The Floorplan generator is essentially in a complete state. Or at least beta I would say. Content for the floor plan generator engine is really the only thing left.
It can handle various sizes, multiple rooms with required props & decorations, and all done with C++ and ISM so generation time is FAST. Blueprint spawning will happen Post generation (Doors, loot containers, etc), after the entire level has been loaded and as players near houses/buildings.
Also, modding support is coming along swimmingly. Image, Audio, and Mesh(.fbx) files can all be loaded at Runtime.
There's way more to talk about but that will come next month!
Thank you for your continued interested and support! Scott
Today I started creating the project I told you about previously (Home Wars Survivors), but I thought I'd give it a name and gameplay more suited to the theme it will deal with!
"Home Wars: Commando" will be a 3D roguelike game, different from the traditional Home Wars, with gameplay more similar to the famous Vampire Survivors, although very different obviously.
The dynamics should be as follows. The player will have to carry out tasks around the map, while hordes of bugs will attack him. These tasks may include sabotage missions, resource recovery, rescuing survivors, and much more. He will be able to gradually improve his team, increasing the number of its members, their weapons, unlocking vehicles and support options (aircraft and artillery).
Napalm will return to claim its victims once again!
IMPORTANT: Of course, I will continue my other project, "Mercenaries of the Kingdom: First Blood", which will not be slowed down by this new development. I've been carrying out multiple projects at the same time for years.
In a few weeks, I should already have enough material to create the shop page, so please stay tuned!
I'd like to highlight an exciting new feature in The Hidden Art of Innkeeping: you get to choose what food to serve to your guests!
Not only will the dishes add to your guests' happiness, some of the guests will have cravings for certain foods and they'll reward you if you serve it during their stay. You can also try experimenting with specific combinations of foods - how about some cookies and tea?
Needless to say, you'll unlock more dishes as you get to know the villagers, meet new people, and discover new areas. Food will also play a key role in the main storyline, so I hope this sounds fun!
Turbo Mode animation speed increased from x1.6 to x2, and there's now an on screen indicator for Turbo Mode being on.
Added support for Portuguese language
New cards added: "Wall of Bhaavaagra"、"Patchouli, Elemental Alchemist".
Finished card art for "Eternal and Instantaneous".
Card Visuals and Quality of Life
Cards being moved or added to the hand will now appear 3D.
Optimized the resolution of cards in combat to make them appear more natural.
All card piles can now be viewed in actual order (excluding the draw pile normally). Also added the option to be able to see the numerical order of cards in a given pile, and the top and bottom cards of the draw and discard piles. This can also be toggled with the "Display Enemy Order" key.
Major Enemy Update
From V.1.4 onward, there will be changes to enemies both minor and major.
Reimu Hakurei Rebalance:: Yin-Yang Orbs will now be summoned at the start of combat and will be resummoned after a certain number of turns. These Yin-Yang Orbs have seperate, weaker stats compared to the normal ones.
Drowned Girl Rebalance: Reduced her damage output.
Youmu Konpaku Rebalance: Increased the damage on her multi-hit attack on Hard and Lunatic.
Hata no Kokoro Rework: 1.Implemented animations. She will have different ones based on her emotion. 2.Will now track debuffs applied to the player, strengthening her Spell Card in the process 3.Her Spell Card is now performed in a new "Serious" emotion instead of "Sorrow"。 4.When changing emotions, her upcoming emotion will appear as the intent (this doesn't affect the emotions themselves)
Clownpiece Rebalance: Base life reduced by 50, now starts 100 Barrier. Her attacks can now add the Lunacy Status card.
Junko Rework: 1.Will now track the player gaining Philosopher's Mana, becoming enraged and stronger as a result. 2."Refinement of Earthly Impurities has been reworked and will now give her Barrier in addition to removing her debuffs. It will also debuff the player based on how much Philosopher's Mana she has. 3.Has a new action, "Pristine Lunacy" 4."Lilies of Murderous Intent" is now a Spell Card that hits twice and enhances Purifying Light, causing the player to lose life when it triggers. 5. Values such as damage and life adjusted.
Final Boss Rebalance: "Reverse Offensive" will now provide her with Barrier.
Bosses in Act 3 onward have the ability to remove their debuffs. This will now display on their intents to notify players in advance. Optimized the perfomance for multi laser attacks like Sanae Kochiya's "Nine Syllable Stabs" and Junko's "Lilies of Murderous Intent" Nightmares will now Exile themselves when enough are present to trigger the instant loss effect, so when negated by the Ultramarine Orb Elixir, the count resets to zero. Updated the perfomance of some minor enemies.
Minor Rebalances
New Jade Box modifier added, "Highly Perceptive". This will start the game with the Border Sensor. "Shinmyoumaru: Rebellion Against Rare Cards"'s third option now allows upgraded basic cards to be chosen, and the replacements will retain their upgrade status. "Hecatia: Support Idol" Now offers a choice of two different T-Shirt sizes, providing 2 or 3 maximum life and Lock On at the start of combat. (The original exhibit was too strong)
Ever Cool Seasonal Fantasia's cost reduced by 1 All-Points Bulletin changed from Attack to Skill. Manipulation of Fate will no longer target Unplayable cards (such cards do have a mana cost, though not normally visible). Fixed an issue with the "Clean Hands" achievement where reloading after obtaining an exhibit would make the run inegible for it.
Fixed issues with Hourai's Sea of Trees: 1. Fixed an issue where it would incorrectly accept 8 mana as the maximum cost: now properly capped at 7 mana. 2. Fixed interaction with High Fidelity Headphones: previously, it would reduce the maximum cost (to prevent unwanted triggers of the "return cards from Exile" effect) Now, it instead raises the number of hits by 1, up to a maximum of 7, and no longer affects the card's cost.
Hotfixes
12/4: When junko's status effect Lilies of Murderous Intent damages the player, it will no longer disqualify you of damageless run achievements. Fixed error of final boss trying to summon Yin-Yang orbs. Fixed error of final boss not summoning enemies starting from the 10th round.
Temporarily removed mana color wheel selection in character selection screen, the Rewatch Prologue icon is now directly shown on the lower left corner. Fixed series of problems caused by UI camera using perspective and turning card text's frame into white. Fixed danmaku effect playing multiple times when enemies do multi-instance attacks. Fixed exile card visual effect losing surface layer. Attempted to fix block/barrier showing when their value is 0.
12/6: Reverted the engine to a version that should fix some minor issue and restore compatibility to mods.
Roukanken now gives BW at the start of the Player's first turn. Ibuki Gourd now adds a Tipsy to the hand at the start of the Player's first turn. Shiny Bulb now allows for a choice of one of two Rare Cards in Gaps (can be skipped) Donation Box now gives 10 Money when acquired. Butter Robot's card reward is now a choice of 1 of 5 cards. Hina Doll will no longer appear starting from Act 3, Level 10.
Reworked item drop system, items can now have a drop chance and quantity range. For example, a tree now will drop 2-3 woods 0-3 twigs and has a 20% chance to drop Pinecone.
Add possibility to plant trees.
Add different stages to trees.
Improved performance, now you can build more buildings with less impact on fps and cpu load.
Berry bush now drops 3-5 berries.
Sand Pie now drops 3-5 sand.
Dead bush now drops 1-3 twigs.
Boulder now drops 2-5 stones.
Coal boulder now drops 3-5 coal and 0-3 stone.
Iron boulder now drops 3-5 iron ore and 0-5 stone.
Bug fixes
Fixed bug when alcohol distiller does not shut down after burning all fuel.
Fixed bug when boulders after restoration can be broken by one hit.
After being sick, continuing testing branch by starting to incorporate modder content, starting with some from Arqs' mod! Let me know what you think of the new changes, especially the new Traits and Perks so far. There's still plenty of time to tweak them.
TO ACCESS THE TESTING BRANCH:
Right Click "Death Road to Canada" in your Steam Library
Go to Properties
Click on the Betas tab on the left of the Properties window
Click on the dropdown in the top right, and change the Beta Participation branch from "None" to "beta - TESTBRANCH"
If you want to communicate with us directly or want every bit of testing branch news, head to the Official Discord ( #deathroad-test-branch channel ) or post here!
Current List of Changes:
All the below changes are from Death Road Modder Arq on the Official Discord!
Back to the wall and Unpredictable traits added
Supporter, Fierce Hitter, and Jack of All Trades perks added
Support for Critical Hits added
Fierce Tempered also adds some crit now
AI Followers with Ex-Wrestler or Grappler can now pick up and throw zombies on their own!
Dailymedic check for Back to the Wall
Check word "someperkchecks" for Ultrafit, Healthcare, and Gun Collector perks to not give you supplies unless you actually recruit the recruits
Bow and Pyro regen events moved a bit to play nice with Back to the Wall