Hear ye, Hear ye, Esteemed Generals of the Alliance!
I, Maxim, descend upon you carrying a veritable treasure trove of joyous tidings! From that fateful day when I donned the crisp uniform of Dorado and ventured into the vast and wild battlefield of Conflict of Nations, one particular gripe has echoed through the ranks louder than a sergeant's bellow - the slightly confounded ELO in the Alliance Ranking system.
As persistently as a homing pigeon with a message of utmost urgency, you've all pointed out that the ELO computation was as representative of your alliances' stellar capabilities as a potato is of a hand grenade. The War Office has been inundated with your dispatches, each one a creative suggestion for a new, improved way of calculating ELO, reflective of true alliance skill.
Huzzah! The day of reckoning is upon us. We are currently in the bowels of the strategy room, grappling with a total revamp of the Alliance leaderboard. And yes, my comrades, this overhaul includes that tricky, ill-famed ELO! The objective isn't just to spruce up the rankings, but also to boot out those indolent alliances snoozing atop the leaderboard like a gentleman after an excessive Sunday roast.
In an act worthy of a dramatic drumroll, this will also usher in the much-anticipated alliance events! Our shiny new leaderboard will finally be a true mirror to your alliances' combat skills and competitive spirit. Moreover, it will pave the way for dedicated events across our vast alliance community, promising fair play, equitable matchmaking, and no holds barred competition!
Fear not, this isn't the last dispatch you'll receive on the subject. Keep your eyes as wide as an owl's at midnight for more news from the War Office in the coming weeks! Just one small note of caution: the update will automatically update the leaderboard to reflect alliance activity over the recent past. Until then, tally-ho!
War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
Maintenance Time: 07/06/2023 at 08:00 UTC
Estimated Downtime: 1 hours
The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.
Are you a fan of Steampunk? Do you think Mad Scientists get a bad rap? Do you dream of owning a house one day?
Then check out Rain's upcoming title, and dive into the world of Girl Genius!
GIRL GENIUS - ADVENTURES IN CASTLE HETERODYNE will have a demo at STEAM NEXT FEST. (Jun. 19- Jun. 26)
Play as Agatha Heterodyne, as you explore her ancient ancestral home... the eponymous Castle Heterodyne! The castle is festering with deadly traps, rogue machines, and mad scientists... Prove that you can tango with the best of them, and knock a few screws loose.
Fight for control over the Castle, as it reveals itself to be a mechanical monster, controlled by a malicious AI. And if that wasn't trouble enough, a painfully PINK impostor is trying to steal the deed away from right under your nose!
Is it Children’s Day today? Almost! We missed it by a notch, but we’re still here to present you the
🎉 NEW AWESOME DEMO!!!!! 🎉
Download it now to introduce yourself to the story of Brewpub Simulator. As a university dropout, you inherit your Grandpa’s old, decrepit brewpub. Along with it, you get a chance to prove yourself, make some moolah, and discover beer recipes.
De-ruin an old brewpub 🧹
Customize it (to a degree - it’s a demo after all) 🔨
Meet your lawyer Harvey and try to be friends with him 🧑⚖️📝
It has not been an easy month for the Tenebrae team. We were swamped by the daily routine unrelated to the project. Important life events and various activities distracted us from our work. Several artists went on extended leaves for various reasons, and some were on sick leave unable to carry out their tasks. Undoubtedly, all this will have an impact later, closer to the game's early access release, when deadlines start to loom.
But despite all the challenges, we're still on track to meet our goal.
Characters
At the beginning of May we finished working on Walter's sprites. Patreon subscribers, to whom we have already shown the result, are lamenting the fact that a handsome older man is not a romantic interest in our game. But we do have a great series of stories on his behalf as additional content to the game.
Right now we're drawing sprites of Jane Holland – the mother of our protagonist. We've already shown her sketches on Patreon and hopefully in the next report we'll be able to show you the results.
Backgrounds
In May, we managed to put together a 3D model of the new background and furnish it beautifully. It's going to be a cosy kitchen, which we hadn't originally planned at all. But the plot inclines us to believe that this location is very important and we can't do without it.
Unfortunately, at the moment we don't know what to do with finalising the backgrounds. The drawing of the location with the gazebo has been put on hold and we don't know if the artist will be able to come back to work on the project.
Illustrations
At the very beginning of the article we mentioned the leaves and the problems with free time of our artists. This month we have written three technical tasks for the game illustrations, but we have only drawn three sketches for one series and started work on another one.
But look how cool it is!
This is the sketch for the illustration that will go into the updated Tenebrae demo.
Programming
After getting a lot of feedback about players wanting to see a more explicit difference between the heroine's thoughts and direct speech, we have implemented two ways:
Highlighting speech in bold.
A slight darkening of the text during internal dialogue.
We don't know yet which of these we will choose, but technically we like the second option better, as it doesn't affect the text size and outline in any way, and we won't have any problems with text-box overflow.
In the meantime, we've implemented a notification to the player about losing unsaved progress when exiting the game to the main menu. It was supposed to be included in the demo version, but something went wrong and we forgot to implement this feature in a hurry.
Storybook
All month we've been publishing one story per week, written on behalf of Friedrich, to Patreon subscribers. There's one last story left to come. His early series reveals a lot of lore and backstory, but there's no room for romantic experiences.
The early series of stories on behalf of little Beatrice has undergone revision and been translated. A couple of illustrations are already finished for publication in June.
The stories on Charlie's behalf have been completed. This series includes fourteen short stories in which the reader observes the emergence of a person in a difficult life situation.
A late series has begun from the perspective of Jane Holland. The focus group has already appreciated the ambiguity and unpredictability of the plot. They liked the metamorphosis that happens to the characters and the way they transform over the course of the narrative.
Apart from the storybook, we managed to progress with one scene in Silvan's storyline. It was a heavy scene emotionally. The screenwriter reread the lines hundreds of times, writing a little bit at a time. We try to work for quality rather than quantity, and avoid watering down the lines and engaging in graphomania. We strive to check every frame so that it carries something meaningful and important, not forgetting about the emotion and rhythm of the text.
Thank you for following our project. See you next month!
We’re deploying a new update that brings several QoL improvements as well as bug fixes to Pharaoh: A New Era. As always, the team is grateful to the community for its everlasting support and love for the game.
Magistrate overlay - displays courthouses access to houses
Problems - displays various problems in your city :
Risk of life, collapse, crime, disease, and malaria
No road access
Buildings’ entry & exits that are not connected
No access to the workforce
No raw material available for manufactured goods production buildings
No resources available for services buildings (i.e. mortuaries, scribal schools, libraries, senet houses, and zoos)
Entertainers missing on performance venues
Most overlays now display information when you hover on the buildings. Furthermore, we added an option to display columns on overlays just like in the original game
EVENT MANAGEMENT
With this new update, you can now manage which events must be displayed as a notification or should be hidden. This setting can be used in a new tab in the ‘option’ menu. Please note that requests, gifts, or invasions cannot be hidden nor displayed as notifications.
We also added a few new events :
Population milestone
Warning for the lack of a working dock when a water trade route is open
FLAT MODE IMPROVEMENT
Flat mode just got better with this new QoL update. Starting today, you can flatten any building with a right-click. If you right-click again the building comes up. To return to a normal view, you just have to click on the button next to the minimap or press ‘F’ (hotkey set by default).
The flat mode can now cover a good part of the needs related to map rotation. With this new addition, we believe that the mode will be more practical to use.
BURIAL GOODS
The burial goods needed are now displayed :
In missions’ objectives
In rating overseer
In the information panel of monuments that requires them
FERRIES
While fixing bugs that affected ferries, something interesting occurred and we decided to keep in-game. Before, if the path of different pairs of ferries crossed, they’d stop working. After fixing this, we figured out that walkers are now able to shortcut their way to go straight to a ferry landing even if it’s not the one connected to their departure.
We think that it's a neat addition, especially for bigger cities where distance can be a problem. Anything that allows path optimization is more than welcome.
SLEEP MODE
You can now put to sleep mode all interactive buildings. Sleep mode is enabled by clicking on the Zzz button displayed in the building user interface. If you don’t want to shut down the entire industry but put to sleep mode a few buildings when lacking workers or temporarily over/underproducing certain resources, you have now a great tool to do it.
LEVEL DESIGN & MISSIONS EVENTS
In Pyramid Scheme, the first request for Granite now triggers properly
In Pyramid Scheme, the trade route to Dunqul Oasis now sells and buys the proper resources
Fixed soft lock occurring in Timna (Campaign sandbox) when responding in time to the recurring Men-Nefer request
In Henen-nesw - Sauty trade route can now reopen
In Henen-nesw - prevents a double event after receiving a gift
In Meidum - trade with Abu is now possible
In On -Saqqara trade route can now reopen
In On - the Temple Complex Building to Ra is available now
Swapped the entry and exit point in Gateway to Atlantis
In Rowarty - Mycenae can no longer trade right from the start. The trade route opens later.
In Behdet - the recurring perfect flood event is now a failed flood event
In Iunet - The Temple Complex building to Bast is now available
In Itjtawy - Balanced the wage down/wage up events to slow down general inflation
In Maritis - Fixed the timeline. Events now happen three years sooner.
In Thinis - the trade route to Men-Nefer can now reopen
VARIOUS FIXES & OPTIMIZATIONS
Added mission-type icon in campaign view when choosing a monument or a military-focused quest
Decreased clouds size
Fixed several things on storage to prevent stuck resources
Removed scripted event pause option
Workforce priorities are now properly saved
The uncapped Zoom option is now properly saved
Stockpiling toggle in the Overseer of Commerce is now properly saved
The industry shuts down toggle in the Overseer of Commerce is now properly saved
Individual resources in gifts and requests are now properly displayed (i.e. blocks of sandstone, etc.)
Fixed overseer of commerce when stockpiling
Fixed entertainment overlay with Bast Temple Bonus
Reduced animation update calls
Fix parts of events text not finding their localization
Changed format for animations from json to binaries
Houses now check upgrades once during the daily update
Improved management for irrigation ditches networks
Much more complicated optimizations implemented
Fixed house devolution delay that used to be too long in some cases
Fixed devolution for the modest estate when missing luxury goods
Added festival square animation
Fixed trade road links on the world map when cities cannot trade
Hunters and Firefighters are now properly visible
Fixed issue with old save and building entry and exit points
Fixed the issue where saving a game with corrupted walkers would corrupt the save
Fixed issue where monuments would corrupt the save
Fixed some cases of gatherers not finding collectibles
Pre-built monuments are no longer counted in the Monument rating
Added new illustrations for calamity events
Added new illustrations for some wraths and blessings
The game now prevents unpausing using the space bar when fullscreen events are displayed
Fixed minimap blocking click when reduced
Drag on the minimap is now enabled
Added commerce overseer button on the world map
Fixed an issue where carpenters would block pyramid construction
Added a tooltip on religious buildings that displays information on God’s moods.
Fixed delete button displaying a smaller instance of itself on hover in the save window
Fixed pause keybind not working after discarding some popups with a right-click or escape
Fixed display of the Nile which was retracted by one tile
Fixed dropdown menu displaying “empty” instead of “buy” in bazaar user interface
Fixed title screen music that wouldn’t loop nor play again when coming back to the main menu
Increased animation’s menu speed
Added a quick-load button to the main menu - it will load the last save used before quitting the game