From April 29th till May 1st we will be showcasing our Warhammer titles at Warhammer Fest in Manchester. Attendees will have the chance to play Warhammer 40,000: Battlesector & Gladius.
If you're a fan of Warhammer games, our lineup has something for you. We're excited to give gamers a chance to experience our games and get a taste of what makes Slitherine titles so unique and engaging.
Our colleagues Anny, Francesco, Paolo and Callum will be there in person to provide guidance and answer any questions you may have. So don't miss this opportunity to join us at Warhammer Fest: We can't wait to see you there!
During Warhammer Fest we will organise a live tournament on Battlesector, so stay tuned because in the next days we will provide you all the info.
You can access the exhibition from 08.00 am until 07.00 pm: buy tickets here.
It's time for a little sneak peek of our upcoming "Lethal Update", which will be released somewhere within a month from now.
Two major improvements are:
PERKS Players can now select one of three random perks after each lamp charge, allowing for diverse Ignis builds every playthrough. The perks will disappear after each death or return to the village.
WEAPONS Each forge level in the village unlocks a new tier of weapons that can be found during gameplay. Each tier features a unique modifier on the final combo hit (slow, poison, burn).
Then there are smaller, yet key fixes we intend to introduce:
DIFFICULTY LEVELS -> choose from easy, normal, or hard at the beginning of each game, or adjust it anytime in the settings.
STAMINA BAR -> the stamina bar is now located beneath Ignis for improved visibility.
COMBAT DUMMY -> practice your attack combinations and damage output in the village.
WIDESCREEN -> widescreen support would be added.
LAMPS & RUNES -> added extra effects to make dropped lamps and runes easier to find.
Here's also a look at a neat stone punch WIP animation!
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Now, also last week we had an amazing opportunity to answer some questions from our Flaming community on r/nintendoswitch. We thought that maybe some of those answers could be helpful for a broader audience so we decided to share a few of them here with you!
▶ What was your biggest inspiration for Flame Keeper and why? If I had to guess I’d go with Cult of a Lamb :)
Cult of the Lamb was a good inspiration when we started developing the Vulpis Village but it was quite late in our timeline. Initially, we were heavily influenced by Hades and we drew a lot from Children of Morta. Generally, we tried to explore this genre and try to find solutions that we liked the most and make them in our own style. We liked Hades for its dynamic combat and we were trying to keep this in our game, and we like a lot of the solutions from Children of Morta like the sequence of stage 1, stage 2, the boss and then the next biome. We also liked the random items, abilities and character upgrades.
▶ About the weapons you want to add. Do you mean equippable ones? Like sword, shield etc? Thx
Weapons will be more like temporary basic attack upgrades. They will drop from totems (small ones that you charge by your own energy and bigger ones that you need to find a rune to open). They will have some durability and they will override basic attacks. The last combo attack adds modificators depending on weapon type: slow, poison, burn. They are also divided into 3 groups by their attack speed, damage and distance. So in general it makes 9 weapons for now. Of course, you will have to build a blacksmith hut in the village first to unlock weapons.
▶ What was the hardest part of developing the game?
I think the hardest part was accepting some elements as it is. Many game mechanics were a prototype first, which we then extended, got feedback on, and that we changed again, and there always were some elements that I know can be done better, but at some point, we have to accept it even though we know that we can still make some changes. Otherwise, we would never have finished it :) So in general, planning, management, and sticking to it.
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That is all for today! If you still have some questions that you would like to ask us - you can join our discord anytime and we will be happy to provide you with the answers!
So, sailing to the edge of the map so you can travel to the next yland, is cool stuff, right? You can feel the adventure in your veins! Water splashing, the soundtrack playing all around, fish vibing, sun shining, and other cool Ylands stuff that we all love.
Maybe at first, but when it's your three hundred and forty-fifth sail to another yland it feels kinda pointless, and you are 100% right! So, we do what? We go and fix it! From the upcoming update, all you need is to be ready to steer your ship, and you are good to go.
But wait there is more! Quick question: What was the weather like when you arrived at a new location the last time? Let me guess, it was sunny! Did I get it right? I'm not trying to be 5head or anything but yea, I got it right. 😁 That's just how it is, but not for long! Starting with the next update, the weather and the daytime upon your arrival at a location will be random.
"More dangerous? Probably. More fun? Definitely!" - Horatio Reginald Elmwood
We thought that the adventure atmosphere would be way more tangible when you arrive at an unknown location during a night or a storm or, you know, both. Also, we like to think that all kinds of weather in the Ylands are quite beautiful so showing that off seemed like a good idea.
Anyway, that's it for today, wish you a great weekend, and let us know what you think about these changes in the comments!
We've created a special Linux port of Murderous Muses including webm (not mp4) videos so that everything plays as smoothly as possible. Cloud saves work between PC, Mac and Steam Deck.
The touchscreen has been disabled so we've included a pop-up keyboard for seed entry (the only place in the game it's needed) but other than that it's the same codebase as PC and shares all the same features.
We're not currently planning on adding any additional features for Steam Deck compatibilty until Valve take a look at it for their official list, but let us know in discussions or by emailing support if there's any must-have feature you'd like to see.
We hope you enjoy playing Murderous Muses on Steam Deck!
* Backups are no longer deleted after being restored, so the same backup can now be restored multiple times. * World saves with missing .fwl files now show up in the Manage Saves menu so that they can be deleted. * Fixed a bug where backups couldn't be restored if the main save file was missing its .fwl file. * Fixed a bug that made world saves in cloud storage create a blank .old file when saving, instead of no .old file.
Console:
* Improved stability and performance of world saving to decrease chance of saves being corrupted on microsoft store and xbox * Save files that were corrupted as a result of incomplete file operations in cloud storage are detected and can no longer be started as empty worlds * Fixed a bug where the time stamps of cloud saves were retrieved as UTC instead of local time.
Run time: April 7, 20:00 to April 27, 23:00 (UTC+8)
Between April 7, 20:00 and April 17, 20:00 (UTC+8) Watch the streams to earn the following rewards based on your time watched: 2 hours: Chest of Resources x5 4 hours: Powdered Silver x20 6 hours: Unit Medal x20 8 hours: One-Battle Advanced Hero XP Card x10 10 hours: Rare Schematic Chest x1 12 hours: Random Rare Artillery Chest x1 16 hours: Treatise x1
Between April 17, 20:00 and April 27, 23:00 (UTC+8) Watch the streams to earn the following rewards based on your time watched: 2 hours: Chest of Resources x5 4 hours: Powdered Silver x20 6 hours: Unit Medal x20 8 hours: One-Battle Advanced Hero XP Card x10 11 hours: Rare Schematic Chest x1 14 hours: Random Epic Artillery Chest x1 18 hours: CBL Stan (Permanent) x1
Kingdom Under Fire: A War of Heroes (GOLD Edition) - Lockon
Kingdom Under Fire v1.331
Human Alliance
Modified so that if the skill is upgraded while the Sorceress Fireball skill is active, the upgraded skill will be cast again.
Mage Castle Portal spell's destination is unconditionally set to the castle closest to the caster
(Casual/Family mode) After developing the Astral Gate spell, the destination of the Mage Castle Portal spell will change to the castle closest to the caster's current destination.
Fixed an issue where multiple experience points were gained when destroying an object with Curian's energy burst skill.
Fixed an issue where the button to upgrade the Castle still remained even when upgrading the Castle was completed while Keep was selected.
(Beta mode) Knight Templar's Divine Light will now disappear soon when activated not in close proximity to the caster (long-ranged Divine Light unlocked on Level 2)
Dark Legion
If the skill is upgraded while the vampire cloak skill is active, the upgraded skill will re-cast.
The spread of vampire terror only occurs when the opponent is not detected, otherwise it is modified so that it is applied to only one person.
Reduced Bone Dragon's initial mana to 50.
(Casual/Family mode <- Beta mode) Likuku's resistance to energy attacks increased to 75%.
Common
When selecting multiple buildings, click L to produce units in one building, and click R to produce units in all selected buildings.
Selecting a resource mine displays the number of workers working in that mine.
Modified workers from nearby resource mines carrying resources to the new hall if it was newly built.
Fixed an issue where all players could give orders to neutral units.
Fixed to prevent adding buildings under construction as a group with shift + num.
Modified to hide the submenu when all buildings designated as a group are under tech development.
Improved group leader system functionality
Modified formation command UI display timing to display only while the leader designation process is in progress.
Improved so that formation commands and basic commands can be issued even when a single leader is selected.
Fixed an issue where commands given to the leader were not relayed to other units in the group except for both movement and attack movement.
If the group leader dies or switches sides, another unit in the group takes over as leader. If this leader belonged to a higher group, it is automatically replaced in that position as well.
Fixed an issue where the leader portrait would disappear when clicked.
System
Added family mode.
Unlike the casual mode, this is a mode that prioritizes having a good time with family or non-skilled people rather than balancing and gameplay.
80% resource redistribution pool
Added sub hero production condition: 3 or more completed halls required.
Modified to make possible the selection of either family mode or beta mode in single custom game.
As the number of options increased, the map information UI is implemented to cycle in the opposite direction via mouse L/R clicks.
Implemented so that users can select a random map in single / multiplayer.
Realm map display is turned off by default, but can be turned back on at the command of the host in multiplayer games.
Improved the map file name filter to show the creator name in the map file.