Tunguska: The Visitation - Enhanced Edition - Rotorist
Thank you for all the feedback! I took some time and drilled hard at the small issues that makes the game janky, and you'll have a much better time now with update 1.71 :)
- Added a "Destroy" button for when you loot a dead body. The button will be clickable when the loot is empty, so that you can get rid of this body to get to the other ones. This will help a lot for when the bodies stack on each other.
- When you eat, the green bar (eaten calories) will update while you are in the inventory screen
- Fixed a bug with Potion of Elation not drinkable unless you have low health + radiation + T syndrome
- Swapped the B and X button for controllers in UI mode, in order to match the common scheme used by other games. E.g. you press B to close a window instead of X
- You can now delete old saves! Just load your game, press Esc, click "Load", and you'll see the Delete buttons. It'll also ask you to confirm delete.
- A tutorial will pop up when Legionnaires first become hostile towards you, and it'll prompt you to hide behind covers (for new players)
- When your weapon's durability runs out (to zero), you'll get a console error about it. If you then open the inventory, the broken weapon will have a red background.
- Added more accent objects around Zernaskaya maps to make the roads less empty
- Placed blocks on steep stairs to smooth out the player's animation, and reduce chance of fall damage
- While in melee mode with ChaseCam control scheme, if you go next to a container it'll be highlighted, that way you don't miss it. You still have to put away your weapon to open it, this way you don't accidentally open them while swinging at enemies.
- Alcohol and gasoline will no longer be used as fuel in crafting/cooking since wood is much more abundant now. This also helps avoiding confusion for new players who tend to put alcohol in the fuel box instead of the ingredients box
- Visitation that drains your health will not kill you but leave you with 1 hp. This is to avoid situations where you are stuck in a spawn-death loop
- More enemies are added to the Army Cordon area to increase its challenge. It's still possible to get past this stage in three ways: jumping over the wall from the roof, use stealth to power up the generator and open the gate, or just kill them all. You just have to be a little more careful now.
I'm sure there might be other issues, so please feel free to let me know anywhere any time!
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Regarding Shadow Master DLC - I just finished translating the text to Chinese, Russian, and Ukrainian. Italian is still underway. I'm going to add one more weapon (to go with the Haruko story) and will most likely release it this coming week!
Also, if you don't mind writing me a short review, it will mean a lot to me, and help me tremendously :)
Starting a day job tomorrow, but next weekend I'll try to improve pathfinding again. Long list of changes below.
EARLY ACCESS 7.9:
-Chapter 2 Alpha on Patreon: patreon.com/lcsoftware -New art for character creation screen by Straginski. -Up/Down keys can now select choices in dialogue windows. -Giving orders while inventory, character, or journal is open now does interact command (not move). -Fixed bug where sprites standing in slow tiles (sand, water) were scissored wrong when zoomed out. -Fixed priority when selecting objects in world editor (mobiles are top priority, objects with drawPri "bottom" are bottom priority). -Game now automatically deletes "Chapter X Demo" stories if the full story is found in the list (where X is 1 through 6). -"PickName" script command now avoids main player object (because player name can be anything). -Edited Lockdell Market and Tuskwood maps so party AI doesn't get stuck as easily. -You can no longer talk to mobiles that are unconscious, confused, or berserk. -Fixed bug where most mobiles would be facing north after loading a map. -Added combat music when fighting Ralo or Murag in Chapters 1 and 2. -Fixed bug with positions when importing party. -Corpses now automatically cancel targets.
EARLY ACCESS 7.8:
-Map step sounds no longer play if character is concealed. -Using inventory items that are not usable will automatically examine them. -Set caltrops and bear traps are now concealed (and type "usable" so concealment works properly). -Fixed bug where party members would change direction when new effect objects like waves were created. -Fixed bug where saved game speed settings wouldn't take effect when launching game (now 94 FPS, not 100). -Changed "Resist Mind" status effect to "Self-Attuned" (now resists mind+body damage). -Improved color of blue Meta bar on party member panel (easier to see). -Added status effect: "Insulated" (resist shock and mind damage). -Alchemy now lets you craft boomdust from guano with 7 Education. -Added items: guano, potionAttune, potionInsulate, potionFocus. -Changed Streetwise ability icon.
EARLY ACCESS 7.7:
-Crafting scripts now take time (for hunger, etc.). -New setting to double game speed outside of combat. -Game now keeps track of number of combatants (for speed setting). -New script boolean: "if_numCombat" to check number of combatants. -You can now drop items directly at your feet without being blocked. -Fixed bug where party HUD sprites wouldn't appear for a second after changing maps. -Fixed bug where teleporting mobiles to other maps would turn some sprites on current map invisible. -Fixed bug where "factionReact" command would screw up default's target for "pickTarget" in scripts. -Pressing SPACE, ENTER, or ESC picks choice ending in "(Cancel)", "(Done)", "(Back)", or "(Continue)". -Trogs now slowly regenerate health in checks scripts. -Added new text to book script: Berindal Company.
EARLY ACCESS 7.6:
-Ratfolk is now a faction. -No more tooltips for concealed objects. -Camera now only centers on party member selection on a double click. -Scouring ability now makes feather.wav sound effect (same as prowling). -Script command "mapStepSound=none" now works to cancel map step sounds. -Party destinations now more lenient, cancels if adjascent and blocked by party. -Fixed bug from last patch where HUD would temporarily fuck up when party member died. -Fixed bug where character sprite wouldn't show in dialogue window if standing in water/sand. -Removed duplicate sprite assets (may cause old saves to crash, contact me). -Added main characters: Stasimus, Panos, Roach.
EARLY ACCESS 7.5:
-Fixed party select sound echo when selecting from map. -Fixed major bug where passable floor traps like caltrops wouldn't trigger. -Fixed bug where a random object collision script would run when colliding with blocked map tiles. -Added a frame PNG for full-screen images like chapter screens, etc. -Added main characters: Lara, Stormeye. -Updated logo tune with coyote sounds.
Well, I have been working on another basement area of Exham Priory, and at some point I thought it would be cool to have moving objects to hang from. The thing is I didn't add that to the programming at first, so I had to look into how to do it. After some work, I was able to do it.
Here's a video showing off that thing.
Right now, I will leave this new basement area completely open, like the castle. I want to have everything more or less finished (although without the fine details, ornaments and stuff) so I can get a full sense of the world, and also because I want to have everything in place before I work on the actual "area-by-area progression" because my idea is that the game will not be linear, but rather some sort of "metroidvania" where you slowly gain access to areas of the castle.
I'll post the next build as an update as soon as it's ready!
Starting a day job tomorrow, but next weekend I'll try to improve pathfinding again.
Complete list of changes:
-Chapter 2 Alpha on Patreon: patreon.com/lcsoftware -New art for character creation screen by Straginski. -Up/Down keys can now select choices in dialogue windows. -Giving orders while inventory, character, or journal is open now does interact command (not move). -Fixed bug where sprites standing in slow tiles (sand, water) were scissored wrong when zoomed out. -Fixed priority when selecting objects in world editor (mobiles are top priority, objects with drawPri "bottom" are bottom priority). -Game now automatically deletes "Chapter X Demo" stories if the full story is found in the list (where X is 1 through 6). -"PickName" script command now avoids main player object (because player name can be anything). -Edited Lockdell Market and Tuskwood maps so party AI doesn't get stuck as easily. -You can no longer talk to mobiles that are unconscious, confused, or berserk. -Fixed bug where most mobiles would be facing north after loading a map. -Added combat music when fighting Ralo or Murag in Chapters 1 and 2. -Fixed bug with positions when importing party. -Corpses now automatically cancel targets.
We're delighted to reveal that we will be releasing Samurai Vandalism by ONEONE1 on August 26! Don't forget to add it to your wishlist to get ready for the release!
Don't forget to also follow us on our Steam Publisher page and join our Discord to stay up to date with everything related to Kagura Games! Once again, thank you for your support and we hope you'll enjoy our upcoming releases!
Many thanks to community member and player Pokesus who volunteered to translate the game into Spanish.
Here is the first implementation. Rough around the edges and very incomplete, but you can now select 'Spanish' from the main menu. Most of the UI has been translated, as well as the odd bit of coded text. It's a good start that should make the game more playable in Spanish.
The irony of making this announcement in English hasn't escaped me. Here's a Google translate:
Muchas gracias al miembro de la comunidad y jugador Pokesus que se ofreció como voluntario para traducir el juego al español.
Aquí está la primera implementación. Áspero en los bordes y muy incompleto, pero ahora puede seleccionar 'Español' en el menú principal. La mayor parte de la interfaz de usuario ha sido traducida, así como un poco de texto codificado. Es un buen comienzo que debería hacer que el juego sea más jugable en español.
A new update has dropped to address small issues and update others. This Version 1.0.4 update features:
- Fixed: Players with certain resolution monitors reported difficulties pressing the new game button on the main menu. From what we can tell, this glitch has now been fixed. - Small animation updates. - Small content updates. - Various minor bug fixes.
If you have downloaded Civic Story previously, please update to the newest version. If you discover an issue that our team missed, feel free to report it in-game by pressing F11 to send us a bug report. We hope to address any lingering bugs through new updates in the coming months. Thank you for your support of Civic Story!