Attention all Bloodhound prologue players! We're excited to announce a new patch update that includes several fixes and improvements to the game. Let's take a look at some of the changes that have been made.
• Improved collider for easier pickup of items such as medkits and ammo placed on the map. • Fixed a bug with the camera in the pause menu that unlocked the game while exiting settings with the Esc key. • Fixed a bug with picking up demon orbs that were dropping from Cuppidyns, now you can pick them up. • Fixed a bug with disappearing keybinds in settings. • Fixed a bug with difficulty level not refreshing in settings. • Changing the difficulty level in settings during gameplay now works correctly.
Thank you for playing "First Day in Hell" and we hope these updates will enhance your gaming experience.
We got the feedback on the new version of the OverNight with the mission and objectives and the Witch ghost, and we feel like the OverNight is headed in the wrong direction - it should focus more on ghost exploration and investigation mechanics, like with the original concept that we have started with.
So with that in mind, we are taking a step back to the previous design (similar as in 0.2 and 0.3), and we will be further developing and improving the OverNight from there.
Here are some of the key changes we are making:
MAPS
We are switching to a completely new map, larger than the current one (the Cabin). It is a suburban area with multiple houses, which you will be able to explore in a single session. Based on testing, we might consider to increase the number of players to 6 in the session.
GHOSTS
Multiple invisible Ghosts per session are back - with improved AI behavior! We are bringing back and improving the old Ghost behavior, where Ghost can chose its active room, roam and leave evidence around the location. And further more, we are adding the Ghost Abilities to better define with which Ghost you are dealing with. We will also try to keep the Good/Bad Ghost concept, but with a new approach...
EXPLORE AND INVESTIGATE MECHANICS
The goal of the session will be to explore the haunted locations and investigate all the paranormal you can find. This means finding the Ghosts and identifying them based on their behavior, evidence and abilities. All equipment will be available in every session, no matter the location and map size!
NEW ITEMS
We are bringing all the original items back and adding new ones. Some of them will be the standard Ghost hunting equipment - like EMF, Temperature reader and so on, but we will also introduce some of the new ones... Special and Haunted items will also be introduced as a new feature.
ENHANCED GHOST COMMUNICATION
During the development we had many chances to experiment with the Ghost communication, and we will try to combine all the fun stuff in the new version. This means that opening the communication with Ghost will be much more available during the session - the Spirit Box will be the most common item to get in touch with the Ghosts. We want to give you a opportunity to ask the Ghost random stuff and always get some kind of a response. This also means you can ask the Ghost to 'Open the door' or 'Turn on the lights' and see what happens then!
PLAYER AND GHOST ABILITIES
There will be multiple Ghosts defined in the OverNight, each will have its own set of evidence and abilities that will define their behavior. We are also adding the 'Player Ability system' which will be something like a skills for the player. Player abilities will branch into multiple areas, which will define the style in which the player wants to play.
PLAYER PROGRESSION
We are also introducing the player leveling mechanics. Leveling will be unlocking the new difficulties and ability points.
With all of this we are fixing and improving the existing mechanics and bugs. The interaction system will be improved - this means easier sitting and standing up from the chairs :)!
Thank you for your support!
If you want to share any feedback, follow the progress or report any issues, join us on Discord: OverNight
- Added ability to import custom points format - Does break existing mod sheets, here's the new format: https://docs.google.com/spreadsheets/d/1Xz7CfqVLQI7ydEQdJqmw2npWNk-LMbUtTnt07GoWp7s/edit?usp=sharing - All you have to do is add rows 570-750 below the Series 3 Schedule section in your mod format and adjust as needed. - Can adjust points per position, up to 4 points resets, # of wins to be locked into each round, points for most laps led, and led laps (just gives points to race winner and most laps led driver for now, bigger overhaul for that coming in the future) - Added caps to max # of cars a team can have (ex: 2 car teams or 4 car team maximums) - Added ability to make part time car in owner mode - Fixed bug where you couldn't make part time team full time - Fixed bug where trying to hire a driver with an ' in their name breaks game - Fixed bug where clicking 'back' button on the page to assign a sponsor to your team crashes game - Fixed bug where game wasn't assigning max # of drivers for individual races. How it works now is that if that spot if left blank it defaults to the series max # of drivers per race. If filled it will run the race with the race specific amount of drivers. This now means you can have certain races more or less than the normal amount of drivers in a race - Altered AI so that less drivers become 100 overall as their career progresses - most drivers will have a ceiling of about 95
edit: if you only want 1 reset similar to the 2004-2013 nascar points format, leave the # of races for the other resets > 50
We first had to get me clean, and to my disappointment, it wasn't a mud bath. We then added the sourdough starter from yesterday's bread to the flour and a bit of salt. My human lady gave me my own piece of dough, hard to knead with those tough hooves!
I must admit that with this amount of funky goodness being so close to my nose, everything had to end up in my stomach, which made her laugh very much. I'm good at what I'm doing, what can I say?
She then fired up the oven while her dough was rising. When it was blazing hot, she put it on a baking tray on her own (again, hoof problem), and we waited glued to the door, watching as the dough rose and cracked, and the loaf slowly obtained a beautiful golden colour.
I must admit that this made me quite hungry, and I munched on a few courgette peels from the compost bin. What a loaf when it came out, rounded and chubby like me!
We devoured it with a double serving of strawberry jam and many celebratory noises, as educated piggies like me know how to do, oink oink!
Cannot wait for the next one tomorrow!
Oh wait, don't go just yet!
Dear reader, I have to share with you the recipe we followed for three crunchy baguettes: - 300g of water - 2 teaspoons of salt - 1 teaspoon of sugar - 490g of flour - 2.5 teaspoons of dry yeast
Knead everything together for 20min. Preheat your oven to 240C. Cut 3 balls from your dough, and form the baguettes with it. Lay them on parchment paper, make 2 cuts with a sharp knife on each, spray them with milk and cook them for 25min.
That's it!
Enjoy!
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Peter Curleytail and your farming and cooking team from Mooneaters, VARSAV and Untold Tales
Thanks so much for playing Elohim Eternal: The Babel Code, the first game in the Elohim Eternal series. The reviews I've gotten have been wonderful, and I'm glad that the story and lore is resonating with players. The game is, first and foremost, about story told in an interactive, turn-based RPG. And like life itself and the human condition - it's a complex story. It's got many, many layers.
Because story plays such a huge role in Elohim Eternal, I wanted to talk about theme. Before I plan out a story I always have to know what the theme is – what am I trying to tell the player? What do I want the player to walk away with from the story? Theme is often seen as that kind of boring part of a story, something your grade 12 English teacher wants an essay about on your reading of Macbeth. But, to me, theme is extremely important, and without it, you don't have a story.
But first, what is theme? Theme is basically the life lesson that your main character has to learn (or, in the case of a tragedy, fails to learn). Theme isn't something as simple as "love" or "faith" or "honor". Rather, it's about what this story is trying to say about these things, and it usually plays out like an argument in the story. All of the best movies, books, and games have a theme. We as players, viewers, and readers, don't see theme in this way; rather we see theme for the outcome it produces: character transformation. The main character should have an arc in their story, and it’s the theme that is the vehicle for that transformation.
Warning: Spoilers ahead!!
So how do we know what the theme is? There's always a theme stated scene, and it's usually a side character (or a minor character) that will state the theme. For Elohim Eternal: The Babel Code, the theme is simply: "Who's the bad guy?" Joshwa will learn who the real "bad guy" is in his story, and learning that will make him question his religious upbringing.
Who states the theme? His uncle, Lamech, in a small scene when they are under Mount Sinai. Lamech questions who the Kosmokraters are really for and who they are against. The Jehudans? The Attikans? The Cainites? No, they're against evil.
But are they really?
Throughout his journey, Joshwa will encounter people and events that will pull and push him from one side to the other (the Cainites are bad; the Cainites are good; the Kosmokraters are lying; the Kosmokraters are the ultimate truth). He'll come to question everyone, including his uncle and his gods. Ultimately, he sees the evil in his world and decides he must fight against, and he knows deep down that what he is doing is right, even though it goes against everything he believed in and everything he was taught. This is his lesson learned, his transformation. His whole worldview changes at the end of Elohim Eternal: The Babel Code.
Though I say Lamech is the one who stated the theme, in truth, the theme is stated right at the beginning of the game with the quotation from the Hebrew Bible in the Book of Joshua, which states: "When Joshua was by Jericho, he lifted up his eyes and looked, and behold, a man was standing before him with his drawn sword in his hand. And Joshua went to him and said to him, 'Are you for us, or for our adversaries?' And he said, 'No; but I am the commander of the army of the LORD. Now I have come.'"
This is the part of the biblical story where Joshua leads the Israelites into Canaan to take the land for Israel, the people of Yahweh. It's an uncomfortable passage because there seems to be evidence of mass genocide. There is a lot of biblical scholarship on why this is not the case (see Michael Heiser's The Unseen Realm and John T Walton's The Lost World of the Israelite Conquest), but to summarize it, Joshua and the other Israelites were sent by Yahweh to defeat supernatural evil and remove the gods from the land (albeit, this requires a supernatural worldview which many people today do not have, including, surprisingly, Christians, Jews, and Muslims). What does "evil" mean in this context? It means the giants, the Nephilim, the anakim, the rephaim, etc. In the quotation, Joshua asks whether this figure, the commander of the army of the LORD (evidence suggests that this commander was Jesus—see Daniel Segal's Two Powers in Heaven and Michael Heiser's The Unseen Realm and Angels), if he is for the Israelites or for the Israelites' adversaries, where this commander then turns around and gives a really odd reply. He essentially says, "I'm not here for either of you. I'm here because I am the commander of the LORD, I'm here to remove evil and bring people back into the family of the LORD." Similarly, Joshwa in Elohim Eternal: The Babel Code experiences something similar. He's not going to stop evil for the Kosmokraters, for the Attikans, the Jehudans, or the Cainites. He's here to stop evil for the benefit of all.
And there you have it—the theme of Elohim Eternal: The Babel Code (and with some biblical commentary and further reading should you choose to go down that route). I hope the above has deepened your understanding of the game's story, its main character, and its theme.
Now that you know what theme is and that every story has a theme stated scene, try to spot the theme stated scene in your favorite movies, shows, books, and story-heavy video games. It's usually stated early, never stated by the main character (usually a minor or side character), and is often, but not always, a kind of musing.
I'm excited to be back with another Rail Log, where I'll share the latest Rail Route development team insights. It's been a busy couple of weeks for us, and we've made great progress on new features that we can't wait to share with you. In this blog post, I'll be going into detail about these features, so sit tight and get ready to learn more about what we've been up to! And what you'll see in the upcoming Update 11, which will be live this month during April!
By the way, if you want a sneak peek of the update before it hits live, join our community Discord and apply for a closed alpha or open beta test of Update 11. We already got some lovely feedback. It helps us finish this last mile in this significant milestone of construction UX overhaul. Under the hood, the game engine has changed significantly.
Build Actions
One of the key improvements we've made in Rail Route is the Build Actions feature. We understand that it's essential for players to have a clear understanding of what they can do at every step of construction, so we've made it easier than ever before.
With Build Actions, players can now see a list of available actions for construction at every step of the way. These actions come with keybinds, making it easy to perform them quickly with a keyboard or controller.
Additionally, we've included a selection wheel that can be accessed with the right mouse button. It allows players to select an action without pressing the key and staying exclusively on the mouse. It was part of your feedback on an article in this series that you want to be able to perform these actions without a keyboard!
Walls Construction
We've also significantly improved the Wall Construction feature. With the new improvements, walls can now be built seamlessly and effortlessly by just clicking at the origin and destination points.
The wall line is computed automatically, making the process much smoother than before. In addition, we've also improved the deterministic behavior of the walls, which means that they behave consistently and predictably.
Scale to Zoom
We're excited to introduce the Scale to Zoom feature. We understand that some game elements require clarity, even when you're zoomed out, and that's why we've made it easier than ever to see these elements. With Scale to Zoom, elements such as train timelines, labels, construction actions, and the selection wheel will now be scaled automatically to remain easily readable when you zoom out.
We're excited to hear from you about other possible uses for this feature. Do you have any ideas for other game elements that could benefit from being scaled to zoom? Let us know in the comments!
Sandbox Mode
A new feature that offers players the opportunity to let their creativity run wild. With Sandbox Mode, players can start an endless game with unlimited money and/or all system upgrades unlocked. This means that players are free to experiment with different strategies and build their rail network without any restrictions.
Whether you're a seasoned player looking for a new challenge or a newcomer to Rail Route, Sandbox Mode is the perfect way to explore the game in a way that suits your style of play. So why not dive in and see what kind of rail network you can create? The only one YOU WANT!