We're here, as always - with a tiny update on what's going on! It's hard to single out one thing that we're working on (since we try to work on everything at once), but one of those many things is the look, feel, and the inner workings of our dialogue boxes. We're putting a lot of care into the boxes - not only so they'd look prettier, but also to make the characters feel more alive. We've decided to add larger, more expressive character sprites and custom, handmade fonts for main cast - while talking, you'll get to see portraits of the characters that change depending on their emotions, feelings, thoughts, reactions and so on. That feature required a rework of the game's backend to accommodate the new additions, too! For now we're testing this concept just with Ward, but as it feels like a great idea, work to add portraits to all talkable NPCs is already underway. Feel free to compare it to the screenshot of one of the game's earliest builds!
That's the occasional update for now! As usual we can't wait to show you more progress, so stay tuned, have a great day, and hope to see you soon!
Welcome to the new monthly update! The upcoming updates will be presented by Horie-san. Without any delay let’s share message from our art director:
Ohayo everyone! It’s me again! I’m always so nervous when it comes to the Kickstarter Update so please take good care of me. I will try my best to explain my ideas.
It’s been a while since the last time I did a presentation of my work, so let’s talk about what changed from 0.6.1 to 0.9.5 Pre-release version and it’s considered to be ( I hope! ) final version. Story UI Update
Story is the part where the players will spend most of their time beside battle, so I tried to adjust it to get the best possible outcome in the functionality. Here's a big shout out to all Visual Novel fans that have sent in suggestions and wishes for what they would like to see in the official version! Even if we all know that War of Ashird isn’t a VN, that doesn’t mean we shouldn’t think more deeply about story UI right? So here I’m with a fresh version of Story UI.
What changed? First, I removed all secondary elements such as Quest and Menu icons and added functions that would come very handy during story mode, like fast forward, skip button and log.
[[0.6.1]]
[[0.9.5]] Pre-release version (Final version may be subject to change )
As you can see in version 0.6.1 we had such an ugly gap on the left side that did not give me peace of mind, so in the new version of the UI we completely abandoned covering the screen by the menu responsible for displaying text and freed both sides of the screen.
In-game UI update
We can't forget about another very important aspect of the UI, which is the battle and menu. Many aspects of the UI from version 0.6.1 remain the same. While we again we added new elements, it’s part of game improvement and balance that Miore-san said in the December update and I’m not allowed to talk much about it. For now, I will share a screenshot and leave the topic for our director to explain it better. (Yes…no spoilers from me this time! T_T )
[[0.6.1]]
[[0.9.5]] Pre-release version (Final version may be subject to change )
[[0.6.1]]
[[0.9.5]] Pre-release version (Final version may be subject to change )
Here goes another shoutout, this time to Yuzu who has been helping me during the upgrade process; sharing suggestions and impressions on how to find the best way to present in-game information.
As you can see there was a lot of work done, and still there is always something I would like to improve or approach from a different perspective. Sometimes it's great work , but there are sometimes where I waste a whole day and end up with something that I don’t like. So if there is anyone who wants to become an artist in future, don’t be discouraged and don't give up! Such days in life are normal, and you are doing great work! Keep it up! The Special Artbook Progress
As a sweet dessert to end the update, I was green lit to tease you with an illustration created by Satchely-san from our Artbook “Wonderland of Ashird,” which was directed under my eyes!
For people who missed our information about the “Wonderland of Ashird”:
the artbook is a collection of illustrations by Satchely-san depicting the daily lives of the characters. In addition, the book will have more pages, and will also include illustrations by talented artists such as: hai-san, hi-na-san, Com-san, and Kaname-san! Also, I'm afraid I will be contributing one illustration as well...! Please keep in mind this is a KS and PayPal crowdfunding Exclusive Reward, which means you won’t be able to get it outside the crowdfunding campaign. If any of you have not yet ordered one, please note that our order window will only be open until the end of June. After that date we won’t be able to receive new orders!
For people who will miss the exclusive physical release, there is still hope to get a Digital version of Artbook as DLC after the official release.
That's all from me today guys! Thank you very much for having me today! Next Update will be presented by Maribald-san who will talk about an aspect of the game that may surprise you ( I hope in a positive way ) as part of our hard work of improving the game so that each part has its purpose, giving a feeling that everything has a meaningful and immersive part in the game's world.
Fourteen Fiends Is releasing on April 11th 2023! Please wishlist & follow! and be sure to snag a copy and leave a review when it comes out ːsteamhappyː
you can also send feedback/thoughts/questions to my Twitter account and I'll try to get back to you ASAP
I also added a new "Photo Finish" feature! After you win a round you can take a photo of your remaining heroes (and adjust their poses!) the photo will also include the stats from that game: *how many rounds *how many heroes left *Difficulty setting *Game type
hopefully folks will take photos and post them in the community and compare their results! I hope you will all enjoy my first game on Steam
Thanks so much Have a awesome day -Ash Monster Robot Studios -Games for Humans-
Hey guys, this is just a quick patch to fix an issue I found while working on my latest project, Chaos Chain. I wanted to put out a small update to remedy the issue. This update applies for the main game, and all three expansions - Subsistence, Awareness, and Deliverance.
Update 2.2.1 Change Log:
Bug Fixes:
Fixed an issue which prevented hit rate (accuracy) from being applied to certain skills
Hello! We've upgraded the engine version! Hopefully some crash bugs will be fixed. We also added the Voodoo Doll, be sure to check the list below for more details. In the next "Minor" update we will add Daily Quests, a new tool and a random objective system. Stay tuned!
Project version upgraded from Unreal Engine 5.0.3 to 5.1.1
Lighthouse lighting improvements.
Russian, Ukranian, Chinese, Turkish, and Korean localization fixes.
Added - Voodoo Doll.
Added - Ghost hunt growl sound.
Added - Lobby version mismatch system.
Added - A warning if unable to join the lobby.
Fixed - Safe Spots in Hospital.
Fixed - Ghost haunting issue.
Fixed - Ectoplasm stain issue.
Fixed - Time of death issue.
Fixed - Ouija Board crash.
Fixed - Voice chat volume reset when switching between maps.
With the Hideout Content Update (v.0.8.2) we are adding 6 new playable characters, a new character selection, 3 secret hideout boss encounters, 3 new weapon tiers that feature new weapon stats, a new weapon shard to craft stats onto weapons, improved enemy projectiles, AoE effects and HP bars and much more!
New Season Start
EA-Season 9 will start at 05.04.2023 at 6pm CEST with the release of the hideout update.
New Features
6 New Player Characters
With the hideout update we are adding 6 new player characters to Striving for Light. Some of them you might already know from your journey through Ankerath and surrounding territories. This now leads to a total of 8 unique player characters each with unique starting stats and abilities. Along the new characters there are 3 new secret hideout bosses to defeat in order to unlock some of the new characters.
The new characters come along with new in-game achievements to master during your season journey. The world dynamically changes based on which character you play so for example playing as Darokin will remove the option for gambling items in Ankerath for this run.
Uncommon/ Rare/ Epic Weapons
We are also introducing 3 new weapon tiers. Next to the familiar common weapons and the quite rare legendery weapons, we are adding uncommon, rare and epic weapons to the game. These new weapon tiers feature additional weapon stats which can be nearly every stat which is available in the game. These stats count always when you have this weapon equiped but you don't have to use the weapon for gaining the stat. So if you have a sword that grants you +1 projectiles you will have this stat also when using your ranged weapon. This should bring more useability to "off-hand" weapons when you are totally focusing on a range or melee build.
Each weapon tier has a unique loot beam and an unique weapon frame effect that should make it easier to see what tier the an item is.
Common weapons have low intensity yellow sparkles
Uncommon weapons have a yellow beam
Rare weapons have a blue beam
Epic weapons have a purple beam
There is now also a new weapon shard which allows you to craft stats onto your weapon and transfrom weapons into higher tiers.
Shard of Instability A shard that holds the power to reforge weapon stats and transform weapons in uncommon, rare and epic versions.
And if you might asked you self if you can upgrade an epic weapon with 3 weapon stats to an epic legendary weapon... yes, you are right, you can! Here is an epic legendary version of the hammer.
Epic Legendaries are very rare to find and very hard to craft but hold insane powers for the ones who take it upon themselves to go on this hunt!
Improved Leaderboard Backend
The new wapon tiers with weapon stats are now also transfered to your leaderboard entry so you can show off your best weapons to the whole playerbase.
New Character Selection
To complement the new characters a new character selection was added to the game. When you now get defeated you will find yourself in this new character selection where you can also adjust the difficulty for your next run. Don't worry if you forget to select the right difficulty you can still change it in the pathfinder before you enter the first map.
In the new character selection you will find a "hide UI" button that lets you disable all the UI which you can use to create your own wallpapers or thumbnails for your favourite character.
New Range Weapon: Darokin's Staff
Your projectile hits have a 25% chance to cast a light ray upon enemies. Damage scales with your melee damage.
Pathfinder Improvements
When the game difficulty is locked the pathfinder will now only display the currend difficulty instead of the deactivated buttons.
New Collect Item UI
The legacy collect item UI was replaced by a new designed UI.
Improvements
Pathfinder mouse and controller navigation has been improved
Pathfinder tooltip positioning has been improved
Improved enemy projectiles
Improved enemy AoE Effects
Performance improvements for all enemy projectiles and enemy AoE effects
Reworked companion movement
New craft weapon visual effects
New designed enemy HP bars to make them better readable with the highlighted enemy option
New enemy HP bars now automatically switch to alternate colour when highlighted enemies option is enabled
Improved visuals of base characters
Increased player dodge acceleration to make the dodge more responsive
Improved Forest Map design
Highlighting of possible skill connections in the skill tree
Balancing:
Player invincibility is now 2s after you received damage (was 1s)
Companions have increased movement speed
Reduced elite enemy spawn rate has been decreased to 2/4/6/8/10% for Difficulty Tier 1-5 (was 3/6/9/12/15%)
Gatekeepers and secret bosses now also scale with player level to prevent them being unproportionally easy on the first map
Bear Caller weapon now has 1 endurance and 1 energy cost (was 1 endurance and 2 energy before)
Bugfixes
Fixed missing key icon in game UI
Fixed restarting of original soundtrack when switching between skill tree and gameplay
Fixed not interactible radial buttons in the pathfinder on first click
Darokin Rescue event now also uses new NPC model
Fixed a bug which caused the skill node additional projectiles to not cost any additional energy
Fixed tooltips in the pathfinder not hiding when they should leading to overlapping tooltips
Fixed freeze when player died directly on scene load
Fixes for hidden mouse cursor (if you still have issues with this please report it in discord/via mail or steam forums so that we can gather more information what is actually causing this for some players)
If you encounter any bugs or issues please report them so that they can be fixes as soon as possible. The best way to engage in the ongoing development of Striving for Light is our discord: