As we inch closer to the release date, we have important news about Lunacy: Saint Rhodes to share with all our highly appreciated wishlisters.
As many of you have noticed, development has taken a long time. For the sake of transparency, we want to share some behind-the-scenes information, which explains part of the situation.
A couple of years into development, we determined that the current development path was not going to deliver the game we originally envisioned, and we were in danger of needing to cancel the entire project.
To avoid this risk we, as the publishers, decided that it was best for the project, and ultimately for you, our loyal fans, to take over the project and continue working on it with a new development partner -Stormling Studios.
Since this development switch, we have all worked hard to retain the essence of what made the early concept and the history of Saint Rhodes so captivating, and we’re proud of the final result and the fact that the project is now heading towards a close.
We thank you all for your continued support, and we look forward to welcoming you to the town of Saint Rhodes very soon.
I will be continuously streaming the pre-precorded footage from the livestream event held on 6/14/2023. This will not replace the live streams I'll be holding on Monday and Wednesday, but will be the continuous stream event throughout Next Fest.
Multiplayer ▰▰▰▰▰▰▰▰▰▱ 90% ▻ Added networking of revive vfx ▻ Added changing to spectator mode when dead ▻ Reduced intersect of floor vfx with ground ▻ Added reviving teammate ▻ Added networking of reviving teammate ▻ Added networking of death effect when both players are dead ▻ Added networking of resetting player / map ▻ Added networking of quick travel as client ▻ Added dissolving when teleporting ▻ Added treating connected teammate like the player character instead of an ai teammate ▻ Added hiding projectile on host when hitting client ▻ Added sfx to emotes ▻ Added networking of status effects
[...] several bug fixes
New Content ▰▰▰▰▰▱▱▱▱▱ 50% ▻ Added new vfx + sfx for revive
Firstly I would like to apologise to all the community for the silence in the past few months, a lot has been happening with CN in the background, the main change is that I Have taken over full control of development from code to visual and will be working on regular updates.
As many of you are aware end of October 2022 I suffered a near fatal heart attack which left me in a condition I had never experienced before, the journey to full recovery has been harder and longer than I could have ever anticipated, that being said I have always been committed to seeing Commanding Nations build and grow and to this day I still have full confidence in getting the game to a playable and enjoyable state, this does mean that I will be extending Early Access for as long as I feel is necessary to get the game to the promised result for the community.
I have also decided that holding off for a big update is not practical and starting from now smaller more regular updates will be released the first of which will officially be announced in the next couple of days, this announcement will include the specifics of the update and when it will drop (be expected)
Now as we transition into the next phase of development of Commanding Nations I wanted to give you an insight into what's coming in the next few months in terms of improvements, features and content.
Everything here will be visible on the upcoming updated roadmap, so let's begin:
- Overall Improved performance including optimised graphics presets for different system specification ranges. - Scenarios: single missions with objectives and point scores for player leaderboards. - NEW UI: Everything from main menu, scenarios, skirmish etc - In-Game Wiki: Will contain Commander intel for Buildings, Units, Play styles - Updated GoldHorn and Dandrum maps and!!! MORE MAPS!!! - New UI and In-Game audio including actions and music. - Hong Unit additions: Ghost (with stealth) - Hong Building Construction adjustments - Scav Unit Additions: Mortar, Updated Drone - Scav Building Construction implemented and timings adjusted - The long awaited unit avoidance system (not mp ready yet) - Map features (more to be announced) - Game Features: Includes Weather (snow/rain/fog), Day/Night Cycle with lights for buildings and units - Multiplayer - So many of you are expecting this not to happen and although we have to prepare for that eventuality I also want to assure you all that until the point of accepting it can't be done I will continue to work on it with the intention of making it work. -------------
I look forward to what's coming soon for Commanding Nations and look forward to sharing it with you all.
Much love and respect to you all.
For those who feel they have been let down with Commanding Nations, all I can do is give you my heartfelt apology and make a personal promise that I will do all I can to bring Commanding Nations through and try to rebuild the trust once given.
Many many thanks to you all for your support.
All the best and speak to you all soon!
Charlie -
P.S. In case you are wondering "The Waverley" was picked in respect to my families printing business "The Waverley Press" my Grandfather who I never met picked the name over 70 years ago, I can only assume it had something to do with the "Waverley " paddle steamer but I don't know for sure, but I felt it was a respectful thing to do to carry the name on, So I proudly introduce "The Waverley Games Studio" :D
Fixed an issue of where the lobby code remained on screen
Fixed a crash of where using the mouse wheel crashed in social hub
Fixed wrong icon for socialhub lobby search in crimenet
Fixed an issue of where social hub invites had the wrong level names
Fixed an issue of where the friends list in Social Hub didn't sort alphabetically
Fixed an issue of where the lobby code kept being visible after hiding it
Fixed an issue of where lobby code search button was activated & visible in "Play offline"
Fixed an issue of where Ctrl + V didn't work into the searchbox of social hub areas.
General tweaks & fixes
Potentially fixed an issue of where users crashed after redeeming sidejob rewards
Fixed an issue of where a player could see "2 block buttons" in players list
Fixed an issue of where players got marked as cheaters for wearing nebula items
Potentially fixed a crash with the save game data which could corrupt save game files.
Updates may be incompatible with the mods you may have installed. Even seemingly unrelated mods may cause unexpected issues. If you are experiencing any problems with the game; try removing any mods you may have installed and try again.
If you are having issues with an unmodded game you can try to verify the integrity of the game files. In the Steam library; right-click on PAYDAY 2. Select "Properties" from the menu. Under the tab "LOCAL FILES" select "VERIFY INTEGRITY OF GAME FILES...". The process may take some time to finish.
Crimson Tactics: The Rise of The White Banner - guptachirayu155
Dragon mounts add a thrilling and unique element to the gameplay. They act as the epitome of destructive force on the battlefield, possessing the ability to exert control and deal damage over large areas in a battle. They are the excellent choice for controlling chokepoints or denying access to crucial objectives.
Hydra
A three-headed monstrous and malevolent creature that combines the awe-inspiring power of a dragon with the dark elemental affinity.
Special Abilities
All dragons have a unique set of special abilities based on their affinities. Here are some of the abilities of Hydra:
Channel Abyss
The Hydra buffs nearby allies' Physical Attack Power.
Abyss Breath
The Hydra launches a dense, dark magic breath leaving nothing but devastation.
Abyss Roar
The Hydra intimidates all surrounding units, dealing magic damage.
Abyss Charge
The Hydra charges into its target, pushing back the unit.
Abyss Dragon's Rage
The Hydra performs multiple stomps on the ground that makes ominous dark spikes erupt from below.
As a bonus, here is a funny clip of a bug we encountered during playtesting:
Welcome back to our devlog! Today, we'll delve into the details of our art direction, from the choice of a fresh and forest-inspired aesthetic to the incorporation of vibrant colors and larger-than-life toy structures. You'll get a glimpse into the level of detail and intricacy required to create an environment that sparks wonder and ignites the imagination.
For this zone, we imagined stepping into a world where everything is bright, colorful, and brimming with life. Toyzone is a whimsical and enchanting place that reflects the colorful days of childhood, where fun and joy are abundant at every turn. This zone serves as a manifestation of the twins' imagination, a world they yearn to be a part of. It is reminiscent of beloved theme parks for kids, where imagination knows no bounds. In Toyzone, players will encounter familiar daily life items and toys from the twins' lives, bringing back a rush of nostalgia.
Toyzone is the last stop in the twins' journey. From the icy corridors of the Frozen Castle to the fantastical realms they've explored, the players have witnessed their trials and triumphs. But in Toyzone, we wanted to instill a feeling of familiarity and warmth, a reminder that their journey is nearing its completion.
To enhance the dream-like atmosphere, we incorporated interactive elements into Toyzone. We've meticulously designed and modeled a vast array of toys, ensuring that every detail is faithful to their real-life counterparts. As players venture through Toyzone, they will come across various artifacts and mementos that hold personal significance to Ben and Abi. Picture their favorite stuffed animals, well-worn storybooks, and even artwork created from their own wild imaginations. Each item serves as a thread connecting the twins' present adventure with their home and personal lives.
Aesthetically, we aimed for a harmonious blend of natural elements and playful toy-themed structures. Towering trees provide shade and add an organic touch to the landscape, while whimsical giant mushrooms and flowers serve as interactive play areas and points of interest for players to explore.. A vivid blue expanse, adorned with fluffy white clouds that seem to form familiar shapes invites the players to let their imaginations run wild. As the day progresses, the sky transitions into a palette of warm hues, as if signaling the approach of a breathtaking sunset. This dynamic sky adds a touch of magic and wonder to the overall atmosphere, amplifying the sense of awe and discovery as players navigate the zone.
Creating Toyzone has been an incredible journey for our team. We've poured our passion and creativity into designing an environment that transports players back to the carefree days of their own childhood. Stay tuned for future updates as we inch closer to the release of our game. We're excited to continue sharing our progress, insights, and experiences with you.