A quick update to fix the issue of FPS drop in levels with expanding red-blob things. This update limits their size so the game engine doesn't feel the heat from checking collisions between supermassive objects.
Also the on-screen animation from being killed by a red-blob was missing and has been restored ❤️🩹
Another unique bug allows players to use the expanding red-blob thing to shoot into the sky, aptly named the "Superman Bug". I have made changes to address this but I think it's still possible to hit the right spot and launch into orbit.
In Part 2 of the 'Interstellar' update, more playmodes are added with the addition of galactic unions - inspired by Stellaris federations, and stealth fleets. Unite the galaxy with Alliance Builders, or build mighty military fleets with Cooperative Militarists.
Unions: GALACTIC FEDERATIONS
Unions are like 'federations' from Stellaris but are more refined and straightforward. They are an alliance that multiple empires can join, instead of just two. Note that regular bidirectional alliances remain in the game at this time.
1) Diplomatic Union
This union focuses on diplomacy and alliance building, forging strong diplomatic ties and leveraging collective strength for mutual benefit. Only alliance builders can form this type of union.
[h4]Ability: Peaceful star clans can join union.[/h4]
This union emphasizes cooperative militarism, combining military prowess with cooperative efforts to defend and expand their territories. Only cooperative militarists can form this type of union.
[h4]Ability: Build and maintain a union fleet.[/h4] The leader can build and maintain union fleets, and they have no size restrictions.
[h5]Union Naval Capacity[/h5] - 20% of collective member naval capacity. - This is a hard limit, and cannot be exceeded when building fleets.
This union revolves around economic dominance, with powerful megacorporations controlling trade and resources to maximize profit and influence. Only megacorporations can form this type of union.
[h4]Ability: All members have partnerships with each other.[/h4] - Partnerships are formed if player forms/joins union. - Partnerships remain if player leaves union.
[expand type=details] [h5]Member Bonuses:[/h5] Defensive Pact: Join all ally offensive wars. Joint Wars: Join all ally defensive wars. Modifiers: +25% Collection Value in systems. [/expand]
[h4]Unions: Actions[/h4] Form Union - Found a union (must have cooperative ethics). Leave Union - Leave union (as member). Join Union - Join union with invite (as non-member). Kick Player - Kick player from union (as leader). Invite Player - Invite player to union (as leader). Request to Join - Request to join union (as non-member). Accept Request - Accept non-member join request (as leader). Modify Union - Customize union (as leader).
Considerations: - Only cooperative governments can found unions. - Isolationists cannot join unions. - Joining a union will disband all of the founder's alliances. - A union must have at least 2 members to exist. - Founder stays leader, unless they leave or are defeated.
Alliance Builder: UNITE THE GALAXY
The Alliance Builder is a diplomatic powerhouse, specializing in forging alliances, maintaining diplomatic relations, and leveraging collective strength for mutual benefit.
Empire Chat:
Ability: UNITE THE GALAXY
[h4]Can ally and invite star clans to your union.[/h4]
[expand type=details] Strength: Enhances galactic security, and allies enter all wars. Weakness: Can be countered by other galactic unions, and you can be dragged into wars. [/expand]
Ability: FORM DIPLOMATIC UNION
[h4]Can form diplomatic unions.[/h4] - You can ally star clans, or invite them to your union. - Star clans are peaceful ancient mini-empires that are open to tribute, but have limited diplomacy.
Unique Building: Unity Council Chambers
This grand structure serves as the central hub for fostering collaboration, forging alliances, and promoting unity among diverse factions within the colony.
[expand type=details]
Jobs: 1x Diplomat (Produces: +1 Power) Bonus: +50 Opinion for all allies. Restrictions: Non-stackable; Non-upgradable; Can only be built in capital.
Within the spacious halls of the Unity Council Chambers, representatives from various factions convene to discuss matters of common interest, negotiate treaties, and resolve conflicts through diplomatic means. The building houses meeting rooms equipped with advanced communication technologies, translation systems, and data networks to facilitate effective and efficient dialogue between different species and civilizations. [/expand]
Cooperative Militarist: A UNITED FRONT
Forging a unique path between cooperation and aggression, the Cooperative Militarist emerges as a formidable force on the galactic stage.
Empire Chat:
Ability: A UNITED FRONT
[h4]Can invite other empires to join your wars.[/h4]
[expand type=details] Strength: Can cause chaos for victim empire. Weakness: Must have good relations with other players. [/expand]
Ability: FORM MARTIAL UNION
[h4]Can form martial unions.[/h4]
Unique Building: FORGE MATRIX
Built upon a foundation of shared purpose and coordinated efforts, the Forge Matrix serves as the epitome of the Cooperative Militarist's commitment to collective strength and rapid mobilization.
Through meticulous planning and relentless innovation, the Cooperative Militarist has fine-tuned the operations of the Forge Matrix to perfection. Its advanced algorithms optimize resource allocation, minimize production bottlenecks, and streamline the construction process, allowing for an unprecedented increase in fleet build speed within the system. [/expand]
Quality of Life Improvements
[h4]Special Abilities are Shown on Loading Screen[/h4] - Shown when initially starting game, instead of tips.
Other Changes
1) Repeatable techs are much less likely to show up. - Non-repeatable techs will be prioritized before repeatables.
2) Leaving an alliance or union forms a 5 year truce.
3) All players can form a business partnership, which now shares 5% of collected resources between empires. - Previously, this was limited to megacorps, and didn't include trade a bonus. - This is now mutually beneficial, and can be seen as more of a fixed trade deal. - Collected resources refers to harvested star/planet resources.
4) Buildings now have custom names, lore, and descriptions.
More to come...
I believe it's more fun for each play-mode to have powerful abilities and mechanics, that can be overpowered in some instances, instead of simply having boring modifiers like '+100% Collection Value'.
Higher quality features will also mean a better overall experience, at the cost of more months before public playtesting. I originally intended for public playtesting in April, but the game won't be ready for that for a while due to an increased scope of game, and thus more development requirements. I expect that this will be the most important gameplay update for the game, and the new features being added are necessary for New Stars to be a fun and replayable experience.
A prototype PvP mode is now available in Death or Glory!
In order to access it: Click Multiplay and then “Public” to auto connect, or click “Create” to host the match. As a host, a 4 letter key will be generated which your opponent can use to join the match.
Please keep in mind that this is an early version of our PvP gameplay. As such, we will be keeping a close eye on any bugs or balance issues. Please consider joining our Discord through the in-game Discord icon in order to give us live feedback. We would love to hear your first impressions of our PvP gameplay personally!
Weapons don't collide with the wall behind the player when spawning anymore
The characters won't clip through walls at high speed
New character physics, both for player and enemies
Boss rooms are now locked when entering them, to prevent cheesing in a doorway
In addition to these fixes, the following features have been added;
Implemented a sector based lighting system
E2M2 is now playable!
And now for the main announcement;
In the last update, I mentioned that we would be having a new level designer on the team. While Viscerafest's developer, Noah Dickinson, was kind enough to offer his help, in the mean time, a lot has happened, and plans have had to change.
From now on, Extraneum will be teaming up with, and published under Hellforge Studios, the indie game publisher behind amazing titles such as Age of Hell, Selaco, Disdain, and many more!
With their help, it's my hope that Extraneum will finally be able to end up looking and playing the way it was meant to be!
Also, if you want to listen to the Extraneum soundtrack composed by Ben Sua, we made it available for free on Youtube, and you can check it out at the following link; https://www.youtube.com/@hearmetxt/playlists
As always, thank you so much for your support, and stay awesome! :)
howdy friends! this week’s update introduces something a lot of players have asked for: being able to see which cards are left in yer deck.
deck n’ discard piles
when makin’ a plan during a battle, one of the most valuable bits of information is which cards are still in yer deck and could be drawn next turn, vs. the cards that are in yer discard pile and you won’t be seein’ anytime soon.
now, the deck n’ discard pile – previously offscreen – are exposed in the preparation phase screen. just click ’em to see which cards are still in there, pardner.
changelog
added deck and discard piles to battle preparation screen
added some pop-ups for wishlisting and the discord
cards now tWiRl a lot
fix: player can no longer go into debt with “Pay for Play” card
fix: game progresses normally when a whole enemy squad is defeated with direct damage cards like Pay for Play and Spirit of Cigar
fix: “movable” is disabled when a card is selected (no accidentally moving a mercenary while trying to play a card on them)
balance: made “regular” and “rugged” a little more difficult by removing total number of tries
fix: removed some really long varmint names that broke the UI
varmints with no affordable promotions can now be selected so their promotions can be viewed
re-scaled the volume sliders to be less loud overall
Welcome to instance Destroy a game a developed by my self! Instance Destroy is a metroidvania with satisfying combat and a ton of weird mechanics and weird interactions!
Now you can play in Classic Mode and Original Mode: Classic means you apply the force directly into the marble (like other marble's games), and original is rotating the world. Also Classic mode has a 2D camera movement, and it allows you to play the entire game avoiding motion sickness.
The problem to Get 3 stars when collect all stars and all hourglasses in all levels in all difficulties is fixed.
Monster falling through the floor while streaming or recording with OBS is fixed.
We are pleased to present the latest update of Tits and Shadows!
In this version, we have included the most requested feature: RUNNING! Now you can activate or deactivate the running function by pressing the "R" key on the keyboard or in the options menu if you are playing from Android or with a controller.
Additionally, we have added a new NPC named Eisrynn, who will help connect the Kiwi village with our world.
And that's not all! Mamy is now a playable character. You can recruit her in the trophy room!
Enjoy these exciting updates and continue to experience the world of Tits and Shadows!