・Fixed a bug in which the Martial Arts level of weapons already in the player’s possession was incorrectly set to Lv. 1 instead of Lv. 0 upon unlocking Upgrade Martial Arts. Note: The Martial Arts level of the player’s weapons will not decrease after the update is applied.
・Fixed a bug causing the notifications for obtaining Hidden Tomes in the Thousand-Mile Journey to be displayed even when Hidden Tomes had not been obtained.
・Fixed a bug preventing the adjustments made to the effectiveness of special effects in Ver. 1.200 from being applied to players’ equipment. Note: After the update is applied, the values will be corrected while loading.
・Fixed a bug preventing premium special effects from being assigned to premium embedding slots for accessories received from Shitieshou.
・Fixed a bug that sometimes caused equipment in the storehouse to be salvaged or sold in Auto-Salvage/Auto-Sell Mode.
・Fixed a bug causing the game to crash when changing the settings on the Auto-Salvage/Auto-Sell Mode screen under certain conditions.
・Fixed a bug preventing players from acquiring accolades upon completing the Thousand-Mile Journey in Recruit sessions.
Notice Regarding Revisions in Ver. 1.200
■The following revisions were not listed among the updates in Ver. 1.200.
Weapon Categories Dual Sabres ・Adjusted the transition from normal attacks to Spirit attacks.
Weapons Halberds of Lady Hao ・Decreased the effectiveness of “Spirit Defense (Guarding).”
■One of the revisions listed among the updates in Ver. 1.200 was incorrect.
Incorrect Text: ・Made adjustments so that players will be able to unleash other attacks more quickly following a Martial Arts or Wizardry Spell attack.
Correction: ・Martial Arts & Wizardry Spells ・Optimized the timing at which players can perform a different attack after activation. ・Increased the delay when chaining the same attack to the Martial Arts or Wizardry Spell activated.
We will be performing maintenance at 13:00 PM (PDT) on 10/8. We expect this maintenance to last about 4 hours. Kindly find the detailed information below.
Thank you for your patience! We hope you enjoy the new global update. Now we are again entering the mode of weekly regular updates, because there is a lot to fix and improve. Ahead lies work on “Politics”, laws, events, generals with RPG elements and much more.
CAUTION! Now aviation works only as air support (airstrike) in a tactical battle. Soon we will reveal the full potential of aviation and navy. Follow the news. Thank you for staying with us!
Added effects for the player when a bullet hits/explosions are close to them.
Improved AI, the enemy actively uses aviation and artillery, if he has it.
Added planes (in development).
Added helicopters (in development).
Added new types of battalions (Air Force battalion, Navy battalion).
Added systems for loading and unloading battalions (for now only for the navy).
Added "collateral damage" when capturing cities.
Added new research to the Tactical Campaign.
Added a new faction "Arvik".
Added a new faction "Rekvik".
Added a new faction "Bearish".
Added a new type of faction to the game - “Island States”.
Added a new faction "Whalen".
Added a new faction "West Anjou".
Added a new faction "East Anjou".
Added a new faction "Velyland".
Added a new faction "Akutan".
Added new rebel factions.
Added a new tank "T-34-85".
Added a new tank "Leopard I".
Added a new tank "Leopard II".
Added a new modification M113 with Vulcan.
Added the ability to crush enemy infantry (using any vehicle).
Added new shells to the game.
Added new MLRS "HIMARS".
Added Toyota Hilux with DShK machine gun, modification with ZU-23, modification with Vulcan, civilian version.
Improved support movement system for some MLRS.
Artillery sights have been improved (for easier shooting from 1st person).
Improved artillery (increased accuracy).
Improved reloading of weapons for armored vehicles.
Added a new desert biome for the southern islands.
New locations have been added to the game (more than 50 new locations for tactical battles).
Added the mechanics of calling aircraft and artillery from the global map in a tactical battle (using binoculars).
Added some new sounds.
Added Mosin rifle.
Added Vahan assault rifle.
Added Valmet M78P assault rifle.
Added Sako RK95 assault rifle.
Added Valmet M78 assault rifle.
Added Type 64 assault rifle.
Added M1903 Springfield rifle.
Added Galil assault rifle.
Added Spas-12 automatic shotgun.
Added the Vektor R4 assault rifle.
Added new achievements.
Added a new command truck (Kamaz).
Added a new GAZ-66 truck with different modifications.
Added new MLRS BM-21V.
Fixed getting achievements.
The balance of production adaptation has been changed, some developments are now available at the start.
Fixed physics errors for cars and tanks.
Fixed garrisons, now the stability bonus is given not only by police units, but also by regular army units (police still gives a higher stability bonus).
Fixed the construction window in global campaign mode.
Fixed "Attack" on the F1 key - now your troops are actively attacking the enemy.
Fixed research branches for armored vehicles in the global campaign mode.
The supply of battalions has been corrected, the ability to send cigarettes and alcohol to the troops has been added.
Greg (Lead Designer) and Kat (Lead Narrative Designer) are back with another update on Thrive: Heavy Lies the Crown, including details on AI towns and trade, as well as Military updates including formations and rations.
Major balancing and saved game Following the release we got a lot of feedback from you. We worked as hard and as fast as we could. Some of you are experiencing bugs ; this patch is the first of a series to fix all remaining issues. We already have identified issues we aren’t able to fix and ship today, but we don’t want to delay what we already fixed. So, if you still experience issues with this new release, please be patient, we’re on it! As for gameplay, we adjusted the amount of fights per floor. To accommodate these new changes, we didn't have any choice but to erase any pre-existing saved game.
SMALL UPDATE / PATCH NOTES
Balance Changes
Adjusted the amount of fights over each floors
Increased heroes max HP by 5
Decreased They Who Forbid HP to 225 from 300
They Who Forbid HP ability only target one card per round and reshuffles none
Decreased Defective Custodian IM02 HP to 600 from 650
Decreased Elevated Form HP to 600 from 700
Decreased The Protector HP to 550 from 620
Decreased Burning Incubation W damage bonus to 15 from 20
Increased Architect’s Curse level 8 max HP reduction to 15 from 10
Psy-preacher now heals for a flat value instead of granting Reconstruction
Increased Shieldbearers of Salda guard gain to 15 from 5
Bug Fixes
Fixed an issue with Tales of Woe not dealing its damage
Fixed an issue with Fast Draw not displaying the tooltips of the various Rapier attacks
Fixed an issue with a scavenge option allowing to upgrade a Base attack without having Base attacks in deck
Fixed various damage sources on hero leading to soft-lock
Fixed an issue with Emissary of Kaïti expedition giving too much bonuses
Fixed several memory leaks issues
Fix various minor issues on Sohoma, Jokan and Sora 3D models
Additions / Improvements
Lots of optimization to improve stability
Added an icon to identify Card Removal nodes on the minimap
Added two new foes to the first floor fights
Korean translations corrections
Changed how video settings are managed to enforce appropriate defaults
A few major fixes. More choreo polish. German narrative translation v1.
FIXES:
-Fixed the NPC vision trace line checks against the player. They were always off. The players collision radius and center are properly calculated for both VR and 2D now. -Fixed NPCs being able to see the VR player almost always because of a bloated render bounds on the arms skeleton. (The above fix solves this) -Fixed two package build errors in rooms and scripted sequences related to editor only components -now controlling when to cache shaders on mobile platforms so the consortium loading dial comes up sooner -spaced out some IO operations at boot so they don't slow eachother down all running at once (speech to life, shader cache, save and config)
Virtual Trainer Editor: -Fix for toolbar not showing all elements in VR
IMPROVEMENTS:
-Experimental German translation of entire narrative. (NPC and player dialog only currently). V.O.I.C.E. supported but as of this release remains virtually untested. If you speak German, give it a go and kindly pop in and let us know how well it works for you on our Discord server?
-The entire potential “in person” Kiril confrontation in the Hangar Bay has been given a final expression and eye choreography improvement pass.
-The ensemble “brig convo” near the end has started receiving final choreography polish pass. Developing…
-The final conversation choices improvement pass for the entire narrative has been completed.
A few major fixes. More choreo polish. German narrative translation v1.
FIXES:
-Fixed the NPC vision trace line checks against the player. The players collision radius and center are properly calculated for both VR and 2D now. -Fixed NPCs being able to see the VR player almost always because of a bloated render bounds on the arms skeleton. (The above fix solves this) -Fixed two package build errors in rooms and scripted sequences related to editor only components -now controlling when to cache shaders on mobile platforms so the consortium loading dial comes up sooner -spaced out some IO operations at boot so they don't slow eachother down all running at once (speech to life, shader cache, save and config)
Virtual Trainer Editor: -Fix for toolbar not showing all elements in VR
IMPROVEMENTS:
-Experimental German translation of entire narrative. (NPC and player dialog only currently). V.O.I.C.E. supported but as of this release remains virtually untested. If you speak German, give it a go and kindly pop in and let us know how well it works for you on our Discord server?
-The entire potential “in person” Kiril confrontation in the Hangar Bay has been given a final expression and eye choreography improvement pass.
-The ensemble “brig convo” near the end has started receiving final choreography polish pass. Developing…
-The final conversation choices improvement pass for the entire narrative has been completed.
This week doesn't have a code update for FUNG, since we don't need any more code changes to complete CHAPTER 2. But fret not, we are still hard at work on completing the chapter. To make up for this, we have some updates to Drift King (available on itch.io)! Unfortunately, the new AI that was the bulk of work this week is not yet in a good enough state to release. But we do have a new clip replay system, and some improvements to the overworld!
For those that don't care for Drift King, I have a sneak peek for you, a closeup of the facility post the initiation of the COLLAPSE PROTOCOL. It appears that the building and even a part of the road has fallen down here, deep under the ground.