This is a big update, with one highly requested feature, a rework, new content and updated graphics! There is more coming in future updates, but the biggest features requested by the community are now in place, and with the new cars added today, the game has 30 tracks and 70 different cars to play with!
Custom championships are here! Besides the included championships in Career mode, you can now do a custom championship, where you can select the type of cars and tracks you will be using. Not only that, but I redid the points system for championships, using a more classic approach, and added new graphics when ending a championship, to reflect winning or loosing the fight for the top spots!
New classic cars Three absolute classics with very recognizable liveries were added to the Classic cars.
New track layouts in the UI I redid all the track layouts graphics used in the menus, for a more cohesive look.
If you are enjoying the game, please leave a review, it helps a lot!
Customization is one of our most important features. Being able to upload and share a logo is at the heart of that experience.
đ§ Work in Progress đ§
âToday weâre testing Logo Uploads and Customization with help from our friends QJBeat and SS0DEN!"
âHereâs an early look at the UI weâre working with to upload, download and share your logos! The hashtag system will be helpful when searching out logos, or tagging them for other players to find. Weâll be making adjustments, but wanted to give you a glimpse behind the scenes!â
Note: Early testing shows square logos, but you'll be able to upload any shape and adjust it to your liking.
The QJB Blue Moons đđď¸
Making your mark will be easier than ever having the option to take your personnel designs TO THE FIELD!
The Soden Bowl Producers đđď¸
Being able to personalize and share your experience has been a huge request from the community over the years. Maximum Football will put the control in your hands.
âWe are extremely excited to see what the community and content creators can do with the tools weâre making accessible. Theyâll be able to mold every team, every player, their own way and hit the field. A HUGE thanks to QJB and Soden.â
Now that April is behind us, it's time for another monthly update. There's been good progress in some areas this month, but also some areas of frustration.
Cleaner Cells
The main new mission we've been working on this past month are the Cleaner Cells. These are VIP Elimination missions where you're tasked with attacking a hidden Cleaner command post and killing / capturing the leader in charge. If you're successful, all Cleaner activity in that region will stop and Panic will stop rising there.
The other part of the mission is capturing data from the various computers around the map (the same way as in the Intel Hub mission). This is an optional activity, but any data captured will increase the player's progress towards revealing the Cleaner Headquarters - and once that is revealed and destroyed, all Cleaner activity everywhere will stop. Capturing the VIP rather than killing them also provides a bonus to Cleaner HQ progress.
This means these missions are another example of a mission where you can choose how much you want to push your luck. Enemy reinforcements start spawning after seven turns, so most players will have enough time to fight their way in and kill the VIP without needing to fight off the reinforcements - but you can take a risk and try to grab more of the computer data either by staying and fighting the reinforcements for a few turns, or just by spreading your team out more in the early stages of the mission.
Although obviously this isn't that different from the Abduction missions or the Cleaner Intel Hub mission, I personally feel it still makes a nice change of pace from the standard crash site / elimination missions, so hopefully everyone else enjoys them too!
Translation part deux
The other big feature we've been working on is still the translation, which has sucked away a lot of our time and delayed pretty much everything else we've been working on. Frustratingly, it's still not done - although we're a lot closer than we were last month.
I wrote out several long paragraphs of explanation here in my previous draft of this post, but honestly I won't bore you with the details. There's just a lot of work to be done to set up support across a variety of different languages (including non-Latin languages like Russian or Chinese and Japanese), and this is a big and complex game with lots of text in it. Lots of text needs to be loaded or displayed differently in very specific circumstances, so there's been a lot of unpleasant surprises.
We're hoping we'll be done with our end of the translation work next week, but ultimately it's difficult to know what further problems we'll encounter.
Other Work
We have done a few other things though. I've spent a bit of time this past month adding more 'character conversations' to the game, which are a nice way to sprinkle a little more flavour into the game beyond the research text. I think they're a nice addition in terms of immersion.
We changed Combat Shields back to working like they did in X1 based on all the player feedback we got on the topic. There's also been quite a lot of bugfixes and small UI updates on the strategy layer too, which are collectively useful but there's nothing individually worth picking out.
That's everything for this update - see you next time!
Early this morning Elin's Kickstarter released, we have hit several milestones already unlocking new stretch goals and Elin is already successfully funded.
We are thankful for everyone's support in helping us release Elin in the best state possible.
Abomi Nation's final content update (featuring new Abomis and a crossover with Disc Creatures) will release for free on Thursday, May 4th, 2023! I'll have a more detailed post going over patch notes then, but for now, here's a short message regarding the update and future console ports:
RINGS BIOME: A distant planet with overgrown vegetation with mysterious giant well rings.
CAVES BIOME: A giant cave system under the town where the action takes place in the original biome. Major "plot point" of the game that includes the "incubators".
NEW ENEMIES:
"DRILLER ENEMY" (unlocks in CAVES BIOME)
"AIRSHIP ENEMY" (unlocks in RINGS BIOME)
NEW UNITS:
LIGHTNING BALL UNIT
TESLA COIL UNIT
AIR STRIKE UNIT - A unit version of the Air Strike Item that is already in the game. Now shows the actual aircraft too.
CLEARED LEADERBOARDS:
The leaderboards are still a bit "experimental", so let's see what will happen with them in the long run.
Hopefully clearing the leaderboards for this update will make it more fun to try to get the new high scores for those who enjoy it!
OTHER CHANGES:
Other Biomes got slight tweaks on the appearance
Terrain objects like mountains now have a small color change depending on the height, hopefully this helps with the visibility and adds a little bit of variation to the general appearance.
The "Air Strike" item now shows the actual aircraft that drops the bombs (used together with the new Air Strike unit)
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Hope you all like this more content focused update! There were no big changes to the game systems in this update, except some internal refactorings which make working on the code/game a bit nicer.
Fix to an issue in Battle Board that was causing words placed at an angle to existing words to be reported as not linked to those words if the word was placed towards the existing tile rather than away from it.
Hello again! By now I hope youâre starting to get a sense of what The Lamplighters League is all about⌠Youâve heard about some of the Agents youâll recruit and send on missions. Youâve learned about Real-time infiltration and takedowns. Youâve read about the Banished Court and their otherworldly monsters, as well as the tools and mechanics youâll use to fight them.
This is all part of the core experience, and your choices about what Agents you recruit and which ones you choose to upgrade are at the core of how you grow and shape your campaign with your time and investment.
However, all this is just a baseline, the first coat of paint on a set of miniatures youâre building for your adventure. Yet to come are the fine details, the metallic paint and drybrushing⌠additional choices and systems that make your campaign different each time. These options let you focus on the different strengths of your agent and help you build your own playstyle⌠And maybe, just maybe youâll give your agents new capabilities you never expected.
Hi, Iâm Patrick Lipo, Lead Designer on The Lamplighters League and with me again is Senior Designer and combat master Campbell Tran. Weâre here to talk about the advancement arcs youâll experience over the course of your search for The Tower at the End of the World.
Loading out with The Supplier
Letâs start simply⌠Loot! In addition to the Consumables you can bring on your missions and collect in the field, you may also gain pieces of Equipment as rewards for missions⌠including armor and special mods for your weapons.
These will increase your combat survivability, but can also enhance your chosen playstyle, whether it is a Speed Suit to give you higher mobility or a Power Talisman for added crit damage. You may even acquire gear during your runs on specific Houses, from fireproof Strum Garments to a poison-inflicting Nicastro Talisman⌠both of these will come in handy if you face off against a Strum Infernal who wields fire and is weak to Toxic attacksâŚ
Still, there are times where you need items now and you canât wait to find a mission that will award you what you need. Lucky for you, youâll have some friends in your corner.
One of the first companions youâll meet in the course of the story is Captain Nicky Konstantaras, Lockeâs personal pilot. His trusty seaplane is a vital lifeline that delivers you to the remotest corners of the globe⌠and can transport a variety of items back to the hideout.
A skilled smuggler and purveyor of goods, he brings in equipment from locations far and wide. If you give him supplies and he can use them to barter for items and equipment from his sources. This starts with handy items like sterile Bandages and Molotovs, but with the help of other allies in the hideout he can eventually acquire tougher armors, military explosives, unique healing concoctions, and special weapon mods.
Heâs basically a one-stop shop that lets you shore up any areas where your capabilities might be lacking. Having trouble with the stress that House Nicastro dishes out against you? Get yourself some Stress Remedies to avoid breaking during your mission. Is Fedirâs movement not fast enough for your needs? Get him a Speed Suit. Gear up!
Refining Your Team with the Help of Allies
As the campaign progresses, you will have the opportunity to send extra agents on Search Expeditions to track down new Agents to recruit⌠but sometimes you will instead locate a new Ally, a non-combatant who (if you can deliver them from the clutches of the Banished Court) will offer support back at the Hideout.
For example, take the Weaponsmith, Danys Belfort. An ingenious inventor with a knack for blending mechanical and alchemical processes, he can make potent use of Aether, a mysterious substance that you can acquire during your team's excursions. Danys and other allies can work this material into useful perks for the League. These upgrades can affect all Agents in your team, and allow you to refine your playstyle: take advantage of your teamâs high number of attacks by adding armor shredding, enhance their melee combat capabilities... the more Aether you apply, the more they can create.
Your Allies can also craft Accessories, unique mystical items that you can equip on your Agents to even more potent effect such as the Bombadierâs Brace, a Weaponsmith invention which lets you toss grenades and other offensive items without expending AP. Or keep an Agent flush with ammo with the regenerating capabilities of the Endless Bandolier.
Danys is only one of the Allies you can rescue. The Cartomancer, Madame Mei, is another. A scholar of The Undrawn Hand, Madame Mei will prove instrumental in the effective use of the Lamplighters' most powerful weapon.
By funneling Aether into the Cartomancer's upgrade tree, you can increase the number of cards you will gain, expand the size of your Agents' Tableaus, and improve the variety of cards that you have access to. Madame Mei can also improve the League's mastery of Stress âboth resisting its effects, and inflicting it on others.
The Undrawn Hand, or This is Not a Card Game
So to recap, every one of your characters has their own suite of abilities and their own upgrade path. You can also unlock perks and equip gear and consumables from your allies and Captain Nicky. Now, beyond all that you have The Undrawn Hand, your ace in the hole for fine-tuning how youâll take on the Court.
The Undrawn Hand is a deck of cards that has the uncanny ability to change a personâs fate. It is the signature relic of the Lamplighters, filled with cards that look blank when drawn but show themselves for Lamplighters that tempt fate in service of the fight against evil. With it, you will create builds unique to your friends playing Lamplighters, with opportunities to unlock the most potent of combinations.
If it needed to be said, this is still a classic turn-based tactical game with movement and combat mechanics in the style that you are familiar with. Hereâs how the Undrawn Hand comes into play:
When you complete a mission, you will return with new blank cards: some are acquired in the field, and some are granted as perks from the Cartomancerâs upgrades. These cards will reveal their contents to you once they are drawn, after which itâs up to you to choose how to play them on the Tableaus of the Agents who were present in the mission.
These cards have unique properties, rarity and power level, and you can play them (or not play them!) as you will. Some provide special abilities, such as The Shieldmaiden, which allows an agent to target an ally and give them a temporary resistance to damage. Others can fill gaps in an Agent's capabilities. The Rogue, for example, can grant a holdout pistol to any Agentâeven a melee character like Ingrid. Cards can grant passive perks as well. See The Changeling, which grants its wielder Invisibility whenever they complete a Sprint movement, or The Sadist, which reduces its Agent's Stress whenever they make an enemy suffer a Stress Break. There are even some Devilâs Bargains in there, such as The Reaper, which heals its wielder on each enemy kill, but also ticks down their health slightly on each turn.
These all feed into playstyles, where you can make your version of Eddie or Celestine your own. Place The Leech on an agent that outputs a lot of attacks in a turn like Eddie, and its ability to inflict bleeding and heal you for each attack will seem that much more enticing. Tired of waiting for your favorite ability's cooldown to elapse? Drop in The Sage to reduce cooldowns on crit (and if you happen to have an Assassination Talisman Weapon Mod to equip, you can pump up your crit chance for an added benefit!)
These cards remain on your Agentsâ Tableaus for the duration of the campaign, providing their active or passive effects consistently until overwritten or replaced. Cards can increase in level and potency if you manage to play a duplicate of the same card on top of it, or you can play a new card on top of it, removing the previous one for a payout of Ink. Ink is another mystical currency that can be accumulated from discards and other sources, which can then be used to upgrade cards you already have on your Tableaus.
You can raise your Agentâs card to as high as Level 5, but it can be difficult to build your cards to that level of power! It can take luck, or a lot of focus and a lot of Ink and enhancements from the Cartomancer to get up there. Itâll be even harder to reach those high levels with the rarer cards.
Youâll find that adapting your strategy to the opportunities that present themselves through the Undrawn Hand can lead to unique and unexpected experiences⌠Plus, when a mission goes south and you think youâre in trouble, often an unexpected combination of Undrawn Hand abilities can get you out. Remember that when a horde of Tidespawn try to close with you, and you realize that combining The Salamander and The Weaver lets you lay down areas of fire and let them burn as you slow them in their tracks.
Stress Breaks and Breaking Cards
Itâs not all sunshine and rainbows, though! Remember a couple of weeks ago when you were introduced to Stress Breaks? When it happens to an enemy it can be cause for celebration, but when your own Agents break there is a special effect that you should keep in mind.
In these cases your Agent will be dealt a Breaking Card at the end of the mission. A Breaking Card applies a negative effect on your character that lingers as long as it remains on the Agentâs Tableau. Perhaps your Crit Chance is 0 because you drew The Misfortunate. Maybe you gain extra stress if you are attacked while in cover, thanks to The Highwayman.
A Breaking Card is played on that Agentâs Tableau, and it may even cover one of your good cards, negating its effect! When this happens, youâll have a couple of choices... You can take the Agent out of mission rotation for a couple weeks and let them rest (the Break will disappear after a couple of weeks). Or, if youâd like, you can play through that limitation⌠adjust your playstyle and adapt! If you complete a mission successfully with a Breaking Card, you will complete a Breakthrough, removing the offending card and granting you a windfall of Ink you can use to upgrade other cards. The choice is yours.
Plot your Path, but Adapt to the Unexpected
There you have it. With equipment, Allies and the Supplier, youâll have a number of ways to lay out, plan and advance the campaign in the directions you choose. You can take your destiny in your hands. However, you must heed the voice of fate from the Undrawn Hand⌠There will be times when you must adapt to new situations as well as times when unexpected luck presents you with an advantage you did not expect. It is in those moments that we hope you will be surprised and delighted by experiences in The Lamplighters League⌠Each session can be very different from the last, even if you start from the same place. Enjoy.
Want to keep the conversation going? People in our alternate take on the 1930s communicated via letters, telegrams and psychic visions, but most of you only have access to two out of the three, so you can drop by the Forum or the Discord to talk to Harebrained Schemes developers and other fans about The Lamplighters League. The bravest among you may even venture to follow us on Twitter.