This update introduces some frequently requested features to the mod editor that will allow creators to make more exciting and unique custom boards.
It also brings a refresh to most of the game's user interface, improving the use of space to allow text and other items to be larger and more readable for those playing on small screens or with others sitting far from their monitor/TV.
Finally, bug fixes and other minor features/changes have been included based on player feedback.
Board Mod Feature Update
Added
Added a new trigger to the Board Space Event Component, the 'On Player Pass' trigger.
This trigger runs a set of actions as the player passes over the board space. The player doesn't need to end their turn on the board space for the actions to run.
Board space connections can be enabled/disabled while the board is being played.
You can disable a connection in the editor using the inspector.
You can enable/disable/toggle a connection at playtime using the new 'Set Connection Active' action.
New action: Display Popup
Displays a custom popup, similar to the one when you reach a trophy chest or land on a recruit space.
You can set the speaker name, speaker image, popup text and buttons that will be displayed on the popup.
You can use up to four custom choice buttons, in addition to a general "close" button (which you can also set your custom text for) that will simply close the popup.
Buttons can be set to require a payment to be pressed, similar to how the popup for the chest requires 40 keys to open the chest.
You can make the player spend keys, health, trophies or an item per popup choice. Choices can also have no cost.
Buttons can run a set of actions when pressed. They can even trigger other 'Display Popup' actions, allowing multiple popups to be chained!
New action: Set Connection Active
Allows connections between board spaces to be enabled/disabled/toggled.
If all outgoing connections from a board space are disabled, one will be enabled at random to avoid creating a dead-end.
New action: Set Board Space Active
Board spaces can be Enabled/Disabled/Toggled at runtime.
When a board space is disabled, it will act like a pathing space; players will freely walk through where it was and the space itself will be invisible.
The Logic component is now supported in board mods.
This allows creators to perform basic actions such as moving, enabling/disabling and destroying objects and spawning prefabs in boards.
Note: It doesn't have access to any actions that affect the gameboard as these can only be used from custom space events (On Player Land, On Player Pass).
Added a new board connection type: Jumping
The player will visibly jump between the two spaces. Use this to make the player jump to distant or elevated board spaces where it doesn't make sense to make the player walk.
If riding a rocket, the rocket will fly between the two spaces.
The Bunny from the Dark Summoning Staff can also jump between spaces connected by the Jump connection type.
Added buttons in the mod editor on each component and action to quickly open the corresponding wiki page.
Added a new board preset to the mod editor that can be selected when creating a new mod. It is called “Advanced Board” and includes examples of how to build some advanced features in boards including:
An item shop.
An elevator.
A path that costs keys to take.
A pair of paths that swap which is available each time a player takes one of them.
An intersection that chooses the taken path randomly.
How you could use the logic component in a board mod.
Changed
The gizmos for board space goal position now show whenever the space(s) is/are selected. All selected board spaces show their goal chest position gizmo (if the goal can spawn at that space).
Actions are now grouped by category in the action editor window.
Added a breadcrumb trail to the top of the action editor window to let you know what action on what object you're editing the actions of. This is especially useful when editing sub-actions for the Display Popup action.
Connections between board spaces will show different colours for different connection types:
White for walking
Cyan for teleporting
Orange for jumping
Grey for disabled connections
Improved the inspector for board spaces.
General UI and UX improvements.
The 'Align space to ground' button is better at locating the ground and will move spaces to the ground over a much greater distance. Previously the space had to be just above the ground for this feature to work.
The number of players to test with when entering play mode within the mod editor is now remembered between sessions.
Rocket Skewers can now use teleport connections. The rocket and rider will teleport as expected, rather than the previous behaviour of the player ending the rocket early on the board space before the teleport connection.
UI Update
The game's various screens and menus are now larger and more readable. This has been done to align the UI more closely under a single visual style while improving usability, especially on smaller screens or when playing at a distance.
Menu
Added a loading screen when first opening the game.
A blur effect has been added behind some menus, rather than the darkening effect used previously.
Moved menu headings to the bar along the top of the screen.
Moved buttons to the bar along the bottom of the screen.
Lobby screen
Players are automatically placed into slots when joining a lobby.
Player slots are slightly larger.
The saved game loading screen is larger and shows a preview image of the map.
Ruleset menu
The ruleset selection checkbox has been removed.
Selecting a ruleset will now mark it as active, rather than opening it for editing.
The button previously used to rename a ruleset is now used to edit a ruleset.
The ability to rename a ruleset has been moved to a new rename option within the ruleset while editing it.
Public Lobby browser
The lobby browser has been given a facelift, and now shows a preview image of the map/mode being played.
Mod browser
The list is now larger to allow for larger preview images and more of each mod's description to be shown.
Ingame
Boards
UI is now larger in general.
Replaced trophy icons with a trophy count, allowing higher trophy numbers to be displayed.
New item inventory screen while in-game.
Moved the board modifier info box to the bottom right corner.
When cycling through the modifier descriptions, the final input will close the description, rather than loop to the first.
Minigame Only games
Minigame only screen has been reworked to give more space to display game info.
Player podiums are now placed along the bottom of the screen.
A new pause screen has been added.
The options menu can still be accessed from the pause screen by selecting the options button.
The post-game statistics window is larger.
Other Updates
Added
Added flowers to the cactus disguise that match the player's color.
'Max Players' in a lobby can now be set to 2 or 3.
Added first to 10 and 20 trophies options.
Added 60, 120 and 300-second turn timer options.
Added a notification in the lobby if you are currently loading a saved game.
Changed
Minigame rewards
Item drops after minigames have been adjusted slightly to be fairer.
If multiple players tie for the same placement in a minigame, they will always be given the same item.
Certain items can only be earned by achieving specific placements. E.g. You won't have a situation where players in second earn a rocket while those in first don't, as only first place can be awarded a rocket.
If a player receives no item, players who got a lower placement than that person will also not be given an item.
Controls
Updated plane minigame controls for controllers.
The left stick can be used to steer the plane up/down/left/right.
The right stick is closer to traditional flight controls with up/down affecting pitch and left/right adjusting the plane's roll.
Changed the controls on some car minigames to all use the same button to accelerate (Accept) for consistency.
Custom Player Names
Changed how default player names work so the only names that can be set are a default name based on the user or slot, plus all of the custom names. So there's no more "PlayerName (1)", "PlayerName (2)", etc. clogging up the name list.
E.g. The player in Slot one can use either their steam name, or any of the custom names. The player who joins slot two can use either "Player 2" or any of the custom names, and so on.
Unfortunately, any custom names you have saved may be cleared by this update.
Other
Increased the brightness/visibility in some darker minigames.
Performance
Worked on performance and stability improvements but may also cause new issues. Let us know if you see anything!
Overhauled memory usage within the game.
Fixed memory leaks.
Memory usage is more consistent.
Loading times when entering and exiting games is slightly faster.
The game's filesize when installed has been reduced by about 1 GB.
General performance improvements across many minigames.
Mod prefab stability improvements.
Fixed
Fixed third-person camera input being twice as strong on the vertical axis than the horizontal axis.
Fixed a bug causing custom names not to be applied occasionally when entering a game.
Fixed many issues with loading saved games.
Fixed softlocks when loading a game with a weapons cache when you're current ruleset disables the weapons cache, and vice versa.
Fixed chest spawn issues when loading a game with fake chests while your ruleset disables fake chests, and vice versa.
Fixed several instances when returning to the lobby where it would try to load a saved game that you had loaded previously, rather than starting a new game.
Fixed bugs when players join an online lobby after saved data has been applied to the lobby.
Fixed missing button icons for the steam controller and controllers using steam configuration.
Removed
Removed the first to 6 trophies options
Removed the 25-second turn timer option
You can no longer add extra players when loading a saved game. i.e., if a game was saved with 3 players, you can't continue that save with 4 players.
This was not an intended feature and many aspects of the game would become unstable when this was performed.
Symphony of War: The Nephilim Saga - Dancing Dragon Games
Hello everyone, it's finally here! Our first content expansion pack for Symphony of War - Legends DLC, which adds a huge amount of new experiences and replayability!
To access New Game+ please complete the final boss once!
NEW CHAPTERS AND STORY CONTENT: -Added 8 new chapters, which can be accessed at various points in the main story, and never expire. These chapters scale to your story progress (not your level) and offer many new types of map designs and challenges, as well as unique new artifacts released in the DLC. Several missing pieces of the main story are told in these chapters, as well as some pieces of the past, with foreshadowing to new aspects of the future as well] -General Ragavi has been upgraded to a full-fledged story character, complete with portrait, and available conversations and bonds
NEW UNIT CLASSES: -Field Cannon: T3 firearms unit with cavalry movement -Oracle: T3 support class that casts a shield on your entire squad -Arbalest: T3 Archery class that fires 3x the bolts at 40% strength, and comes with a large shield that protects against enemy ranged attacks -Dark Mage "T4" Mage class that inflicts the very debilitating "Curse" effect -Necromancer "T4" Mage class that greatly assists and controls in the creation and maintenance of undead units -War Cat: A large beast (Like dragons) with all aspects of Light Infantry, scaled up to a giant panther -Behemoth: A direct upgrade to the War Cat with a very powerful claw swipe -Unlockable super duper secret flying class upon completing one of the DLC chapters -Multiple "Risen" undead minion classes
NEW GAME+: Too many options to list - you can do so much with New Game+! Finish a playthrough for a big haul of "Memory Fragments" which you can use to re-purchase old units, artifacts, etc, at the memory shop in home bases. You keep accumulating Memory Fragments when beating levels and doing more game clears. You can potentially have an entire army of undead, or, let's admit, multiple Dianas and Beatrixes! Craziness.
NEW ARTIFACTS: -9 awesome new Unique Legendary Artifacts added, which are acquired via the 8 extra DLC chapters -8 New Artifacts of uncommon, rare, or epic quality new available for random drops or appearance in shops
NEW TRAITS: -7 New unit Traits new available in the DLC -6 of these are also available via new Trait Tomes -2 new class change items, one to unlock Dark Mage, the other to unlock Necromancer -"Mark of the Risen" use to summon Risen undead minion units into your army
---
--- VERSION 1.10 UPDATE! Alongside the Legends DLC, we are also launching a large free patch, which includes a bunch of QoL and is quite compatible with the Legends DLC content, but also enhances the existing game! These updates include:
LUDICROUS DIFFICULTY! They've gone to plaid! The brand new Ludicrous difficulty cranks up the enemy AI to become quite clever and ruthless. In addition, the game pulls back a bit on your resources, and gives the enemies a slight stat boost in addition to their far smarter AI. For all combatants, runaway offensive power has been curtailed in the mid to late game, keeping those engagements interesting all the way until the end. Go Permadeath on Ludicrous for the ultimate challenge!
Ludicrous difficulty requires competing Warlord difficulty to access.
HOVER TOOLTIPS With both controller and mouse, you can get hover tooltips for various information, such as traits! We will continue to add more functionality to this new feature.
ENEMY CAVALRY CAN HIT AND RUN Watch out, all enemy cavalry squads can now move after attacking, just like you can. This makes them especially deadly when used en masse!
FREEDOM OF MOVEMENT You can now flip switches, take teleporters, and in some cases find treasures without using up your movement points or your action in a turn! It feels so much better now.
REVAMPED FINAL BATTLE Don't want to spoil it too much, but the final boss is a lot more interesting now.
END GAME KILL/SURRENDER/DEFEAT/TURN TRACKER After beating the game, you are now given a final tally of your turns taken, kills, surrenders, and defeats, with a window trim based on difficulty level! The game also tracks these in your save files along the way.
ARENA REWARDS REVAMP We have rebalanced arena rewards to change up the incentive structure so you don't feel compelled to spam bronze arena a million times for the best outcomes. For example, S rank Platinum arena now yields a guaranteed unique legendary artifact!
QUICK VIEW UI EXPANSION There is a new quick view mini-window to view squad leader traits and equipped artifacts for at-a-glance convenience!
RUSSIAN LANGUAGE SUPPORT In addition to German, Spanish, French, BR-Portuguese, Chinese, Japanese, and Korean, Symphony of War now comes with Russian localization.
MULTIPLE BUG FIXES
Thank you so much for your continued interest and support!
Since the launch of Minecraft Legends, countless heroes have answered the call to defend the Overworld – and together, you have toppled almost 20 million piglin bases!
Rally your allies and let’s see if we can reach that monumental milestone. Everyone's progress will count towards this goal, so head into Campaign and destroy as many piglin bases as you can!
To celebrate, we’ll release a free Legendary skin to use in game. Keep your eyes peeled for updates on your collective progress! For more details, visit https://aka.ms/Legends20Million
Today we released Dawn of Wonder, accompanied by a free update for all owners of Victoria 3.
Please do not use this thread to report any new issues you discover - but rather file any bug reports in the bug reporting forum, thank you!
We can not give any guarantees that save files from 1.3.x will be working in 1.4 without issues which is why we recommend that you roll back your game to the previous version and finish any ongoing games you want to finish before updating to 1.3. More information on rolling back your game version can be found here! (TL;DR is go to properties in Steam -> Betas -> select the version in the dropdown list). This is especially the case due to map changes, such as Vancouver Island.
Day/Night cycle, configurable from the Theme Selector
Lighting effects added to many new and existing gfx entities
Night time soundscape now differs from daytime
Festive clothing added for pops celebrating Carnival, Midsummer, Diwali, and royal weddings in Eastern Europe
New Day/Night UI Theme added
Day/Night themed paper map with zodiac illustrations
Greenwich Observatory, Wat Arun, Temple of Poseidon, and Martand Sun Temple added as map decorations
Pocketwatch, Candle, Atabey statue, and Hongshan statue added as table decorations
Day/Night themed stagecoach
New loading screen art
Fixed some issues with goods substitution that was causing certain goods (such as oil in the early game) to not be demanded in correct amounts
Subjects no longer remain in their overlord's market during an independence play/war
Subjects no longer pay taxes to their overlord during an independence play/war
Garibaldi will now stick around in minor Italian cultured nations, even in peacetime
The American Civil war will now only ever happen as a result of a revolution to preserve, expand or abolish slavery
Admirals with Escort Convoys orders now reduce the amount of damage done to convoys under their protection, scaling with the defensive combat stats of their ships
Added strait adjacency to Vancouver Island
Replaced all technology cost modifiers with technology speed modifiers, as these scale better and work properly with temporary modifiers such as from Interest Group traits
Convoy Raiding damage is now partially randomized
Randomly generated characters will now get up to 3 attempts to find a name that is unique among their country's characters
Added a Portuguese admiral active in 1836
Added Wikipedia links for some historical leaders of popular and recommended nations
Loyalists are now gained much slower due to high Legitimacy levels
Standard of Living improvements now create more Loyalists while at the highest Legitimacy level
Construction Sectors now use 3 infrastructure instead of 0.2
Belgium no longer starts with an illegitimate government
Fine Art can no longer be fully substituted by purchasing Services instead
Added Dye Plantation potential to Haiti and Santo Domingo states
Slowed the progress of Cement the Rightful Dynasty for all legitimacy values below 90.
Removed extra starting Arts Academy in Austria from history files
Lanfang now starts with the Academia technology
Papal State starting trade route for Art now goes to Spain instead of Austria
The AI (and autonomous construction) will now stop constructing in states with no workforce once the current available infrastructure is mostly used up, to avoid an endless cycle of constructing unused building levels
The AI is now less likely to accept peace deals or capitulate if the whole country will be annexed
The AI will no longer change who it is supporting for a Unification when at war or committed to a side in a diplomatic play, except to remove support for a country they are at war with (fixes an exploit with abusing temporary attitude changes from diplomatic plays to gain supporters)
The AI for countries with the Economic Imperialism strategy is now more keen on opening up Japan's market
The AI is no longer incorrectly biased to use only Anchorage PM in Ports
The AI is now less inclined to support unrecognized powers against fellow recognized powers unless they have a strong reason to do so
The AI will now take the decision to reduce Haitian debt.
The AI will now take the decision to annex Kraków as Austria.
Performance when playing with mods that add Interest Groups has been improved
Added a setting to cull distant buildings
Optimized the memory consumption by building particles
Optimized the trade routes panel
Performance improvements for character rendering
Particle Optimization
Optimized the graphics for the day and night cycles
Reduced the number of cars spawning on roads late-game
Added a Theme Selector to the main menu and ingame menu
Buildings can now be pinned to the outliner
Added a new read out to the war panel that exposes an AI controlled country's willingness to capitulate in a war
The player now gets a notification if a country that they are at war with (either as a co-belligerent or as an enemy) goes into default, making them more likely to capitulate or accept peace
Amended the character panel with a zoom-to button that orients the map to the location of the character and a location to the panel subtitle
Show Strategic Region names instead of Country names in the Declare Interest Map Mode
The cost tooltip for technologies now explains the penalty for unresearched technologies in earlier eras
Add flavor description to the Interest Groups' tooltips
Added a toast message indicating new and old ruler when they are changed.
Hide the "Trade Routes" section in the Goods Details panel for non-Tradeable Goods.
Add shortcut to the Goods details panel in Goods right-click menu
Sea Node tooltip now tells you how many of your convoys are passing through the node
Change the default keybind for Decisions from F12 to F11
Zoom-to buttons are now disabled when you are already where they would take you
Remove the support value shown on Agitators on the Political Movement panel since Agitators now give a multiplier and not a flat support bonus to the movement
Show all potential Diplomatic Actions in the right-click menu for another Country instead of only showing the currently possible.
The Agitator concept now has more information included
Add functionality to instantly create a Trade Route to your Market when looking at the details for a Good in a foreign Market
Add more actionable information to the "Establish Import/Export Route" tooltips (Price, Balance, Sell/Buy Orders)
Make the back button the Sway Offer always go back one step, instead of going back two when a Offer type is selected.
Added a list of IG icons after the name of the Party in a few places throughout the UI
Add enactment cooldown to the setback concept tooltip
Added information about the new leader and ideology to the "IG Leader Retired" Notification
The Hegemon final objective now displays how much of a share of the global population you currently control
Removed confusing checkmark boxes from Healthy Economy Game Concept
Diplomatic Action map interactions will now display the correct cursor
Moved "Cut Off Buildings" setting to advanced graphics section (renamed to "Cull Distant Buildings")
Long graphic card names no longer displays out-of-bounds in settings menu
Vancouver Island isn't connected to British Columbia by land anymore
Map borders now blends better with the map
Updated the look and feel of the New Game Screen
Fixed text and scale on VotP map (VotP)
Fixed the issue were the equator was gone on VotP map (VotP)
Blue flag event marker is now scaled better
Tweaked "Forbidden City" texture values to closer match the rest of the adjacent buildings.
All port buildings now start as "small" size
War Machine factories should no longer cause clipping issues in cities
Added 'kill_population' and 'kill_population_in_state' effects
Character templates can now define a command HQ and rank
New compare triggers 'global_population', 'total_population_share', 'total_population_including_subjects', and 'total_population_including_subjects_share'
Added a 'pop_type_percent_state' trigger that checks whether the scoped state has X% of its population belonging to the specified pop type
Added an 'ignore_battle_conditions' console command
Added a 'noshortages' console command that prevents penalties for supply shortages in Buildings
Added a 'fastincorporate' console command that incorporates states immediately
Added a 'nosupportloss' console command that prevent countries from losing war support
Added a 'month' compare trigger to check the current game month (useful for seasonal dress-up)
Adds console command 'Logging.PopGrowth' to print the birthrate and mortality rates for each Standard of Living level
Added workaround for crashes related to Intel high end CPUs
Unique interest groups are now calculated on creation, rather than in a country's history, allowing revolutionary countries etc. to inherit their parents' unique interest groups
Fixed localisation errors related to France's Natural Borders
Fixed various scope issues in agitator law events
Fixed erroneous scoping in "A Clause is Coming to Town" event
Fixed a spline network crash
Fixed an issue where colonization would be prohibited by other countries with claims even if they had no access to what you were trying to colonize
Fixed a bug that allowed combat units to have more demoralized soldiers than actual soldiers in the unit
Improved MP stability by resolving Out of Syncs resulting from flawed cache operations
Fixed a bug where it was possible to use the 'Transfer Subject' wargoal on Customs Unions and Personal Unions
Fixed an issue where trade route levels would alternate between increasing and decreasing every week due to inconsistencies in profitability calculations
All countries that can create Interests now gain an active Interest in their capital region with no delay
The Vox Diaboli event will no longer fire in atheist countries
Fixed a bug where the zoom button to an Admiral raiding convoys got hung-up on zooming.
Buildings can no longer be queued past the level limit while they are in the private construction queue
Only show savegame incompatibility warning popup when the save is incompatible
Fixed a bug that would prevent the reform government mode from closing when confirming a government with low legitimacy, potentially leading to one or more IGs being visually duplicated
Children no longer experience early hair loss
Fixed an issue in diplomatic play clean up for dying countries
Generated heirs are now subject to the default character template like all other characters
Fixed a bug where the game would keep trying to spawn a Civil War without any uprising States
Fixed a bug where the player as observer without country could still receive notifications
Fixed agitator home country tooltip displaying NULL_OBJ
Fixed a bug where the Buildings Panel would have clickable buttons under "Potential Buildings", for buildings that cannot be built
Fixed notification saying that country was swayed by itself when it was swayed by one of its subject countries
Added a long cooldown to the DEI breakup event, so that choosing option c (continue to exist as DEI) will not cause the event to spam endlessly.
Fixed the bug when becoming non-independent for two neighboring countries in the same state region didn't allow to set up trade routes
Fixed the bug when a low number of convoys due to convoy raiding would not apply to excess convoy calculation
Fixed a bug that would cause error log spam when hovering over the acceptance indicator when proposing wargoals to sway a country in a diplomatic play
Fixed a localization error in the trigger description for is_unification_candidate
Fixed some cases where relations with overlord and top overlord were not being checked when starting diplomatic plays like Conquer State against subjects
Fixed issue with Increase Relations Tutorial not triggering
Reduced spawn rate of certain African colonial events
Fix notification names overflowing in the Message Settings
Fixed an OOS due to the construction queue validation erroneously running during cache recalculation
Fixed a bug related to fetching the ruler title from the government type in an effect splitting up on_government_type_change into two parts, putting the setting of ruler into a second effect on_post_government_type_change
Fixed notification for new Trade Route mistakenly predicting it to "shrink to level -1"
Fixed a bug when sometimes rank loss couldn't be stopped by increasing the prestige
Fixed a bug when newly released country manpower in barracks wasn't properly updated and country had an empty armies that doesn't refill
Fixed the bug when died recruitable characters created field promotions
Construction queue duration estimate is now more accurate
Subject country name is now correctly displayed in 'join side' diplomatic play notifications
Fixed an UX issue that would cause a lone X to appear in tooltips for character interactions that cannot be executed
Fixed an issue that could cause tooltips for `add_modifier`, `add_enactment_modifier`, `remove_modifier`, and `remove_modifier` effects from displaying incorrectly when the modifier has an apostrophe in the name
Obligation Alert will now display the correct country in all situations
Removed repeat economic law stance in anarchist ideology
Legitimist monarchs no longer kill each other in rapid succession when generated
Limited rate of African colonization event spawn
Giovanni Gentile will now advocate for fascism in Italy rather than Siam, and Ernst Röhm is now a protestant
Fixed CTD which happen while new state was spawned after another state had been removed
Fixed a bug when "Oil Rush" effects or similar wouldn't increase employee count in a building
Fixed CTD when stateless building tried to access impossible array size
Fixed CTD which happen while new state was spawned after another state had been removed
Map interactions involving HQ's will no longer contain duplicate UI entries
Diplomatic Action map interactions no longer allow clicking on invalid interactions
Changing shader quality to low should no longer cause rendering of the map to display in water.
Fixed OOS related to Player Data
Added entries for some missing modifier localization
Infante Alfonso Carlos, Duke of San Jaime will no longer spawn as a Legitimist ruler before 1931 (VotP)
Fixed crash when switching the graphics settings in the main menu after returning to it from the game
Fixed an issue that prevented the Alaska Purchase from firing if the USA had a higher GDP than Russia
Improved script for Government Petitions Journal Entries so it only looks if the Interest Group is powerful or not
Lowered pop needs max supply share for Services and increased weight for Art
Fixed issue with unlocalized Sea Node in the Atlantic Ocean
The tutorial now explain why you can join a customs union
Fixed incorrect text in additional income and additional expenses
Declare Interest Tutorial will now select a region for you to declare an interest in instead of looking for available interests
Removed potential for duplicate Bismarcks
French heirs will now have the proper ideologies
Bohemia can now form Czechoslovakia
The Belle Époque no longer invalidates erroneously
Revolutionary events will no longer occur in unincorporated states
Ships should no longer disappear at the edge of the camera view
We are thrilled to announce the much-anticipated arrival of the third Major Inkulinati update, specially crafted for your enjoyment. Brace yourself for new and exciting Beasts, features, Tiny Inkulinati Master, Battlefields, and other improvements that will add more Medieval manuscript sparkle to your Inkulinati experience!
First and foremost, prepare to meet the brand-new Inkulinati Master - the Ape Professor, who brings with him the unique and highly formidable Ape Army. These fresh warriors will undoubtedly add a whole new dimension to your gameplay, offering thrilling challenges and strategic opportunities like never before. They certainly don’t… wait for it… monkey around.
The Ape Professor is equipped with three Hand Actions: Awakening (wakes a friendly beast up from their Nap and gives them an additional Turn in the current Chapter), Mass Headache (gives a Headache to up to three selected enemy Beasts), and Swat with Infection (strikes the selected target for 5 damage and Infects it). In Duel mode, The Ape Professor has five Talents to use: Plague Immunity (Professor is immune to Plague), Painful Fingers (moving enemies with hand Actions cause Headache), Ape’s Anger (when Tiny gets damage from an enemy attack, a random enemy Beast gains Headache), Plague Business (for every infected Beast on the Battlefield at the end of the Chapter, Tiny will gain 1 drop of Living Ink), and a Non-Daily Headache (if Professor's health drops below 50%, a random enemy Beast will gain a Headache at the beginning of each Chapter).
The Ape Professor and his Ape Army.
Now that we introduced the new Inkulinati Master, allow us to tell you a bit about the Professor’s formidable Ape Army, featuring the mighty Broom-Wielding Ape, Belt-Wielding Ape, Goblet-Wielding Ape, and the ever-curious Professor's Assistant. Their extraordinary capabilities are an adventure waiting to unfold in itself, so we will leave the joy of discovering their prowess entirely in your hands. However, we’ll leave you with one tip. What unites almost all Apes (except Profossor's Assistant, he has more important things to do) is their profound appreciation for Frenzy. Each Ape soldier possesses one level of Ape's Frenzy, which will increase by 1 at the end of their turn. Now, you may be curious about the wondrous effects of Ape's Frenzy. As this captivating Frenzy takes hold, it removes Infection, and with each level gained, random effects will be added to Ape’s attacks. A word of caution though: just like with everything in life, it’s all about balance. Should Ape's Frenzy exceed the maximum level of 3, a Headache will befall, leading to a loss of the Ape Frenzy status. As with any great power, moderation is indeed the key to triumph.
Ape Professor and Apes.
But that's not all! Alongside the captivating addition of the Ape Professor and his Army, we're introducing a series of fresh, new Battlefields that promise to immerse you in visually stunning and tactically diverse settings. Your battles are about to become even more thrilling and unpredictable.
Two examples of new Battlefields.
As seasoned tacticians, we understand the importance of honing your skills. With this update, we proudly present the opportunity of a lifetime. You may now fine-tune your Inkulinati tactical prowess with new Intermediate Lessons in the Academy. Our newly added lessons will teach you some new cunning tips and tricks that will elevate your gameplay, ensuring you can outwit any opponent that crosses your path. Just imagine the look on your friend’s faces when you battle them next with your new found knowledge…
New Intermediate Lessons in the Academy.
With these exciting additions, we're pleased to introduce a new "pause" feature that’s designed to make your life easier on your Journey mode adventure. Based on your feedback we’ve also re-jigged the Dance Macabre, and we’ve implemented a lot of other various enhancements. For a complete breakdown of all the changes, please refer to our Changelog below. Enjoy the new Major Update and we look forward to speaking with you again soon.
Until next time,
Your Yaza Games and Daedalic Teams
Changelog
Update version 1.42.0.0
This Early Access update includes brand new content, as well as a list of improvements and balancing changes.
New Content
Added new Tiny Inkulinati Boss – Ape Professor, who is also available in Duel Mode
New Boss battle in Act VII (against Ape Professor)
New battlefields in Journey mode
Balance
Hand Action Draw Lazy Hell’s Maws – increased cooldown by 1 (to 3), reduced range from 5 to 2 fields
Cheaper Beasts Talent changed – Beasts with a base cost greater than 7 are now 2 drops cheaper instead of 1
The Inky business Talent guarantees 3 Ink drops instead of 2
Cheaper than Cheap Talent changed – now Beasts with a base cost of 7 or less are cheaper
Reduced the cost of drawing a Donkey Bard from 9 to 8
Increased the cost of drawing Pigeons:
- Sword-Wielding Pigeon – from 5 to 6- Spear-Wielding Pigeon – from 5 to 7- Bow-Wielding Pigeon – from 5 to 7- Increased the Mighty Hare's Health from 20 to 25
Cure added to Bishop Cat action “Purr purr purr” and Bishop-like Creature action “Mass Healing”
Trumpet-Wielding Skull actions changed and renamed:
“Sleepy Honk” changed to “Painful Honk”: now inflicts Danse Macabre and causes Headache
“Trumpet” changed to “Infectious Music”: now inflicts Danse Macabre and infects enemies
Post-combat healing added to Master difficulty – now Tiny heals for 3 HP
The difficulty level of the Battles in Act 1 and 2 has been lowered
Rematch Beasts Health reduction increased for Hard and Master from 0.25 (Hard) and 0.1 (Master) to 0.5
Increased the Ink limit from 50 to 99
Changed Beast prices and Hand Actions in the Shop
Added a new healing option in the Shop – 15HP healing for 100G
Non Battle Locations Balance Changes
Alehouse – Health regeneration increased from 2 to 5 and the first option is now free. In the rest of the dialogue options, the health regen has been increased from 3 to 8, from 4 to 8, from 5 to 10, respectively
Bard – Gold income reduced from 200 to 150 in the third dialogue option, life regeneration has been added to the last dialogue option (+5)
Goose – Life regeneration has been added to the last dialogue option (+5)
Inkulinati Guild – Gold income removed from last dialogue option
Masters Cousin – Life regeneration has been added to the last dialogue option (+5)
Scriptorium – First dialogue option is now free. Life regeneration has been added to the last dialogue option (+5)
Treasure – Gold income reduced from 150 to 100 in the first dialogue option. Life regeneration has been added to the last dialogue option (+5)
Tree – Second and third option cost less – from -30 to -15 and from -60 to -50
Alchemist – Health regeneration has been added to the last dialogue option (+5)
More Prestige after Boss fights in Acts:
- VI – from 75 to 125- VII – from 75 to 150
After winning the Battle with the Beast’s Lair, the player gets a Hand Action or Talent, not a Beast
UI and Effects
Added information to the pause menu about:
- Act number (only in Journey) - Chapter - Difficulty level - Apocalypse type - Number of chapters to the Apocalypse
Added an Indicator for new Beasts, Hand Actions, and Talents in the Bestiary
Bug Fixes
Can’t start the boss fight with Godfrey in I Act on easy
Bishop Cat's Beast Action Purr Purr Purr heals +5 and an additional +3 (the bug affects all versions except Win Steam)
Head Exploder can be a target of allied Snail's Devour Beast Action
Other minor bugs have been fixed
Texts and Localization
Improved descriptions of Beasts and Level objects
Localization updated for all languages
Other Changes
A complete redesign of Danse Macabre
Changing the spawning algorithm of objects occupying a field during Random events – they only spawn when adjacent fields are empty
Camera changes – limiting the number of zooms and unzooms, returning more often after performing an action to the player's camera settings
One of the spawner battles moved from Act VII to Act VI before the Boss fight
The number of Beasts available in the Shop increased to 5
The limit on the number of beasts that can be collected in Journey Mode has been increased from 10 to 12
The limit on the number of Hand Actions that can be collected in Journey Mode has been increased from 8 to 9
Known Issues
Beast Boredom reduction tooltip/ overlay is not correctly dismissed after selection
The text with information about the effect applied to the beast/Tiny appears twice
Trumpet-wielding Skeleton - Plague Bringer does not trigger when flying past enemies The achievements of beating Godfrey, Hildegard and Dante if beaten at the end of Act 1 are not triggered
Bestiary - Lower-most row icons have an offset mouseover trigger area if they are too close to the tab's lower border
The achievement First Steps does not trigger
Initially occupied Gate is skipped when Beast is pushed/ shifted against an adjacent enemy Gate
Sometimes the indicator for new Beasts, Hand Actions, and Talents in the Bestiary does not disappear
AI difficulty modifiers affect Player vs. Player battles' starting HP in Duel Mode
Professor's Assistant triggers the achievement "Absolute Efficiency"
Nap removes 1 level of Ape's Frenzy
Act 6 - Inkulinati vs Beast’s Lair battle does not provide Hand Action or Talent rewards
Asian fonts are displayed as box characters in the talent OnActivation notifications (MAC versions only)
It's been a while since our last Demo update - and that's because we've been busy working on a lot of new features and content for the game!
Here's a few sneak peaks to some of the simpler stuff that we've been working on that isn't top secret redacted content -
Animations for every entity in the game:
New minimap / boss preview (top right corner):
In-game bug reporting feature:
More top secret beta content?
There's a looooot more we've been working on, but we aren't ready to reveal that yet! We're almost done with the second class, we have additional difficulty systems implemented, a new boss for every act, and even more [REDACTED] systems that we are experimenting with!
Wishlist and follow us on Steam! We will likely be starting a devlog to reveal these new game features in the near future!
The second class has a new energy mechanic?!
None of the features we've mentioned in this post are ready for the public yet (content creators beware!), but we're looking to expand our playtesting pool to have more feedback on what's working and where to improve!
If you might be interested in helping us playtest, please join our Discord server here and ask for the playtester role! We appreciate all and any ideas or feedback you have for us.
We're trying to make the best deckbuilder possible, and that doesn't happen without listening to your feedback!
In this update the russian translation has got a few changes and optimization is on a new level!
On my developer machine I can reach 120FPS now on highest graphics without Nvidia DLSS enabled at peak with 5120x1440 pixels resolution. In small areas the framerate drops to at least 85 FPS.
I hope I did everyone a favour playing Their Land! Tell me how it worked in the Discord Server! <3
If there are severe translation errors, also let me know at the Discord Server. Thank you!
We think you deserve a few words of explanation. As you may have noticed, we have changed the game's release date to 2024.
We are a small studio, creating the project in our free time. Life always verifies plans - no matter how cautious they may be. Work is progressing, but not as fast as we would like - and unfortunately there's not much we can do about it.
We want to finish the game and we will! However, we had to - we hope for the last time - move the date on which we will be successful to next year.
We hope that despite this, you will stay with us and that the joy of the game will reward you for waiting longer. We will try to update you more often about the progress from now on (please also visit our social media for more information).
In Regards to upcoming release dates, there are two! On September 1st the single player Demo for Wild Omission will become available to download. As for the full game, It is difficult for me to give an exact date at the moment. By current estimations I feel that you could reasonably expect the full game to launch into early access in November!