We have new VFX for phantoms! They’ll have a slight smoky glow with a sparkling effect. It’s most noticeable when they stand still, and will leave a subtle trail behind them when they move. Here’s an example on a Phantom Lumala:
North_Star is waiting on final touches for their model, and will be ready for rigging soon. Violet_Fang’s model is currently being rigged for animations, while standard and combat animations are underway for Little_Bandit.
Mr. L_K’s model has been rigged and implemented for his scenes, and Mr. Green_Collar’s model is rigged and awaiting implementation. We’re also in the process of creating concept art for another major human NPC.
Multiple outfits for NPCs are currently in the rigging process. We’re modeling a few new hairstyles, including the simple bun we showed on Twitter this week. Human characters will soon be receiving several miscellaneous animations like getting in and out of a bed, sliding and turning while sprinting, and gardening.
We’ve given the character creator an option to randomize the initial character! We also cleaned up our character creation, inventory, and quick use menus for a smoother experience.
The boss room we’ve been working on has come a long way! We implemented the boss character’s final model, and the model for the room itself is mostly complete, with scaling and a few set piece models still in the works
While we continue working on concept art for the opening cinematic, we’re also creating concept art for graveyard set pieces. We’re nearly finished with all the house models for the town. Very soon we’ll be implementing all these houses and adding more NPCs to create the full town experience.
Our cinematic animations are out of the previsualization phase and into the polish phase! This means we’re finished blocking out the general animations and camera movements, so now we get to focus on the details of smaller motions in the animations. The VFX for an important scene are finished and we’re really pleased with the result!
We’ve been writing NPC dialogue for Guild officers, with different versions for those patrolling the wilderness and those stationed in towns. They’ll have a handful of different lines of dialogue depending on difference circumstances.
We’re doing extra terrain sculpting in a few areas for a unique side mission. The logic to run through this side mission has been implemented in its basic form, and we’re currently adding more of the details.
We implemented combat AI at different levels for one of our starting area Kinfolk. We’ve also added features related to flying NPC AI and how they navigate when in combat.
In an effort to continue polishing the feel of combat, we changed the camera to make it rise up a fair bit while you're using spawn, call-down, and lob attacks for easier aiming. We’re also trying out some changes to how certain ranged attacks can be used while running away from a target. Instead of a Kinfolk being able to fire directly behind themself without looking, they now stop and turn around to shoot. This only applies when running away; shooting while strafing is unchanged. The change allows attack animations to actually line up with the direction the attack is traveling, and levels the playing field for melee focused characters.
We’ve improved how we handle GUID components that are most often used for saving and loading. Essentially, we automated much of the process so that it's easy to work with and less error prone.
As always, we continue to implement new Kinfolk abilities and fix bugs as QA finds them. For example, we fixed issues with NPCs having incorrect rotations when firing abilities.
We worked on some tooling for Steam so our QA testers see version updates more reliably. We’ve also discovered that Steam counts working in Unity as playing the game, so our devs are going to get some impressive hours in!
Community
Tailor backers: Today is the last day to submit your outfit to be included in the game! If you haven’t yet, be sure to send your submission to SkymillTailors@gmail.com
Scribe backers have until July 31st to submit their titles. If you have this tier, check your email! If you’re confused, send a message to support@skymill.com.
We have new VFX for phantoms! They’ll have a slight smoky glow with a sparkling effect. It’s most noticeable when they stand still, and will leave a subtle trail behind them when they move. Here’s an example on a Phantom Lumala:
North_Star is waiting on final touches for their model, and will be ready for rigging soon. Violet_Fang’s model is currently being rigged for animations, while standard and combat animations are underway for Little_Bandit.
Mr. L_K’s model has been rigged and implemented for his scenes, and Mr. Green_Collar’s model is rigged and awaiting implementation. We’re also in the process of creating concept art for another major human NPC.
Multiple outfits for NPCs are currently in the rigging process. We’re modeling a few new hairstyles, including the simple bun we showed on Twitter this week. Human characters will soon be receiving several miscellaneous animations like getting in and out of a bed, sliding and turning while sprinting, and gardening.
We’ve given the character creator an option to randomize the initial character! We also cleaned up our character creation, inventory, and quick use menus for a smoother experience.
The boss room we’ve been working on has come a long way! We implemented the boss character’s final model, and the model for the room itself is mostly complete, with scaling and a few set piece models still in the works
While we continue working on concept art for the opening cinematic, we’re also creating concept art for graveyard set pieces. We’re nearly finished with all the house models for the town. Very soon we’ll be implementing all these houses and adding more NPCs to create the full town experience.
Our cinematic animations are out of the previsualization phase and into the polish phase! This means we’re finished blocking out the general animations and camera movements, so now we get to focus on the details of smaller motions in the animations. The VFX for an important scene are finished and we’re really pleased with the result!
We’ve been writing NPC dialogue for Guild officers, with different versions for those patrolling the wilderness and those stationed in towns. They’ll have a handful of different lines of dialogue depending on difference circumstances.
We’re doing extra terrain sculpting in a few areas for a unique side mission. The logic to run through this side mission has been implemented in its basic form, and we’re currently adding more of the details.
We implemented combat AI at different levels for one of our starting area Kinfolk. We’ve also added features related to flying NPC AI and how they navigate when in combat.
In an effort to continue polishing the feel of combat, we changed the camera to make it rise up a fair bit while you're using spawn, call-down, and lob attacks for easier aiming. We’re also trying out some changes to how certain ranged attacks can be used while running away from a target. Instead of a Kinfolk being able to fire directly behind themself without looking, they now stop and turn around to shoot. This only applies when running away; shooting while strafing is unchanged. The change allows attack animations to actually line up with the direction the attack is traveling, and levels the playing field for melee focused characters.
We’ve improved how we handle GUID components that are most often used for saving and loading. Essentially, we automated much of the process so that it's easy to work with and less error prone.
As always, we continue to implement new Kinfolk abilities and fix bugs as QA finds them. For example, we fixed issues with NPCs having incorrect rotations when firing abilities.
We worked on some tooling for Steam so our QA testers see version updates more reliably. We’ve also discovered that Steam counts working in Unity as playing the game, so our devs are going to get some impressive hours in!
Community
Tailor backers: Today is the last day to submit your outfit to be included in the game! If you haven’t yet, be sure to send your submission to SkymillTailors@gmail.com
Scribe backers have until July 31st to submit their titles. If you have this tier, check your email! If you’re confused, send a message to support@skymill.com.
Win keys for the Warhammer 40.000: Warpforge Closed Alpha for you and a friend! Follow @warpforge40k on Instagram and like and leave a comment tagging a friend in this post.
After that, you will be in for a chance to win two access codes so both you and your friend can jump into the battlefields of the far future.
The winners will be announced on July 3rd at 5 pm UTC. Good luck on the battlefield!
Steam Summer Sale has begun, and during that time The Hopebringer will be available for 50% off. As we move into that, we wanted to take a look back at our most recent progress in week 5 of Early Access.
Dungeons and Scenarios
Added a compass with quest marker support. This will mark some quest waypoints on your compass to make them easier to locate. Not all waypoints will support markers, some things are best hidden. It can be enabled or disabled on a case by case basis. It also supports variable range. Meaning that some markers will appear when you are within a certain distance, and be invisible when you are beyond that distance.
Introduced new ambushes. These are uncommon, but will result in some particles and sound, followed immediately by an ambush of NPCs appropriate to the current scenario settings.
Updated many scenarios to display quest markers at various parts of the mission.
Items and Loot
Treasure chests will now drop a higher ratio of items, where previously they were primarily dropping gold. The gold has not been reduced, but items have been made more common.
Gold dropped when you die will no longer expire like other gold. It will remain there until it is looted or you exit the scenario.
Fixed a bug with some pieces of equipment acting as occluders, with odd results in some cases.
NPCs
Barbarian Witch-Doctors bosses have new spells at their disposal.
Added a thin plane underneath the terrain in each scenario. This is not visible, and shouldn't affect gameplay at all, but is an effort to resolve an issue where in some rare cases, NPCs would spawn partially underneath terrain.
NPC healers will now heal allies a bit earlier than was previously the case.
Fixed an issue with the Cleanse spell and NPCs. Sometimes they would get stuck trying to move into range when they intended to cleanse a specific target.
Fixed an issue with Fiend aggro.
Pets and Companions
All companions, as well as healer or werewolf pets, will now gain a short regeneration buff when the owning character goes into resting mode (15 seconds after exiting combat).
Giving a health potion to a companion or pet will now heal them.
Cleric companions can now Smite. This was later improved upon, in a later patch.
Fixed a bug that caused cleric companions AI to malfunction and stop attacking for stretches.
Remedied a pet pathing issue.
Fixed an issue with the Cleanse spell and companions, which could sometimes allow the companion to stop attacking or moving until the encounter ended.
Skills
Introduced a new Wizard (Mage) spell: Lightning. This spell can be trained at level 7, and will launch streams of lightning in front of the character. It begins at 3 streams of lightning, and each additional skill rank adds an additional stream.
Implemented a new Berserker (Warrior) skill: Energy Burst. It requires that you have trained the Energetic skill, and are at least level 10 to train. This ablity increases your movement and attack speed for a short period of time. Additional skill ranks increase those stats. Every five ranks of Energetic will add a second to the duration.
Introduced a new Conjurer (Mage) spell: Heal Pet. This is an area of effect healing spell that will only heal summoned pets owned by the caster. It will not heal scenario based companions, only pets. You gain this spell at level 3. Additional ranks will increase the amount of damage healed and the radius healed inside of.
Defensive Stance (Guardian/Warrior) has had its buff and debuff ratios tweaked to give them a higher initial bonus, and a larger bonus per skill rank. The ratio also improves in efficiency with each rank. At full skill it will give a +140% defense bonus, at the cost of a -34% damage penalty.
Berserk(Berserker/Warrior) has had its buff and debuff ratios tweaked to give them a higher initial bonus, and a larger bonus per skill rank. The ratio also improves in efficiency with each rank. At full skill it will give a +140% damage bonus, at the cost of a -34% defense penalty.
Improved the Frost Winds aura (Wizard/Mage) so that it now does more initially, and per level. It now maxes out at a -53% penalty to movement speed and attack speed to nearby targets.
Frost Blast (Wizard/Mage) has had it's movement speed and attack speed debuff doubled per level, with an additional -3% as a starting bonus.
Healing Wave now properly adjusts its radius based on skill level, as was originally intended.
Tweaked player stats, to reduce the overall amount of power that players have at higher levels.
Mages can now kill worms with PBAoE spells.
User Interface
Added a compass with quest marker support.
Corrected some font related issues which opened the door to some additional localizations.
Miscellaneous
The game now supports Simplified Chinese and Japanese localizations. As with other localizations, translations should be considered in a beta phase, and you may run into some un-localized strings.
If you died and dropped any gold, a corpse marker will now be placed on your corpse. This will appear on the compass as a green colored marker to make it easy to find. When you reach your corpse, the marker will automatically remove itself.
Fixed a rubber banding issue with female unarmed rolling.
A black shadow, as if woven from darkness, silently appeared at the gates of Katana. Silently she slipped into the city, illuminated for a moment by the cold light of the impassive moon, and then hid, waiting.
Mortul Kane, the last accomplice of the Brotherhood of Death, who has sunk into oblivion, has returned to Guy's world in order to restore the former foundations and revive the ancient order of assassins! Long ago, the Brotherhood of Death and its Executioners brought terror and death, reaping lives and collecting bloody tribute.
Those brave men who are not afraid to look into the eyes of Death itself and risk joining the Brotherhood will gain power and will keep Guy's world in fear! Recruits must pass a ruthless test and only the most brutal recruit will be honored to become one of the Executioners of the Brotherhood of Death!
On July, the 1st, from 21:00 to 22:00 (UTC), the Hour of the Killer will be held!
The one who kills the most players during this time will be the winner of the challenge and receive:
Ancient gold energy (10 pcs)
Powder of recovery (1 pc)
Hidden Village Pass (7 days)
Remember that your victims must be at least level 150! Kill as many different characters as possible! (1 server - 1 winner)
We remind you that this event is not held on the Angel-Minotaur PvE server.
Did June fly by for anybody else or was that just us? It feels like only yesterday we released the Paws & Claws update, but here we are with an updated roadmap, getting ever closer to the Spanish language update and the Crystal Biome. Let’s take a look at what’s been going on community-wise this week!
Get 20% off Core Keeper
Psst, did you know that Core Keeper is currently available at a 20% discount as part of the Steam Summer Sale? Tell your friends!
Does This Make Us Slime Ranchers?
We jumped into Creative Mode last Friday, built some enclosures, and dropped a bunch of Slimes in there so that we could live out our fantasy of being Slime Ranchers. Which is your favourite Slime?
Moolin? More Like BOOM-lin!
That header was a terrible pun, but we stick by it. We shared a little comedy mockup of a Moolin with dynamite attached to its back, which got a pretty strong reaction from you lot! Just to be clear, we probably won’t attach dynamite to the Moolin...probably.
Have You Entered Our Creative Mode Competition Yet?
There’s still plenty of time to enter our Creative Mode competition, which closes on July 10th, and submit a base or world around the theme of “Enchanted Waters”. The competition is open to entrants worldwide and the winner will receive a £25 Steam voucher (or nearest equivalent) as a prize! Enter here!
The Hive Mother: Chunky Yet Funky
Have you spotted any of the updated death animations in Core Keeper yet? Here’s the Hive Mother’s new animation, which is significantly more chunky. Gross!
We’re Gonna Be at TwitchCon, Paris!
That’s right, you can play and stream #CoreKeeper at #TwitchConParis this year on the 8th and 9th of July! Whether you're a seasoned Explorer or you're brand-new to the underground, come on down to the Fireshine Games stand and jump into a mysterious subterranean world.
Is the Sledge a Good Weapon? Well…
Just because the Sledge can clear out a pretty sizable area of wall doesn’t mean it’ll do the same to a bunch of enemies. With less damage and the exact same attack area as other weapons, we’d really just recommend a sword!
Save the Moolin!
We told you our explosive Moolin got some pretty strong reactions, including this fan art from Twitter user @hairyfood1 who is on team “save the Moolin!”
When You Can’t Play, Doodle!
Discord user ソヤ hasn’t been able to play Core Keeper lately, so they drew this adorable duo instead. Looks like somebody isn’t going to share their wrap!
In our latest update, we are thrilled to unveil the addition of a set of brand new Augmentations for the Lightning Gauntlet. This powerful weapon enhancement brings electrifying capabilities to your arsenal, allowing you to harness the raw energy of lightning and strike down enemies.
The Augmentations are:
Voltage, the lightning will jump from the initial target to additional enemies, allowing you to chain your attacks and damage multiple foes at once.
Jolt will stun enemies temporarily, giving you a strategic advantage by immobilizing them and creating openings for follow-up attacks.
We are excited to see what builds you will come up with with these new augmentations.
As always: Have fun saving the world!
Defend Earth: Xenos Survivors - Team
Changelog
Additions
- Added new Augmentations for Lightning Gaunlet weapon, Accelerator & Bounty module
Changes
- Reworked Health bar to increase visibility during combat and when behind obstacles - Projectiles and other combat related VFX are now colored blue-ish when coming from the player and red when coming from an enemy - Health packs and Aether pickups now slightly glow - Minor environment adjustments for Atlantis Lab level - Reduced the difficulty of assignment objectives for Mending & Bounty module - Some minor UI coloring tweaks - XP pickups now visibly trail when moving and travel slightly slower when collected from far away - Reduced the effect of Weakpoint skill from 12.5% to 5%. - Reduced the effect of Medic skill from 1% to 0.5%. - Enemy variants (Alpha & Gamma) now have a higher chance to drop Aether capsules
Bugfixes
- Fixed empty loadout slots for modules showing weapon icon - Fixed a bug where Knockback Breaker augmentation didn't apply on slow and stun effects - Fixed some issues related to health effect conditions for Cooldown Adrenaline & Mending Rejuvenation augmentations
In the Cyclades archipelago, off the shores of a divided Greece, players develop their cities and compete for supremacy under the watchful gaze of the gods.
In Cyclades: Legendary Edition, designers Bruno Cathala and Ludovic Maublanc have reworked the Cyclades base game and its many expansions to make gameplay more dynamic and fluid.
The game features a strategic bidding system that defines the actions available to each player on their turn. You must balance your finances to optimize the various actions provided by the different gods, with each player gaining the support of only one god each turn. The game features a shorter and more dynamic bidding phase than the original Cyclades thanks to a new exponential bidding scale. Six gods are available instead of the five, increasing the variety of actions available:
Ares allows the movement of player armies and the building of fortresses.
Poseidon allows players to move their navies and build ports.
Zeus allows his followers to hire priests and build temples.
Athena provides her worshipers with philosophers and universities.
Apollo increases the income of his worshipers.
Hera provides mercenaries to enforce your troops during battle.
Players now use landscape tiles to assemble the modular game board during set-up, allowing for ever-changing maps and game strategies. New creatures and heroes are available in the base game, offering new strategic opportunities to build metropolises and gain decisive advantages on the battlefield. Your goal is to be the first to control three metropolises, which can be obtained as follows:
Economic development, by constructing four different buildings.
Intellectual development, by owning four philosophers.
Heroic deeds, when sacrificing a hero.
Military conquest, when seizing an enemy city by strength.