Today, we would like to take you on a journey to explore the heart of this world we created for the Sword of Convallaria and take a look at the enigmatic history of the land of Iria.
**The Rise and Fall of Ancient Iria**
Legend whispers of a time when ancient Iria was a utopia ruled by the wise. Generations reveled in an era untouched by the horrors of war and the pangs of hunger. Here, the land flowed with honey and milk, and its people flourished in wealth and knowledge. It was a golden age of unparalleled peace and prosperity.
Yet, as history often teaches us, such tranquility is fragile. The thunderous clatter of iron hooves rent the air, ushering in an era of bloodshed and enslavement that shattered the idyllic realm of ancient Iria. It was swallowed whole by another empire, leaving behind only faint echoes of its once-majestic splendor.
**Centuries of Struggles**
As time unfurled its relentless march, Iria's lands bore witness to countless wars and battles. Its people endured the oppressive yoke of conquerors who rose and fell. Dreams of a better life, lasting peace, and hope persisted, but they remained tantalizingly out of reach, existing solely within the realm of fantasy.
Hope for Iria's renaissance lay in the unearthing of a rare crystal ore, its mystical energy revered as sacred by many. Yet, even armed with this newfound resource, the future of the beleaguered nation remained veiled in uncertainty.
The people of Iria continued to languish, exploited by the surrounding powers hungry for their resources and toil. Order crumbled, giving birth to a multitude of mercenary groups, both humble and grand.
These mercenaries became the pawns in the games of global powers, each propelled by their unique motivations. Some bore a burning desire for justice, while others thirsted for power. And then, there were those who clung tenaciously to the faintest glimmer of hope, believing that their struggles might one day pave the way to enduring peace.
Don’t forget to add Sword of Convallaria to your wishlist to stay in the know about our future developments! And be sure to connect with us on Twitter and Discord to catch the latest news and updates.
We're cruising through the Ooglians roadmap at a brisk pace, so here's a look at what's coming when the next update drops LATER THIS WEEK!
Get hyped for the addition of Ooglimass, Factories and the Battery.
Lots of things to process in that gif - let's break it down:
Ooglimass is what we're calling that new green goop, and it will occasionally drop from exploded ooglians. You can use that ooglimass as resources by shoving it into the Factories.
Some factories will generate power just like cores, as long as their tank of ooglimass isn't empty, and some will create items if fed enough power!
One of these items is the new Battery! This badboy can be smushed, releasing a wave of energy that powers everything in range.
That's about it for now, but we'll be back later this week with proper patch notes!
Thank you again for your feedback and support!
JOIN THE DISCORD TO PARTAKE IN THIS FEEDBACK AND SUPPORT KTHX LUV U
Greetings to you dear subscribers, friends and fans of the LE project. Over the past time, a lot of time has passed since the latest news and reviews, during which the project has grown not only in content, but also in gaining user sympathy. One of the questions is often asked, "when will the demo version be released?", I want to say that there is very little left to wait, recently more than 30 NPCs have been added to the demo client's location, some of them will tell you about the history of strengthening or about characters who have high merits in this story, about the problems of settlements and the situation in in general. Quests are one of the most important mechanics in the game, so most of these characters will give you plot, additional and simple quests, and I also want to note that your journey will not be tied to tasks, but by completing tasks you will increase your well-being and advantage in the LE world. As always, when expanding content, it is necessary to add new loot, crafting and mining items, a dozen new enemies have been added, some of them you will meet in the demo version. Dear friends, your subscription and support to the YouTube channel, discord server helps the development of the project a lot, thank you.
First of all, thank you all for the feedback on the demo. You've been incredibly helpful in identifying three key areas we need to focus on before the release. These are bugs, interfaces, deficiencies in strategic planning, and insufficient replayability. I'll tell you what we're currently doing about these issues and our plans.
But first, a couple of organizational matters.
- Translations
We received many responses from native language speakers willing to help with translation editing. To all those who want to participate, please sign up using this form. Once we stop actively changing the game's text, we'll get in touch with you - and thank you so much!
- Early access release - 4th quarter of this year. We are pushing the release date back a bit again - I'll explain why at the end.
- Regarding pricing, we will announce it definitively when we enter the final polishing stage and evaluate the project's state at that moment, which will be approximately a few weeks before release. In any case, it will be within genre standards.
- We're closing the demo because it's become outdated, and maintaining this version requires effort. Too many mechanics need explanations in tutorials, and they will continue to change. Some interfaces are still rough (again because mechanics are being adjusted), and so on.
- We have started inviting new testers for mid-game beta testing from those who submitted applications through our form. Dozens of people will join this closed group, but we will also actively use Steam playtests later on, so our game development policy, together with our wonderful community, will continue.
- We have also reached 250,000 wishlists and we are all very grateful to you for that.
Now, here's what has already been done or will be ready soon.
Judging by the GitHub logs, in the last 2 months, we've implemented 163 enhancements (and features) and 633 fixes, including 224 noticeable bugs.
1. Initial Settings
- Now you can customize the composition of your family, as well as all their skills and parameters. However, for high skills, you'll have to pay with age.
- You'll be able to choose one of 8 provinces for the start, each with a unique map. When we implement climate and seasonal changes, the differences between them will be even more noticeable (but that's after early access, I guess.).
- The most interesting part is that you can also fully customize the political and ethnic map of the world. For each province, you can set the ethnicity, level of ambition, caution, population size, army strength, and political position. Do you want to start as an emperor who has subjugated other peoples? Or create two kingdoms that don't like each other? Or an enclave of a dying people surrounded by aggressive kingdoms? Or perhaps start in a peaceful province where everyone respects each other? The choice is yours.
- Any province can also be made abandoned, allowing you to engage in colonization without neighbors.
- We'll add starting scenarios, game modifiers, and difficulty levels a bit later.
2. Crime Reform
- We've renamed criminals to avoid implying guilt through their names. Now there is a class of vagabonds who can commit crimes.
- When they commit unnoticed crimes, they and a couple of other vagabonds gain the "suspect" trait. Now executioners search for suspects and bring them to the gallows, where spectators can identify them - in this case, they face punishment. If they are innocent, the suspicion is removed. In their free time, executioners engage in crime prevention by intimidating vagabonds to temporarily deter them from criminal activities. Thus, crimes require effort and cannot be punished manually without initiating terror.
- The scafolds now require a brief inspection once a day.
- On the other hand, guards no longer let caught criminals go home and react if they leave a building with loot.
We thank our player Ali Garh for participating in the design of this reform.
3. Archers and Tactics
- Archers have been added to the army. They are quite deadly, but armor provides very good protection against arrows, especially shields. You can order soldiers to protect your archers, or you can attack the enemy unit with armored warriors while your archers shoot them from a safe distance. Alternatively, you can use axemen to "strip" the enemy of their armor and make them vulnerable to your arrows.
- You can order your commander to stay behind and not engage in battle until the last moment. This will save their life but reduce the morale of the warriors in the unit.
- You can send multiple squads to the map during wars. For example, to attack enemy archers or the commander.
- Attacking a warrior from behind ignores their combat skill and is always successful. Using a second unit to flank the enemy also makes more sense now.
- Warriors and lords now actively surrender, raising their hands.
- You can now see the composition of armies and garrisons on the global map, and AI players build various sets of armies depending on their preferences and capabilities. It makes sense to choose your army composition before battle.
- We'll teach the AI a few more tactical tricks, like flanking, but overall, military tactics in early access will remain as is (we'll improve them later).
4. Economy
- Slaves now work 3 hours longer. They are cheaper. An economy based on slavery now makes economic sense.
- You will also see how many nectar-dependent peasants and slaves you have. They also work 30% faster, but nectar now has a strong side effect - characters may fall into a rage more often with increased consumption.
- You can customize who will work in a particular building - slaves, nectar-dependents, etc.
- You will also be able to appoint a clerk from a specific office to serve each building.
5. Church Reform
- Now the church's opinion of your king is represented by the opinion of the Matriarch. It takes into account not only the bishop's opinion of your king but also other factors.
- What matters much more to the church is the number of fanatics and the king's sinfulness. Also, your actions on the global map (more on this later).
- For fanatics, it has become much more important to have enough churches. You'll have to watch this closely.
- The better the relationship, the more goods will be available from the Holy Caravan (and the worse, the less). Don't want fanatics? You'll have to build your own production to get good weapons.
- With good relations, you can also receive a blessing, and then, among other things, fanatical peasants and warriors will join your army. With bad relations, expect uprisings (whether to make soldiers fanatics who will rebel against you during a religious uprising is your decision).
6. Titles
- Now you have a total of 5 titles for lords. Choose carefully whom to admit to the family. Reserve titles for children, or they will have to become free lords.
- Sometimes you will have to expel someone, depriving them of their title - this lord will go to the neighbors (where they will spread dirty rumors about your king) or become a free lord.
- However, you can admit free lords and warriors into the family, but due to their low birth, they will not be well-liked.
7. Building rotation
We continue to design building angles so that you can easily rotate them and create streets and squares. Residential buildings will rotate fairly, while production buildings will have different entrances from the street to the courtyard since production buildings need to be easily recognizable. Interior customization and family houses for lords? Also in progress!
8. Interface.
We've postponed work on the interface for later because this work won't generate many errors, and some things are not ready yet. But even now, you can see the lords' assignments, who is managing where, and change it with the right mouse button. There is also consumption statistics (another suggestion from our community.).
What's next?
In the coming weeks, we will add diplomacy and trade on the global map, lords gaining experience, a new social stratum of loyalists, dynasty prestige, governance goals, peoples and languages - and then we'll tell you how it turned out.
So why did we postpone the release?
Honestly, ethnicities and languages are such an interesting mechanic that we simply can't imagine the game without it. That's partly why we decided to delay the release a bit. On the other hand, it's new, and no one has done anything like it before, so we don't know exactly how long it will take to produce. In any case, we'll announce the exact release date a few weeks before it happens.
Stay tuned, we're just getting started!
Feel free to ask questions in the comments, and we'll do our best to answer.
(Wolves still sometimes wear hats. We won't fix this bug as long as it's possible because it's very funny)
Intangible Will: Dodge Chance increased from 8/12/16% to 10/14/18%, can no longer be upgraded with Luminous Gems.
Last Stand: Luminous Gem upgrade values reduced from 5% to 4% per level.
Sidestep: Luminous Gem upgrade values reduced from 5% to 4% per level.
Bug Fixes:
Fixed a bug that prevented the Hit List blessing from triggering properly.
Fixed incorrect formatting for some blessings and synergy blessing requirements
Fixed a bug that allowed you to obtain the Shadow Partner assist without having any blessings from Zalvoon prior.
Fixed a bug that allowed the Dash ability to be spammed while having the mask of Yamphas, resulting in some glitchy interactions (Voltaic-Blink Dash / Instant Charge Enchantment).
Fixed a visual glitch that prevented the Hallowed Ground monument to dim after using it if the player has the Hallowed Ground: Rejuvenation Sigil Ordinance.
Dust counter isn’t hidden behind black screen after clearing a Hidden Rift (Stray Souls are now also shown in the map menu)
Fixed a crash that could occur under rare conditions when slaying airborne enemies with the mask of Solesh.
Long time no hear, huh? It's high time to change that! As a token of our appreciation for sticking with us and continuously fueling our progress on Exekiller, we want to keep you in the loop about our progress at least once a month!
So, even though this is the fourth Dev Diary, consider it a sort of a fresh start! The first of many that will gradually bring us closer to the big day in 2025, when our game will finally debut.
Let's kick off right from the beginning! Here's what has been happening with us lately!
Fashion always matters!
First of all, we are constantly working on fashion. In the past few weeks we've been heavily focused on clothing items and essentials within the post-apocalyptic world.
Take a look at the leather coat that some of the outlaws will wear. It seems to resonate perfectly with their demeanor and brings a unique aura to their look. It's likely that foes will have second thoughts before venturing into their path, agreed?
And if the presentation alone doesn't convince them, we're more than willing to treat them to something stronger! As luck would have it, we've recently been working on a 3D model of a grenade - a truly explosive toy.
Moreover…
Certainly, visuals matter, but what would game graphics be without proper animations? In the past few weeks, we've also dedicated our efforts to this aspect, focusing heavily on grenade animations.
That’s not all!
Did you make it this far? Know that we greatly appreciate it! As a reward, we have a little surprise in the form of a Staten Island concept art. As you can see, it's very atmospheric.
And even though you'll often encounter many dangers there, we're striving to make the exploration itself a unique experience!
In the end...
As you can see, a lot is happening! And while the road to the release is undoubtedly long, we're continuously working on implementing various features, big and small, to bring Exekiller closer to perfection.
If you want to actively participate in the game's creation, we encourage you to join our Discord. That's where information surfaces first, and you can have direct conversations with us. Don’t hesitate - click here and join now!
The long-awaited update 10.1 is available now. After a long beta test phase we make the long-awaited sound update playable for everyone. We have reworked the DT5 sound with the support of Linus F.! Of course there are other improvements besides the sound update.
As always we have summarised the most important changes for you: ▶️Sound DT5 vehicle sounds have been completely reworked Startup sound was completely reworked Interior and exterior sounds now sound differently Curve sound behaviour was reworked Engine sound was completely reworked, Inverter is now audible Dropdown buttons now have a click sound Sound bar didn't catch all sounds (IBIS sounds were still there after reducing to 0)
▶️Localisation Timetable mode had some errors that were not correctly localized ("Nach Barmbek", "Fahrten")
▶️Rails Problems that caused gaps in tracks have been fixed Irregular spacing between sleepers has been fixed Tracks no longer look angular on track curves with a small curve radius Gauge of the tracks has been corrected Mesh generation of switches has been reworked Switches: The placement of frog, wing rails, closure rails and blades has been revised Switches: The length of the sleepers has been corrected Switches: The sleepers of the branching tracks no longer overlap each other Switches: Switches had not been generated on some branching tracks Several internal fixes in the railway system
▶️Other Fixes Station info screens no more show terminal stations as intermediate stops Removed some objects near KE Updated some screenshots in the main menu Added the option to restart the service after running into a red signal Fixed an issue between MU and HS where the train did not drive on the tracks Spawnpoint SA reverser was removed from the main menu The gap between train and platform in SL was adjusted The runway in WK reverser does not intersect with the train anymore Spawnpoint in WK reverser was adjusted so the signal can be seen easier Fixed missing gravel in HO and EP
The September patch - EA.1.2.0 (#23490) has finally arrived and includes some new items, fixes & QOL improvements!
NEW ITEM: The Repair Thrower
Finally, the upgrade for the humble Repair Patch has arrived in Forever Skies! Players can find the blueprint for the Repair Thrower in a new room in the Underdust biome, complete with its consumable “ammunition”, Repair Foam.
The Repair Thrower is a more advanced, methodical and satisfying method of fixing damage to your airship base, than the Repair Patch. This new tool even comes with a handy radar device at the back, that guides you to the damaged parts of your airship.
New room added to the Underdust where you will find the tools blueprint and other useful items.
NEW ITEM: Damaged Boxes
You will now find boxes scattered around the world both above and below the dust. These boxes contain useful items inside. However, the box itself is damaged, meaning the player is unable to access the contents. These boxes will require fixing with Repair Foam first in order to claim the items inside!
FIXED: Pet Now Obtainable If Missed
Tell me if this sounds familiar, you were exploring the tunnels in the Underdust until you were attacked by a Mantis. This caused a *mild* panic and you got out of dodge the first chance you got. Except wait, you later found out that the pet was not accessible to you because of your earlier *ahem* “tactical retreat”. Well fear no more, we have fixed this error. The pet can now be obtained if you missed it the first time! It can now be found waiting for you in the tunnel, just outside of where you first came across the Mantis’. So head on back to claim your new pet.
QOL IMPROVEMENTS UI & HUD:
Remove HUD option has now been added! Now you can take screenshots of the beautifully damaged world, or perhaps your behemoth Airship without the HUD getting in the way!
Other improvements have been made to our UI, including improved stack splitting! Stacks now split in half, not just by single items.
We will be broadcasting live on 9/20 (Wed) from 8:00 PM (JST/ GMT+9)!
Live Program Web Pages
Live Contents
Schedule
9/20(Wed), 2023 at 8:00 PM (JST/GMT+9)
MC
Pillow Kitagawa
Cast
Toram Online Producer Suzuki
Latest Info from Suzuki P!
Challenging the new boss of the Taste of Autumn Event
Presents for Livestream Viewers! Only Available Today!
*Only the players who enter the livestream "keyword" at the determined place during the specified time are eligible for the gift. *"Keyword Gift will be sent at a later date!" will be shown when the keyword has been received. *You need to enter the "keyword" exactly the same as instructed. You will not be eligible for the gift if you make some changes to the keyword while equipping certain avatars. * If you are playing on a platform with an active 30 Days Ticket, the deadline for entering the "keyword" will be extended by 10 hours.
*The live is broadcast in Japanese language only. *The contents of the broadcast and the cast are subject to change without prior notice.