You can now customize every difficulty setting individually, including turning off taxes and removing the impact of lead designers
There's a new logo editor, which uses a much more intuitive layer-based system. It is not as powerful and efficient as the old editor, but the old editor is still available.
Multiplayer
You can play up to 4 players on a map at a time. Each player starts on each side of the map. You are all playing in the same market, with the same competitors, deals and distribution platforms. You can outsource tasks to other players, and trade stocks, plots and intellectual property.
Price change
The game's price has increased, not only to reflect the addition of multiplayer, but also the size of the game at this point. I initially wanted to release the game for $20 after working on it for about 3 years. We're coming up on 10 years next year, and the scope has gotten so much larger than when I started. I expect to have a launch discount when multiplayer releases officially. If you don't care about multiplayer, there's a cheaper LAN-only DRM-free version available.
Patch notes for Beta 1.7.1
Changes
Added multiplayer
First day now starts at 7AM and employees will arrive same day if they are hired before their scheduled arrival
Overhauled difficulty structure, difficulty mods will no longer work until updated
Added ability to customize difficulty
Disabling taxes, removing effect of lead designers, removing fires and removing burglaries are now difficulty options
Added new simple but less powerful logo editor
Added ability to enter precise amounts when buying stock
Added option to auto save every x minutes in build mode
Server choices for design, updates, contracts, deals, etc. are now saved to file
Added ability to send employees home for several months by using scroll wheel on the send home button
Added compass
You can now see how many tasks a team is assigned to during assignment
Awards will now end up in inventory when they are not directly being sold, but just removed as a result of other actions
Employees will also start complaining about computers that are slow due to age, as well as condition, to warn player of old computers
Employees will now react immediately to player changing a room's team assignments
Added lightstrips to conveyor belts to make it easier to see which are turned on
Changed how company assets are divided among shareholders when a company bankrupts, so it will be distributed even if less than 10% of the company is listed
Quit confirmation dialog now asks whether to save instead of whether to quit
Bug handling has changed to use method Product.ChangeBugs(startBugs, bugs) and Product.FixBugs(fixes), data mods will be auto upgraded on load
Updated Steamworks SDK
Fixes
Fixed shortcut panel not clearing after moving or duplicating furniture outside of build mode
Fixed player work on design and development deals not actually applying to end product
Fixed not having to pay for licenses when updating software if not also fixing bugs
Fixed furniture rotation sound stacking after placing multiple furniture at a time
Fixed placing a room duplicate in an existing room charging for all walls of the new room instead of just the necessary split
Fixed wall mounted furniture being placed on top of each other when duplicating room inside another
Fixed cases of doors and windows not getting copied over when cloning rooms
Fixed all undo bugs when dealing with awards
Fixed issues with basement rendering in first person mode
Fixed subsidiaries failing to retire lead designers
Moved security desk from Staff to Security function category
Fixed game saying tutorial has more steps than it had due to skipped parts
Fixed not being able to use close window shortcut with tutorial active
Fixed furniture modding tool breaking mod when refreshing mesh in Model menu and then saving
Fixed issue when a furniture's point of interaction inside an atrium resided in an adjacent balcony
Increased window margin to the left of the screen so titlebar doesn't become inaccessible
Fixed rooms becoming inaccessible to all teams if it is surrounded by other rooms outside
Fixed game not fetching all languages that share language codes from Localizor
"Missing qualified employees for a project"-message now specifies whether it is in regards to an update, to clear up project management issues
Fixed all interior doors not coming back when undoing selling plot
Reduced compression of character animations to remove foot sliding
Fixed noise visualization not working when rooms don't have default floor mapping
While doing some testing i noticed one more bug so i decided to do quick follow up update. I thought that i might as well give small buff for some of the weaker items. Cockroach felt by far the worst defensive item so i did small rework for it.
Fixed arena bonuses not working with Strange Guns
Cockroach now gives 20% damage bonus while at 1 health
Increased Suspicious Mushroom attackspeed from 10-100% to 20-100%
Increased Reload Gloves reload speed from 10-20% to 15-25% (It was actually weaker than intended)
- Updated keybinds in menu to fix missing keys (altfire,reload,changeskin,restartlevel,pause menu) - Tweaked visual effects of areas (mostly with PostProcess) - Fixed the Infinite Forest Rift not loading a certain level - Fixed pause menu not appearing when pressing Escape - Fixed alt fire (double shot) leaving negative amount amount in some cases - Fixed slider not working for EnteringRift sound - Fixed player having control while dead - Fixed a bug causing "Rifts Closed" in hub to increase by 2 in some edgecases - Fixed bug in Rift data not updating properly on the Rift Gateway screens
To know more about MagmaPora you may visit this link: Here
MagmaPora Continent
The beginning of a New Adventure on an unchartered territory. Unveil the untold secrets of this foreign land where the landscapes have been forged by the flowing lava. Discover a new set of equipment that transcends legendary bounds. A new dungeon where you can unearth secrets and a new type of fellows that can withstand the heat of Magmapora.
Those who are not Crokhoons will not be able to endure the blazing heat of this region without a protection so watch out for the Feiry of MagmaPora: a debuff that will slowly drain your health.
New Areas
Crimson Furnance Village
Crimson Furnace Village is nestled within Magmapora, a volcanic-themed region renowned for its treacherous lava flows and molten rivers. The village is perched on the edge of a colossal volcano, surrounded by steaming geysers and molten rock formations that give it an otherworldly allure. It is inhabited by Crokhoons which are known as the Great Artisan of Midellas they have been blessed by the God of Fire to withstand the heat of MagmaPora.
Abandoned Mine
Is a unique and captivating addition to the Magmapora expansion of Riders of Icarus. It offers players an opportunity to experience the duality of beauty and danger that defines this volcanic landscape. Your journey into the mine will test your mettle, forge bonds with fellows, and reveal the secrets of a place long forgotten by time.
Crimson Forest
The Crimson Forest is a breathtaking oasis of life nestled within the heart of Magmapora's tumultuous volcanic terrain. Here, life flourishes in defiance of the relentless heat and molten fury that surrounds it. Towering trees, adorned with leaves of deep crimson, reach toward the skies. Crystal-clear streams meander through the forest, providing a sanctuary for the exotic creatures that call this place home.
Forest of Illusion
The Illusion of Forest exudes tranquility, but it also presents formidable challenges. Hidden within its depths are new monsters and trials that will test your skills and courage. Coordinate with fellow Riders to overcome these obstacles and earn coveted rewards, proving your mettle to acquire and uncover the mystery of the Princess.
Rider's are you ready to explore and discover the secrets of the land of Magmapora? Your fate in this unknown land awaits!
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Fixed some UI bug. Refactored some code. Added Bunny's video game room.
----------------For communication purposes only, no need to read---------------- I've actually updated again, are you surprised? I've already seen several nostalgic comments. Thank you very much.
The videos on the video game room screen are recordings of some small projects I made while learning Unity since the summer of 2020. When I revisited my previous projects and realized how small, almost imperceptible, daily progress can accumulate over the years.
I heard that if developers don't update for two months, people assume they've given up on the project. At that time, I found it amusing, thinking, "Why not just update and continue? It's not that difficult." Now, exactly two months later, I want to continue updating this game.
However, when I looked at the previous code, I had no idea where to start. That's when I realized that many people don't continue updating because it's not just about adding a few lines of code. It's because the previous code is too chaotic, making even the slightest change can cause the entire system to crash, and they're afraid to continue. So, I was once again beaten mercilessly by my own code.
I had to refactor the garbage mountain of code from before, mainly in the UI part. The code part was like walking while carrying a heavy burden through a swamp. I often screamed in agony as the code collapsed around me. On the bright side, my coding habits are much better now. Progress comes from being beaten down by bug reports repeatedly...
Now, looking back at my logs, many features I worked hard to implement and items I meticulously designed were eventually deleted, which is a bit of a shame. There's one I especially liked, the one with the wind blowing through the grass and the beautiful waves. Sadly, I didn't keep it. Perhaps I can use it in the next game.
I mentioned adding a story last time, but then I found that the storyline didn't match the current game. So I decided to implement it in a new game. I'm adding this paragraph because I'm afraid you might think that I've abandoned the current game after starting a new one. My wish is for everyone to see the world of Pig and Bunny that I've imagined, rather than creating a bunch of games.
That's how creation is: constant revisions and overturning. Luckily, it's my own design, and I'm the one executing it. The creator who changes their mind repeatedly is really annoying.
My new game has already been approved for the store, and the link is here: The_Adventures_of_Bunny_and_Pig. I've never written a story-based game before, so I was quite nervous. I feel that the new game's code complexity will be much lower than the current farming game. The farming game involved too many code modules.
Regarding the new game, please give me some feedback... Especially on the story and interactive parts~ What you're looking forward to, what might be too cliché and boring, what kind of gameplay you think it is, etc.. Your thoughts can change the direction of the game and help avoid many detours. Sincerely seeking feedback...
Within the realm of Iria, you'll come across a diverse array of captivating characters. Today, we'd like to introduce you to one of the early focal points of our adventure:
"Now, let's raise a toast to our hero!" (さあ、うちの英雄ちゃんに乾杯だ!)
Rawiyah (CV: Ami Koshimizu) 小清水亜美
Rawiyah, the esteemed founder and former leader of the noble mercenary group known as the ‘Sword of Convallaria,’ is renowned for her unwavering commitment to justice and boundless enthusiasm as a female soldier. It is this very dedication that drives the Sword of Convallaria to eternally champion the cause of the vulnerable, empowering them to stand their ground.
A formidable force on the battlefield with the ability to mend her own wounds, Rawiyah stands as a steadfast ally who will consistently prove her worth in the game. Here is a deeper dive into how her kit works:
- Self-healing skill “Booze” Rawiyah has a self-heal instant skill. In Sword of Convallaria, instant skills don't consume a character's turn, granting Rawiyah the freedom to move and attack without hindrance. This makes Rawiyah a very self-sustainable damage dealer.
- Basic attack pushback Harnessing a mighty greatsword, Rawiyah's basic swings pack an incredible punch. Striking an enemy with her basic attack sends them hurtling back by two tiles. Use this wisely and you can knock enemies off the map for a insta kill.
- Charge combo “Gale Breach” -> “Tropical Cyclone” Rawiyah possesses another devastating skill in her arsenal – the charge attack "Gale Breach." This maneuver propels Rawiyah forward by three tiles, delivering a formidable slash attack upon her target. Following this, she can seamlessly transition into a basic attack or unleash the devastating "Tropical Cyclone" for even greater damage.
- Counterattack “Get off!” When Rawiyah is targeted and attacked by an enemy, she retaliates with a swift and forceful counter-kick known as "Get off!" This retaliatory strike not only damages foes but also sends them reeling backward. With a bit of tactical terrain manipulation, this skill can prove to be a lethal asset.
This concludes our glimpse into Rawiyah's remarkable abilities for now. We hope this preview has piqued your interest in harnessing her potential and exploring the myriad ways to customize her in the game!
Remember to add Sword of Convallaria to your wishlist to stay updated with future developments from us! Also, be sure to join the excitement on Twitter and Discord to stay in the loop with the latest buzz!