Welcome ladies and villeins to the first Under The Yoke devlog.
For those of you that have been following the game for some time, you may be wondering why we’re at #1 instead of #30 something. Well, we’ve had a lot of new friends join us from Steam, and as the game has progressed in development it’s worth refreshing our view on some of the mechanics. However, for those of you who are joining us from Steam, do feel free to pop over to priorygames.com to binge the old devlogs and get ahead of the pack.
Now, let’s introduce you a little to the world of Under The Yoke.
Setting Under The Yoke is set shortly after the Norman conquest of England, namely 1085. You begin the game by making your mark in the Domesday book, a wide survey of King William’s kingdom, though he would not live to see his work carried out, it does mark as one of the most extensive historical records from the period and a major historical source.
Who do you play? Most of you know by now that rather than a King or a Lord of even a Knight, you will be playing as a lowly peasant, with a meagre plot of land to your name, a dilapidated cottage and enough food to last you through to the next harvest, your path to glory awaits.
How do you play? The game is turn based, with each turn lasting a day. You control your family members, able to drag them to different work areas and assign them tasks, such as fishing in the river, threshing crops in the fields or spinning wool in the cottage.
Throughout the 250 years of game time, you will be confronted with a variety of mechanics that draw from real history, from feudal contracts to legal disputes to random events. Now some of these things, such as Hallmotes, may be entirely unfamiliar to you, but stick around these devlogs and you’ll get a head start on what to expect.
Update 2 is now available in beta! To access the beta, go to Radii->Properties->Beta, and select the "beta - Beta branch" branch.
Please report any issues, bugs, or suggestions that you have, so that they can be implemented before the final Update 2 release. I aim to release Update 2 fully within the next two weeks, depending on player feedback.
ZOR: Pilgrimage of the Slorfs - Righteous Hammer Games
Our latest major update Fate of the Graves adds the progression systems and increases the version to 0.9. In this update we add the grave portion of the astrolabe, 2 new playabale Slorfs, a new challenging clearing, not to mention a pile of fixes and tuning.
With the systems in place, the next content updates will come faster as we add more slorfs and make more of the astrolabe available.
New Content
Playable Slorfs
Finally, ZOR allows you to expand the Slorf roster and customize your duo
Elder
The Elder will show the young Slorfs how it was done in his day. Trade some combat robustness for wisdom that will see your deck improving more rapidly.
10 Health - 8 Food - 3 Water Cannot use attack cards Gain 1 XP each camp Unlocked by beating the game on Normal or greater difficulty
Gharl
This spectral Slorf assassin can dish out 99 damage, and yes, one shot a boss. Overpowered? Maybe, but with 1 health and no way to increase it, there is zero room for error.
1 Health - 10 Food - 3 Water Max health is always 1 Attacks during movement do 99 damage Unlocked by killing 13 ghosts in a single pilgrimage
The Astrolabe
Pilgrimage setup has been upgraded to the Astrolabe. An array of 6 groups of 3 perks which can be unlocked via various achievements.
Nodes
The following Astrolabe nodes are available in this update Blessings (core left) - Minor buffs that are unlocked easily by just playing the game Burdens (core right) - Minor challenges that are unlocked with some easier achievements Grave (lower left) - Perks that mix things up significantly using ghosts and graves. Will be necessary to unlock Gharl
Map Scrolls
Some clearings need to be discovered via simple challenges. The ghastly maze will show up in rotation once you have destroyed a grave.
New Content
Ghastly Maze - A new discoverable challenge Avenging Grave - Spawns an avenging apparition if any enemy was killed between its turns Spectral Turrets (via node) - Underflock turrets become ghosts and do 99 Damage Mask card - New early recipe, costs 1 water for 1 evade
Reworks
Camp Improvement Tree
Overhauled with many balance changes. Some effects are gone, and some new ones have been added.
Notable changes:
Woodshed is now an independent node costing 5 sticks
Complexity and card rewards removed, opting for simpler and objectively helpful effects
Row 3-4 contain effects that give more value the sooner you get them, like bonus food from grubs and meat.
New effect: Can expand number of recipe choices
Burrowing Thrix
This enemies behavior was too complex and confusing, so it was streamlined (and is now not only clearer, but more interesting as a result)
Always moves to next glowing burrow each round, even if slorf in range
No longer retreats when attacked
No longer immune to movement impairing effects
Tuning
Tutorial is required to unlock the Trial
Challenge clearings no longer appear twice in a row
Graves and ghosts are more likely to show up
Graves made more visually distinct
Throbbing pustule only animates if a Slorf is adjacent, cutting down on end round delays
Warren pools tuned, bugs reduced, various clearing improvements
Murk pools tuned, number of tendrils reduced, water pools placed more fairly, various clearing improvements
Crusty tendril no longer has blunt attack
Steppes crystal shrine clearing size reduced and removed second height level
Snarp timing reordered based on now better understood difficulty: Haste, Thorn -> Gravity, Ghoul -> Rage, Liminal
Quality of Life
Recipe cards now show the components needed to craft
Crafting screen can now be viewed when choosing cards or recipes
Flying added to keywords and explained in tooltip
Underflock General dialogue added
Tips added to camp main screen
Slorf dialogue now dynamic depending who is in the first slot
Several tooltip improvements where info was confusing or lacking
Bug fixes
Belligerent bug drops XP again
Ghost animation is no longer in sync
Clearing name fixes where overrides weren't considered
Impossible recipes removed from Trial pool (Drink, etc)
Area number on cards like spinning attack no longer appear buffed by attack card range buff
Grimp eye no longer explodes during enemies cleared animation, and handles mid movement
Final Note
Note that although steam achievements are referenced as the source of astrolabe unlocks, only the challenges are currently live, and the real achievements will be added in a future update,
The big announcement is finally out: we'll be back on Steam Early Access on...
Wednesday, November 8, at 4pm CET (10am EST)!
Before we get to the usual FAQ, we'd like to thank you all for sticking with us during this though last year.
We've had to rebuild a large chunk of our backend, go self-published again, and improve the game in almost every aspect - all with half the team and barely any budget left (yes, we've all been working unpaid for months now).
We managed to keep going on thanks to your support and the positive feedback on the direction of Fractured Online, hoping that once it's back on Steam, Dynamight Studios will be back on its feet.
So, here we go. Just 2 weeks left to takeoff!
FAQ
How can I play?
If you've bought the game on Steam, you're going to be asked to connect your Steam account to a Fractured Online account the first time you launch the game. If you don't have one, you can create one directly from the game!
I bought the game on Steam but didn't migrate...
No need to use the web migration tool any longer! As stated in the previous point, you'll be able to do everything within the game launching it from Steam.
What's new since the Server War Event in July?
Everything listed here except potions. Those still require some work and will be live soon after the relaunch.
What's new since the game was taken off Steam in January?
A LOT. The game has received a ton of improvements and new features since then. Some were listed here, but we're going to release a couple videos to summarize them as well.
What about Demons?
We are planning to release Demons as a race playable in the Human world during Early Access. The release of planet Tartaros will have to wait since we have features with higher priority already in the pipeline, including a new city tech tree and overall player city improvements, territory control, duels, NPCs, and more.
Any marketing planned?
Our budget for marketing is very limited, but we are reaching out to content creators and press and are working on video content ourselves. In particular, we're working on a new trailer!
Any wipes planned?
No wipes planned unless strictly necessary (e.g. an economy-ruining bug). Even if such a disastrous event were to happen, however, we'll try to go for a rollback rather than a wipe.
You have no idea how excited we are to finally be able to drop this announcement. Hope you share the feeling! Cheers!
We're thrilled to unveil Once Upon a Rogue's Tale, a single-player roguelike card game set in the world of classic German fairytales.
Our team has spent the last few months coming up with endless ideas to turn your favourite fairytales into cards, events and more! Included in the game are popular tales like 'Little Red Riding Hood' or 'Rumpelstiltskin', as well as some lesser-known stories like 'The Poor Man and the Rich Man'. Let us know which of your favourite tales we should include next!
-The game has been optimized more -The total file size has been decreased from 10gb to under 2.6gb -Settings are applied and saved in a new way. -The "Auto" button in the Options menu, will run a quick test and automatically choose quality options for you.
If you have not been able to change or save your settings in the past, please comment below if this fixes that problem.
Thank you for playing Pacify! -Shawn
P.S. If you would like to reset the video and controller save files on your computer, you can delete the "Saved" folder listed below.
For Windows: Type this into the search bar or folder path "%localappdata%\Pacify" (%localappdata% should bring you to the folder C:\users\YOURUSERNAME\appdata\local\) Delete the folder named "Saved", then open Pacify
For Mac: Press CMD+Shift+G to Open the Go To Folder Menu Then enter the below path and click Go /Users/YOURUSERNAME/Library/Application Support/Epic/Pacify (replace YOURUSERNAME with your username) You can delete the "Saved" folder you find there and then open Pacify.
Welcome to the brand new El Paso, Elsewhere update changelog!
V8 CHANGELOG
Added a new joystick acceleration slider in the settings menu.
Added gamepad rumble to some actions in the game. Brr brr!
Saving or killing a hostage will now produce an audio cue.
Active modifiers are now displayed in the save selection screen.
Returning to the main menu no longer resets the Modifiers panel.
Restored the resolution & framerate pickers to the settings screen on the Steam Deck.
The Steam Deck's default system settings have been changed. This will not replace current system settings.
The Steam Deck will now use a new default input template featuring a weapon selection wheel on the right pad.
Adjusted the timing of the Vampire's melee attack.
Fixed an issue where hostages could still be killed moments after being rescued.
(Hopefully) fixed a tricky issue related to the FLASHBACK achievement (special thanks to Raloire, Nedly Dedly, Pig, ??? and SparksV from the Steam Discussion Boards!)
If you spot any bugs or glitches, please open a thread on the Steam discussion boards and send us some details so that we can look into it.