Do you have what it takes to ace the incredible test that awaits you? Wizards level 10 and above can showcase their spell-slinging skills as they claw their way to the top of the Balance Deckathalon Tower. With no bonuses from your gear, level, or the ability to use regular trained spells, it’ll just be up to you, your treasure cards, and a well-crafted strategy to fight your way through 30 floors of judgmental enemies. Those who manage to reach the top will be challenged by Alhazred himself!
Each Wizard will gain three entries into the Balance Deckathalon per day. Upon entry, you’ll be able to climb the tower as high as you can until you’re defeated or run out of treasure cards. Once you run out of entries, you’ll need to wait for the next day to claim more.
As you battle to the top of the tower, you’ll have the opportunity to purchase crafting recipes that may help you on your journey to becoming a top Deckathlete. After all, only the most dedicated Wizards will rise to the top of the leaderboard! High ranking Deckathletes can earn unique badges and trophies for their achievements.
Defeating monsters in the Deckathalon and using treasure cards in battle will contribute points to your individual progress bar. Accumulating enough points can reap great rewards such as the all-powerful Hands of Fate weapon and cute Balance Class Pet!
Overheat faster full cool-down from 2 sec to 1 sec.
Stamina drive forces now with a power curve instead of linear. 0.5 stamina is equivalent to 0.25 forces, while 1 stamina is still 1 force. (it was hard to see a forces difference between 1 and 0.5 stamina in most cases because max forces are very high to handle all rapid moves, and halving it was not visually enough).
Added real time correction for position and rotation of some body's parts. this reduce jerking and stabilize animations.
Added more transition when moving, also reducing jerking.
Review of some moves. now it's easier to throw weapon because throw moves cover more distance.
Fixed overheat where cool-down was applied during heating.
Legs now do longer steps when sprinting.
Legs take a better stable position at rest.
Wider legs and arms colliders. (will reduce bodies interlacing and miss hits).
Many have been asking about the status of Endless Night as we gear up for release - while we wish we had better news to share, there's a lot to look forward to.
First and foremost, it pains us to announce that we will be delaying the release of Endless Night to summer of this year. Our team of two is still chugging along, but we have to admit it's been a tough task so far.
We are currently in the beta testing phase, and as of this writing the game is completely playable from start to finish. That said, we won't be satisfied until we're able to release the best product we're capable of.
Now for the good news: As a result of this delay, we'll be resuming the Developer Updates that we shared in preparation for the release of the original Angel Wings. Our team will be providing regular, hopefully bi-weekly updates as we continue to hammer out the final pieces of the Endless Night puzzle.
That said, let's chat for a bit, shall we?
Is This Angel Wings 2?
This is by far the most common question we've been asked since our Reveal event last year, and we're glad to announce that the answer to this is a resounding "No!". We have thousands of ideas bubbling in the pot for a true Angel Wings sequel, with Endless Night being a standalone story that doesn't require much, if any prior experience with the events of the first game.
That said, once we get a little bit closer to release...we'd recommend replaying that Nuri route. Just because.
If Not a Sequel, What Is It? Why?
You might be interested to hear that Endless Night has actually been in the pipeline since before Angel Wings even released.
A campy, trope-ridden horror romp was on the slate of original story DLC for our previous oft-delayed title. Initial feedback for the concept was so positive that the call was made to expand the story into a full release.
How Does a DLC Idea Turn Into an Entire Game?
We're glad you asked! To be very clear, Endless Night is not a half-baked DLC side story living as a separate .exe file - the entire engine, UI, and user experience have been rebuilt and improved, as well as an artistic effort with nearly as many new visual assets as the original Angel Wings (for the record, that means RumR made nearly 300 art files. Get the man some help.)
In addition to the obvious visual upgrades, Endless Night boasts a playtime that eclipses the runtime of the original Angel Wings. We've traded the branching routes and multiple playthroughs of the first title in favor of a laser-focused, tightly-written story that may give you everything you desire in the first playthrough or two. (Maybe more. We've learned to stop promising things.)
I Feel Like I Still Don't Know What The Game Is About
Soon™
As always, thank you all for your continued support. We appreciate each and every one of you who has stayed with us along the way.
For the past few months, something important has been brewing behind the scenes, something that will greatly impact the future of Die in the Dungeon: our search for the right publisher! You might be wondering, why do we need a publisher in the first place? Well, the main reason for us was time. You can only get so far spending only your free time on a project, so now that we can finally focus our full attention on Die in the Dungeon, development times will speed up significantly! And not only that, but we can also make all the new features we have for the game a reality.
Of course, their help is not limited to only that, it also comes in the form of localization, marketing, platforms (👀) and much more. We want the game to reach as many players as possible in the future, and they’re helping us make that happen!
We have many other exciting news under wraps as we speak, but those will come at their appropriate time. Until then, keep an eye open for news and be sure to join the Discord server if you want more in-depth development insights!
Hi, my name is Marcin, and I am the Art Director for Chinese Frontiers. You may remember me from our first devlog (Devlog #1). This time, I want to share a bit about the food and cooking mechanics in our upcoming game. In order to survive and create a thriving settlement in Chinese Frontiers you may take advantage of those mechanics.
Immersive world
Although the game primarily focuses on architecture, building, and all activities related to this process, we knew from the start that incorporating side mechanics would enhance the player's experience. After releasing the technical demo of our project, we searched for interesting gameplay and cultural touchpoints to create a game with a unique atmosphere.
Everyone knows the saying: the way to a heart is through the stomach.
The food and cooking mechanic plays a significant role in the game's immersive world. From a gameplay perspective, it complements farming, fishing, and breeding mechanics and at the same time enhances hunger, thirst, and stamina mechanics with short-term buffs. Moreover, the variety of ingredients and dishes showcases the differences between regions of China that the player visits. Note: While some of the dishes in our game may not be historically accurate, we still believe it's enjoyable to cook regionally relevant courses.
Could you taste these differences?
Cook your dish!
Our cooking mechanic is a unique and intricate system that plays a crucial role in the daily life of the settlement. With 14 recipes and 27 ingredients, players can experiment with various combinations to fulfill their hunger and other needs. Each group of ingredients and dishes is typical for a different area of China, including desert, mountain, river, and village cuisines.
The system distinguishes between Common dishes and Governor-worthy dishes. Common dishes fulfill hunger and provide a slight boost to health, while Governor-worthy dishes fill up one additional parameter such as thirst or stamina. However, after eating a Governor-worthy dish, some parameters are frozen for a few minutes, adding a strategic layer to the game.
The ultimate goal is to find and eat the Emperor-worthy dish, which fills up all parameters and freezes them for a brief period. This rare and valuable dish can provide a much-needed boost in a critical moment or save a player's life in a dangerous situation.
Our goal in creating Chinese Frontiers is to build an immersive and realistic world rooted in Chinese culture. The food and cooking mechanics are an essential for adding more spice and flavor into this world.
Let us know in the comment which traditional Chinese dish would you like to prepare!
We're very excited to announce that DisplayFusion 10.0 is now available for download! This major new version of DisplayFusion fixes hundreds of issues and adds full support for Windows 11. Take a look at the full change log for all the details. Update for free today!
DisplayFusion 10.0 Highlights
Change: New code signing certificate
Change: Upgraded to .NET 7 (OS support is now Win 10 1607 and higher)
Change: Win 7, Win 8/8.1, and Win 10 versions lower than 1607 are no longer supported (DisplayFusion will still install but use at your own risk)
Change: It's now possible to open multiple script edit windows
Change: Much improved code editor for scripted functions
Change: Added an entry for DisplayFusionCommand to the Select Application dialog
Change: Advanced settings that are forced by policy setting will now show as red and cannot be edited in the UI
Change: Added a policy setting to disable the social links in the Settings window
Change: Added a policy setting to disable crash reporting
Change: Added an advanced setting to disable webview2 install prompt
Change: Added an advanced setting to set the polling interval for the "Lock Mouse Cursor" function
Change: Improved some icons to help with colour blindness
Change: Removed the "restart explorer" prompt and added an advanced setting to re-enable it
Change: Added an advanced setting to adjust the size of taskbar buttons and pinned items
Updating DisplayFusion
We encourage everyone to update to this new version today to take advantage of these improvements. If you've already purchased DisplayFusion, it's a lifetime license, so you can upgrade to this version at no cost! If you would like to see a complete list of all the changes, please visit the DisplayFusion change log. Thank you to everyone who helped to test the beta versions, that feedback is what makes DisplayFusion so amazing. We would also like to thank all of the translators who have helped translate DisplayFusion to their native languages. Thanks everyone!
Join us for the next "Multiplayer Meetup" taking place on Thursday, May 11th, 7:30 PM PDT.
Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button.
This time around we will be trying to survive in the arid biome with some other modifiers sprinkled in, and no cheating this time! Traveling will be disabled. Respawning will be enabled as it's a bit rough for players who are not arid experts.
To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup #8" at the date/time noted above.
As always, we will be streaming the meetup at Twitch.
What if that day/time doesn't work for me?
Feel free to schedule some multiplayer game(s) with other people from the community as close to this time as possible in order to gather the most interest and people. Join the conversation in our #multiplayer or #wayward channels via Discord. Different dates/times may be chosen next time.
What about latency/ping?
This is a west-coast, Canada-based server, so the latency may not be great for everybody. Depending on the interest and turnout, some other players from our community might also be hosting their own servers and game(s) in their own regions that you can join. Check your ping in-game by entering "/ping" (without quotes) in the chat.