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[Generator of Beta Keys] If you did not pre-register for the CBT 3.0, go to the Beta key generator page! 20 beta keys will be released every 8 hours till August 6.
thanks to an awesome user of 8D we could find (and fix) a bug preventing the export when changing the quality of the spritesheets and using crop-mode. The hotfix is live now, so go download it immediately :)
A lengthy Meridian 59 celebration blessed by Lord Faren, god of nature & catastrophe; Shalāilleās twin brother & one of the Martyrs of the Cataclysm.
* + 50% Improvment: š§āāļøSpells & Skills š¤¹āāļø * + 35% Faren Spellpower š«Øš„ā”ļøāļøšµ * Shaliālleās Rain: Death Loss reduced 50% šØļø * Farenās Pain: More Monster activity ā ļøšš¹ššøšš¤ * A story event šš®š”ļø
Gods Days (background):
Holiday celebrations to storied Meridian martyrs who saved the world when the Nexus snapped long ago.
The previous Gods Day, the first in a long time, took place on April 1st - celebrating Lord Fool Riija.
Riija Day featured the Tournament of Fools, with a grand finale at the Temple of Riiija; won by Black Panther.
I'm proud to announce that Devil's Island is hitting Early Access on Thursday, August 3rd! It's true, it's NOW!
The game on the day of Early Access consists of five maps (the fifth final map) and the game is enough for a good few hours of fun! The game has significant improvements in the form of optimization, gameplay balance, improved scripts, translations and bug fixes detected during game testing.
The gameplay available at launch will help you understand the history of the Anunnaki, learn about the religious texts associated with them, learn more about the apocalypse, and confront these beings and their leader Satan, locked in purgatory where he was supposed to reside in eternity until Judgment Day!
Added - Each world after World 1 now has a harsh stat modifier that affects all units. You may be have to build around them. - Added a total wave life bar to indicate how much life you need to take from enemies to complete the wave.
Changes - Modified enemy AI to move towards the player with better pathfinding - Double Spawn Rate Dare changed to Faster Spawn Rate (x2 -> x10) - Increased drop chance for equipment and abilities
Bugs: - Fixed a bug where enemy life regen was not working properly
Itās been a hot minute, but for good reason. Thereās quite a lot of things to get through right now so Iām not going to waste any time and will go through the changes this new build has. Afterwards Iāll be highlighting what the team and I are going to be up to in the next coming weeks.
First off, the map overhaul.
This map still uses the same landscape and locations as the previous world. If youāve played this before, you should notice some⦠minor changes to the level. As Iāve mentioned before, the map that the game launched with was a good starting point, however I wasnāt satisfied with the aesthetic of the world and it doesnāt reflect well in my books. If you were to play this game and read the novels, you would think that these are two completely different worlds. This build changes that by, well, making the map look like itās gone though a whole century. However, I am going to cut this section short, because this isnāt going to be the final version of the world. In the coming months, there are going to be some serious changes to the game itself. Iāll explain more further down but Iāll quickly cover a cut feature that I donāt think many people knew of.
Top down mode.
This game has gone through several changes since we started this project around 2 years ago. The game was meant to be exclusively an isometric game, where the player survives wave after wave against Screamers, think of CoD: Zombies. Over time however, new ideas came, and soon enough, third person was implemented and with ever update, top down mode because more and more obsolete to a point where the mode was broken and unusable. With the way the game plays now, third person is much more suited as a default mode anyway. So we removed the top down mode and replaced the TAB button to switch shoulders of the character so youāll have an easier time to look around corners.
But thatās pretty much itā¦
Besides a few minor fixes, this is how the game will be⦠for now Recently I have had a thought, something thatāll pretty much change TC:WA for good in a positive light. These past few months after releasing the game has taught me so much in how to handle building a game, showing it off to thousands of people and releasing it for the public to play. Besides a few harsh comments, this has been a huge learning curve for me and now Iām ready to take it up to the next gear. Doing this will take a bit of time, but after observing how everything turned out, the wait will surely be worth it. Let me walk you through whatās in the oven right now.
Character creation. Iāve grown up as someone who loves RPGs, you name it: The Elder Scrolls series, Mass Effect, Fallout and so many others. Iām actually doing a new playthrough of Mass Effect Legendary edition right now and the crucial component of such games always have one thing that I absolutely adore: character creation.
Nothing is better to me than seeing a reflection of myself in a virtual world where Iām the hero. I want this to be the case for TC:WA! What weāre doing right now is going to be quite literally a game changer. The team at TecShield are currently experimenting with a powerful new tool that will give the player endless freedom to how they want their character that is surviving the wasteland to look. Zaighamgram is doing a fantastic job making sure this implements into the game seamlessly. Not only will you be able to customize the way your character looks in the game, but you will also choose their background and their alignment to truly immerse you in this world. Right now, there is very little to show off right now. These next coming weeks will be focusing on adjusting everything to fit properly into the game itself. After this has been done however, there is going to be more!
Base building and world overhaul! The underground bunker was a good start in terms of giving the player a place in not having to worry about the dangers of the outside world. To me however, it wasnāt MY safezone, thatās what kind of gave me doubts after releasing the game, Other players will experience the same place that didnāt really allow them to say āthis is my safezoneā if that makes sense. You were really a guest in someone elseās bunker and after a while, you didnāt really feel like it was a place that you belong. This is what Iām striving to do now. Having a large landscape that the player can call their own and build their camp into a stronghold where they can be proud of what theyāve built. As I mentioned before, the world will change as well. One that will be custom made instead of a pre-built map that exists currently. Thatās what I meant by this wonāt be the final version to the world with this build. After the previous two modules are completed, a new map will be forged that will properly be optimized and made to cater to a mysterious wasteland, full of secrets and horrors.
In saying all of this, the current build (V:1.2.0) will be as is for a while now. Not that anyone is playing this game anyways, Iām pretty much typing this out as if Iām talking to myself. But if youāre someone who already owns the game and is reading this far out of curiosity; thank you, thereās going to be a lot of exciting new features that are going to be put in over the coming months. Even if thereās going to be a slow-down on game builds, Iāll still be updating everyone on how things are going ever few weeks/fortnights.
That is all for now, thank you for your support and for reading on.