Tower Walker: MMO Grind Simulator - Raptor Claw Games
Small patch with fixes to auto item locking in the inventory system, sell mode/recycle mode and brutal mode dungeon milestones triggers.
Here are the patch notes (1.0075.4698):
Added automatic item locking to protect all items enchanted +20 or more (Item locking prevents the item for being sold in sell mode or disenchanted by one click in recycle mode. The item can still be sold and disenchanted by using the secondary menu)
Fixed an issue with new S-grade items could not be sold in "SELL MODE"
Fixed an issue with new S-grade items could not be disenchanted in "RECYCLE MODE"
Fixed an issue with item lock for Moortus legendary weapons from Ascension rewards
Tweaks to increase cost in faction shop for Fortitude potion II to 50
Tweaks to increase cost in faction shop for Armor potion II to 50
Tweaks to increase cost in faction shop for Resistance potion II to 50
Tweaks to increase cost in faction shop for Luck potion II to 70
Tweaks to increase cost in faction shop for Learning potion II to 70
Tweaks to increase cost in faction shop for Divine ring of Karion to 1500
Fixed an issue with milestone triggers for bosses in brutal mode Abyss gate
Hey everyone! We thought it was about time we showed you a deeper dive into the social side to our gameplay! In this new trailer, we explore a day in the life of Luisa, what she gets up to and who she meets
You will begin each day at your guest house in the heart of Hinterberg. From here, you will decide which biome to visit for the day – each environment is unique and presents different magic skills to master, along with unique dungeons and challenges.
Once you’ve made your way to your chosen biome, your first goal will likely be to find a dungeon to tackle. Whichever path you choose, you should be prepared, as the serene-looking environments will present you with many challenges; most of these can be overcome by using your sword, magic, and puzzling skills - but some might require the help of friends.
This is where the social side of the game comes in. Hinterberg’s newfound fame as a magical slaying destination has brought colourful tourists and adventurers from all over the world to the village and has turned it into a bustling hotspot filled with things to do and places to hang out.
Each evening, you can decide to spend some quality time with one person. If you successfully deepen your relationship, you will be rewarded: Having trouble finding a dungeon? See if you can find someone who made it through and how they gained access. Monster too tough to beat? Why not seek out a pro slayer to learn a new special attack, visit Hannah’s smithy and be rewarded with powerful sword enchantments. Or maybe you just want to befriend the village dog because he’s so cute!
Building strong relationships adds a touch of magic to your journey and holds the key to becoming a formidable slayer!
We're part of the AdventureX Sales Event from Nov. 2 - Nov. 8. We'll run multiple events and announce them here. Apologies if you see several announcements.
Dev insights & gameplay
Lamplight City's developer Francisco Gonzalez plays the prologue of the game and reveals interesting behind the scenes information.
About Lamplight City
A steampunk-ish detective adventure from the creator of A Golden Wake and Shardlight! Can private investigator Miles Fordham find justice for his clients and track down his partner's killer before his entire world comes apart?
Fixed a bug that prevented the front door from processing properly in some cases. Fixed a bug where the electricity would not always come on the first time Expanded the judgment of the toy box Changed some wording of targets
Thank you all so much for your endless support! I appreciate it so much! So, as a gift, enjoy this venge demo/beta! It contains everything 2.0, starting from the bike scene, all the way to the end of the pinter! Any and ALL feedback is greatly appreciated, even if you absolutely hate it. Feel free to leave feedback in the comments of this post, the discord, or the bug report!
I'm hoping to get 2.0 out by christmas, but thats looking less and less likely by the dey, I'm still super busy :(
But the release is on the horizon! Def within a few months.
How to Install
Go to the Venge home library
Click the gear icon
Click "properties"
Click "betas"
Choose the "public_demo" beta and you're good to go!
The Alpha has only featured playable content from the Drakonian Dynasty, although the team has continued to make significant progress on other Dynasties during this time.
"Children of the Sky, the Foryoku Dynasty covers vast landscapes from floating cliffs in the Aer biome to the dense Cloud Forests, and their soldiers ride among flying Sentius possessing the Aer element."
The foundation of each Dynasty is its unique Architecture
All concepts and models are of the first technological "Era" from the game progression system
Strong East Asian influences are present such as bamboo roofs and yurt-style circular homes
The villager houses above are occupied by villagers from your city or spawned villages
Townhalls generate villagers and act as the city center
Each concept is carefully modeled in 3D
First era concepts for Chojin such as the base architecture and props were completed and prepared for modeling
New Sentius modeled and imported to the Engine
A distinct set of resources and corresponding source assets are available for harvesting during survival gameplay.
New environment assets were created for the Cloud Forest Biome
Aeroxen and Foryoku Ranger In Engine
"Built from stone, the Rokkuhito Dynasty ranges from the vast desert plains to the lush savannah and marsh jungle; their Sentinels command Sentius through the Terra element."
Rokkuhito - Tough as Stone
The distinct landscapes of Rokkuton such as desert
Rokkuhtio architecture adapts to its unique environment
First Era Town Halls are constructed of clay, wood, or stone, your materials will advance with each Era.
Each detail of the town hall is modeled
Unaki are the snake-like race that wars against the player
Unaki camp asset concepts
New Sentius Roxli was modeled and added to the engine
Oasis areas spawn within the Desert Biome
Ostleaf in the oasis
"Born of fire, the Drakonians hail from high mountain peaks and grassy meadow valleys with deep forests between. Their Sentinels command Sentius with the Magma element."
The First Era Paladin was introduced from Drakonia
A new character controller enables responsive combat
Coastal Meadow Locale villager at camp
Locales are the biome-specific variants for villagers, equipment, and apparel within each continent
Biome-specific variants of the paraglider were developed
New Sentius Stagma was recently added to the Alpha
Stagma Animation Previews
New set of base building assets / E1 Interiors
Some assets are shared with villager settlements
Interiors fitted with base assets and lighting accents
Boats will be commanded by the player or a crew
Runes are new locations that spawn in sub-biomes
"The world stands only for the Shoi to conquer through technology held to the plasma element"
Shoi Golems are sentinels assigned to defend Shoi locations such as temples...
Shoi drones will also patrol temples and can be found in the overworld to guide the player
Concepts for the legendary weapon each class can select
Legendary weapons never break and can be upgraded through a skill tree
"Void is limitless, void is everywhere, Void is all consuming chaos"
The Void Reaper was brought to life for a new trailer
The Foryoku Dynasty Sentipedia is complete! #101 - 200
After the concept, graphic arts are published with important data about the Sentius on our website
With Drakonian and Foryoku complete, we are now phasing down the final 80 + Sentius designs for Sentipedia 1.0
Moveset concepts are created for each attack effect
The Art team has also implemented new standards for Sentius designs, including pose sheets: