On Wednesday, April 26, several patches went live to fix the game. Please note that this was applied to the game immediately, without the need for a separate patch download.
[KST 17:45]
- Fixed the issue that the clear record of the Wailing Graveyard is not recorded normally - Current ranking of the Wailing Graveyard is reset
[KST 18:36] - W Server Only
- The spawn location of the Follower monsters in the System messages is only written in Korean.
I hope you're all having fun with Numina Part II! It's been over a month since the release and I've just released a small new patch update with a few fixes and improvements for both Part I & II:
What's new: a Common Cause event called Single Strike and a thematic game mode called Storm. Also: improved system of invites via Steam, new options for graphics settings, updated algorithm of map matching, bug fixes and more.
In this update, we have added the ability to publish layout data files (.lyrbr files) to the Steam Workshop, and we have added and improved many features of the Layout Tool as in the previous update. The addition of "Y Angle Offset" to slice animation has also made it easier to create games with characters that have images in only two directions (left and right).
Various other features have been added and improved, as well as bug fixes.
Please look at the list of updates! ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー
--- New and Improved Features ---
[Steam Workshop] - Lyrbr files (exported layout data) can now be uploaded to Steam Cloud and Workshop. The .lyarbr file contains the sprite and image resources used in layouts. This new feature makes it easier for users to share their own layout data with others. We hope this will be of great use to you.
[Resources] - A property called "Y Angle Offset" has been added to the Slice Animation. Previously, a two-directional slice animation could only be created for the up and down directions, but by setting the Y angle offset to "90," it is now possible to create a two-directional slice animation for the left and right directions.
[Map Editor] - In Terrain Raise/Lower Pen mode, when the Ctrl key is held down during operation, a function has been implemented to make the difference between the up and down steps four times larger than normal (0.25>1).
- Map size limits are now determined by the area of X * Z.
- When creating a new map or resizing a large map, the system now warns that the process may be slow in some environments.
[Layout Tool] <Preview Improvements> - The outer frame of layout parts can be resized by dragging.
- Property values are now updated immediately when a layout part is dragged to change its position or size.
- Specified values used for previews of the Selection Screen, etc., are now saved so that the preview state is retained even if the layout is switched.
<Improvement of the Submenu Container "Actions"> - Allows the common event specified in the submenu container action to be executed even when the Title Screen is displayed from an event during a game using title skip.
- A "Display Return to Title" action has been added as an action for submenu containers. This function works as follows. The Exit Game action that was specified other than the title is automatically converted to Return to Title. At the title screen; Exit Game...Quit game (application) Return to Title... do nothing. When other than the title screen: Exit Game...Quit game (application) Return to Title...Return to the title
- Actions for the configuration can now work outside of the Configuration Screen. Please note that some screens, such as battle-related screens, may invalidate the actions you specify.
<Improvements to Panel for String Rendering> - The following improvements have been made: - Multiple lines of text input is now supported.
- The property option "Use Multi-Line Text (Auto Line Break)" is now specified as ON by default.
- Text effects can now be specified individually (e.g. outline + bold, etc.)
- If "Specify What to Display in the Panel" contains special formatting of the type that displays an image, some properties related to text decoration that would otherwise be invalid are now specified as not configurable.
<Improvements to Layout for Input String Screen> - The following improvements have been made: - The rendering width of input string elements (elements displayed in the special format \inputstring) has been changed to refer to the size of the Panel for Rendering Strings. Previously, rendering was based on the width of the menu container, but now it is easier to adjust the size of the input section of text by referring to the text panel.
- The rendering container placed on this screen can now be specified to "automatically adjust size to match parent container" or not.
- Images used for decision buttons, etc. can now be specified in the properties of each layout. With this change, the option to specify input string-related images in Game Definition > System Resources will be removed. The existing Input String screen will not be affected due to the conversion process.
<Other Improvements to Layout Tool> - Menu containers cannot be placed as layout parts on "screens where placing menu containers does not work".
- The size of the menu container is now unchangeable on the Selection Screen. The size setting of the menu container is invalid because the size of the Selection Screen is automatically adjusted according to what is specified in the Event Panel. The above action was taken to prevent confusion caused by the ability to change invalid settings.
- Visibility of the "Add Layout Part" and "Insert Special Format" dialogs has been improved.
[Database] - "Targetability" was added as an element of the State Definition. By increasing or decreasing this value through skills and other methods, one can make it easier or harder to be targeted by enemies during battles.
[Events] - The ability to explicitly specify the target of an action in the "Specify Battle Cast Action" panel has been implemented.
[Game Definition] - Added the ability to dither objects close to the camera to make them transparent (Object Transparency / DistanceFade) in the Game Definition and Material Settings. This feature is activated by turning it on both in the "Game Definition" menu and in the Material Settings of the object you wish to target.
[Battles] - The timing of data loading at the start of battle is now done after the fade-out instead of immediately after the encounter.
[Top Menu] - A "Save Information for Inquiry" function has been added to the Configuration > System Report that outputs a set of environmental information and logs in a zip file format. We would appreciate it if you could provide us with the file output from this function when you contact us to report any problems.
- In the local PC menu, the history of the game file save location is retained and can be selected in a combo box.
--- Bug Fixes ---
[Events] - Fixed the display state of the player's subgraphics to be maintained when moving to another map. Please note that with this modification, if you change the state of subgraphics with an event, they will remain changed unless you "explicitly" change their state.
- Fixed a bug in which when a skill was used with the "Specify Battle Cast Action" panel, the target of the previous skill activation was sometimes inherited.
-Fixed a bug that caused the game to become very slow when using the "Change Event Scale" panel for events that use "Stamps with subgraphics specified" as the graphic.
- Fixed a bug that caused the "Display Effect" panel to play the effect displayed the first time, regardless of the second and subsequent specs, when the panel was used with "Wait to Complete" mode consecutively.
- Fixed a bug that could cause images to not load properly when changing the layout using the event process immediately after starting the game or immediately after moving to the map.
[Resources] - Fixed a bug that caused an exception when updating information on one of the models in Resources > Models when there was a "stamp on the map with subgraphic local light specified".
- Fixed a bug that caused texture files to be copied even if materials shared with other resources were specified when adding a model, etc.
- Fixed a bug that caused the volume of BGM to be lowered when resuming a game if the game data was saved while "BGM with the volume specified to be lowered in the Resources menu" was being played in the game.
- Fixed a bug that could cause file path information to be corrupted when overwriting and importing DLC particle assets.
- Fixed a bug that caused a shader compilation error to appear when using the 2Dmap_skybox shader in Materials.
[Game Definition] - Fixed a bug that caused a sprite called "None" to be created when "None" was selected for the sprite for transitions in System Resources.
[Sprite Tool] - Fixed a bug in which sound effects specified for the first frame of a sprite sometimes did not sound when editing the sprite.
[Layout Tool] - Fixed a bug where the special coordinate specification tag Variable[x][y] did not work correctly.
- Fixed a bug that caused an exception when the value of y in the special format \$[x][y] is -1.
[Map Editor] - Fixed a bug in the terrain selection in the Auto Map Generation dialog where "Stairs" and "Slope" could be selected.
- Fixed a bug that caused the motion of placed objects on the Map Editor to stop when the "Resources" menu was canceled and closed.
- Fixed a bug that could cause incorrect application of Terrain Raise/Lower Pen coverage.
[Others] - Fixed a bug where exrbr files could not be selected when adding sounds from the asset picker.
- Fixed a bug that prevented multiple selections by shift+clicking icons in the tree view.
- Improved stability against crashes for OpenGL-related processing.
- Fixed a bug in which English translations were not being applied to some of the Steam Cloud management screens.
---------------------------- We hope you will take advantage of these new features in your game creation!
We will continue our efforts to improve "RPG Developer Bakin".
we are very excited to announce, that the new Artisan update is close to release! This update is addressing a lot of concerns and feedback that you have been sharing with us in the past months and we can't wait for you to get your hands on it. Thank you very much for talking about our game, sharing your feedback and helping us improve Lords and Villeins!
If you want to be one of the few that try this new update early in the early beta stage before anyone else (and potentially many more, including even other games by Fulqrum Publishing), consider joining the Fulqrum's Champions program! Simply send an email to champions@fulqrumpublishing.com and we'll let you know all the details!
An in-depth look at the upcoming update can be found by clicking this link. To mention a few highlights, it will bring significant changes to Nobles, Royal Taxes were redesigned for more reward based approach centered around freedom of choice. You will also be able to send the taxes to the ruler anytime during the year. Professions will go through some changes as well, Ropemakers, Alchemists and Glassmakers will receive an update to make them more relevant to the economy!
The whole Change Log will be shared once the patch comes out. We expect to release it during the upcoming weeks.
Marcin (Commando) and Tomek here, excited to talk about our part in creating our upcoming game, "Chinese Frontiers." As game designers and programmers, it's our job to bring the game world to life and make it engaging for players.
In our previous devlogs, we showcased the game loop and the amazing 3D assets our talented crew has been creating. Today, we're here to talk about what we've been working on specifically - interactive assets, resource gathering, building, upgrading, crafting, and more!
Building and Crafting
One of the core mechanics we've been working hard on is the building system. We had to make sure that it is intuitive and fun to use. You'll be able to upgrade buildings to unlock new features, craft tools and building materials to build even more stuff.
Crafting was an especially interesting subject for us as we wanted to add something more immersive for a player to interact with. Some of the crafting stations require more in-game actions from the player, rather than just selecting a recipe from the list. My favorite one is crafting bricks, and I am curious which one you like the most. Should we expand more on those ideas and add more crafting like this?
The Monuments
Moving on, let's talk about the main goal of "Chinese Frontiers" - building the Great Wall of China. But before you can do that, you need to gather materials, process them, and build up your Village. When you are ready, you will embark on a mission to build monumental parts of the Great Wall of China! In your journey you will use various tools to create them, starting from the crane which will help you to pull up heavy building materials. From programming code to the visual aspect and ending on audio design, we've put a lot of effort into creating an immersive crane experience.
One of the most significant challenges in building the Great Wall of China is the height of the wall. That's where the scaffolding comes in! We've added the scaffolding mechanic to help players build at higher places with ease. You'll be able to stack scaffoldings on top of each other, allowing you to reach new heights and build impressive structures. But be careful not to fall off while you're up there! 💀 We wanted to make sure that players could enjoy building at higher elevations without sacrificing the fun factor, and the scaffolding does just that.
Caravan
Another interesting tool that will aid you is the Players Caravan. It will allow you to transport necessary materials crafted in your Village to the Great Wall of China. The Caravan is connected to all workshops you place so you won’t have to transport all of the crafted materials in your own hands. Whenever you travel to the Monuments building site, your Caravan will be waiting for you with your materials ready. Hopefully, nothing will go missing during your travels! 😉
Making multiple intertwined systems that will allow setting up a monument of such a massive scale and will be easy to use for us, developers, proved to be an interesting challenge.
Skill System
As the game continues, players will have the opportunity to improve their character's abilities through various skills. These skills can boost their carrying capacity, increase movement speed, enhance farming abilities, and more. As players progress through the game, they will have the chance to invest in different skills, which will allow them to complete tasks more efficiently and make the most out of their resources. The skill system will add a layer of depth and strategy to the gameplay, as players must carefully choose which skills to invest in based on their playstyle and priorities. We believe that the skill system will add another layer of depth to the gameplay and give players a sense of progression as they develop their character's abilities. We're excited to see how players will use their skills to overcome challenges in "Chinese Frontiers"!
From Gatherer to Village Boss
As your Village grows, you'll need to assign work to your cohabitants. This feature will be introduced in the early access stage of the game as we are still working on it. We want to make sure that as the game progresses, you'll start to feel more like a manager and not just a simple farmer, as you oversee the production and technology of your village.
There's More!
And that's not all. There will be different levels in the game, each with its unique challenges. For example, cooking original Chinese dishes typical for each area will be a fun way to experience the different areas.
We're excited to bring these mechanics to life and can't wait for you to experience them in "Chinese Frontiers"!
Thank you for following our journey, and stay tuned for more updates!
Honored Guest, Onmyoji: The Card Game is undergoing a scheduled maintenance from 9:00 to 10:30 on April 27, 2023.
The Thundering Awakening Data Pack Is Here The new Thundering Awakening data pack of Onmyoji: The Card Game is now available, featuring unique Shelter/Etch and Poison mechanics, and 8 new Shikigami. · Thundering Awakening Card Pack will be available after the maintenance on April 27, 2023. · The card pack includes 8 new Shikigami: Susanoo, Koi, Mushishi, Sasori Onna, Jinkougyou, Uminocho, Okikumushi, and Kainin. · The 8 Shikigami of the Thundering Awakening Card Pack are now all available. More Shikigami will be obtainable from new Card Packs or by other means in the future. · After the Thundering Awakening data pack is available on April 27, guests will be able to claim 3 free Thundering Awakening Card Packs by logging into the game. · The Thundering Awakening Card Pack rebate event will be available after the maintenance on April 27, 2023 until 24:00 of May 16, 2023. During the event, when purchasing 10 card packs of any series with Jade, guests will get 1 free Thundering Awakening Card Pack, up to 5 packs.
Thundering Awakening Data Pack Adjustments · Added the Master Collector title for the Thundering Awakening data pack. · Changed the requirement of the Supreme Collector title to collecting all cards of the 139 Shikigami (guests who already have this title will not be affected, Paper Man Warriors and Imp Gang are not included in this title). · Changed the requirement of the Inked Heart title to collecting all Inked cards of the 139 Shikigami (guests who already have this title will not be affected, Paper Man Warriors and Imp Gang are not included in this title). · Changed the requirement of the Bright Glaze title to collecting all Glass Card Frames of the 139 Shikigami (guests who already have this title will not be affected, Paper Man Warriors and Imp Gang are not included in this title). · The Thundering Awakening Card Pack can now be purchased in the Hyakubun Scrollery. · Added 8 new Shikigami of the Thundering Awakening data pack to Sealed Deck. · The card pack rewards from Sealed Deck will include Thundering Awakening Card Pack. The random card rewards will include cards of the 8 new Shikigami from the Thundering Awakening data pack. · The rewards of Kaidan Chapter 1, 2 & 3 will include cards of the 8 new Shikigami from the Thundering Awakening data pack. · Thundering Awakening Card Pack will be available for selection in Card Pack PYO Pack after the update on April 27.
The Thundering Awakening Pack is Now Available · The Thundering Awakening Special Pack will be available in Jade Shop after maintenance on April 27, 2023, containing 30 Thundering Awakening Card Packs. · The Thundering Awakening Welcome Pack will be available in Jade Shop after maintenance on April 27, 2023, containing 10 Thundering Awakening Card Packs.
Outing in Spring Begins! · Event Time: After the maintenance on April 27, 2023 to 24:00 on May 11, 2023. Event Description: · During the event, players can claim Mountain Blooms via the event page or by participating in Player Matches and synthesize higher grade Mountain Blooms in the Creek. Toss Mountain Blooms in the Creek to obtain the corresponding number of Sakuramochi. Collect a certain amount of Sakuramochi to redeem the Limited Avatar Frame - Blooming Spring, Limited Title - Flowing Colors, Limited Transition Wallpaper - Spring River, a total of 10 Thundering Awakening Card Packs, Ink Jade x40, and Glass Stones.
The Lapin Avatar Pack is Now Available The Lapin Avatar Pack will be available in the Jade Shop from April 27, 2023. And a limited-time offer will also be available at the same time and end at 9:00, May 11.
Alternative Art Takes Turns to Discount: Eleventh Turn Begins · Many Alternative Arts which have been sold for over one year will enjoy a discount for a limited time during each turn, guests can head to the Alternative Art Shop to purchase them! · Event Time: From 10:00 on May 4, 2023 to 9:00 on June 22, 2023. · Discounted Alternative Art during this turn: Fujihime - Hall of Flowers, Susabi - Destiny Spiral, Suzuka Gozen - Overlord, Shiranui - Dance of Sorrow, Shuten Doji - Demon King, Nekomata - Mirkwood Witch.
Balance Adjustments · The following cards have been adjusted: Today's Quest IV Changed the effect to Condition: Usable after 4 cards that are not in your deck have been played. (This card is effective in the library.) Fast, Deal 5 damage to an opponent unit.
Today's Quest V Changed the effect to Condition: Usable after 6 opponent Shikigami have been defeated. (This card is effective in the library.) Defeat a Shikigami.
Peaceful Nekomataya Changed the Level to 2. Changed the basic stats to 3 Power/6 Health.
Venom Claw Changed the effect to Tactical Attach Spider Mark to an opponent Shikigami, and deal 1 damage to it.
Cards that have been adjusted can be disenchanted according to their crafting price before 10:00 on May 3, 2023. (Up to twice for each type)
Sealed Deck Balance Adjustments · The following cards have been adjusted in the match: Evolve: Russet Sparrow Changed the effect to Evolve: At the start of your turn, Nightfall 3: Gain 2 Shield, Nightfall 7: Permanently gain 1 Power and 1 Health.
Maple Dance Changed the effect to At the start of your turn, attach Maple Teru Teru Bozu to a random opponent Shikigami. Deal 2 damage to the opponent player when an opponent Shikigami attached with Maple Teru Teru Bozu is defeated.
Evolve: Yasha Changed the effect to Evolve: When your Shikigami's Nightfall is triggered, Yasha gains 1 Power.
Plunder Changed the basic boost to +0 Power/+0 Shield.
To make up for our balance adjustment to Sealed Deck cards, here's Jikikaeru Ticket x15 for our dear guests.
Improvements and Bug Fixes Fixed an issue where Orochi's Form Divine Shadow failed to give own serpent demons Soaring when Orochi has Soaring. Fixed an issue where Warrior Soul's Specter Form could block opponent Shikigami's attack when Specter Form was upgraded and Ten-day Ebisu Festival was on the battlefield. Fixed an issue where Yasha's Plunder could obtain pre-nerfed Plunder when defeating a Shikigami in the Sealed Deck. Fixed an issue where keywords of Kappa's Koi Fate were displayed incorrectly.
In order to ensure a fair and smooth running of the Club League, we have decided to adjust and clarify some of the rules. Change: Completion Points Each club can earn a maximum of 5 points per tournament cycle (1 point per match) for completing matches and a maximum of 15 points for completing matches during the entire league period Each club can earn a maximum of 15 points for completing matches during the entire league period Add Club presidents cannot disband their clubs during Club League (please adjust your club status in time for the start of Club League if necessary) The Ranking Board and room rankings will be updated automatically every 5 minutes. Full Club League information can be found here https://steamcommunity.com/games/1826980/announcements/detail/5282201323555220140