allow us to adjust the level of detail and thus the quality of an asset depending on the distance from which we are standing.



While working on the optimization of the game we saved several gigs of memory.

We are still very happy to see you in the game. Here is a little video from the meeting on the Reign of Dwarf between Krolay and Ouatdefok.



Character Controller
During testing, we noticed that with all the features added to the game, there were network problems and that there were many rollbacks. While investigating this we realized that these problems are related to the character controller and the synchronization of the movements. So we reworked the character controller as much as possible to fix a lot of the problems.

Workbenches

In the previous devblog, we presented you with the concepts of the future workbenches.

The Engineer’s bench allows you to make all your seating gear. This is where you can buy your catapult, your Gatling, or even a trebuchet. This is the perfect workbench if your clan is thirsty for adventure, especially for war and establishing your power on the server. As you see, this bench has three tiers.

The Leather workbench bench will allow you to work with leather to create armor, clothes, or various elements to survive in Reign of Dwarf.

The Tailor Bench allows you to make mainly clothes but can also be used to create a whip, a bed, or a container to store water. It will also be used by you and your clan to create your banner, which will then be displayed on your influence chest for example.









Feedbacks and Feeling

Our goal is to make the game as enjoyable as possible for the player and to do this we are constantly working on improving certain features and adding feedback, both visual and audio. Recently we added hitmakers as audio feedback to let a player know that he has hit his target, either on the body or in the head. More recently we added visual and audio feedback to let us know that we have just completed a craft.






Active Crafting

Active crafting is a game mechanic created specifically for team play. In Reign of Dwarf, you and your clan will have to learn a lot of recipes and certainly craft a lot of items in the blacksmith. With active crafting, if you and an ally hit the anvil at the same time the crafting time is accelerated. This mechanic is also possible with the bellow tool, and in the future, it will also be the case for all the other workbenches.




Explosive and new weapons

In the last few weeks, we have added several different weapons that you can find in chests scattered around the map, in camps and towers. First of all, we’ve added two different types of explosives: barrels and dynamite. Barrels are only capable of destroying buildings, when they explode their damage to the terrain is minimal. Dynamite is also called an excavation explosive. It is an explosive that allows you to dig into the ground and allows you to build your most beautiful bases in the heart of the mountains.

You can find several different maces, hammers, and swords among all these weapons. To unlock them in your blacksmith you must first loot them and learn the recipe. We have also added gameplay to the shield.





Procedural Map


We have added dungeons to the map that include chests containing many different loots allowing you to learn new recipes in the Blacksmith. The dungeons will be filled with goblins protecting their treasures. Around the towers, you can also find trailers, also containing loot. We create different LootTabl to define what type of loot you can find on different kinds of chests.








New Icons

We are adding a lot of in-game objects, so we need new icons. We actually added for the open playtest the furnace, and as you know now, every workbench is compatible with active crafting. Indeed, the second icon represents the bellow tool which allows you to blow in your furnace and accelerate, for example, the cooking time of your ores.




What's Cooking ?


At the moment we want to slow down the addition of new features and focus more on improving the existing ones. We want to ensure a smooth and enjoyable experience for the player.

Well that's it for today.

Again, thanks for all the support guys, and don’t forget that the open playtest ends this Sunday, March 12. Join the discord here and be aware of all our news about Reign of Dwarf! Kickstarter available here.
Thanks all for reading, see you soon!


Mar 11, 2023
Pretend Cars Racing - MisterAkuma
This new build now includes a mini-map!
Thanks TokyoDan for the suggestion yesterday in the discussions! Feel free to drop by there and send feedback, suggestions and requests.
Mar 11, 2023
Bleak Faith: Forsaken - Roia
Our current priority is making character movement easier to handle as well as controller support and bug fixing some of the bigger issues. We will be doing a series of hotfixes over the course of the next few days, and then slowly transition into a weekly patch schedule.

Changes:

-Locked FPS to 90FPS maximum, 60 FPS default (and recommended).
-Controllers default binding after reading feedback. (If you can't properly reset to default setting, try deleting C:\Users\USERNAME\AppData\Local\Forsaken\Saved\SaveGames\Settings\Gamepad.sav)
-Giants no longer deal 100% of players health, instead deal set damage, which can be further mitigated by your armor.
-Removed start animations from unarmed movement to reduce impulse on initial movement.
-Redesigned the climbing section in the Monastery as it was causing issues.
-Improved readability of some areas in the Monastery with slight changes to map layout.
-Other smaller changes.

Fixes:

-Fixed enemies spawning inside of props.
-New game accepting "None" as autosave name causing issue with saving and loading.
-Players being able to aggro boss outside of his arena.
-Torch being displayed as weapon.
-Tips panel in settings displaying wrong tip for certain keybinds.
KeepUp Survival - Flitzpiepe o.0
The latest update in preparation can be found here:

- Information and Preparations

Problems after an update?
Follow these steps:

- [FAQ / EN] You have problems since an update?
- [FAQ / EN] Game Crashes / Fatal Error / Loading a Savegame?

Info

RoadMap: https://store.steampowered.com/news/app/1524630/view/3349010806029088113

This update list shows only relevant things that might be interesting for the user.

Fixes


- Other problems fixed
- (Build) Wooden Roof Corner Intersection
- (Build) Thatch Roof Corner Intersection
- Fixed small problems with the zombies and animals

Changes


- Farming System adjustments made
- Building parts (Wooden and Stone) adjustments were made. (Wall, Roof, Foundations and more)

New


- Farming system new look of the plants
- Zombies are dismembered on hit (not on every hit)
- Improved the placement of the Campfire
- Improved the placement of the Stone Campfire
- Improved the placement of the Stone Furnace

New -> Info - Level System / XP allocation
- https://steamcommunity.com/app/1524630/discussions/8/4809273833183875669/

Preparations


- Lost Island map will be further modified and expanded.
- Mini Map Improvement
- Fishing System
- Interaction with more details - In preparation
- Adding a male character, the choice between female and male will be added in the future.
- Improvement from loading the animals and zombies.
- Improving the animation of animals
- More Weapon,
- Jump over barriers

Videos




https://store.steampowered.com/bundle/25865/KeepUp_Survival__DLC_Bndel/

Follow me on social media!


- Twitch https://www.twitch.tv/flitzpiepeoo
- Steam Franchise https://store.steampowered.com/curator/40590839
- Twitter https://twitter.com/Flitzpiepe_o0
- Discord https://discord.gg/8zyKXj9SDr
- YouTube https://www.youtube.com/channel/UCxCCohvCAKiskQSrduGVPvg
- TikTok https://www.tiktok.com/@flitzpiepe_o.0
- Facebook https://www.facebook.com/flitzpiepeo0
Mar 11, 2023
Greats of the Gridiron - criticaldensitystudios
Additions:
Add new blocking animation
Allow to delete non-season arbitrary games

Fixes
Fix flickering wait-blocking animations
Fix crash sometimes when looking for open receivers
Fix incorrect emblems on ad signs in stadium
Fix some issues with filtering player number availability
Fix locked up UI in playbook editor when editing teams
Fix M2M strong side override
Fix completed games not properly updated
Fix instruction buttons possibly activated from practice field
Mar 11, 2023
Masteroid - Narfox Studios
I started working on Masteroid on April 24th, 2017. I set out to create a space game that was in the vein of 4x games that I loved, but focused on a bite-sized experience that supported short-session play. I also wanted it to be atmospheric and relaxing over challenging.

I built Masteroid to be data-driven so that I could create a large amount of weapons and ships despite it being a mostly-solo project. Some of my ideas were really good but others had problems I didn't expect and those problems significantly impacted how I could expand the game. Additionally when I started, the UI system available in the FlatRedBall game engine that Masteroid is built upon lacked many features. In the almost-six-years since I began the project the UI technology has improved to be best-in-class.

In November 2022 I was playing Masteroid on a SteamDeck and decided I wanted to improve how the UI looked on the smaller screen. As I dug into this problem, I realized I couldn't achieve my goals without fixing some of the core problems that plagued Masteroid since early in development. I spent the next four months overhauling these core systems to support future expansion:

  • Core simulation model: how game objects are represented and updated as data over the course of the game
  • UI system: how game data is bound to UI and presented to the player
  • UI Look & Feel: how the UI looks in terms of art style, color, and layout
  • UI scaling: how the UI adapts to smaller screens while retaining crisp text and images
  • Save files: how data is saved to disk, which had to be changed due to data model changes

This was such a major overhaul that it required careful attention to how old saves were converted and extensive testing to make sure nothing was broken (some things will definitely be broken).

This release of Masteroid marks a major update to the game's core system. While many of these changes are "under the hood" and don't have a significant impact, we hope you enjoy the new UI and look forward to more features in the future.

I have a public roadmap here.

Please file bugs in this discussion thread!

Thanks for playing,
<3 Justin


Changelog

  • Game now has a public Trello roadmap: https://trello.com/b/ejULa3O3/masteroid-roadmap
  • Game no longer supports zoom, this was required to open the future path to different control mechanisms
  • Every piece of UI in the game has been redesigned
    • Weapons menu now has comparison card to see weapon requirements vs ship capabilities
    • Ships menu now has comparison cards to compare current ship with purchaseable ship
    • Missions menu can now offer more missions
    • Changing ships now has better messaging
    • Weapons menu now shows weapon preview
    • Ships menu now shows ship preview
    • HUD is now on the left and has clearer status bars
    • Better notifications when player levels up
    • Loading screen has been redesigned
    • Better messaging when player is too underleveled to buy ships, weapons, or take missions
    • Improved warp menu UI
  • Game now has capability for deeper systems simulation (no specific gameplay changes yet)
  • Game now backs up old saves before updating
  • Game now has a formal system to upgrade older saves
  • Game has major logging improvements - log file has more detail, logs more frequently, and saves logs for nger. This will help me fix your bugs!
  • Save data and logs folder is now linked from the main menu
  • Game now has a formal place to log bugs, linked from the main menu
  • Game now has a formal, open roadmap, linked from the main menu
  • Indicator now points to the nearest dock instead of the center of the station
  • Minor improvements to UI sounds
  • UI sounds no longer play when hovering list items
  • Fixed issue with sector-wide attack against player happens too often
  • Fixed issues with game hints being no longer accurate
  • Fixed bug with notifications when player levels up/down
  • Fixed bug with saving a ship that has empty turrets
  • Fixed a bug where resources on a ship may not be saved when warping to a different sector
  • Fixed a bug where cargo UI can be inaccurate
  • Fixed a bug where cargo may not be saved when exiting game
  • Fixed issues with camera default zoom
  • Fixed issues with sound/music volume sliders

Moonlight Pulse - Seafloor Games
+ Prevented error window from popping up when playing the game for the first time.
Mar 11, 2023
Castle Destroyers - Arda
Fixed cannon spawn bug.
Fear the Phantom Playtest - eirik_
Fixed a bug with locked doors. The crucifix should also work as intended now.
Mar 11, 2023
BROK the InvestiGator - COWCAT
1.3.1
--------------------
- Accessibility: added a "no screen shaking" option.
- Accessibility: added an "automatically ask to skip fights" option.
- Accessibility: you can now press the repeat buttons again to stop the current speech.
- Accessibility: the attack stat was not rounded when speeched.
(Rvs 17840)
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