Formula Bwoah: Online Multiplayer Racing - siddharthlabs
New Features: - Added 1v1 mode: The game matches you with an opponent and you compete for trophies and coins. - The players win percentage and win streak now gets displayed on the matchmaking screen - Added Skid marks and Drift sound - The Race start countdown timer is now replaced with a lights out screen
Improvements: - The sound of the vehicle mutes when a message popup is shown on the tutorial - Made more improvements to the tutorial
Changes: - Tweaked the Topdown Camera angle - Made changes to the AI difficulty - Increased the vehicle turn sensitivity when going at high speeds - Tweaked the tire life of all the tires - Reduced the sound of the in game music
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Hello, tactics fans--another month means another update! This month was unexpectedly challenging for non-game-related reasons ranging from unexpectedly putting my home on the market to my day job being unexpectedly busy to me being unexpectedly ill for more than a week, but I still made sure to put some nice improvements together for you!
The most significant change this month is a much-requested balance tweak that eases up on the game's "messy camp" morale penalty:
- instead of morale dropping the moment you have a night where no one cleans, it now takes two (or more) consecutive nights of no cleaning before morale will start dropping from having a messy camp. This gives you a bit of extra leeway when no one is available to clean so you don't have to order cleaning every night to guarantee that morale doesn't drop.
We've got a handful of fairly elaborate new random events as well:
- wrote a unique battle event that can appear in Snow Leopard and Tiger leagues wherein a surprising combatant shows up on the field (with variants depending on what kind of relationship the character has with them).
- wrote a new random event in camp where a character's mom or dad shows up unexpectedly, with variants depending on what kind of relationship the character has with them.
- wrote a new random event that offers the player an opportunity to further boost shadowling recruitment (and get more use out of their Psy Clash deck).
- wrote new dialogue in the Manbir Letter plot event making better use of the text input feature.
There are also a variety of miscellaneous improvements, including some new UI:
- there is now a dedicated deck viewer screen you can use to see all the cards in your Psy Clash deck. (The screen is accessible in both camp and in Kalkerapur once you acquire a deck.)
- new AI handicap level: 11. On this handicap level, the AI will actively avoid using lethal attacks, preferring attacks that don't finish off enemies.
- Relaxed difficulty now sets the AI handicap to 11 in order to make the game more accommodating for absolute newbies to turn-based strategy.
- added an option to set an AI handicap of 11 manually for custom difficulty (under the moniker "Lobotomized").
- proc gen character nicknames for their parents now subtly differ depending on the kind of relationship they have: "Mom" or "Dad" if they have a positive relationship, "Mother" or "Father" if they do not.
- personally painted a variety of new proc gen portrait elements for human characters! Specifically, there are six new types of noses (for a total of 17), a new type of beard, and a new bird-wing hair clip. The new noses increase the total available nose variety by more than 50% and just generally allow for a greater variety of unique-looking faces.
- refactored a bit of the proc gen character portrait generation code to make it easier to add in new facial feature variants over time.
- commissioned and received several new cut scene backgrounds for the palace, one of which is now used for a relevant plot event (and another of which will be put to use soon)!
- new mood supported: WorriedAbout. Allows a character to feel worried about a specific other character.
- when changing a character's army in battle, or when altering their salary or appetite, if the info bar is open, it now auto-updates salary and food consumption figures to reflect the changes.
- added items to the chest in the Strikebreaking map.
And finally, we have--what else?--bug fixes!
- fixed: the AI was double-counting the back cover bonus for non-Shield skills, leading to it greatly over-preferring moves that put characters' backs up against things (especially the edge of the battlefield).
- fixed: the AI was reversing the value of healing moves used on enemies without first checking to make sure that the move already assessed as having a positive value. Under some circumstances, this could cause the AI to heal the player's characters.
- fixed: a couple of AI routines were set to be excluded at the wrong AI Handicap level.
- fixed: the game was double-counting status effects that impact accuracy when displaying the accuracy of skills in tooltips.
- fixed: the game could display accuracies below 100% for mental attacks and shield skills in tooltips.
- fixed: pushing an enemy with reflexes into a spiked object would cause the enemy to turn and face the object. (Even worse: if the enemy had counterattacks left, they would counterattack while their back remained turned to the attacker!)
- fixed: changes to the level-up screen code were causing the game to throw a couple of null errors when characters promoted via a Book of Power.
- fixed: minimum recruitment is no longer displayed in the recruitment scene when the player already has a roster larger than the minimum recruitment number.
- fixed: item sacks dropping on a space covered by fog of war were visible to the player.
- fixed: attack animations for characters under fog of war would sometimes inappropriately play upon the character's tile being revealed.
- fixed: energy regen visuals appeared for units under fog of war.
- fixed: particle effects appeared when units were destroyed under fog of war.
- fixed: particle effects accompanied units newly spawned under fog of war.
- fixed inconsistent grammatical phrasing for dialogue where characters talk about liking cookies.
- fixed: the fruit tree in the thief attack battle contained no fruit.
- fixed a typo in one of the introvert "like" dialogue variants.
- fixed: when calling the script action UnitsToList in battle during deployment, the game would not check undeployed characters in the roster for the specified army.
- fixed: proc gen characters forced into a promoted class because they were generated at or above level 20 were not having their displayed level reduced appropriately.
- fixed: the Talkable status effect could "run out" after 9,999 turns and had a displayed duration within character screens.
- fixed: the game would say "Talkable wore off" when removing the Talkable icon from characters.
- fixed: in some cut scenes, it was possible to click the background in the split second between the report screen vanishing and the dialogue menu reappearing and thereby inappropriately advance the scene.
- fixed for 0.2.11a: a file had been accidentally overwritten, causing traps and certain skills to no longer work properly.
And we have some goodies for campaign creators!
- the OnTalk dialogue trigger is now more robust! The game now allows custom variables in the trigger parameters, permitting the use of specific named characters based on prior events.
- new optional parameter for the SetStringByString script action: Strip Capitalization. By default, this parameter is false; if set to true, the resulting string will be in all lowercase letters for easier parsing (e.g. for checking passwords and player-created names and such).
- new script action: RestartBattle. Forces the current battle to restart, even if the player is playing on roguelike mode.
- the game now checks ahead for the correct number of parameters when running IfStat-type actions, making it more forgiving of scripting errors.
- the game now supports group projects (i.e. projects that aren't tied to just one character) and camp activities tied to progress on those group projects.
- did I mention all the new proc gen portrait elements? You can use those for your own character portraits, too!
So that covers this month's changes. Needless to say, I ran out of time before I got around to finishing the arena championship plot line; that will be top priority for next month's update. Also on the agenda: creating new events that advance the palace intrigue plot line, making some new random events to further develop sibling and parent drama, and more.
Your reviews matter!
While I'm writing this update, here's a little reminder that if you're enjoying the game, leaving a positive review is the #1 thing you can do to help it out! More positive reviews means more people discover Together in Battle through the algorithm, and discovery is the name of the game! (Well, okay: "Together in Battle" is the name of the game. But you get what I mean.) If you're having a good time playing, please consider leaving a nice review!
All right folks, that's all I've got. See you in September! š
Hello everyone and welcome to this week's Friday Dev News!
Memory Leak fix
Yesterday we already released a fix to an InfraSpace memory leak that lead to crashes and sluggish behaviour during gameplay and when quitting to main menu.
During the next week we'll keep our eyes open if any other crash reports come in through our automated error reporting tool.
Achievements
We had lots of players asking for them throughout the years of InfraSpace development and we're happy to confirm that they'll be in the 1.0 release!
Programming is not 100% finished yet, but check out some of our achievement icons so far:
Achievements will be disabled automatically when you use world settings to make a creative mode out of it, when you use mods or when you cheat.
New Map progress
We're making progress on the new map! It's just the terrain for now, but check out our work-in-progress screenshots and let us know how you feel about them!
Howdy? š¤ Itās Dilailah once again! You might remember me from the Character Concepts developer diary, where we discussed creating captivating characters. Well, Iām back to introduce you to the spellcaster heroes of Mayhem Brawler II: Best of Both Worlds. Get ready to be amazed by their magical powers and engaging personalities. š§āāļø WOOSH! š«
Bringing Spectral Blast Into A Fistfight
Iāve always been a safe kind of player in every game. No matter the genre, I choose to play with a mage character if I can because I like to support my teammates without diving into the action myself. However, that approach doesnāt quite cut it in beat āem ups. Have to get your hands dirty! You know, you have to beat āem up.
But fear not! Our spellcasters in Mayhem Brawler II: Best of Both Worlds possess an enchanting blend of magical prowess and physical combat skills. Our spellcasters can defend themselves in every physical matterāwith the sparkly flavor of magic! With some special tricks and feats that Iām allowed to spoil only a few, they introduce an element of strategic depth to the gameplay, which means many fun combos and unique playstyles! Not to mention that they will make the game more radiant and colorful. āØ
We are pleased to welcome āWishmasterā from the past and āEnchantressā from the present. For more information on the different timelines in the sequel, please see our previous Dev Diaries.
Itās hard to believe that almost a year has passed since I began my journey with Hero Concept. This super cool guy was my first character design for the Mayhem universe. Design-wise, he is, so far, the most detailed character we have and probably will be the hardest one to animate. It took days to even decide on his color palette. But! Even after dozens of other characters designed for the sequel, Wishmaster is still among my top 5 favorites. I canāt wait to hear your reactions.
In the first game, you neither heard of his name nor his connection to the story. YET. Our fearless leader says that Wishmaster is the founder of Codex Entertainment, therefore, the person who brought esoteric magic to the popular culture of the Mayhem universe. Just bear with us; his lore is deeper than you think. š One of the aspects that truly resonates with me about Wishmaster is how incredibly well he aligns with my preferred playstyle. Iām a big fan of utilizing weapons in beat āem ups, and I mean lots of weapons! I always bring all the weapons I find to the next stage. Iām sure many of you can relate to this as well. So, I bet youāll like it when you find out that Wishmaster will be maxing out the benefits you could get from a weaponist playstyle... Because, as a spellcaster, he can carry multiple weapons at once with his magical ability!
If I had to confess, I would say that Enchantress has a more important place in me than any other Mayhem character. I find her design the most original among other heroes, and simple & vibrant color palettes like hers are an aesthetic I like to use on my personal drawings. Not only that, but she also carries a tiny bit of āmeā in her design. Itās the little weirdo eye makeup I like to use; I had it on my first day at Hero Concept. šļø
I know you guys hated playing against Enchantress in Mayhem Brawler when she was a boss. I took the Voivoda route most of the time I played because mejins are a complete pain in the butt. Teleport is quite a jerk move if you ask me. What about Enchantressā giant spectral hand? No thanks. Or is it..? Well, thatās the enemyās problem now, as we keep all those unnerving skills on our adorable mejin queen, now playable! And yes, by unnerving, I mean the infamous ranged grapple and teleportation!
Every question you may have about the story of Mayhem Brawler will be answered in the sequel. Donāt let your interest slip, my friends, because Wishmaster and Enchantress will show you something massive! š
Letās Meet āEm Up!
Weāve been working hard on the demo, and we all hope to meet you at this yearās Mobidictum (September 4-5) and Gaming Istanbul (September 22-24). Come to show your support & be the first to test our game. š
Also, join our Discord community server to hear first about the updates & share your suggestions with us!
Achievements are finally here! Thanks to everyone who waited patiently. I got a lot of fun ideas from the community, and some of these will be very difficult to complete while others will be simple.
For a few of these, previous games will have to re-interact with things, and even fewer require a new game (Such as, win on Nightmare).
Mark your calendar for Wand Out release on August 23rd! You'll finally be able to enjoy the full experience of that lewd and magical adventure, making choices that will change your fate and meeting hot guys along the way.
While we await for the launch day, take a look at the new trailer on the game's page and get a glimpse of what's coming!
Join our Discord channel and add it to your Steam wishlist so you can be one of the first to get it on launch day!
Nemesis, Goddess of Retribution, is out of control. She is corrupting the Threads of Fate and condemning all those who oppose her to eternal punishment. Take up your weapon, fight alongside gods, and change fate itself in Titan Quest II, an action RPG inspired by Greek mythology.
Return to the classic mythology-inspired setting of Titan Quest in this upcoming action RPG from the creators of SpellForce 3. Featuring a flexible character system, meaningful loot, challenging combat, and online multiplayer in a handcrafted and immersive world, Titan Quest II is an epic action RPG for a new generation ā coming to PC, PlayStation 5, and Xbox Series X|S.