- You now gain about 20% more gold on average from units and spells in the cave challenge (reduced variance by raising the minimum gold that you can get).
- Nerfed the following enemies in cave (less will spawn of them on average): Shard Souls, Brutes, Dwarf Warriors, Centaurs, Fish Priests, Ogres, Golems, Pyromancers, Frost Giants, Griffins, Elder Dragon, Forest Dragon.
- Rogue Rats are now added to the pool of enemies from round 10, instead of being possible to get from round 1.
- Reworked the ancient mimics a bit. The reflect with perma death in SY was a bit unintented, so mimics don't have reflect anymore. Instead it uses a freezing aura which damages all pets per turn instead. With the stat rebalancing and that aura it is likely stronger than before, but less rng involved. I also added ancient mimic points you get from them (currently hidden, but will have use in the future for a new pet). They will also drop a shinier stone instead of a shiny stone now! - Because the tenko fortunes were exploitable before I changed the way the seed works and she only gets fortunes if evolved to an adventurer now and if someone had more than one of the 1% fortunes before this version all but one are removed. - Some small bugfixes like usual.
Game version: 0.3.127 Major updates: 1. Added full support for GamePad. You can now fully control the game (UI and Game) using your GamePad 2. Added new screen resolution 1280x720 3. Added new screen resolution 1280x800 4. Removed pause in the game
P.S. Please don't forget! If you encounter a problem or bug in the game, write detailed information about it in the game community in the pinned topic for your language. https://steamcommunity.com/app/2483070/discussions/ Thank you for your attention and enjoy the game :)
We have an update to the beta branch with some of your most requested fixes including the ability to view all alerts and a fix for archer ammo. You can look at your old alerts now, and you can also view combat history from a creature's sheet and advance through it one step at a time if a combat is active.
Ammo should work if you've made custom uniforms for archers now. Soldiers shouldn't hoard rotten food in their rooms. Lots of crash fixes and some more optimization. There's also a potential fix for dwarves being stuck in trees but it needs more testing to see how effective it is. All of the following updates are going on beta first so we can figure out what kind of problems will arise before we move over to the main branch.
Thank you to everyone for being so patient with us as we get back to full strength!
New stuff
* Can view all alerts, including old ones that have been dismissed * Can view combat reports from creature sheets * Can pause combat reports whenever new events are added * Added crash logging
Major bug fixes
* Fixed crash from removing zone with assigned unit * Fixed multithreading crash related to announcements * Fixed a potential crash issue with monarch arrival and made them provide more wagons properly * Fixed potential crash related to certain traveling creatures * Ammo assignments are updated properly when changing uniforms * Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)
Graphics additions/changes
* New stone ramp graphics
Other bug fixes/tweaks
* Made creatures more able to get out of trees * Sped up mid-level map retrieval (helps slowdowns on large world embarks) * Optimized relationship lookup for socializing dwarves * Fixed out of bounds issue with wheelbarrows * Stopped music mods from throwing error when making a new world * Fixed crash when there's an invalid language (mods) * Made broker leave depot when last wagon leaves instead of first
You've asked - i did it! Hummer and UAZ are useless honking cars no more! + User summoned vehicles are descending from the skies on a parachute to the point marked with orange fire.
Guess it was too soon to say goodbye to the graph... whoops! Anyway. To simplify the graph a bit, from now on I'm counting "Designs" and "Sprites" as just... "Sprites". Since designing the sprites is essentially working on sprites. Not sure why I counted them separately.
The translators have been working hard on File 02 and estimate having a playable build of the Chinese version by the end of the week. Of course I'll still need to create custom renders and graphics, but it will likely be released into Early Access before the end of the month.
But I'm not sitting on my hands — I've been busy working on Hangout Two so that it can be released soon after File 02. It will come with its own Outfit set that I'm very excited about. And I will be going right into writing File 03 after that!
File 03 is what I would call a "key turning point" of the story. In order to break a pattern, you need to establish one.
Through some auspicious series of events including deactivated safety protocols and plasma storms, criminals, villains, and other ne’er-do-wells have escaped from the holodeck and laid siege to the ship. Retake the Cerritos before a certain gangster accidentally tears it apart trying to hit Warp 11!
Event Name: Criminal Mischief Event Type: Galaxy Event Start: Thursday, 09/14 at Noon ET (16:00 UTC) Phase 1 End Time: Saturday,09/16 at Noon ET (16:00 UTC) Event Finish: Monday, 09/18 at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N