Optimization: After the wolf warrior goes crazy and is knocked down, it should return to normal Numeric adjustment: Races that are immune to gastroenteritis will not lose happiness due to food. BUG: Nobles cannot attend the banquet BUG: After digitally grouping Titans, the Titan cannot be quickly positioned by grouping the numerical keys. BUG: When there are very few adult animals in the pasture, there may be a problem of many coachmen or cavalry gathering in the pasture waiting to lead the animals. BUG: In the military camp, the rescue passenger setting options are not saved. BUG: The male and female icons and images of children are reversed New function: Add a martial technology, militiamen use weapons and equipment Value adjustment: Save the militia's health, instead of having full health every time a civilian converts to a militia. The militia's health is restored by 3.3% every day. BUG: Automatic transactions with vassal territories are invalid and tax collection is 0. Numeric adjustment: For barren dependent territories, the annual tax payment is changed to 50
Farlight 84 was first released globally in April this year. Since then, we have released major updates every month, and the reception from all of you has been off the charts. Approaching the end of 2023 and moving into 2024, we'd like to share with you our plans to make Farlight 84 even better.
Today, we are delighted to share a special announcement for Farlight 84. This announcement will outline our future plans for optimizing gunplay, designing hero skills, and adding exciting new elements to the map. However, do note that some of the thoughts we share today are subject to vigorous play tests, and so may be implemented in a different fashion in the final design, or may not all come to fruition.
With that, let's dive deep into our design thoughts and what to expect from Farlight 84 moving into 2024!
▌Gunplay Design
We've noticed player feedback suggesting that the feel of using firearms in the game seems too similar across the board, prompting you to make very similar weapon choices every single time. This makes us deeply rethink our current weapon framework, and we'd like to share our thoughts with you below.
◇ Current state of 'Assault Rifles'
Take assault rifles as an example. Apart from the AK, the recoil and spread of other guns are nearly non-existent. This makes these guns extremely versatile, effective in both close combat and sniping scenarios.
◇ Current state of 'Submachine Guns' (SMGs)
Submachine guns haven't been as fortunate. They lack a strong presence in the game. Designed for quick close-range engagements, their advantages lie in low recoil and high fire rates. But when assault rifles also exhibit these traits, players seldom opt for submachine guns, which offer a lower cost-benefit ratio.
◇ Current state of 'Sniper Rifles'
This issue extends to sniper rifles as well. In Farlight 84, we aim for a relatively short Time to Kill (TTK) to encourage more intense gunfights. However, our design of sniper rifles hasn't supported this goal, leading to their underutilization. Instead, most players prefer assault rifles with scopes for most combat situations.
◇ Current state of 'Sound Effects'
Farlight 84 is cross-platform between PC and mobile. To accommodate both, we've had to compromise on some high-quality sound effects for impact feedback. Gun sounds are a crucial part of this feedback, but in Farlight 84, they've been too subtle, often overshadowed by the system announcements.
◇ Our Future Plan — 'Diversify Gunplay'
The changes in the AK's shooting parameters and the audio enhancements of some weapons in version 15.1.1, are the first baby steps. Now, the AK feels more realistic, with increased bullet trajectory randomness and a higher recoil cap, aiming to provide a more immersive experience. We've also updated the sound effects for the AK-77 and Bar-95. The new sounds offer a more realistic soundscape, especially on better equipment, where you'll experience clearer, more impactful feedback.
▌Hero Design
So far, you've generally relied on your hero's active skills and, occasionally, the jetpack. The jetpack, with its cool aerial maneuvers, offers high mobility. However, the combination of hero skills and jetpack usage doesn't always feel right. Let's take a look at the design thought process for this part of the core gameplay.
◇ Current state of 'Hero Skills & Jetpack'
1. Most players entering Farlight 84 weren't utilizing the jetpack effectively. Players already have two active skills to manage. Adding the jetpack's two movement abilities while managing the skills, while also managing to shoot, often overwhelms new players. They end up randomly pressing whatever lights up, confused about what happened after using a skill, let alone combining them all and coordinating with teammates. 2. The jetpacks happen to indirectly weaken the gunplay experience. Due to jetpacks' high mobility, we had to compromise on gunplay dynamics from the beginning of Farlight 84's design. Most guns are crafted with the premise of facing enemies flying around with jetpacks, and we HAD to lower the difficulty in weapon handling, advanced prediction, and recoil control skills.
◇ Our Future Plan — 'Better Hero Design'
In our upcoming adjustments, we plan a comprehensive design approach of hero skills and jetpacks. Future battles will involve more head-on confrontations between players, making a deep understanding of hero skills crucial. We also hope that players will find more enjoyment in the seamless integration of skills and weapons, challenging themselves with higher levels of gameplay.
▌Map Design
Apart from optimizing existing heroes, weapons, and the in-game progression system, we're also working on new, fun gameplay elements to the Battle Royale mode in Farlight 84. Let's take a look at what's coming to maps in 2024.
◇ Current state of 'Maps'
So far, the map experience in Farlight 84 has been quite stable, with the ring closing periodically, and players doing the usual: scavenging for supplies and moving to safe zones. Beyond finding resources and opening chests, there haven’t been many clear objectives or opportunities for players to employ proactive strategies.
◇ Our Future Plan — 'New Map Features'
To alter the experience for more excitement, we're designing new map features, including 'mech bosses' in the battle royale maps, spawning at random locations!
Once the 'boss' is defeated, you can take control of it, essentially turning it into a giant vehicle of your own. Imagine the thrill of piloting a mech boss, using its abilities to dominate the battlefield!
These new features are expected to make playing in battle royale more exhilarating, strategic, and full of tactical depth. The addition of this new feature will introduce more variables to the battle, enriching the combat experience and making it more exciting for players.
▌Final Words
The changes and directions discussed today are not final, and we plan to implement these designs gradually over the coming months in 2024. We will provide more detailed update content before each upcoming version through the What's NEXT series.
We hope you'll find more enjoyment and discover new strategies alongside Farlight 84's evolution. We encourage and welcome your honest feedback to help us take the game even further. Stay tuned for more detailed information about the final changes for each respective update once they arrive.
Thank you for your continued support, and we look forward to bringing you an even better Farlight 84 experience!
This update includes a few new insanities, a new nightmare, and a small fistful of bugfixes revealed on a stream.
- Added more sound to new game screen - Clarified in tooltips that FRANK loses stress for allowing passengers to die, rather than only when killing them. - Made overclocked systems immune to glitch - certain glitches could rob a system of overclocked, so this should make it easier to keep engines and/or nav OC'd to catch up to the tension wall - Chatty memory now gives extra machine parts if you would already start with the Chatbot - Stopped other modules from showing up on the memory core aug slot - Fixed progress not being erased if you removed the memory core - Tracking Failure will no longer allow you to prematurely escape nightmares - Player robot will now lose coolant when panicking (as per certain insanities) - Added labyrinth nightmare - Added 4 new insanities - Cruise Control, Automysophobia, Sciophobia, and Flipped Bits - Fixed Robbie's emergency repair bonuses not applying to emergency repair on the pods, even though the tooltip claimed they were - Fixed paperdoll scaling - Fixed the game timer not setting itself to 0 when a new game is started - Various tooltip and event fixes
Shoutouts to TheLastRoboKy for revealing a lot of the bugs fixed in this patch.
A massive new boss has come to the Jagged Peaks. Every world now has its own unique boss, totaling 10 unique boss encounters in the game!
NEW ABILITY SUMMARY SCREEN
By popular demand, we have added an ability summary screen. Now at any time during the game, you can review the details of the abilities and upgrades you have selected.
DAMAGE NUMBERS REWORKED
The damage number display system has been completely reworked. Our goal was to increase legibility, while minimizing the visual impact and over stimulation of information. Higher damage numbers are now displayed larger and for a longer duration, making them much easier to read while in combat.
BALANCE UPDATES
Shortened light’s blind effect versus bosses, lasting ⅓ as long. Previously a fully upgraded blind effect could essentially blind-lock bosses.
Strong light now scales up in damage when charged, in addition to the narrowing and lengthening of its beam.
In time crunch mode, picking up flux now rewards an additional 15 seconds of time. Now if you complete flux events successfully, they will be worth the time spent.
BUG FIXES AND IMPROVEMENTS
Icelands boss rework: Previously, the boss could be cheated using penetrating skills and large AOEs. It has now been updated to make use of triggered floor buttons to trigger deactivating invulnerability pylons. In addition, it was difficult to tell what parts of the boss spire were to be targeted. Cosmetic updates were made to make it clear what is vulnerable and what is to be targeted.
Sound improvements: Numerous sounds have been added and updated in this patch. This includes more audio impact for players hitting the ground, all new sounds for lightning attacks, an audio cue for all light abilities when max charge has been reached, sound for the activation of jump pads, and many others.
Improved animation system: Players are able to jump and dash while channeling or charging abilities. This mechanic resulted in these casts persisting after the ability animations completed, appearing odd at times. A new animation persistence system has been developed to properly return to the ability casting/charging state after performing a maneuver.
Fixed issue where Steam may not award an achievement when earned. Added new achievements for completing the relatively new Molten Pillars and Jagged Peaks biomes.
Added a few more one time popup messages to explain essential game mechanics based on feedback and players streaming the game. If there is anything you found confusing that needs a better initial explanation, let us know!
Updated a few screens that were not working well with controller input.
Player characters now animate appropriately when falling from great heights. (No falling damage was added)
Fixed a client only issue where ability elements would not visually refresh when selecting an upgrade and having an additional upgrade from the flux entity.
Magnus - Alpha Sector: Adjusted stage 3 platform movement so that if you are standing on the jump pad when it is activated, it will not send you into the gaseous abyss.
Fixed a few enemies that would not have a “flash when hit” effect for client players.
Many more minor bug fixes and improvements.
SHARE YOUR FEEDBACK
If there is something specific you are hoping for in future updates, please reach out and let us know!
Hello everyone, we're proudly present our Full Prologue Demo of StellaGale The Trial of Faith!
Embark on a captivating journey with our Full Demo. Explore rich landscapes, unravel the prologue of Stella’s story, and dive into the complete gaming experience. This demo offers a taste of the full adventure that awaits you in the world of StellaGale Trial of Faith.
I also want to share some changes we made for a course a year :
COMBAT
The gameplay feel has undergone a significant transformation from what it used to be. In the current version, it is evident that every damage dealt is impactful and leaves a strong impression. We added camera shakes, slow motion, splash screens, and updated the damage visual effects to make battles even more engaging and visually appealing.
BACKGROUND COMBAT
We added depth to the arena by incorporating numerous assets into the foreground. Compared to before, which may have seemed empty and close, now players can feel a more dense and expansive arena.
XTREME MODE SYSTEM (Previously called Ultimate / Conveyor System)
The skill conveyor has been slightly modified to make it easier for players to distinguish between the gauge for regular skills and the gauge for Xtreme skills. We have also added controls above the buttons so that players can easily preview the skills they are about to use.
We removed the storing system to make it easier for players during Xtreme execution. This decision was based on feedback from our testers, as pressing the L1+R1 buttons for storing proved to be cumbersome. As a result, we focused on the core element, which is the combination of skills. Now, players only need to hold L1 and input the combination.
AUDIO & MUSIC
We made massive changes to the music and audio, successfully incorporating voices that enhance the excitement of battles, including voices for Stella, enemies, and even Gale.
Added sound effects (SFX) to many parts of the gameplay. This is also a significant change that has a substantial impact on the current state of the game.
STORY DIRECTION & SYSTEM
Fungus update (control & animation). We added control to fasten & auto-play cutscenes. This will be very useful for players to control their own pace.
We added music & audio to cutscene, so the story felt more alive.
EXPLORATION CITY
We added shadows and lighting to the city, as well as visual effects like waves and particle leaves. This makes the city come even more alive.
Animated Vfx background. We added many VFX animations to improve the visual experience.
Background assets for the Main City are improved. The city is now more alive. All details are now painted in more detail.
BONUS
We also added tip or gratuity mechanic to the game. So, when you did something amazing, the crowd will reward you with money.
The team has done tremendous work and we spend a lot of time making the game better and fully playable. I hope you can feel it when you play the game. If you have feedback or have found any bugs, you can report us on the discussion panel.