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*** NOTE: YOU MUST START A NEW SAVE FILE IF YOU UPDATE ***
Hello everyone. I just released version 0.3.0 which includes some big improvements to the Foraging skill. Here's a summary of the main changes.
Added the Bird Bath craftable item learned from Foraging level 2. It can be placed on the farm to attract different birds which can drop valuable feathers when you scare them off. The bird bath must be filled with water to attract birds. Every day there is a chance to attract 1 bird per bird bath. Water will last a few days in spring and fall but only a day or two during the hot summer. Does not function during winter. When there is a bird at the bird bath it will cause water to splash which can water nearby crops. You can refill the bird bath water with your watering can or it will fill during a rain.
Added Foraging skill buffs. Every Foraging level will grant a new Foraging ability buff. For example when foraging you can get a speed buff that stacks so if you forage a few items in a row without losing the buff, you can get moving pretty quick. Another buff that is available will grant energy every so often that also stacks and lasts a longer period of time.
Added some mushrooms to forage. Morel mushrooms will be abundant after a rainy day.
Concrete Mixers can now be placed on the farm. The recipe is learned on Mining level 2.
Adjusted some recipe numbers and item values.
Added squirrels which can drop various nuts when scared away - can also grant Foraging skill up
Added seagulls that can also be scared away causing some random items to drop
Hello everyone, we are the developers of The War Enders: First Strike. Thank you very much for paying attention to our game. In this article we are going to explain and reinforce the content shown in our PV trailer 1.
PV1 launches early, and by the time we only have 5 available fighters. Now we already have 10 fighters, and we expect to gradually provide those fighters for choosing based on in-game progress.
Fighter Customization
Although some customizing aspects and options can be similar to each other, the aspects and options are designed differently for each fighters. Each fighter has 3 different aspects for customizing, and each aspect has 3 different options to choose from.
When we just started thinking over customizations, we even had builds that can customize using a progress bar, or can adjust customizations during game play. But in the end we changed the customizations to this 3 x 3 form, and customizations are confirmed in the beginning after player fighter choice.
We know that so much different performances can cause balance issues, but besides that, we are more willing to see players make their own choices. But we expect and are willing to see each player find his or her own interested fighters and customizations
Important!!!!!!!!!! Because some players reported that updates would cause save corruption Initial speculation is that steam's update mechanism is to blame Therefore, the game archive path is changed to the user folder C: \Users\\ your computer user Documents\\HGAdventure You can open a new path by selecting the save page in the game The old archive path is Game root meroad \\ Xiaoji big adventure \\HGproject_Data\\StreamingAssets Old players please carry their own archive! If the location does not have this folder, you can first create a new character in the game to let the game create this folder
Hello! Due to an error in my part some people got the base game plus the art pack DLC for free. The error has been fixed on Steam's side so that people won't be getting the DLC for free anymore, but I am working with Steam to see if I can get the DLC for the people who already got it for free during this period, since the DLC might disappear now that the situation is fixed. Please be patient as I talk with Steam about this. Thank you and enjoy the game!
This update relates to an issue where the last few species take far longer to find than the majority of the early ones. This was because the sensor responsible for selecting a species to point the player towards would choose one at random with a nearly 50% chance that the species would be one the player hasn't encountered before. However, having seen a species without actually documenting it was marking it as discovered and therefore wasn't including it in the "prioritized" species list. This would result in an only 1 in 19 chance that that species would be marked by the disturbance sensor (the 20th species isn't ever marked by the sensor.) and therefore would take a long time to find it. Depending on luck with documenting each species the first time they appear, you may or may not have encountered the issue which could explain why this bug was thought to be fixed for the release build of the game. To fix the issue, the list now updates at the "Species Documented" point rather than at "Species Discovered". Apologies for the inconvenience.
This is a chance to watch me play AstroMiner. I'll talk through my ideas as to why I implemented things the way I did. I'll get through Phase 1 at a minimum, which is where the player gets to the point where they have an Earth Tower that generates Air!