ZOR: Pilgrimage of the Slorfs - Righteous Hammer Games
Fixed issue where scouting level was not increasing Turrets now stop rotating when immobilized Improved unlock info for Gharl to be clearer Avenging ghost visually distinct from other ghosts
Slightly changed the first level with antennas, a bit more enemies, less delays in story scripts.
On the "old path" level, the balance has been slightly changed. In the first temple, the player is now attacked by 1 Scout III, instead of two. In the city, the park part has been changed, and more healing places have been added. Scout in the city does not attack together with the turrets, but after the player clears them. So there should be less chaos.
In coop mode, it is now impossible for both players to enter a dialogue with the same character.
Fixed a critical bug on the “Old Path” level where the cutscene blocked the playthrough for the second player.
Plasma Turret crafting cost reduced. The required number of clips is 2→1.
Slightly improved auto-aiming system for gamepads. (aiming at barrels, weak spots of enemies)
It is now possible to ride on robot cleaners again.
As every halloween, a portal to a dark realm opened in Energy Tail! A special challenge is waiting for you, with 13 waves - including an evil boss. Don't forget to try it out, before the portal closes. According to our estimates, the portal should be stable until the 7th of November.
Welcome to this weeks Skywatch development update!
Firstly, we apologise for the delay in releasing this Skywatch, we experienced some issues with the Lost Skies website which prevented us from releasing it as scheduled on Friday. These issues are ongoing, so for the time being we're posting this in its entirety here on the Steam community hub, but not on the website until the aforementioned issues are resolved. Thanks for your patience with us getting this out.
As we mentioned in the previous blog post, we have some really exciting stuff on the horizon for you all. First things first, we promised you news about the next wave of open development invites and we haven't forgotten!
The next wave of invites will be going out early to mid November. We'll be aiming to invite approximately 100 people from the Discord community in this stage, and we'll be reaching out to those who've been selected in the next couple of weeks via Discord DM, so if you've signed up for open development playtesting community, please make sure that you are in the official Lost Skies Discord server and you have your DM's set to open.
In other news, we'll be stepping up social media activity across the official Bossa/Lost Skies social channels, so keep an eye on those for new content. With that out of the way, let's get in to today's Skywatch!
Character Team
We'll open with a short update from our character team. Not much to share this week from the character team, but we do have some a small update on the cutting tool saw blade animations. The gifs below show some of the throwing and catching animation variations for the blade that the team have been working on.
A little bit of extra context on this mechanic: when you throw the blade to cut a tree, there will be a visual cue as the blade returns to you that, when timed correctly, will allow you to fire the blade back out again more rapidly, ultimately resulting in faster resource gathering. It's a neat little mini-game that is intended to make tree cutting a bit more engaging, much like how you have to mine the actual ore chunks when mining metals.
The second and final update from our character team this week, the image below is a look at some early concepts for our Saborian hip lamp. Let us know which design you prefer!
Creature Team
It's a short update from our creature team this week as well. First up, the image below shows a model for one of our food items - meat! As we've detailed previously, whilst there won't be a traditional hunger system in Lost Skies, you'll still do your fair share of cooking as meals will provide you with temporary stat buffs.
Secondly, below is an early look at the jelly fish in-game, that we shared the concepts for back in Skywatch #12 - I've shared the concept piece again here for reference.
Finally from our creature team, the video clip below shows the walking animation for our Nautilus, as well as some of the work that's been done on the Nautilus SFX.
Island Team
Our first update from the island team this week shows off some more concepts for puzzle elements. As we've mentioned previously, we'll have a Skywatch post dedicated to the island puzzles that will go in to more detail about them in the future, but for context the concept pieces below are for a range of different puzzle assets.
The first concept piece below is for a puzzle switch. There will be different types of puzzle switches, one is a pully switch and there will also be switches that you need to shoot, either to open doors or to progress the puzzle in some way.
The next few concepts are for our data drone puzzle, and show the art direction our team is aiming for for the drone and the drone terminal.
Sticking with the puzzle concepts, the pieces below show off some early designs for some of our monolith puzzle assets.
Finally from our island team this week, the clips below show some of the ongoing particle effects work. These visual effects are being designed with Atlas in mind, but with some tweaking can be applied to a range of things - from Atlas deposits, to the rock destruction animation when you overharvest a rocks core, or even ship VFX.
Ship Team
On the subject of ships, our final update this week is from our ship team. We've seen some comments within the Discord community speculating as to whether or not the shipyard bubble from Worlds Adrift would make a return. Well, wonder no more! Below is a look at the early shipyard bubble VFX and particle effects. The 'pulse' effect at the 10 second mark is the effect for when the grapple hits the bubble, and the sparkling effect shown from the 16 second mark is the VFX for when the grapple is attached to the bubble.
The gifs below show a couple of the wireframe animation variations for our Saborian shipyard. As you can see, we're really keen to make the animations fluid and eye catching, with the shipyard 'arms' and ramp deploying and the centre terminal rotating.
And finally from our ship team this week, following on from the last Skywatch where we gave you a sneak peak, below is a look at some of the early VFX work being done on the ship creation effects. This is how your ship frame will materialise once you're ready to craft it!
Community Islands
We're going to finish off this post with a showcase of some community island creations from the open development community. For those of you who might be unaware, we recently gave our playtesting community access to an early build of the Lost Skies Island Creator, and they've been to grips with the tool.
Forests and Caves by Budgie94_
First up, we have Budgie's Forest and Caves island. We were really impressed with the detail that Budgie put in to both their forest and caves on this island - there's some great attention to detail and the forest actually feels like a forest, with dense undergrowth and an abundance of trees really making you feel like you're in a woodland scene. Finally, we were super impressed with Budgie's ivy bridge creation, made from individual assets. This demonstrates great use of putting individual assets together to make a great looking point of interest.
Lush forests
Gloomy caves
Ivy bridge
After the Fall by RitchieJ
Next up, we have After the Fall by RitchieJ.
"A few early campsite communities are scattered over the broken land . . ."
Once again, RitchieJ has done a great job of making interesting puzzles that will keep you engaged whilst exploring the island, while making sure the puzzles aren't too challenging for players (it's a starter region island afterall).
Portamis by UgLY
Finally, we have Portamis by UgLY. This island has a really distinctive silhouette, with multiple smaller islands branching off of the main landmass, that are connected via ropes of ivy. This will look great as you approach it on your airship. We were really impressed with some of the little points of interest UgLY included here, the standout for us was the crashed ship in the large tree. A really nice looking region 1 island that's a lot of fun to explore!
Portamis from a distance
Crashed ship point of interest
Hidden ruin point of interest
And finally this week, last Friday we shared our first in-game gameplay tease for the game on our social channels. Below is a higher resolution version of that clip for you to enjoy.
That's all we have for you this week, we hope you've enjoyed it and we'll have more to share soon! A quick reminder to keep an eye on our social channels, as we'll be ramping up activity on there for the game. Whilst some of the posts will be recycled content from older Skywatch posts, some of the content will be brand new!
Hey everyone! We’re back with a quick patch to fix up a few bugs and to help out with readability of some of the text in the garage and character select menus! But first, we’d like to say thanks to everyone who has stopped by and checked out the game - it’s been just about a month since we launched 1.0 and the response has been very nice!
On to the patch notes: - Updated some fonts and text sizes in the garage and character select menu to enhance readability, especially on Steam Deck and smaller screens.
- Addressed an issue with some minibosses getting knocked off screen and not being able to return.
- Fixed a few CTD events that the map display could trigger in certain early sectors.
As always, you can reach us in the Steam forums if you have questions or comments - thanks again for playing!
#XboxPartnerPreview just premiered a first look at a couple of gameplay scenes from our next title Still Wakes the Deep. 1975 Scotland, raging North Sea, steel-clad corridors of an oil rig, and there's something else out there with you...
The leaderboard will show who contributed the most every week!
Clubs compete against one another for prizes
Club members can also compete to contribute the most and add credit prizes to the leaderboard
NOTE: CC leaderboards won't be available in game until update 1.95 is mandatory on all platforms (where you're required to update your game. Estimated expected date 11/6
Bug Fixes
Fixed several issues related to Country Club Goals when goals used specific courses or coin rooms
Fixed an issue where Country Club Goal Milestones were changing 24 hours early
Fixed an issue where external links from Tournament EOG prompts and Inbox Messages weren’t opening web pages on iOS and MacOS
Fixed an issue where Kiawah Challenge 2 CTTH didn’t show an art asset
Fixed an issue where Country Clubs below level 7 were able to use the “Super Slow” green option, and the option was giving the wrong green speed when used
Fixed an issue where the putting line doesn’t move with the aim marker
Fixed an issue where clash matchups show the Victory label on both clubs when matching up
Fixed an issue where the left-most main menu card sometimes shows a loading message indefinitely
JDRF Tournament
Compete for a 50,000 WGT Credit purse while supporting JDRF in raising money for life-saving research to support the type 1 diabetes community
All those who enter the JDRF Tournament on Wolf Creek will receive a limited edition JDRF pullover for their avatars to rock on the course
Starting on 11/14
Turkey Beanie
Turkeys can fly (short distances)
Let your game soar with a turkey on your noggin
The Turkey Beanie is now available in the Pro Shop for all you turkey enthusiasts out there.
Five Course Showdown
Fill up on prizes in a new Showdown! The Five Course Showdown tees off soon and brings you plenty of competition to feast on
If the game starts to lag or takes a long time to load, please check the size of your save files at the following path: UserName/AppData/LocalLow/Chudo-Yudo Games/Folk Hero
If the size of the save files is larger than 2 megabytes (e.g. 10, 20, 50), be sure to post the problem here and email us at anavrin1990@yandex.ru. We will deal with the problem. Thank you!