- Jaxson Paxton and Captured Naturepeep now have menu portraits - 6 new songs added from 6 local New Orleans' musicians as collectable in-game vinyl - Difficulty lowered for some enemies - More dynamic ending scenarios added - Multiple spelling errors fixed - Crashes that have been reported have been fixed
Whether or not you’re familiar with the SAND LAND universe, we’re pleased to share a short recap / introduction of the story and its characters, to prepare you for the release of our upcoming video game!
Surf across the surreal undulating landscapes of the Necropolis on a quest to unveil a lost ocean teeming with life in Sword of the Sea. Featuring a beautiful score by Austin Wintory.
In a world where the terrain flows in waves, ride the Hoversword to speed over shifting seas of sand. It controls like a snowboard, skateboard, and hoverboard all in one. Build momentum to achieve great speeds and catch big air as you explore skatepark-like ruins, lost in the tides of the Necropolis of the Gods. The Hoversword embodies the feel of snowboarding and skating games, but in an entirely new context of adventure.
You are the Wraith – resurrected in a desolate world and tasked with restoring life to it as you explore submerged ruins and the vibrant, varied cultures within. Surf through sinking tombs, mysterious shipwrecks, and petrified battlefields - and bring giant shoals of fish and creatures back in the process. But beware- this land is also home to massive leviathans that will stand in your way.
Learn more and join the discussion on our Official Giant Squid Discord Server
here we are again with a little hotfix. The Update 1.1 caused some annoying bugs for a minority of players which will be resolved by this patch. Sorry for the inconvenience! To improve the quality of future updates we created a public beta branch for Thronefall where you can try out upcoming patches prior to their official release. More info about that on our Discord: BETA BRANCH DISCORD CHANNEL
Besides that we fixed some minor issues, a ton of typos (thank you all for reporting them!) and did some quality of life improvements. Here is what changed:
Stab Ability No Longer Ignores Full Health Enemies: Making the stab ability of the Bow & Dagger weapon focus the target with the lowest health caused it to ignore full health enemies completely. This is now fixed.
WASD Default Movement is Back: We received a lot of feedback on this one and we heard you. Not being able to move your character with WASD by default was annoying and that's why we brought it back. In the last update we had to limit the movement keys to one set of keybindings and (probably unwisely) chose the arrow keys. We now improved the key rebinding system so that it allows to move the character with both, WASD and arrow keys by default.
New Save System for Key Rebinding: Besides the bugs it was causing, the way we saved key configurations had also a set of limitations that are now gone. With the new system the key configuration will be stored in a separate file in the same location as your save game instead of some mystery location. If, for some reason your config is ever messed up completely you can reset it by deleting the ControlsConfig.json file there. Note that this change will wipe your old key rebinding settings and reset them to the defaults.
Removed Menu Controls from Rebinding: We removed the buttons to control UI from the key rebinding. It was possible to put the game in an unplayable state by messing with them. Instead the menu is now navigable by a myriad of different ways by default: Arrow Keys, WASD, Joysticks, DPad, etc. We hope that works for all. Should you still have the desire to still change any of those please use Steam Input to do so.
Unit Selection Circle No Longer Clipping into the Environment: Especially on Durststein the circle popping up when selecting units tended to clip into slopes and other parts of the environment. It should now be visible at all times.
Catapult Shots Now Respect Audio Settings: Catapult shots no longer play their sound in full volume regardless of the audio settings.
Various Minor Fixes for Key Rebinding: The key rebinding system had a couple of small hick ups such as the night button not being bindable to a button used by another action at the same time. Those should be all fixed now.
Typo and Localization Fixes: With the help of your numerous report and our community manager Sacha we fixed a ton of small typos and localization mistakes. A few are probably still in there, but we'll get to 'em eventually!
That's it for today, now we'll go back to building more content. Thank you to all of you for reporting the issues you've encountered and being such a fantastic community!
Over three weeks ago, I started the first alpha test! It was amazing, but that was only the beginning. I've hustled much and can now present you the first patch notes for the game, to introduce the Alpha2!
New Features:
Added 3 new recipes:
Norse Stockfish
Poached fish
Cheese Salad
Number of recipes you need to cook are now increased to 7.
Time is set to 5 minutes for better testing.
Introduced level music and win/lose jingles.
Introduced main menu music.
Introduced splashscreen.
Options screen now available from the main menu.
RecipeBook with Workstep Details is now accessible in main menu and pause screen.
Quality system has been introduced, along with quality times for recipes.
Introduced win screen which calculates score based on quality and needed time to finish.
Introduced a new ktichenobject: The smashcounter to beat your stockfish
Multi-output capability has been added for the cooking counter.
Multi-input capability has been added for the cooking counter.
Containers can now hold multiple items.
Containers now have an limited stock of items.
Bug Fixes & Improvements:
Fixed an issue where the host was able to kick themselves.
Building boundaries added to prevent unwanted glitching.
Reduced the intensity of the glow effect.
Camera shake in the main menu has been toned down.
Fixed a bug where clients did not receive recipes at game start.
English ############Content################ [Marinas]New non-linear side quest: Get Rid of the Doomsayer. [Get Rid of the Doomsayer]The quest can either start from the town hall or the dock. [Get Rid of the Doomsayer]Added three new dialog options to the Doomsayer in the dock area. They are all related to this quest. [Get Rid of the Doomsayer]You can use persuasion, deception, or your combat skills to "Get Rid of the Doomsayer." [Get Rid of the Doomsayer]You can get your rewards from someone in the town hall. [Get Rid of the Doomsayer]You can get more rewards if you can pass a persuasion skill check. [Wiki]Added a wiki page about this quest: https://neolithia.fandom.com/wiki/Get_Rid_of_the_Doomsayer_(Quest) 简体中文 ############Content################ 【玛丽娜斯】新非线性支线任务:解决末日预言者 【解决末日预言者】该任务可以从玛丽娜斯码头或政厅开始。 【解决末日预言者】对末日预言者加入了3个关于这个任务的选项。 【解决末日预言者】你可以使用说服、欺骗、或者你的战斗技能来【解决末日预言者】 【解决末日预言者】你可以在政厅获得报酬 【解决末日预言者】如果你过了一个说服检定的话会有更多报酬。 【维基】加入了这个任务的危机页面: https://neolithia.fandom.com/wiki/Get_Rid_of_the_Doomsayer_(Quest)
I’m Simon from Robotality, one of the development leads on Wargroove 2. If you’ve been hanging out in The Wargroove discord, then you may well already know me :) With Wargroove 2 coming to PC and Switch later this year, we thought we’d take the time to give you a sneak peek at some of the new and improved custom creation tools we’ve been working on.
Before we start - if you're heading to Gamescom this week, come and play Wargroove 2 at the Nintendo area of the Indie Arena Booth! The demo is also fully localised into English, French, German, EU Spanish, Brazilian Portuguese, Russian, and Simplified Chinese.
Right back to the devblog! Firstly, if you’ve used our map and campaign tools before, you’ll be happy to know that all the content (and much more!) will still be available for you to create your best battles. If you’re new to the world of custom creation, these tools have never been easier to jump right into. Without further ado, let's take a look at some of the new additions. Symmetry ToolIt’s now easier than ever to balance your multiplayer maps with the help of the 5 symmetry tool options. These magical map mirrors will work on tiles, buildings and units.
Y-Mirror Symmetry
X- Mirror Symmetry
XY- Mirror Symmetry
2x Point Symmetry
4x Point Symmetry
Storytelling & Map-based Cutscene Being a highly-requested feature, we've now added scripting functionalities for units! You can now command your units to perform attacks and movement. Additionally, we've also introduced the capability to script special effects directly on to map objects, so you can sprinkle in a little zhuzh and pizzazz onto the battlefield.
We've also made significant strides in dialogue options. Our multiple-choice dialogue system now enables branched scripts, helping you deliver a more personalized narrative journey.
For those who enjoy story-driven experiences, you'll be pleased to know that we've also added story-only maps. This means you can now enjoy non-combat stories, which you’ll see utilised in our own campaigns where you can interact with characters and objects.
Weather and daytime visuals can now be altered on the fly, primarily for storytelling purposes, be it a skirmish in the sun or a raid during a stormy night.
Lastly, we've introduced a screenshake feature for those scenes that call for a little wibble wobble.
Wang Tilesets Why is it called that? It’s named after mathematician, Hao Wang, who coined the term to describe tile arrangements that had matching edges without breaks in their pattern. For Wargroove 2 we looked holistically at all of the creation tool feedback and felt Wang tilesets were the answer.
One of the largest bits of feedback that we got from our fine map-making community is that the original Wargroove tileset felt limited due to the kind of tiles that could be placed next to one another. To solve this issue we extended the complexity of the tileset and made it from a partial Wang tileset into a complete Wang tilest.
Sounds fancy you say, but what brings this to the table for us map makers? Well glad you asked: In short, way more flexibility. You can now place nearly any combination of tiles against each other without breaking the map: Want to have a stretch of islands connected via beaches that the player can walk over? Easy.
Have roads that are broader than 1 tile? No problem.
Walls that can be combined into whole structures.? Now possible.
Deep Sea that touches the coast? Sure thing.
This feature is hard to describe as it is a very technical change but the result is super obvious once you have started making maps. You should now hit nearly no limits on how tiles can be placed.
Other Cool Additions We want to make map-making as simple as possible. So whether you made a misclick with your placement or simply want to try a different option, the undo and redo feature comes to your rescue.
One of the most significant updates in Wargroove 2 is the addition of scripted bonus objectives for maps - which you’ll also get to sink your teeth into in the campaign too! This new map creation feature not only introduces an extra layer of challenge to your gameplay, but also offers opportunities for additional rewards for your players.
If you’ve had the chance to play our Conquest Mode demo then you’ll know we’ve added some super cool items to bolster your units and give them that much-needed edge. In creator mode, units can now hold items, adding an element of strategy and offering diverse possibilities for gameplay. Similarly, maps can also have items, helping encourage player exploration and even tempting them to overextend themselves…
We've also introduced a new feature that allows you to spawn units inside travel boats or wagons via script. This gives you more control over units' deployment and increases the strategic depth of your maps.
And finally, our new toolset also brings with it three new tilesets: cut forest, abyss, and abyss bridge, and we can’t wait to see what kind of creative things you do with them!
Before we sign off, we want to give a shout out to all the closed beta testers who’ve been helping us refine the custom content tools for this game. Having seasoned community members, who love to create and share has empowered us to deliver the best version of these tools, and we couldn’t have done it without you.