"Cunning" has been renamed to "Critical Damage Increase".
Gather skill has been changed from increase base crit damage to 300% to increase Critical Damage Increase by 150%
Demon Blood potion has been changed from increase base crit damage to 300% to increase Critical Damage Increase by 150%
Damage reduction stat in combat ui now shows Physical and magical reduction as a number.
Damage multiplier stat in combat ui now shows as a number.
Balance
[h4]Deredian[/h4]
Level 15 talent "Boon of our Sire" now gives 1AP everytime lord skill is used. (was 2AP)
[h4]Blood[/h4]
"Setback" has been reworked. We want to keep setbacks unique ability to reduce its cooldown everytime lord crits, however in order to avoid infinite turn issues it can cause we decided to remove blood gain from it. In order to keep this skill still fun we are applying the change below.
Behold the evil architect behind everything! The horrific lich surrounded by zombies who has been responsible for all the terrible things that The Awful Ones have...
...no, not familiar? Never seen him before? Then it's time for you to witness, and maybe this time remember, the Big Bad Evil Guy!
BBEG is the Big Bad Evil Guy, a Drow necromancer who believes immaculate planning will always lead to success. Unfortunately his constant failures contradict this conviction. BBEG likes to monologue and taunt his opponents, leaving his summoned zombies to engage directly in combat.
Players can unlock BBEG during Dragondown from June 7-19. Check out the BBEG Champion Spotlight for more information!
It's time to release our first minor patch based on your input. Here's the list of changes for today:
- Adjust points window now closes properly - Localization fixes and improvements - SSL certificate added (the connection is now secure) - TTS (Text-to-speech) speed has been increased slightly to increase the overall pace of the game
We encourage you to send us any bugs or mistakes you notice, since there's always some room for improvement!
It's Friday, which means it's time for another 🔭⛅ Skywatch!
Firstly, thank you so much for your feedback and comments following last weeks Skywatch, it means so much to us to see the excitement and encouragement from our community, we're keeping a close eye on the feedback coming in.
If you haven't already done so, please join the discussions over at the Lost Skies Discord server and make sure you sign up to the open development community for a chance to be selected to playtest early builds of the game!
With that out of the way, let's deep dive into this weeks development update!
Last week, we gave you a glimpse at some of the game assets from one of our ancient lore cultures in the game - The Saborians. The history of Lost Skies is rich and steeped in mystery - what was the old world like before the events that caused the planet to shatter? What caused that cataclysm anyway? What were the inhabitants of that old world like? The cultures? The technology? The answers to all of these questions and more await you in Lost Skies, in your search to uncover the secrets of Foundation.
In this weeks update, we want to introduce you to the Saborians and give you a glimpse of what this proud people were like before the world ended.
Introducing the Saborians: Self-Proclaimed Gods.
The Saborians are perhaps the most controversial of all the nations that once inhabited the planet. From the moment their ancestors left the asp-ridden jungles of Koinos in search of a better life, paddling across the small strait to the uninhabited island paradise they would dub Sabor, they seemed destined to have an impact on the world.
The Saborians grew up alongside the Redusa river delta on the continent of Amum, a land that while hot, was as rich and fertile as any. Four once-disparate city-states unified there under the shared tenets of freedom and equality. Saborians were physically strong and athletic and had a dark skin tone, much like the Bandini, with whom they were almost certainly related. They believed in creating a utopia, self-sufficient and untainted by the rest of Foundation - an inclusive society, without crime or poverty. They dreamed of an afterlife known as Aetherium in which they would one day take their place as gods. Saborians spent most of their lives at a bathhouse called the cloistrum, where they exercised and socialised.
Aesthetically, Saborians used a lot of angular geometric shapes with sharp edges, jutting extensions and symmetry in their architecture and designs. Even their clothing followed a similar uniformity. We're using familiar shape language to inform the design decisions and keep uniformity across the Saborian culture assets that will be found in-game. Below are some early concept pieces of Saborian architecture that demonstrate this.
The video clip below shows some of the Saborian ruins Island Creator assets for Lost Skies.
We are working on a few shared shaders and materials for the Saborian stone ruins. Our first biome will be temperate biome, so we’re testing some shader features that will help make the ruins feel overgrown with moss.
Below is a look at some of the Saborian wall assets that are being worked on for the updated Island Creator for Lost Skies. The first image shows painted Saborian wall patterns and the second image shows Saborian wall carvings. Inspired by Art Deco and more futuristic sci-fi motifs. The teal/green colour feels like it's going to be important for defining the Saborian style. For the carvings, we are imagining Atlas energy illuminating the wall patterns.
In the video below, you can see some of the work being done on the Saborian wall Island Creator asset in Unity. The clip shows our 3D artists adding some Saborian pattern designs to the wall assets, using projected textures to keep the detail size consistent when the asset is scaled to different sizes.
These defining characteristics carry across to other Saborian assets too. Below is a recap of the Saborian turret concept pieces that we shared with you last week, as well as a first look at the initial 3D model for this asset.
Many of the technologies that you'll discover and craft in Lost Skies will also inherit various Saborian characteristics. Below is a recap of the Saborian ship engine concepts from last week, as well as the first pass at the 3D model based off of those concepts. Once again, you can see the Saborian influence in the sharp angles and art deco inspired elements of the design.
Besides engines, you'll also be able to craft other Saborian inspired ship parts and workstations. Take a look at some early concept pieces for our tier 1 Saborian helm, wings and cannons, as well as an early look at the Saborian shipyard where you'll craft your very own skyship!
These bold design choices also carried over to Saborian fashion, with outfits that were often as audacious as they were practical. Below is a recap of the Saborian outfit and mask concept pieces we shared with you last week, as well as a look at a couple more.
The images below are some early renders and texture work for our first Saborian outfit. A lot of attention is being paid to applying the signature Saborian style to smaller details such as the belt buckle, the shoulder spaulders and the knee guards.
And finally, the images below take you through some early concepts of the Saborian grappling hook that players will get access to early in the game, as well as some early greybox models and lastly, a look at the current render with textures and VFX applied.
And that's all for this week! We hope you've found this glimpse into the Saborian culture enlightening. This civilisation may have long since faded to memory by the time the events of Lost Skies occur, but just like humanities own ancient civilisations, they've left their mark on the world of Foundation, and the secrets of their past await your discovery.
Remember to add the game to your Steam wishlist and follow the community hub for more updates!
Due to high demand, we have added the first AI module to the game. Now players can use their microphones to communicate with EvE while piloting their ships.
We have taught EvE all the game mechanics and lore, so you can ask EvE anything related to the game whenever you want to learn something.
Additionally, EvE is also learning the progress of the game in real time. This means it can provide information about current quests or the star systems you are in.
NOTE: This feature is still experimental. In long dialogues, EvE can sometimes tell lies. It can direct you to non-existent places and talk about characters that do not exist in the game. If this feature is liked by the players, I will continue to develop EvE. If it is not liked, we can remove it from the game in future updates.
The Voice To Command feature has also been added to the game. You can give voice commands to your ship to perform certain actions or can give orders to your squad using a microphone.
NOTE: This feature requires a microphone connected to the computer and an internet connection.
You can review the main commands in the Gameplay settings interface.
BUG FIXES:
Reported by players as follows :
• Bank items are getting deleted. (We haven't been able to determine the cause, but we have completely revamped the banking system and moved it to a more secure location. We believe this issue will no longer occur.)
• When I retrieve Misactor, the engine sound sometimes gets stuck, and it doesn't fix until I save/load the game.
• In the bank interface, if the stack numbers are two digits, they overlap with the slot above and make it difficult to click on the lower slot.
• Some items that I purchased in certain markets are being added back to the market when I save/load the game.
• If I change the interaction key, I can't retrieve Misactor for the Mining ship.
• In the service interface, if I quickly press the buttons and then click on EXIT, the service window gets stuck in the cockpit.
• Even when using the Mothership, I can hear metal friction sounds when I disembark from the ship.
• In the Ship Manager Console the "Transfer Items" option temporally removes ship storage slots
• Drone management interface stays on screen if I warp while drones are deployed
• Potential crash: In the gore system, sometimes severed limbs remain suspended in mid-air. They are not removed from the game until a save/load is performed.
• Building structures progress stuck at 0% while building structures for player faction
• If I have too many structures (around 400) the game crashes when I click on the structure from the faction interface.
• During the Vessel Venture mission, if I exit the game or experience a crash, even if I want to continue from where I left off, the As-Tech Factory disappears after reloading and the story got stuck.
Alaloth: Champions of The Four Kingdoms - Gamera Interactive || Herald
Hello Champions!
As the sun shines brightly and the temperature rises, we wanted to take a moment to share some thrilling updates with you. We're gearing up for an absolutely amazing summer, packed with cool surprises that will make Alaloth bigger and better, following the recent release of Dragonhold, our biggest update so far. Can you believe it's been almost a whole year since we've launched the trailer announcing the EA release window, and 11 months in Early Access? We've come a long way, and we couldn't have done it without you, our fantastic community. If you are with us since a while, you know that we had to face many different challenges on the way [and it's not over yet], but looking back we are proud of what we achieved, despite all the difficulties. We'll have time to talk about this too later on this month btw, time has come. To celebrate this milestone, we're planning a series of community-driven initiatives that will put you in the spotlight. Get ready to participate in special events, engage in lively discussions, and show off your creativity. We want to thank you for your unwavering support and dedication throughout this incredible journey.
Still a great trailer, isn't it?
We're actively working on fine-tuning every aspect of the game as usual, from enhanced gameplay mechanics to stunning visual enhancements and we're putting our heart and soul into making the full release truly remarkable. It's not about this only, of course: as we speak, the next update looms on the horizon, bearing the name Lorebound. It's a fitting title, for this update is a deep dive into the very essence of Alaloth's world. With a laser focus on expanding the game's lore, Lorebound will immerse you in the rich history of Plamen. We're delving deep into hidden secrets and untold stories, allowing you to uncover the mysteries that have been shrouded in time. Brace yourself for epic adventures that will transport you through the eras, revealing legends and legends-to-be. You asked for more RPG-related stuff, we are here for you as usual!
So mark your calendars and prepare yourselves for an unforgettable summer of surprises and celebrations. We can't wait to share all the exciting details with you very soon. Stay tuned, stay engaged, and get ready for all of this. Meanwhile, a new build is available since yesterday, check it out!
* Fixed missing reflections on metals and ocean making them look too dark. * Fixed music that was sometimes not playing all 24 tracks. If you found music too repetitive, give it another try!
Frontier Hunter: Erza’s Wheel of Fortune - sitruunaice
Version 0.6 has been updated!
Thank you all for your patience. We have finally released the 0.6 version, which includes approximately 40% of the content from the previous EA version. Players who previously had a exploration rate of 100% will see it decrease to around 71% after the update. We managed to complete the content in just over three months, which previously would have taken seven months. Additionally, this version incorporates some new technologies, which may result in increased performance overhead. We will work diligently to optimize it.
Here are the details of the update: 1. Originally planned as two maps, we had to split them into three maps due to technical reasons. 2. Three boss battles. 3. Addition of challenge rooms for new bosses. 4. Story progression now reaches approximately 55%. 5. Introducing a new scene rendering technique that enhances the depth of dark areas. However, due to the progress of our work, this will only be applied to the newly added level scenes for now. 6. Equipment loadout feature added, allowing players to save three different loadout configurations. 7. Guidance prompts on the main map to indicate what the player should currently focus on. 8. Teleportation stones feature added. In the late game, players will be able to obtain teleportation stones that can teleport them back to the base and also return them to the location where the teleportation stone was used. 9. Two new music tracks added, which will be included in the current music DLC. 10. Costume Pack 3 - Japanese Shrine Maiden theme. 11. New movement skill "Phantom Dash" added, allowing the player to dash through enemies and appear behind them. 12. Improved ability to quickly climb platform edges. 13. More magical tools, armor, and weapons added. 14. NIA gains a sword and shield attack style. 15. Addition of seven new weapon skills.