We want to take a moment to share some exciting news about our progress with our game, Songs of Silence. Last week, we attended Gamescom and had the opportunity to showcase our game to a select group of journalists and creators.
It was a hectic week, but we are pleased to say that the feedback we received was overwhelmingly positive. We were thrilled to see how positive they were about our game and their appreciation of the hard work we put into it.
As we move forward, we are more motivated than ever to continue developing Songs of Silence. We are confident that with the support of our community - again, big thanks to everyone participating in Closed Beta!
We can create a game that not only meets but exceeds expectations. In the coming weeks, we will share more updates on our progress and additional media coverage. We are excited to share our journey with you and cannot wait for you to see what we have in store.
Thank you for your continued support, and stay tuned for more exciting news!
City site location placements are now better balanced between nations when using restricted city site numbers
Programming
AI improvements
AI finishes already started Wonders with more urgency
AI performance optimization
Removed more hardcoded terrain references
Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
Bugs Fixed
Tribe ruins no longer show countdown timer when tribe is extinct
Fixed city site text being updated without visibility
Fixed issues joining MP games and replay data getting discarded with map script mods installed
Fixed some map script issues when using restricted city site numbers
Adjusted improvement construction turns widget projection distance and scale to prevent occlusion from terrain
Fixed city widgets getting hidden behind camels
Fixed knockback animation incorrectly playing on secondary attack targets
Fixed autonomous cities not getting queued production refunded when it is canceled
Fixed Rider family getting negative opinion from having a tribal spouse - now correctly only applies to a foreign nation spouse
Fixed bug with modded spritesheets
Text and event fixes
These changes can be accessed on the test branch. To switch to this version:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the test branch.
Today we are implementing a couple things we have been working on for quite a while.
1. 2vs2 Feature a) We reduced the necessary level for being allowed to play 2 decks simultaneously with the 2vs2 feature. You only have to reach level 6 to be able to command two decks at once and play on your own. b) The 2vs2 feature is now also available for bronze tier :bronze:. This way new players may get "raised" and comfortable with it from an early stage on and grow to be the hunters of the oldstars. :old:
2. Deleting of Cards Some players have experienced longer loadings times but first tests show improved performance after getting rid of not needed cards. Therefore, you can delete Cards that are currently **not in decks** from today on by using the attached codes in the shop.
It is mandatory to immediatly restart the client after having used a code to activate and avoid errors!
3. Steam Group Chat We've linked the Chat button on top to the official Steam Group Chat for faster connecting with other players and to form teams or finding opponents for matches. Not as crowded as on discord for now but mods and channels are in place and waiting for you. :wave: Our main platform will remain discord but we wanted to add a more direct way of communication.
4. We have added some hints in the client that were overdue. For example, that the highest card in a deck determines in which tier you play.
New to the game or not used yet? Try this code in the shop and receive a gift: YN57-DK3U-6FEM-Q8WR-VM6P
See you on the battle beaches!
Want more fun games by Crunchy Leaf?
Our next game is Galactic Glitch, an Action-Roguelike where you can grab and throw anything on the battlefield: Asteroids, missiles, and even the enemies themselves!
We want to make it just as fun and enjoyable as Crystal Clash. So just like with CC, we would love to hear your feedback on the game, so we can keep making it better! 🎮
We've got thrilling news on the horizon! Cat Quest III, the next installment in the series, is sailing onto Steam in 2024!
Get ready to unleash your inner purrivateer as you explore uncharted territories, battle menacing Pi-rats, and experience the adventure of a lifetime. The Purribean is no place for scallywags – you'll need all nine lives to survive this epic quest for treasure and triumph!
Whether you're going solo or joining a fellow cat-venturer, the world of Cat Quest III is your oyster.
So, hoist your sails, mark your calendar, and get ready to wishlist the meow-nificent Cat Quest III:
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!
Usability Improvements:
On the Soldier Equip screen, if you drag a new weapon on top of an existing weapon, the game will automatically swap out all ammo clips for the previous weapon with those used by the new weapon.
Clicking the soldier minitabs at the top of the screen now correctly shows the position of the unit, even if they are unconscious.
Balance Changes:
Melee weapons no longer ignore combat shields.
Alenium Generator upgrade project now costs $200k instead of $500k
The construction time of all upgraded base structures is now the same as the basic version of the structure.
Updated the move cost of several types of movement so soldiers choose more logical paths through the map:
Opening doors now costs 4TU rather than 3TU
Vaulting costs 5TU rather than 4TU
All jetpack movement costs +1TU per tile, so units will land and walk rather than flying along at ground level
Bugfixes / Other Changes:
Fixed a rare crash that could occur if you tried to overwrite an existing save game.
Fixed a crash that could occur when rebinding keys in a non-English language.
Fixed an issue we introduced recently where Ctrl "force fire" for weapons would frequently not respond to mouse clicks.
Fixed rotating when shooting incorrectly not costing TU on Veteran and Commander difficulties.
Fixed soldiers not training Strength in the Training Room.
Fixed upgrading a building reseting the construction time of any buildings of that type currently under construction.
Fixed soldier inventory Time Unit move costs not working properly. This system has now been rewritten so it should now always provide the correct cost (let us know if not).
Fixed an ordering issue when tabbing through soldiers in the tactical combat which would place soldier 10 at the very end of the soldier list.
Fixed the "stores full" check that blocks engineering work not triggering correctly if you built or demolished a Storeroom. It will now detect both of these actions correctly.
Destroyed bases no longer count towards the base limit, which means players are no longer inexplicably blocked from building a sixth base if they lose one during a campaign.
Destroyed bases no longer show their radar range on the Geoscape once the Radar is upgraded.
Alenium and Alloys are no longer listed twice in the recovered items at the end of missions.
Soldier inventory screen in tactical combat now shows Max HP as the modified max HP, not the unmodified HP (so it now shows the correct value if you go into battle with a wounded soldier).
Fixed dead MARS units showing a full health bar on the post-mission debrief screen.
Fixed the empty UOO-1 research popup appearing at day 300.
Laser Recharge engineering project no longer has a tooltip.
We've got thrilling news on the horizon! Cat Quest III, the next installment in the series, is sailing onto Steam in 2024!
Get ready to unleash your inner purrivateer as you explore uncharted territories, battle menacing Pi-rats, and experience the adventure of a lifetime. The Purribean is no place for scallywags – you'll need all nine lives to survive this epic quest for treasure and triumph!
Whether you're going solo or joining a fellow cat-venturer, the world of Cat Quest III is your oyster.
So, hoist your sails, mark your calendar, and get ready to wishlist the meow-nificent Cat Quest III:
We've got thrilling news on the horizon! Cat Quest III, the next installment in the series, is sailing onto Steam in 2024!
Get ready to unleash your inner purrivateer as you explore uncharted territories, battle menacing Pi-rats, and experience the adventure of a lifetime. The Purribean is no place for scallywags – you'll need all nine lives to survive this epic quest for treasure and triumph!
Whether you're going solo or joining a fellow cat-venturer, the world of Cat Quest III is your oyster.
So, hoist your sails, mark your calendar, and get ready to wishlist the meow-nificent Cat Quest III: