I'm still fully working on the new update and because it will still take a bit of time until I can publish it, I thought it would be nice to give you a quick news update about the upcoming prisoner system.
I have to say, this post will only focus on the prisoners system - so all other new stuff regarding the faction system, new clothes, skin colors & more will be said when I will finally publish the next version :)
Prison System
The next update will finally bring the prison & prisoners system into the game and will also add a lot of new content which includes for example:
Imprison immobilized colonists (hostile or neutral ones)
New technology (prison)
New furniture (prison door, prison window, prison bed, prison cell closet & the prison planning board)
New clothes (convict clothes)
Conversations / Interactions with prisoners
New demoralization factor of furniture
Sell prisoners to colonist traders
New traits
And much more
Note: all screenshots are still from work in progress
Prison Planning Board
There will also come the new prison planning board, which will give you new functionalities to handle imprisoned colonists. You will also have the opportunity to talk / interact with your prisoners and the following options are already implemented:
Set Free You can set a prisoner free. This will later have a positive effect on the faction whose member you imprisoned.
Persuade to join you colony You can try to persuade a prisoner to join your colony.
Break will You can also try to break the will of a prisoner. This is required in order to be able to sell a prisoner to the colonists traders.
The chances if a conversation / interaction with a prisoner will have success, will depend on a new morale system that will be affected by the way you treat your prisoners, but also by how the cells you put them in are designed. A positive morale will increase the chance that a prisoner will say yes to join your colony. A negative one will increase the chance that you can break his will.
New Job Section
In connection with the new prisoner functionalities, I have added a new job section to the colonists overview menu, which handles all new jobs for a prison guard. As with the doctor job, this job also has a few sub jobs that you can prioritize with the prison planning board.
Prison Events
The next point on my list is to add some new events to make the prison life more vivid. This includes for example:
Prison break
Fight between inmates in same cell
Attacking prison guards
Having a sharpened toothbrush as hidden weapon
I hope you enjoyed this short news and are already looking forward to the next update, Cheers!
Updating Early Access version (v1.9.24) to Playtested version (v2.0 Beta 5) - bringing significant updates and extensive additions. See previous announcement for latest changes.
Playtesters - thank you for your invaluable feedback; if you haven't had a chance to review Manhattan, please do!
The first arc is free to play for a limited time! Explore Wizard City through Dragonspyre for free through the month of May! You don't want to miss this! Learn More: https://www.wizard101.com/game/FreeFirstArc
This update to the demo brings many bug fixes, and many new things such as: - Range Indicators for all Towers - High Score Challenges - Steam Leaderboards for new challenges - Game Speed options - Tower Adjustments - Monster wave adjustments - Level failure now sends you back to map select instead of restarting the game - Gem rewards for map completion and challenges
Bugs fixed: - Fixed a major bug where trying to open the game on steam would sometimes fail. - Other minor bugs
High Score Challenges: - Courtyard II features 30 waves with Steam Leaderboard functionality - School Gates II features 35 waves with Steam Leaderboard functionality
Many quality of life improvements! It is well worth checking out the new features section, especially if you like to hunt achievements or want to know how complete your playthrough was. Some visual improvements in the form of far less visual pop-in due to model changes at varying distances.
New:
Chapter Selection added! When the game is completed once, the title screen will include a new menu that enables players to load different points in the game.
Improved Achievement hunting!
Collectibles, viewed Cinematics, visited Yoik Spots and Locations and read Dialogue are saved globally. Players can use the Chapter Selection to return to specific points in the game to get what they missed
"Collectibles available" and âDialogue readâ are listed for chapters in Chapter Selection
Pause Menu now shows how many collectibles are available in the current location of the game. The menu only shows collectibles that can be reached at that point of the game.
Map highlights Ăiluâs location for easier awareness.
âPhotopauseâ added to D-Pad left or P-key on keyboard. Feature intended for taking screenshots easier. Photopause will freeze time while allowing moving the camera and changing camera distance and orientation, the same way it works during normal gameplay. Note that it does NOT include features commonly seen in âPhoto Modeâ such as a free camera, filters or color adjustments.
Recenter Camera to Checkpoint Orientation when loading a Save
UI feedback / Flash Ability Icon on top of Attunement Icon when using Ability while drumming
Attunables (Bleeders) have an UI indication as to what attunements can be cast on them. The prompts can be set OFF in the Settings Menu.
Changes:
Improvements to some tutorials
Smoother model changes across distances when the LOD changes.
Fixes:
Spirit Icons getting stuck/greyed out after a cutscene transition
Ailuâs LookAt could sometimes override interactable and lockable targets
Certain enemies were acting less bright than intended
The first community mod Wode's Grimoire is now available in Community Servers. Huge thanks to Blood Spartan and his unnamed friend who did the art for this incredibly fun mod! You can try it now by clicking on "Mods" in the main menu and enabling it.
Changes in this update: - content: Add new unit: "Ancient" - content: Add new type of Calamity "Stat Calamity" that makes enemies more dangerous
- balance: Continue to allow gaining perks after looping Thanks S4m for criticism that led to this balance
- src: Improve statCalamity percentages - src: Choose available statCalamities based on which units are in the current level so that the next level has increased difficulty due to calamity. - src: Add mana refunds for slash and target_arrow without targets
- UI: Add attack range to tooltip Add words ("mana", "health") to tooltip - UI: Add visible level count UI when inventory is open to the top right corner. Thanks MrMarblz for this suggestion! Note: Levels past the Deathmason are now displayed with a trailing "+" to denote that it's a loop level - UI: Make "Spawn instructions" less obtrusive after level 3. Thanks Mr. Marblz for this suggestion - i18n: Translate stat calamities
- api: Add pixi particle emitter to modding api
- fix: Prevent Last Will from stacking like the card says it doesn't. Thanks to MrMarblz for pointing this out - fix: Fix link to source code in Mods menu - fix: desync issue where player loses control of themself. This was reproducable by having 2 players in a multiplayer came, killing one unit and then casting Harvest on them. Then the underworld's units array would be filled with a bunch of units that weren't cleaned up and some were the player units that still shared the same id, but these 2 changes (changing the id's of cleaned up units) and removing cleaned up units right after a sync resolves this issue. - fix: Support player thought spell icons from mods Modded icons still have to be manually added to the sprite sheet. - fix: Add SYNC_SOME_STATE after every SPELL to attempt to remedy desync snowballing that sometimes occurred on the same player turn when multiple spells are cast by having the server only send a SYNC_SOME_STATE message after every SPELL message - fix: Archer movement bug Thanks to scojbo and others (not recorded) for mentioning this issue - fix: statCalamities not applying double whenever a 2nd or beyond is chosen. When a new statCalamity is chosen, only apply that one an extra time to already existing units - fix: Prevent unspawed players from being targeted by ally magic. This only impacts multiplayer. Thanks mrman227 and others to reported this issue - fix: Allow Capture Soul for minibosses Thanks MrMarblz for pointing this out - fix: Ghost Archer doing 20 more damage than predicted. Thanks Jackson for pointing out this bug! - fix: Admin "Regenerate Level" command - fix: spell mana cost calculations To allow for mana from manasteal to be used in the same spell. This uses what mana is left from the prediction player to see if they have enough mana to cast in the first place Thanks TonyFTW and JamesGamesA_Lot - fix: Desync caused by sending initialTargetedUnitId or initialTargetedPickupId as array. They should be numbers. Also; somehow in javascript `3 == [3]`
We are glad to announce that a new map is available for free!
On the map The Hospital you will be reliving a memory of the first enemy faced by your character.
Duchess: She was the first threat faced, and was part of the training test. Unlike the enemies on previous maps, The Duchess is always on the hunt for you, and will chase you when she spots you. But this time you can use a fire extinguisher to escape her clutches.
Leecher: They are small creatures that hatch from scattered nests and prowl around the walls of the hospital. They only attack when they're not being watched, so keep your eyes peeled when walking past them!
New Weapons: Five new weapons have been added for you to unlock. The order of unlocked weapons has also been readjusted to accommodate the new additions, as well as the level required to unlock them.
Voice system: The voice system was redone to bring more quality during its use. In addition, the voice system is part of one of the new mechanics of the new map.
Prison Settings: Barkannan's height has been readjusted, making him slightly taller. The step of flooding the cell area to turn the prison's power back on was removed as it wasn't in line with the flow of experience we wanted to present. Foliage has been added to the outside area to create a better setting. The map has had the lights optimized, and now supports Lumen and Nanite technologies.
Motel Settings: Foliage has been added to the external areas to create a better setting environment. The map has been redone for better optimization, and now supports Lumen and Nanite technologies.
MAY the sales be ever in your favor. Get ready to take your creativity to new heights and MAYke your game design dreams come true with this new version during our highly anticipated May Sale!
New Version Out!
We're excited to share that a fresh and revamped version of our "Tower Defense" demo is now available in this update of 001 Game Creator! You might recall the previous version of this demo had some issues, but the current version has been completely overhauled with new, streamlined scripts and enhanced gameplay mechanics. Plus, the map now looks even more stunning! This updated demo is an excellent source of learning material and a great foundation if you're planning to develop a game in this genre. Additionally, we've increased the Android API version to 33 and fixed a quirky bug that has been lurking around for years, where selectable fields could affect the colors of other fields.
Highlights from Previous Updates
As you may recall, recently our Wiki received a massive update, adding two entire new sections dedicated to Events and Use Values, along with links to video tutorials and game recipes where applicable. This means you can access even more detailed and comprehensive information on 001 Game Creator's features and how to use them more effectively in your game design.
For those of you that haven't caught up in a while, the previous software update also included some sweet new features and fixes mainly related to DPI and how games are affected at different resolutions. Additionally the game and editor startup time has been improved, although this should be more noticeable on Android/iOS and HTML5.
New & Upcoming Patreon Content
Teasers about our brand new secret project are still dropping in! Our Patreon community has recently witnessed the 7th teaser. Each teaser reveals a small bit of what this whole new project of ours is going to be about. The next one is on the horizon so if you'd like to see it along with all of the previous ones then now would be a great time to become part of our amazing Patreon community! Plus, you also get early access to betas, game recipes, tutorials and other similar content before they get released to the public.
Additionally, you can join our newsletter to receive updates about the upcoming project and other news about 001 Game Creator. Subscribe on our website: https://www.softweir.ca/teaser/
Huge Sale!
During our May Sale, you can enjoy a massive 75% discount on our main software, and 15% off the DLCs! This is a perfect opportunity for you to put on your game design hat and take your skills to the next level. Don't miss out on this incredible offer lasting until May 15th! https://store.steampowered.com/app/347400/001_Game_Creator/
Don't forget to add to your cart our latest DLCs for 001 Game Creator! The STEM Course E-Books which come in two volumes, covering both the Basics and Resources, as well as our SoftWeir Game Design Worksheets! These resources have already been helping many of our users master the basics or polish more advanced topics, and the game design worksheets are a great way to plan your next project. With multiple worksheets, detailed explanations, and tips & tricks from real game developers, you won't want to miss out on these incredibly useful resources!