We have rolled a new patch fixing some issues in D&R's Deliverance mode.
We fixed:
An issue where Blessing of Heroism added extra damage to other Blessings (including debuffs);
A bug where Saving & Exiting during a "Search" Menu (for example, while using Dreamer's Tea) and then starting a new game made it impossible to play cards;
A bug where using the Druid card "Dive" while playing with any other Class crashed or froze the game;
A bug where Guardian Angel crashed the game if the enemies attacked by the player had the buff Retaliate.
Thank you so much for sticking with us and supporting Deliverance & Reign!
And a huge thank you to everyone who reported bugs and gave us feedback through Steam Discussions and through our Discord server ːsteamhappyː
■New Character Name: Kokura Kanade CV: Suguta Hina Birthday: January 12th Height: 167cm Style: Fuuro enthusiast with a passion for collecting different suits Favourite Yaku: Sanshoku Doujun, Sanshoku Doukou
Dedicated fashion enthusiast 『My name is Kokura Kanade. I have a feeling we'll become great friends!』
・Made upward adjustments to the amount of Morale Points that can be acquired during battles with enemies in the optional battlefield “Crouching Dragons' Fierce Rumble.”
■Major Bug Fixes
・Fixed a bug that would sometimes cause the game to crash while players were fighting the boss Demonized Lu Bu during multiplayer sessions.
・Fixed a bug that would sometimes cause the game to crash while players were fighting the boss Demonized Dian Wei during multiplayer sessions.
・Fixed a bug that would sometimes cause the game to crash upon carrying out certain procedures within Character Creation.
・Fixed a bug that caused the boss Yan Liang to indefinitely repeat certain actions.
・Fixed a bug that prevented players from acquiring Genuine Qi, Coppers, and Morale Points upon defeating the boss Blindfolded Boy in the optional battlefield “Crouching Dragons’ Fierce Rumble.”
・Fixed a bug that unintentionally caused players running Ver1.120 of the game and those running Ver1.130 to match with each other in multiplayer sessions.
Hee hee hee! So, I caught a glimpse of a screenshot where the loading a saved game went all wonky. And with the Steam Strategy Fest knocking on our door...
Oopsie-daisy!
- Fixed the saving and loading for missions when Fluffy or
yours truly, Tutorington
, are hanging around.
Honestly, given all the chaos, it's a wonder this was our only little stumble. We're on a roll, aren't we? ;)
...isnt it fun when new characters take over changelogs...
Unfortunately this will not fix "already saved" games. So uh. Welp. Just abrogate them I guess!
1. Fixed the issue where UI did not disappear when merging crystal towers. 2. Resolved the problem of getting stuck easily in the fifth level. 3. Fixed the bug of missing navigation body in the fourth level.
A small patch to fix issues found in Beta 1.2 and a couple small balance changes.
Changes:
Adjusted the position of some techs in the tech tree.
Increased siege tower health by about 20%
Adjusted the length of night on size 12 levels to give enemies a bit more time to reach the keep.
Fixes:
Fixed an issue where some tiles wouldn't properly show the path.
Fixed techs not being purchasable in endless mode.
Fixed a problem with rams which caused them to not continue moving after destroying a block.
Fixed an issue where siege towers could still be damaged after linking to a block.
Adjusted when siege ladders/towers cant be damaged so that they can still be killed up to when the ramp drops into place.
Corrected the description for Battlements. It now no longer incorrectly states that they cant be build next to the keep.
Fixed an issue where battlements placed on their own would be reinforced up to one more soldier than they should have.
Made some adjustments to the code to fix an issue with the keep defenders not spawning with the right armor.
Fixed soldiers not being cleared from the top of blocks properly. When undoing a block placement this would result in the old units reappearing but not being initialized and just walking in place.
Fixed an issue with the demo campaign after beating the final level. It resulted in the game thinking the token set was always invalid.
Fixed a couple issues with the tech tree.
Fixed a rare issue with Ballista bolt impacts.
Fixed a minor UI issue when resetting the demo campaign issue.
Ten Thousand Coins: The Golden Merchant - Cynthia - Thousand Tonic
Summary of v0.10.4 Development
Game System
Big Update - Objective System
System Update - Item System
Art and Content
Content Update - Narrative
Art Update - Environment Art
Art Update - VFX
Bug Fixes
Events
Games Made in NZ
Strategy Fest
Featured Updates
Objective System
Since our older Journey system was taken offline some build ago to be reworked with the new Story Mode structure, we finally have completed a new and updated Objective system to keep track of your goals in Story Mode.
Each main objective can be tracked in this new window, along with what's called "Encounters", optional story events that the player may encounter in their playthrough which may affect the overall storyline.
Along with the main objective window, the mini objective tracker UI on the right side has also been updated. Main objective pointers have also been added to the world map.
Environment Art
Along with a constant polish of our art assets, we have added shaders to our game to help improve the visual aesthetic of our game environments. One of the shaders is a time-of-day filter which changes depending on whether it is dawn, midday, or dusk.
Contrast has also been adjusted to bring out more colours.
More Events, Play our Demo
We are very thankful for Ten Thousand Coins: The Golden Merchant to be featured in more Steam events starting very soon!
These events are Games Made in NZ, and the Steam Strategy Fest, both starting very soon and our updated demo will be made available again for a week's time! A separate announcement will be made soon when both events on on their way.
We always need more testers for our game, sign up here if you'd like to be an Alpha/Beta tester for future builds!