New Game Mode: Underworld Underworld is a new endgame game mode. It's a procedurally generated dungeon. When you complete it, you unlock the next difficulty and it is endless. With every new difficulty, the dungeon extends.
Underworld has unique portal activities and chest reward system. You get Underworld Tokens from these portal activities or end chests. These tokens are used to unlock those chests after the boss is defeated.
You will be able to unlock it after you complete Conquer Objectives. It has a pursue questline like Challenger's.
New Addition To The Base: Riftgate Riftgate is a gateway to other realms. You can use it to travel to Underworld, Haunted Grounds, Depths of Mayhem and Shade Realm. You will need a riftstone to open the portal.
Grand Relics Relics now have a tier above tier 10, like gear items. With Grand Relics, trio relic system is changing. These relics don't get seperated as Attack-Defence-Skill, instead a Grand Relic has 3 seperate stats from each and can be equipped on all relic slots.
New Map: Outskirts Outskirts is the 10th map of the game and it will be the first map of the campaign when the all 12 maps are added to the game. Outskirts has 5 unique enemies. Each enemy has unique boss move. Just like other maps, Outskirts has 2 main and 1 mini layouts. New Boss: Skenssa Skenssa is the latest edition of Champion bosses. It's from Shrouded Fields and uses both Fire and Gloom.
Atlis Desert Rework Atlis Desert is the 3rd map that have been reworked with all 3 layouts. Enemy spawn and movement are improved on the map with small environment changes.
New Pursue Quests Labyrinth and Riftgate have new pursue quests for you. You need to complete these quests to have access to both.
Critic Damage Overhaul Critic Damage is not added directly anymore. Instead, the stat is now a multplier and it multiplies the damage applied as critic damage. All stats on items are changed according to this.
Enemies -AI behaviour improved. -Base health value is decreased on Veteran, Elite and Boss enemies but their health now scales more with difficulty. -Mobs don't follow the player to the end anymore. They have an attack range. If you're out of the range, they stop following. -Starting animation of enemies is now shorter.
Classes -Ranger's Chill, Lightning Strike, Poison Circle skills and Warrior's Slice skill have been reworked. -Ranger's Rapid Shot skill now has more attack speed than the base attack speed stat and deals area damage. -Ranger's Chill skill relic Frozen Meteors count is increased. -Assassin's Throatcut, Deathly Strike and Massacre skills now have larger radius. -Decrease the attribute upgrade value for critic damage and attack speed. -Decreased the critic chance, attack speed and critic damage upgrade values on gear slot upgrade. -Decreased the cooldown decrease of skill upgrading. -Fixed the problem where Mage's skills did not apply damage types.
Items -7 new tier8 relics are added: Fiery Crystals, Blastice, Growing Taint, Doomar, Voidance, Boloom and Shine and Shade. These are "on death" relics. They have an effect when on enemy's death. -Decreased the critic chance and movement speed values on Tier 10 relics. -Decreased the attack speed values on the relics above Tier 4. -Adjusted various stats on grand items. That's why, Grand Items are removed from existing characters and corresponding item orbs are given. -Adjusted Bombs Away set bonuses. -Decreased the default Bombs Away chance from 35% to 20% -Increased Grand Item capacity from 20 to 50. -Changed the difficulties for Grand Items to drop: Obsidian: 10+ Ancient: 14+ Mythical: 18+ Angelic: 30+ Exalted: 50+ -Changed the difficulties for Item Orbs to drop: Obsidian: 9+ Ancient: 13+ Mythical: 17+ Angelic: 28+ Exalted: 45+ Crafting -Relic Crafting is added. -T10 Set Item Crafting is added. -12 new crafting materials are added for Relic crafting.
Game -Steps of most Conquer Objectives are reduced. Their required counts are also reduced. -Removed Mayhem Penalties. -Mayhem Traps are changed. There are now 1 type trap from each damage types. -5 new collector materials are added. -Random Relic, Random Weapon and new 'Random' nodes will now give 15 of that item instead of 10. -Destructibles now drop tier 1,2,3 gear and crafting materials -Bounty enemies now have special moves on mayhem+ difficulties. -Added an option to see heatlh above the player character. -Added an option to adjust cursor size. -Added Dps counter on the practice dummies in the base. -Random Craft Mats, Random Maps and Random Map Mods are added to conquer node pool. -Trader Nodes and Chest Node won't give lab points anymore. -Witch spawn is added on Lab Node Pool and Lab Node Upgrades. -Skenssa is added on Lab Node Pool and Lab Node Upgrades. -Fixed the problem where Shady Bastard tutorial was showing even though "Skip all tutorials" was selected.
I misspelled Available (missing the L) somehow, and it would crash when going into Supernatural part of the Lore. Spelling now correct, and should not cause that exception screen.
Playtest updated - v 1.0.0.1 The penultimate playtest update is @here!
Thank you very much everyone for helping out testing the game thus far!
It’s finally here, the release version of the game. Whatever mechanic you see here will be the scope of the functionality of the final game. However, the content is only limited to ports along the main story route between the Silberblum HQ, Blueglade, Everspring triangle. You can still follow the story towards the middle of the chapter 8 without much of a challenge blocking your way. The full game will feature things similar to what you see here in a full map scale. Functionality and content availability would also be changed depending on your feedback on this version.
PS. We are also working on another version of UX improvement to production UI.
PS.2 Escort AI are not yet good enough but we are still working on it as well.
🧙 Things that will be changed upon release:
Access to other production facilities and industries will be added
Access to ships beyond civilian size ships will be added
Full game content will be added to the release version
Starting resource and starting items from career choices
Permit stores and permit access quests will be added
Industrialist full benefit will be added
There will be some balancing changes upon release
All main story quests item requirements and rewards will be updated
Cheats are going to be removed
⚙️ Features
Added Simplified Chinese language
Multiplayer is working again with all the new goodies
Added the option to toggle repair material usage on/off. Not using materials will cause ships to repair at a slower rate.
Added the option to toggle shield generation on/off.
Some repeatable quests now have countdown timers indicating when they will become available again.
Added freight hubs to port which act as local importers and receivers of inbound freight shipments
Players can now set emblems for ships, feel free to mod this :D
Quest types are now labeled properly with their icons
Certain dangerous encounters now only spawn during nighttime.
Localization support infrastructure is now implemented, allowing players to choose between English and a test language that will later become Japanese.
Players can now conduct bulk transaction to warehouses and merchants using hotkeys
Players can now retreat from battle by using the retreat command, which places all enemies outside of a white engagement range circle.
Some fighters now have shields and damage resistance.
Players can now rest and skip time at any time of the day but not for too long and too often, Jean doesn’t like being lazy
Players can now check status of stores and production facilities from anywhere in the world via industry screen
Players can now hit “Space” to enter ports and interact with encounters
Players can now set secondary color on ships
Players can now check ships detail by hovering on their icons and click on the magnifier glass
Added the credit page, see if you are in there
🍱 Content
Added the first half of chapter 8
Caitline officer quest is now available
Added voiceover to all officers combat lines
Added voiceover to logistician and industrialists narration
Silberblum HQ should now contain a sample of all port features that players will experience in the full game.
Added hint quests that help guide towards meeting with officers
Added freight quests for areas surrounding the first chapter of the game
Added the first illustration for a key dialog moment, with more to come.
Added all parasite fighters to the game data, currently accessible only through cheats.
Minor revision to the prolog and open up the start of new questlines
Added external visuals for all ports except Bannach Peak and Observatories.
NPC officers now have their supposed respective faces
Added new projectile visuals for all weapons.
Enhanced rendering options in the settings menu, allowing experimentation with multiple options based on your machine's performance.
Added actual illustrations for career backgrounds.
Added all armor types.
Added all power plants.
Added all protection parts.
Added all command parts.
Added all storage parts.
All airframes now have their lore descriptions.
Added a "How to Play" section to familiarize players with the current feature sets.
Added tooltips to provide more explanations for on-screen elements.
Added whaling balloons to act as temporary placeholders for whales.
Added more alternate speech lines for officers.
Added cinematic subtitles.
Multiple officer skills should now function as intended, although not all of them have been fixed yet.
Added floating islands, debris, and others to all parts of the game
Added some more dialog arts for key characters
🛠️ Improvements
Current inventory page should now be saved locally to each page
Turned off click to navigate by default and added options to turn them on in the gameplay setting
Hunting quests guides and guide items should now accurately inform players what to do
Make it easier to identify friends and foe
Most merchants (Except for industrial merchants) will buy everything that they sell
Set V-Sync to on by default, added options to turn it off in graphic setting
Change transition effect to black to stop hurting people eyes
Some projectiles now piece through armors
Some armors now also suppress explosion and piecing
Shops can now resupply more than once per week
Revised a whole game start sequence and main menu bg
Players can now check par value on every item via their hover info pop-up
Added a shader that help reduce objects LoD which reduce tessellation when zoomed out
It should now be a lot easier to find construction materials
Improved clarity of missing quest deliverables
Major optimization on all areas of GUIs and ports
Player can now switch flagships with other ships in the fleet right away
Improved AI functionality and avoidance issues, they should now be usable with enough micromanagement
Trimmed the multiplayer UI to focus on each players having one of their own ships.
Arriving at ports would now top up the fleet’s morale
Officers' names and info display should now work as intended. Note that some officer quests are still unavailable.
Ramming visual cues should now behave normally.
Major performance optimizations made to the GUI load structure, with more to come.
Removed the officers' biography section due to insufficient content.
Production facilities now only take materials from the local warehouse as input.
Improved button state visibility in supply stations.
Removed morale deduction upon initiating boarding.
Explosive projectiles with fuses now have proximity fuses.
Airframes now come with some repair teams onboard.
Rider bay now has a spawn delay and no longer spams.
Airframes now have additional supply parameters that make them unique.
Adjusted some default settings, such as zoom speed and depth of field (DoF).
Additional illustrations for facilities
Adjusted repair rate and material consumption.
Improved cruising sequence resiliency.
Adjusted tutorial sequence to improve readability.
Trimmed port descriptions to make them more concise.
Edited the region map visuals to reflect the correct boundaries.
Revised multiple confusing instruction texts.
Editing or changing ships in the roster no longer provides free supplies.
Improved the Outmaneuvering AI behavior.
Some lances now have blast radius.
Officers joining the team will now find empty quarters in the ship and fit in right away.
Blocked player access to the save menu during certain battle sequences.
Ports districts now update immediately after a game update, without needing to leave and re-enter.
Added multiple UI response sounds.
Added new clouds in the loadout testing scenes.
The game now runs in maximized screen mode while interacting with other tabs.
Players can now sell captured ships
Display production time using in-game time
Surrendering to an encounter will now let you go around without see them for another 24 hours.
Most quests now have proper red notifications on them.
Major revision on production recipes.
Blueglade Pirates would not let players get too close before starting a fight
Added reminders via the message box when a production is completed
Added large island into the testflight scene
Added more optimization options in the graphic setting
Added more ships to the background spawner
🐞 Bug fixes
Fixed text overflowing various areas
Fixed issues with ships firing line not aligned properly to gun decks
Fixed issues with missiles not persistently locking their target
Fixed all issues with docking ships colliding with objects in ports
Fixed unable to click and pan in shipview
Fixed inaccurate fuel distance calculation on the map view
Fixed misbehaving loot balloon animations.
Fixed jagged edges around ship models in the shipyard and hangar.
Fixed settlement icon size on the minimap.
Fixed farmlands not being rendered in settlements.
Fixed holes in island seam edges.
Fixed misaligned text and icons in the [missing text]
Fixed miscalculations in battle supply loot results.
Fixed the battle conclusion screen not showing damage to players' ships.
Fixed inability to use items in the warehouse to build facilities.
Fixed officers' talent tree showing talents in the wrong slots.
Fixed save data not displaying the fleet.
Fixed repair and material consumption to work as intended.
Fixed ships jerking around when arriving at the destination.
Fixed quests notification getting stuck on facilities without quests.
Fixed fighter audio getting stuck after battle.
Fixed multiple issues causing crashes in PvP.
Fixed tooltips not being visible in the supply station.
Fixed inconsistencies in auto-pilot panel cancel/resume sequence and visibility.
Fixed UI errors when players exit the settings menu without applying changes.
Fixed missing fleet resource in the tutorial.
Fixed ordering multiple items in a batch causing overcharge in production cost.
Fixed production order displaying strange item amounts.
Fixed ship edits not reverting properly.
Fixed some stationary enemy ships roaming out of designated areas.
Fixed flickering sunlight when multiple explosions occur.
Fixed inconsistent resource bar behaviors.
Fixed airburst projectiles not responding to other interceptable projectiles
Fixed ship speed and fleet performance mismatch
Fixed integrity on hover panel UI not updating
Fixed officers level up being blocked for unknown reasons
A lot more than this but they’re not relevant enough to mention
Major - Implemented a fix for very rare crashes caused by players connected to internet via a VPN (Unreal works in mysterious ways). - We’ve implemented fixes for crashes caused by the game trying to read/write to no longer existing objects.
Combat - Rifle has been greatly buffed to be able to compete with Gun and Shotgun. - Pole Position (Rifle Talent) has been fixed and should now fire off as intended. - Barrage is now working as intended and can spawn from chests.
Please continue to report anything that’s hindering you from playing our game!
Today we want to introduce to you all the new roguelike game mode releasing on the 21st of August: ASCENSION!
This will be the first iteration of the game mode that will be polished and improved in the upcoming months.
A ROGUELIKE EXPERIENCE
With Ascension Mode we want to focus 100% on gameplay and provide a more "Arcade" feeling. If you don't like story or you simply don't want to play the Campaign again, this is the game mode for you!
YOUR NEW MISSION
You start Ascension in the hub, where you can set up your party and decks and immediately set out for a new challenge. You will have to conquer 4 dungeons: explore, collect resources and face a boss at the end of each of them. Return back to the Ascension Hub after vanquishing the fearsome enemy and spend your hard earned resources on passives, skills equipment and more! Your adventure is over when all your party members die in combat or you manage to defeat the final boss!
NEW CHALLENGES AND REWARDS
You will encounter new, special enemies during your exploration, but also find new types of rewards. Fearsome enemies marked with a red icon are ELITE enemies - and the chests they guard might contain RELICS. These powerful artifacts will give you permanent passives that will benefit the party for the rest of the run.
A NEW CYCLE BEGINS
Upon completing Ascension, you will find yourself at the start of a new cycle. New cards will be available for your starting decks, new events and enemies will show up in the dungeons - and you will find new, powerful rewards!
The ALPHA VERSION of Ascension mode is coming out very soon - and we will look forward to your feedback, especially when it comes to difficulty. We will work hard to tune the encounters and challenges during these upcoming months leading to the release of the game.
Strange things are afoot in the Sewers below Kingshill. Workers are not coming home, the ground is shaking, heroes are missing, and to make matters worse, a Death Worm has been spotted. Kingshill is in dire need of help, and only you can help!
This won’t be an easy task. The sewers are dark and filled to the brim with danger. Scout reports indicate multiple dangerous foes roaming the dark tunnels – some even accompanied by big rats. Imagine taming those rats and travelling Dracania’s hidden paths! An enterprising adventurer could surely take advantage of that, and the craftsmen of Kingshill could even improve on such a mount. The sewers are also said to be full of ancient and powerful runes, just waiting to be claimed.
Will you survive long enough to reach the Death Worm and put an end to the threat? Will Kingshill still be standing when you’re done? Team up with your friends or go in alone, and brave the Infested Sewers of Kingshill!