First of all, we are thankful for your feedback and reports that instantly started pouring in the moment we launched PT#4.
Secondly, we are thankful to those who support our project by making pre-orders. After all, for the past year and a half, our team has been operating on its own funds.
Some of the changes we prepared for PT#4 were technical; others concerned balance and economy. Apparently, just like you, we see all those issues that ensued from the scope of work that had been done in-between the playtests.
PT#4 Concept:
We decided not to wipe player characters of levels 15 and above. However, we deleted all their items and replaced the money they had with small set sums. Apart from that, they were all transported to Rivulet Island.
Economy: We’ve drastically changed the prices of most items. It came as a result of changing processing prices. Before the change, processing bear pelt cost less than flatbread. We also increased the income that people receive for their in-game activities. Unfortunately, our efforts were rendered useless by the DVB system, which increased processing prices dramatically. All these problems will be fixed during PT#4. We’ll also try to make crafting powders as profitable as crafting items.
Items: We’ve made significant changes in the growth of item stats and requirements. The basic concept is that a character of level 60 will never be able to wear both armor and weapons of level 11+ simultaneously, to say nothing of the more powerful enchantments of these items.
AI: We didn’t neglect the balance of AI. All AIs’ default levels were set to 60. The stats of an AI that happens to be spawned in a lower level spawner are multiplied by the number that corresponds to the level of the spawner. Besides, all the mobs except animals have immunities to certain types of weapons and magic.
Our primary goal for starting locations was to make mobs easier to kill, including the named ones. We decreased their damage but increased their HP. The “duels” will get longer but players will have more chances to make mistakes This is another aspect that we will change and fix according to the feedback we receive.
Some gameplay simplifications: Some simplifications to make the experience easier:
Ability trainers locations and their quests;
Token prices (especially those that lead to castles);
Prices and craft requirements of elixirs;
Castles AI;
Vendors’ stocks. At the moment, they sell items that we do not plan to sell in the future.
ROG’oms up!
Severs | Backend | Seamless Added:
A tracker that keeps track of the number of created characters, decreasing the starting money the more characters have been created;
Fixed:
Buffs of higher levels were replaced with 1st level ones after a seamless transition;
Inventory | Equip | Containers: Fixed:
Bonus HP received from items was unrestored after going through a seamless transition;
Combat system | Magic: Changed:
2H alternative attack doesn’t have to be charged, but was made 20-30% slower depending on the weapon;
Re-balanced HP/MP restoration powders;
Decreased camera shake and bob with crossbow equipped;
Fixed:
The error in the damage formula of 2H special attack;
Character | Vocations and Abilities | Quests Added:
The character’s hunger status has a visible tech buff;
Changed:
The party XP bonus was doubled;
Increased the duration of invincibility after teleportation or entering the game world;
A new map for the "Plant the Bomb" mode called "Port" is now available in the game! The sun is shining, the palm trees are swaying, and Warface is once again clashing against Blackwood. Check out the map’s visuals in this publication!
About the Map
July — the sun is scorching hot, and the sea is gently humming just across the street. But don’t get fooled by the idyllic scenery, as Blackwood and Warface chose this quaint Caribbean port town to battle for control over important trade routes. Fight on the streets by the brilliant blue sea under the shade of palm trees, pass by the trusty cargo crane and the old town hall. And check out the backyard of that unsuspicious building just to its side, it might be important.
"Port" in the Game
Let’s see what the map has in store for you. On the top-down view you can find the key positions, vantage points and double-climb sites. Keep in mind that the enemy comes prepared as well. Good luck!
Don’t wait for the adventure to come to you, go find it for yourself! See you in the game!
Sun Lamps can be stacked on top of Sprinklers. Their effects will be combined while only using 1 tile space.
Sun Lamps (and Sprinklers) show their area of effect before placement.
Added resource-gathering items - Fish Nets and Auto-Tapper.
Added Bell Tool that herds creatures back to their pens.
Added Auto-Collector to collect drops and produce from creatures.
Some items, such as Fish Nets and Lily Pads, can be placed on water.
Some items, such as Chairs and Lily Pads, can be rotated when placing.
Tilled soil can now be removed using the Hammer tool.
Ability to craft Cooked Fish & Cooked Meat with Campfire.
Added a 'Fishing' category to the Crafting Tab. Fish-related items, such as Fish Bait, can now be crafted from there (instead of from the Ranching category).
Added 'Crafting Benches' to allow for quick crafting of certain items.
Improved detection for Creature Pens and Troughs for Controllers.
New content
Items:
Automation: - Basic Sprinkler - Gold Sprinkler - Chroma Sprinkler - Gold Sun Lamp - Chroma Sun Lamp - Auto-Collector - Bell Tool (Upgradable) - Fish Net - Auto-Tapper - Bait Press - Feed Crafter
Decor Sets and Items: - Snowman - Mini Fir - Chestnut Furniture Set - Cherry Furniture Set - Maple Furniture Set - Fir Furniture Set - Furniture Sets include:
Bed
Bedside Table
Chair
Table
Round Table
Wardrobe
Dining Table
Wooden Seat
Buffet Table
Wall Shelf
- Rugs:
Maroon Rug
Cherry Rug
Honey Rug
Forest Rug
Cream Mat
- Flower Baskets:
Chamomile
Wild Violet
Sunflower
Eggbloom
Starburst
Caffodil
Hydranbear (Coral)
Hydranbear (Pink)
Hydranbear (Lilac)
Pitch Lily
- Barrels:
Covered
Potato
Carrot
New items that can be found using the Fish Net: - Water Snail - Apple Snail - Mussel - Peach Mussel - Slug - Lemon Slug - Slimeshroom - Jellyshroom - Lily Pad - Lily Pad (Teal) - Lily Pad (Lime)
Food: - Cooked Fish - Cooked Meat - Maple Syrup - Lavacress
Misc - Fish Bait Crafting Recipe - Snowman Crafting Recipe - Mini Fir Crafting Recipe - Ground Beetle (chance to drop from breaking rocks/logs).
NPCs:
New Townsfolk: Alfie the Tinkerer. Alfie arrives in Shimmerbrook on 16 Spring of Year 1.
New Shop: Alfie's Awesome Automations.
100+ lines of additional dialogue among the NPCs. More dialogue will be added as we continue development!
NPCs can sometimes talk about another NPCs' gift preference.
Updated NPCs' gift preferences for the new items.
Music:
5 new OSTs! One new track per season + one additional track for rainy days. Thanks to Bobby, DT, Shevone, and Tomás for their beautiful soundtracks! <3
Updated Main Menu music.
Balancing Changes
Increased item pickup radius from 14 to 18.
Brown Wool adds 3 ticks instead of 2 to the Spinning Wheel.
Increased time taken for wild animals to eat from a feed bowl from 3 to 5 seconds. The duration shortens to 0.5 seconds once the creature has been tamed.
Shipping Price of a Stick decreased from 2G to 1G.
Adjusted drop rate of Sticks from trees.
Moved the unlocking of Mines from 14 Spring to 10-11 Spring (depending on when/whether conditions are met).
Bugfixes
Fixed incorrect line breaks for item descriptions in Shops.
Fixed being able to 'drop' important items such as Research Scrolls onto the ground when sorting chests with full chest and bag inventory.
Fixed one instance of being unable to interact with animals/wild plants which happens when switching from a Watering Can to a different tool while trying to water a tile.
Fixed Wall Decor incorrectly overlapping with some items during placement.
Fixed items incorrectly overlapping with Beds.
Fixed one of Yan Yan's favourite gift dialogue not being triggered when gifting the item.
Fixed incorrectly completing objective during 'Unidentified Fish Part' Quest when researching an item that is not a Fish Part.
Fixed 'Research Complete'! popup showing when fishing even after research was completed and before the scroll is claimed.
Fixed a bug where Hydranbear (Lilac) would have an error in its sprite drawing.
We're dropping a quick hotfix to fix a game-breaking bug. Turns out that the Exogate could become locked permanently sometimes when there was an incoming invasion. While tactically sound, it didn't make for fun gameplay, so please take this hotfix as we roll through the week.
//misc changes - Settings - General - Font Type: The Super HD font now has SDF rendering enabled making the edges a bit smoother and more readable. - Occult Heart pickups will now cure Occult Poison when collected. - Enboned Heart relic: This will now say in its description what your current bonus is compared to the max cap. - Occult Purse relic: This will now say in its description what your current bonus is compared to the max cap. - Treasured Chesty contraption: This will no longer respawn during a boss fight.
//bug fixes - Settings - Visibility menu: The 'Full Frontal Pickups' option could cause a crash when opening the menu or switching page. - Boneraise: If you Sealed a minion but one of the attached minion sacrifices became not available then it would effectively Banish that item. - Boneraise: When playing as the Cylcop Exile class and using full Mouse Support the selector was a bit off. - Boneraise: When playing as the Cylcop Exile class the item description would be cut off if were offered at least 4 items. - Cyclop Exile class - Meaty Embiggen meta: This could offer you a Meaty Club relic even if it had reached the max upgrade cap. - Blacksmith / Souleater Dealer: When opening the Escape Menu the Traveller menu's controls would still be active. - Souleater Dealer: He could offer Lost Relics that you had forgotten via Goblusious. - Ectoplasm Poop relic: This wasn't creating the correct amount of poop pools in Castle Conquest or New Game Forever. The description at level 3 was incorrect. - Bottled Fairy relic: It was possible to use more than 3 in a run. - Meldum Serum relic: It was possible to use more than 3 in a run. - Giantum Serum relic: It was possible to use more than 3 in a run. - Barrow Bonebolster spell: This wasn't upgrading Waxen Cannibals/Bandits/Elves minions. - Brodacious Brozilla minion: Their Eggy Bro spawns couldn't hatch into Waxen Cannibals/Bandits/Elves. - King Gigald: If he fell on an active Restless Monument then it could cause a freeze (he'll now destroy any Monuments in the way).
Our latest update is now available on the beta branch. If you want to help us test the update and find bugs before release, you can find instructions on how to join the beta here.
This update includes a ton of new changes so let's dive in and take a quick look.
Main Quest Act 1
You'll now be able to start and complete Act 1 of the main quest line. You can start this quest by speaking to the Courier NPC at any seaport or the Seaport Cartographer. Note that you will have to have completed the New Beginnings quest you get at the start of the game for the main quest to be available.
Fast Travel
This update also includes fast travel to certain locations. Places like seaports and guild headquarters will have a light tower you can interact with and unlock their fast travel point. You'll then be able to travel quickly back to these locations by opening your map and selecting the island you want to travel to. Keep in mind that traveling will cost food resources and you can only travel as far as your resources allow.
Difficulty Settings
We've also implemented combat difficulty settings. You can now choose easy, normal, hard, or legendary depending on your desired challenge. If you're looking for a relaxing experience and aren't interested much in combat, then the easy setting is the way to go. If you're looking for a more challenging experience where you'll have to use the best gear and stay prepared with potions/meals, then hard or legendary might be your preference. Normal is a balanced setting and keeps the difficulty where it was before this update.
Library Bookshelf
A new type of bookshelf can be purchased from cartographers to be placed on your ship. These will fill up with books as you discover them throughout the world, allowing you to re-read them. Note that only books discovered after this update will be added to the library.
Outpost Islands
A new type of tiny island can be occasionally found in the world. These contain a number of different small points of interest.
Patch Notes
Added main quest act 1.
You can now fast travel to certain locations that you have discovered.
Added difficulty settings.
Added library bookshelf ship decoration that can be used to re-read some books you discover. This item can be bought from a Cartographer Merchant.
Recipe items now show a preview of the crafted item stats
Added category dropdown to bug report window.
Improved jumping mechanics.
Added new loading screen images
Added some new physics puzzles.
Added new outpost island points of interest.
Added new fishing lures to help with fishing quests.
Fisherman merchants now sell more lures.
Lumberjacks are now merchants and sell woodworking supplies.
Prospectors are now merchants and sell blacksmithing supplies.
Added new lore books.
Added new side quests.
Added maps to loot caves.
Added sections to the settings window.
Added unique caves that can be accessed by some wells.
Added frogs.
Added rock salt item that can be refined into salt for cooking
Fixed divers mask items increasing breath instead of max breath.
World reposition events no longer cause one frame where the player is not on the boat.
Strong stamina potions are now uncommon quality.
Fixed ship graphics often popping in the wrong spot for when frame when placing your ship.
Fixed ship placement colliding with merchant ships.
Ship placement depth is now closer to their normal float depth.
Fixed load game UI not refreshing when a local backup was loaded.
Fixed a bug that caused your controls to be locked if you died while steering a ship.
Archers can no longer see through breakable cave rocks.
Fishing commission selection now takes fishing skill level into account.
Reduced the chance for spiders to apply poison effect.
Changed Rigidbody interaction type on player character controller, reducing the chance he'll get flung back when jumping around on a moving boat.
Fixed newly created bait items always being stack size of 1.
Fishing bobbers bounce around less, making it more viable to fish while sailing.
Added ammo and bait to the equipment inventory tab.
Adjusted higher tier compass textures to make them more readable.
Slightly adjusted appearance and size of weaving stations. Placeable weaving stations now pivot in the center instead of the side when rotating. Note that weaving stations already placed on ships will be shifted slightly.
Marked some items without any use other than selling as junk so that they will show up in that inventory section.
Fixed an issue where you could get a map to an underwater cave you couldn't actually go into
Stamina potions can now be crafted at a workbench in addition to the cooking station
Added lighthouse map stamp icon
Boar and Deer are now a bit easier to kill
Reduced ambient air particles
The game now uses less memory when running.
Improved initial load time after starting the game.
Updated engine version.
Fixed issue where enemies would sometimes run up to you but not attack.
Increased drop rate of meal recipes.
The Sea King's Trident is now more likely to roll better talents.
Fixed a bug where crafting stations would cause hotkey indicators to appear briefly when they spawned.
New players no longer start slightly above the ground.
Fixed some points of interest spawning without modifying the terrain below them.
Potions now ignore their cooldowns when you are not in combat.
Updated some potion recipe requirements.
Fixed some typos.
Fixed enemies pathing through shipwrecks.
Fixed some out of bound exploits in caves.
Increased the parry window on axes and staves.
Added potion of renewal to guild merchants.
Fixed effective precision talent tier 2 having the same description text as tier 1.
Grizzly Ribeye is now stackable.
Reduced the rarity of light blue and purple ink items.
You can no longer use health or stamina potions if you are full on those stats.
Fixed map stamp and color buttons not scaling right with different resolutions.
Parry stun effect is no longer removed by poison or bleed damage.
Opening the inventory interface will no longer unhide the HUD if it's hidden.
Greetings, tactics fans--it's time for another update! I've spent this past month writing new battles and events, plus making a variety of improvements.
The biggest change this month is that you can now fight the Tiger League Qualifier, play through Tiger League itself, and make it all the way to the arena championship! So let's start with changes to the arena:
- added the Tiger League Qualifier battle into the game.
- created Tiger League itself.
- the arena plotline is now playable all the way through to right before the championship match!
- enemy levels in arena fights now scale up 17% slower than before.
- expanded the pool of possible enemy team names in the arena.
My second area of focus this past month was adding new events to the game, of which I managed a little more than half a dozen. Here are all the changes on that front:
- created a third chital event as well as a recurring fourth chital event. Without spoiling too much, it is now possible to actually tame the chital.
- created a new evening event: Treasure Hunt.
- created a new late-night event: Nightmare.
- created a new late-night event: Late Night Idea.
- new event: Ishita Svaamee makes a second visit to the player's camp (unlocked by progressing through the arena leagues).
- created a new, special event that occurs the morning of the championship fight.
- when a character receives a letter from a sibling, cousin, mother, or father, the game now remembers this--it then becomes possible to get an event where that character gets visited by the family member who wrote to them.
- created an initial Sibling Visit event, with variants based on the kind of relationship the characters have (and potentially, the player's choices).
- characters created via the GenerateUniqueFromNPC action who are related to the originating character by blood now determine their own relevant NPCs and biographical details based on the originating character, ensuring that their backgrounds are consistent. Both they and the originating character start with a mutual 20 familiarity, ensuring they won't engage in any basic "getting to know you" dialogue in camp.
- added a new argument type that can occur with sensitive characters.
- added weapon repair kits to the item sale random event.
- fixed some scripting errors in a couple of events.
And what would an update be without miscellaneous improvements and fixes? The biggest of these is an improvement to the calendar screen--you can now flip back and forth between months once you've progressed past Unimensis.
Here's the full list of miscellaneous changes:
- the calendar screen has been improved! There are now buttons to flip back to previous months and review the events that occurred. The name of the displayed month is now always visible at the top of the calendar screen.
- wrote new, alternate dialogue for recruitment attempts during the Monkey League Qualifier battle when initiated by golems or spirits.
- wrote new dismissal response monologue variants for characters with the Arrogant personality trait.
- dismissing a character no longer reduces morale for other characters who have a negative friendship value with the dismissed unit.
- new camp activity: Fury, possible when a character is angry at someone else in camp.
- there is now a 1-in-3 chance that a high-level engineer will learn Place Snare Trap. (The other 2 possibilities remain either +1 range to Place Caltrops or gaining a Wrench counterattack.)
- buffed the Architect and Demolitionist promoted classes for the Engineer. They now each get improved versions of certain skills which let them keep using other skills afterwards (for the Architect, Build Wooden Barricade and Build Spiked Barricade; for the Demolitionist, Place Charges).
- hand-made battles featuring enemy reinforcements now scale based on how many days have passed in the game.
- generic Blackguards and promoted cavaliers without equipped weapons are now generated with natural access to Throw Knife and Halberd, respectively.
- added new music track to the game: Drawing Blades.
- integrated a new version of the Festival of the Ascendant Lights track into the game featuring a traditional Indian vocalist.
- Dacoit Cutters and Dacoit Slashers now gain a melee counterattack upon reaching level 5.
- being defeated in any of the battles where thieves or bandits try to rob the player now results in the player losing half their aura.
- sentinels, pikemen, and swordmasters are now more likely to be generated with more armor and/or shields.
- when proc gen maps are created with multiple hazard terrain types, the game will now select a hazard terrain type at random from those listed.
- when Damage or Drain is affected by a SetStat action in a cut scene, the game now automatically looks for the character's portrait and--if it finds it--animates the character's health/energy bar.
- when the GiveExp action is used in a cut scene, the game now automatically looks for the character's portrait and--if it finds it--animates the character's experience bar.
- characters now lose the ability to use books of power upon promoting, preventing the player from wasting them.
- AI improvement: the AI now distinguishes between Levitating characters and characters who have an ordinary, permanent move type of Flying for purposes of determining which spaces are safe to move to. (Without this, the AI would sometimes move Levitating characters over lava or chasms only for them to drop in at the start of the next turn.)
- when removing a character from the active roster by reference to their name or loadID, the game now automatically checks for duplicates and removes those as well if found. (For reasons not yet discovered, duplicates can sneak onto the roster; before this fix, they could cause characters to stick around even after being removed from the roster.)
- fixed: the last-used windowed/fullscreen setting was not being saved as part of game settings.
- campfire objects now lay flat.
- fixed: smoke from non-flat-lying objects (such as braziers and stoves) was no longer emitting at the correct angle.
- fixed: characters who were ordered to do something via a one-on-one could nonetheless be dragged into another character's partnered activity, precluding them from doing the thing they were ordered to do.
- fixed: I accidentally left the chance of small talk set to 100% after testing, thereby preventing most post-greeting character dialogue from spawning.
- increased the chance of a talk event producing small talk to 25% from 10%.
- fixed: a change to the AI in the last patch resulted in the AI freezing when, in large battles (>8 characters in the enemy army), the first character to move wandered into a trap or other pressure trigger.
- fixed: automatic inventory generation for generic proc gen enemies placed via the map editor was not working.
- fixed: the game was missing data for straight street edge tiles where the street was elevated above surrounding terrain.
- fixed: the game wasn't replacing script IDs with the names of unique characters in script actions within battle when the relevant characters were not already saved from a previous scene.
- fixed: the tooltip for the "view calendar" button in town had a typo.
- fixed: a LoadConv call to dialogue that either does not exist or which had been removed due to being already used and non-repeatable would lock up the game. The game now simply ends the current dialogue when this happens.
- fixed chital portrait scaling.
- fixed a scripting error that was preventing characters from getting speech bubbles and babble during chital events.
- fixed: in some circumstances, the game would remove script actions queued after a Wait action in dialogue initiated via a LoadConv action.
- fixed: it was still possible to accidentally skip nighttime camp events by clicking the background at the exact wrong moment.
- fixed: the game would spawn characters with zero (or negative!) health during the thief attack battle as if they were able to fight.
- fixed: the game wasn't compensating for promoted generic characters in a weapon-dependent class generated without an equipped weapon by boosting strength or granting their default weapon skill.
- fixed: when a character without a specific counterattack gained 1 or greater Counter Limit, the game could select a skill which did no damage but did impose a status effect (e.g. Throw Voice) as the character's counterattack.
-fixed: if you hired out everyone on your team and then returned to the docks for a second time in the same day, the game would effectively lock up.
- fixed: custom difficulty dialogue still referred to manual saving as "save scum mode."
- fixed for 0.2.10a: the game was spawning Heroes in recruitment.
- fixed for 0.2.10b: the variable tracking the day of the championship bout was not being set at the start of the game, causing the day-of-championship event to trigger on day 0 when starting a new game.
- fixed for 0.2.10c: losing a league match in Snow Leopard or Tiger Leagues could result in the game getting stuck in the Arena scene.
- fixed for 0.2.10c: repair kits (or any other item that alters the properties of character equipment) would be permanently stripped of their ability to alter other items upon transitioning scenes if kept in the reserve supplies.
- fixed for 0.2.10c: classes with multiple species-based sprite overrides were not registering sprite overrides for all species, resulting in shadowling psy users appearing with human sprites.
- fixed for 0.2.10d: a scripting error in the letter event could result in the game throwing a range error.
- fixed for 0.2.10d: the sidestab and backstab bonuses from gap-seeking weapons were only being applied to base weapon skills, not to advanced skills for that weapon.
- fixed for 0.2.10d: the AI could reapply Immobilized status to characters subject to a Hold multiple times when calculating moves.
- for 0.2.10e: fixed a freeze during AI damage calculations.
And finally, we have improvements for campaign creators:
- new script action: ConsumeFood. Automatically reduces current food by the current roster of characters's collective appetite without initiating camp activities. (Food will not go below zero, nor will a hunger event be automatically triggered.)
- added a new optional boolean parameter to the LevelUpArmy script action: Affect Reinforcements. If set to true, the level-up effect will be applied prospectively to characters of the chosen army who haven't spawned yet.
- the LevelUp script action now works in cut scenes.
- new stat supported in GetValByStat: True Level. Returns the character's current level combined with any hidden, pre-promotion levels.
- added documentation for read-only stats True Level, Health Left, and Energy Left to the in-game reference.
- finished implementing the GenerateUniqueFromNPC action in cut scenes.
- new class attribute: defaultWeaponSkills. This is used to tell the game that it should grant a Strength bonus and one or more natural weapon skills to generic units of that class if they are created without an equipped weapon in their inventory.
Phew! That about covers it for this month. Next month, I'll be shooting to finish up the arena championship plot line; add a new variant or two to arena matches; create yet more random events; and paint some new nose variants for human portraits.
This week we focused on one thing and one thing only - Controller Support. There still might be some little bugs and UI inconsistencies, but overall the game is 100% playable with any regular gamepad.
The work we've done also opens up the possibly of bringing our game to the Steam Deck later on. But we have to do a lot of testing before that and we unfortunately don't have the console on deck at the moment (:
Additionally
Full WASD support. UI rework that we did for controllers allowed us to implement keyboard only controls
You can now adjust the speed of the vehicle by moving cursor closer to or away from it
As you can now expect more traders visiting your space station, i have added a few different spacecraft types. New graphics, different ship speeds and updated effects. Have also given ships an identity rather than just a number, which now shows up on the ships info window as well as the comms window so can track craft more easily.
Some improvements to the comms window (improved statuses, tooltips) and fixes. Full notes:-
Randomise friendly ships (ship graphics, fx, and speed).
Repair bots now have a different repair sfx.
Navigation beacon requires an available docking spot to be enabled. Tooltip added.
Improve: Repair tooltip show 'repair bay in use' as well as 'no repair bay'.
Improve: More docking info in tutorial.
Improve: Comms window - disable options on departing ships.
Improve: Moving ships now always pass over docked ships.
Fix: Comms/Droid window update list on opening.
Fix: Ship/Miner destroy clear docks and repair bay fully.
Fix: Item info window check ship selected instance exists.