For quite some time we wanted to do something in the world of Tame It! to surprise and delight you, and besides, we still have some unrealized ideas that we would like to fulfill. At first, we were thinking of making a small add-on like the Fairy Island one, but we figured it would take too much time because of the large amount of work we were doing on our new game project. And then we had an amazing idea — we'd make a comic! Yes, you got it right, we made a comic on Tame It!
Before reaching the big island, Lee and the girls traveled to several small islands and had various adventures that didn't appear in the main story of the game, but remained as drafts in the game scenario. We decided to gradually bring them to life in the form of comics, and today you can see the first issue of Tame It! Side Stories!
A new adventure, a new mystery, and a new kink — that's what awaits you in this chapter of the comic!
After the game update, the comic will be available in the game folder by address: Comics/TameIt_Comic_1.pdf
It should be noted that since the comic book is a side story to the main plot, much of it may not be clear or as interesting without playing the game. Therefore, before you read it, please go through the game to get to know the characters and find out their story.
We're thinking about the possibility of releasing this story in the game format in the future as well, since we've got a lot of visual material for that while making the comic. We won't foresee yet when we'll be able to make it happen, but we'll strive to do so!
Thank you for your interest in our games and for all your support!
Youth Development is a massive part of everyone's Football Manager save. Developing our youngsters into world beaters brings an almost unparalleled sense of satisfaction, and FM23 gives us more control over the youth development process than ever before. Starting from well before Youth Intake Day, and running through years and years of a Newgen's time with the club, developing youngsters is an engaging and rewarding process.
K19x has come to The Byline to look at the very start of that journey: maximising your Youth Intakes to give you the best chance of unearthing those Wonderkids.
Hi everyone! It's time for me to shed some light on the next update coming to DevLife! But before we do that, I want to remind you that the game is available for -60% off during Steam's Summer Sale! 🏝️🏖️☀️ It's our biggest discount yet, so it's a great time to purchase it in case you are still undecided!
Unfortunately, as you can see, the plan for releasing it in the first half of 2023 didn't work out, mostly due to the lack of free time and other responsibilities that required my attention. So once again, the full release will be postponed until the next year with a plan to release the next update when it's finished somewhere this year.
But enough of the bad news! It's time to talk about the new features coming to DevLife in the next update. There are three main things that I want to focus on: the decision system, Interactive Events about music, and the new map. So let's maybe start with that!
New Map
As you can see in the screenshots below, the map is coming together very nicely, and a lot of it is already mostly finished. This new location, situated at the beautiful ocean shore, will become the second location in the game progression, offering the option to hire employees as your family house won't be able to accommodate them anymore.
Making a location near the ocean required us to rework how the water looks in the game, and I hope you will like the new effect that we've managed to achieve! Of course, a new location means new, dedicated Interactive Events that will take place exclusively in it. I hope you will like them as we plan to make them quite impactful, literally influencing how the map looks. It will be quite a challenge to achieve it, but I think the final effect will be worth it!
Decision System
To give you more agency over the life of your characters, I've decided to implement a new decision system that will allow you to start certain Interactive Events and not depend entirely on RNG and what the game presents to you. Most of them are repeatable within given cooldowns, and some have additional conditions for their start and appearance. You can see all of the available decisions in the new, dedicated panel shown below. Of course, it's still a work in progress, but you can get an idea of how it will look in the final version.
Music Interactive Events
The focus of this update in terms of content is mostly on the music. There are two main branches of it: learning instruments and going to concerts. We plan to add six different instruments that you can choose to learn and eight music genres that can become your favorites.
For now, the impact of these new events on gameplay won't be very spectacular, but it will allow for some more roleplay and lay the foundation for the full release of the game, where they will become far more important with the relationships system. But that's a story for another time.
For now, I would like to remind you once again that, during the Summer Sale, DevLife is available for -60% off and that, as always, you can join our Discord server if you find any bugs or have feedback about the game or the new features that we plan to add to it!
Thank you for your time, and remember to stay hydrated! Roman and Roman Studio Team
The July Update releases next week, on July 12, bringing Inferno Kakul-Saydon, the Elgacia Epilogue quests, the Music Box of Memories, the Maharaka Festival, QoL improvements, and more! The full release notes will drop next week.
PREPARE FOR INFERNO KAKUL-SAYDON
While Legion Raids prove to be a challenging experience for many— Inferno takes it to the next level. It’s all about proving you’re the among the best of the best in Arkesia and earning the accompanying prestige. Inferno Kakul-Saydon will require Item Level 1475 or higher to participate, along with a build created in the Book of Coordination.
Below you’ll find tips and tricks from Lost Ark legend Saintone on preparing for the raid and adapting to some of the new challenges that the Inferno difficulty weaves into the encounter. Along with the tips, Saintone welcomes all interested raiders to the Hell Academy Discord, a place for Inferno mode enthusiasts to learn more about the fights, builds for classes, and find other raiders.
INFERNO KAKUL-SAYDON TIPS AND TRICKS FT. SAINTONE
Hello! With the Inferno Kakul-Saydon Legion Raid arriving soon, I wanted to share my thoughts on my personal favorite Inferno mode in Lost Ark. Inferno Kakul is actually the one that I recommend for all people to start out with. Is it because of the difficulty?
No!
It's because the very nature of it being a 4-player raid lends to it being a lot more fun than previous encounters. In a 4-player setting, not only is it easier to quickly organize a group, but on top of that, personal responsibility and general involvement of the player is a lot higher when you make up a quarter of the entire party (for example it's easier to get involved in voice comms). Just look at how many more people enjoy Kayangel over Brelshaza!
INTRO & GATE 1
Generally, I'd say that the overall difficulty of the battle isn't that much higher than Inferno Vykas, so if you've cleared that, you can definitely clear this. The DPS checks are more lenient than Vykas, but each player is responsible for a bigger portion. In terms of difficulty, the first gate is very easy, the second gate can be a bit challenging, and the last gate is moderately hard.
Each gate offers a few extra mechanics over the non-Inferno versions. Take time to figure out how you want to assign positions to deal with them ahead of time, especially mechanics like the new two-pair pattern in Gate 1. Most parties that I played with had some small deviations on how they handled this, but it ultimately boils down to quickly communicating which two suits you're looking for.
GATE 2
In gate two, a few lethal patterns that knock you off the board no longer have telegraphs, so you need to cautiously attack the boss while looking out for them. In some cases, 'unfair' overlaps can occur where the solution to survive is not obvious. As this gate also has a very lenient DPS check, I would strongly recommend you bring a Time Stop Potion until you become acclimated with attacking and observing at the same time (kind of like playing the game while cross-eyed). For Entropy users, this fight is arguably one of the hardest battles in the entire game, but even if your uptime ends up being lower than usual, you should still be able to clear with comfort.
If you want even more time to clear this, I would also recommend that if you haven't already, you learn techniques that allow you to find which card Kakul is hiding under when Saydon is slamming the hammer down on the table. All classes can universally do this by applying Bleed before he disappears and listening for the proximity of the sound effect, but certain classes can also find him easily with their skills, such as Sharpshooter's Atomic Arrow.
The little clown has additional patterns which normally don't knock you off in Normal mode but will knock you off the table in Inferno mode, so make sure to respect them. The tracking laser can be mitigated with paralysis immunity and the horn is pretty easy to dodge.
Lastly, the pizza mech (which is often skipped in non-Hell mode) can be really tricky due to the flipped controls on random players. Sometimes the game won't immediately register that your controls are backwards, so check your debuff bar and if you have it, try to move around a little bit before the mech starts so it registers properly.
GATE 3
The last gate is definitely the trickiest. Most of it should be common sense, but there's a few things to know. First, the order of difficulty of the platform mini-games is reversed. So in Normal mode, the difficulty order is 3, 4, 2, 1. In Hell mode, it's 1, 2, 4, 3. So if you're confident in your abilities, make sure to assign accordingly. Just know that the person doing the first platform game will get the most practice due to wipes.
Depending on your ability, you will get conversion stack mechanic at least twice, increasing the bosses' final damage considerably. This mechanic is timed, so you'll always experience it roughly around the same time each time (depending on speed for example, you can see it right before showtime or right after showtime).
My last tip for this gate is to be very conservative with your potions. It can be tempting to chug a potion when you're within lethal range of his attacks, but the worst thing that can happen is you drink a potion and then are immediately met with a reverse HP curse. This mechanic is also predictable, so you should wait and see if you're targeted with a curse before you decide to pot up.
Oh, and about bingo, don't play too passively. The boss does really high damage during bingo, and certain attacks can be close to lethal even from high HP. They aren't difficult to avoid, but if you take too long, the amount of space to dodge them can shrink a lot. A good support with solid shielding is vital here. Be concise with shotcalling where to place the bombs and have back-up plans to deal with the higher frequency of hammers to avoid screwing yourself over. If you do bingo well while maintaining your damage, he'll be dead by the third detonation, with plenty of space left on the board. Even if you mess up and die, your party members can finish the gate through additional detonations, as long as you don't flip the golden tile (which drops a mega bomb on the field that wipes the raid shortly afterwards).
Stay tuned for the full release notes next week. In the meantime, we’ll see you in Arkesia!
- Optimized and improved levels "Suburbs" and "Old District - Final (2)" - Added game manual in English (SALVLAND_ManualENG.pdf in game folder) - Improved hints in the "Help" section of the pause menu - Reduced the field of view, which improved the visual and slightly increased performance - Changed the weapon location on the screen - Fixed bug with new game start widget at 720p resolution - Various fixes and improvements of game levels
🎯 [UI] Many popup texts have been made less pronounced (e.g., the level up text). 🎯 [Misc] You can now rebind back/escape. 🎯 [Misc] Extracting the mod from ships no longer destroys the custom weapons equipped on the on-board turrets of those ships. 🎯 [Balance] The enemy speed boost in Continuum XL has been reduced by 50%.
New Features & Changes - Added a new card for the cartomancer: HINT. It reveals how closely related to the ghost the items in a small area are.
Adjustments - Changed the helper talisman's cost to 3 - Changed the base cartomancer deck to detector, trap and cover
Bug Fixes - Fixed a bug where the reflection could become stuck after catching a player - Fixed a bug where the souls of the shusher could become stuck in specific cases - Fixed the medium's eyes snapping back to fully open when releasing the R key - Fixed a bug where the mannequin's exorcism could last forever
We promised to hold +% bonus promotions, and we keep our word. From July 06 (00:01 server time) to July 10 (23:59 server time) there will be bonus recharge days. Bonus days : 5 days
All payments have a +18% bonus
(if have 5 payments of $10 per day, each payment will have +18% bonus)
Bonuses will be calculated and sent after the end of this promotion, after 24 hours to in-game mail (for all recharge days | all bonuses will be summed up)
Thank you for supporting the game, choosing us and playing our game. Together we will only move forward.