After more thorough testing, the "Character Restoration" procedure has been updated. Hopefully, it should be cleaner than it was previously. This has also been added to Luminous Skies: The Pilgrimage.
Below shows where to activate the Character Restoration procedure in the event character files go missing [Luminous Skies: The Pilgrimage]. Go to the Temple in Frostwind, go up into the attic and interact with the lower left corner to receive the prompt.
Please note that you only have a few days left for the sale on Luminous Skies: The Pilgrimage, which ends on October 9th.
Patch Notes: Updated/added "Character Restoration" fix to all versions of Luminous Skies
Updated skills database for Luminous Skies: A Short Adventure [all versions]
Wherever you are, I hope you enjoy the game and are having a great day.
Hello Builders! I would like to give you an idea of what is in store for you in the near future, what changes will be made to the game, and what changes have already been made. But before we get to that, first a few words about the Playtest, which will be closed on Sunday 08.10.2023 at 6 pm CEST.
I am extremely grateful to everyone who took part in the playtest and left their feedback. Not only the good ones but mainly the bad ones, because the tests were not used to make me feel better, but to really improve the game. And without further ado - the conclusion is that we need change. And what kind of changes? A great deal of the feedback has been about the same thing, so let's discuss that below. Some of you have already seen part of this post on Discord, but here on Steam I'm throwing in some more screenshots.
First of all, the "Big Update"® for Prologue will show you the changes that have been implemented. This is expected to happen later this month. After further internal testing of all the changes I am implementing. So, what are we going to change?
Changes to the UI - displaying goods, displaying stocks, removing unnecessary information and adding new information, the lack of which made it difficult for many people to understand the game. I have also increased the interactivity of the information panels - now a click on something will usually trigger an effect, e.g. a re-display of the message that triggered the mission to a detailed graph for a particular stock.
this is not the final look! Work in progress!
This means that the player will have full information about what happens to a particular commodity over time. How much of the commodity has been harvested, how much has been exported and how much has been imported, with the cost or profit detailed. A seemingly insignificant change but very important for understanding the game economy.
this is not the final look! Work in progress!
Adding random quests to complete during missions. While there are 3-4 main quests in each mission (which were disabled for the duration of the playtest, which was a mistake), there will now be various additional optional quests to increase immersion and reduce downtime, especially during monument building. It's a lot of extra stuff. The completion of these tasks will always result in some sort of reward in the form of resources, money and/or points at the end of the mission. If you do not undertake the quest, nothing will happen, but you will temporarily lose the opportunity to improve your score or to acquire raw materials that ->by some strange twist of fate<- would just now be useful in your town.
As you have often pointed out: There is a lack of visible people in buildings. And it's not just about static figures doing something in a place, but above all about a specific "representative" of the building doing something. In Pharaoh it was the case that almost every building had such a representative. And this representative actually fulfilled the function of the building. This was especially true for buildings such as the shrine, the temples, the post of the architect, and other similar buildings. These workers usually have no sense of existence in the game, as they do not perform any practical activities, due to the function of the buildings in their area.
Now they will be restored/added to the game. They will circulate around their building not only as an additional visual effect, but also as mobile information and advice points for the player. When the player clicks on such a worker, they get comments, advice and recommendations on what to do to improve the function of the building that worker comes from.
Rebuild of the tutorial to include more of the stockpile, granary and bazaar, especially the upgrading of houses and neighbourhood ratings. This caused the most problems, which is not surprising as it was poorly explained. This arrangement of the production chain, in which the Stockpile is the main building but is partly interchangeable with the Granary, needs to be explained with examples, i.e. to create conditions in the missions so that these differences are definitely more visible.
That's all for today. The next devblog will appear just in time for the announced update to Prologue. Stay tuned!
The Steam Next Fest is almost there and it's time for another demo update! It consists mostly of bug fixes and balancing changes. But also a few more important changes.
Learn the technology tree!
First, let's talk about the technology tree. The game offers random choices to the player so you may not realize it but there is actually an internal tree with dependencies between techs. When you pick something, it makes new choices available in the future. Until now, all of this was quite invisible. I receveid a great suggestion to make it visible in game and so here it is!
Journal entries now display the requirements and potential successors of all buildings, relics and weapons. So, if you really like a technology, you can now learn more easily which choices can lead to it. Technologies never picked yet are shown as "???" in successors, so it also helps your search if you are a completionist who wants to unlock every possible journal entry!
Teaser: yes, there will be a long-range bomber in the full game!
Neutronic balls decay over time
Another major chance concern neutronic balls. I got feedback that they felt too easy because they can attack monoliths from any range. However, this is the second main offensive technology and I wanted it to be a bit more difficult than the first one (i.e. the neutronic bombers). It was not so I had to make a change. I decided to make the damage power of neutronic balls decay over time until a minimum cap. The summoners remain usable from any range, but they are a lot more efficient if you place them close to monoliths. Also, it incentivizes to keep their path clear, because enemies blocking the balls will waste travel time and thus damage power. Please give the demo a shot and tell me if you enjoy these changes!
Also, I fixed the pathfinding of the balls that was still a bit akward at times. In particular, balls will now try to change their path if you suddenly place a building on their way. They won't get stuck anymore. The piece of code to allow that has actually been there the whole time... but one line was missing to activate it, oops. At least it was really quick to fix once I realized it! I guess any programmer can relate to that 😉
What is next?
The Steam Next Fest, of course! It starts on Monday and will be a great event. Right now, I'm focused on promotion and reaching out to content creators to make sure the game gets as much visibility as possible during the festival. I hope many new players will give the demo a shot and share their feedback on the Steam forums. Also, I will be livestreaming the game on Steam on Saturday and Sunday.
See you very soon! -Radiant Sloth
Full changelog (Demo v0.7h)
Added
Journal entries for buildings, relics and weapons now show their requirements and successors in the internal technology tree
Changed
Neutronic balls (from Neutronic summoners) now lose some damage power over time, until a minimum cap. They remain usable from any distance but will be a lot less efficient when far from monoltihs
Increased probability of technologies never seen yet (i.e. locked in the journal) to appear in the choices
Replaced a building choice by a relic choice in the level-ups
Changed stats of some relics (energy tanks, reinforced walls, etc) to be (hopefully) more balanced
Reduced sightly the damage and health scaling of enemies
Tweaked Lush Archipelago map generation to have more ore
Increased the distance at which monoliths get discovered and showed on the minimap
Fixed
Fixed building sight panel not updating the health immediately when repairing
Fixed journal entries of many turrets showing the wrong target ("Monoliths" instead of "Minions")
Fixed force field effect being always active instead of being triggered by a relic
Fixed neutronic bomber not showing a warning message when no more monolith in range
Fixed tech reroll button having no uses left when it should have
The date and time for the scheduled maintenance on 10/10 (Tue) (PDT) will be changed to the following time:
10/10 (Tue) 4:00 PM (PDT) to 10/11 (Wed) 1:00 AM (PDT)
*Please do not connect to the game servers until the end of maintenance is announced.
*Please note that the availability of Weekly Tasks and Limited-time Tasks that end at 8:00 PM (PDT) on the day of scheduled maintenance will end at the start of scheduled maintenance.
*Please note that if the 24 hour period after a Character Deletion Request passes during the maintenance, the character will be deleted.
*Characters that have completed the “Application for Ship Transfer During Scheduled Maintenance” will be transferred. AC will not be consumed until the Ship Transfer is complete.
*Ship Transfer applications will be processed according to the order in which they were submitted. However, some Ship Transfers may be postponed until the next Scheduled Maintenance if the number of submitted applications is excessive.
*If you do not have enough AC at the beginning of the Scheduled Maintenance, Ship Transfer will not occur, even if you purchase AC during the Scheduled Maintenance.
*For more details on Ship Transfers, such as the requirements, please check here.
Please note that the time maintenance is scheduled to end may change depending on the circumstances.
1. Under Mods > Maps in the wrist menu you can now launch public and private instances. Be advised that this is a preview feature and you might run into some issues. Known problems include, host migration is currently still in development so if you are host and leave server the other players will get sent to the main menu. Please look at the download sizes before choosing to start or join a map. Have fun!
2. Addressed issue that was causing art in the gallery to not properly display.
3. Added sound occlusion to all maps to enhance PVP weapons effects.
We're happy to announce that Resonite just went live on Steam and is available to everyone! This is it, we're live! \o/
On behalf of the entire team, I would like to thank all of your for your generous support. Without your help, this new platform would not be possible.
We're excited for everyone to dig into the new platform and start exploring and building with the tools and our novel and powerful visual programming language ProtoFlux to bring unprecedented level of interactivity to the virtual worlds, avatars and items.
It has been a long road getting to this point, but there's even longer one ahead of us, as we'll keep growing and expanding the platform with you, our community.
There is much more to come in the upcoming days and weeks, from updates, to big future plans.