One month ago, on Github, one of you submitted a draft to translation extortion to Simplified Chinese. I am extremely happy people take this time to translate the game into their language, so I took time to (try to) review everything and improve the translation system to have a qualitative version.
I already applied this version to the Store page and achievements, but I am now here to ask players (you!) for help with the game itself. Since I had to change lots of stuff, this specific update will also impact French, English, and Swedish versions in addition to this new Simplified Chinese version.
So, what am I asking? Download the beta version and launch a new game (this is important, it won't affect already done actions in-game), and play the game. If you notice any issues with the text formatting or content, I'd love to hear from you before I release this update.
So, how to play beta?
Restart your Steam client
Go into game settings via the gear icon on the top right
Another week down, and another mountain of progress climbed! With two major releases now behind us, we're now excited to share with you the plans we have for the future. Buckle up and let's dive in!
First, lets start with the CG works that saw the addition of the new sprites, spacesuits and GUI of the Quest Log itself. The last one in particular was finished just in time to be released in 0.5.6 Release but, the team decided to not keep such a requested feature exclusive and continued working hard these last few days to push it in our 0.5.5 Release as well. Hopefully, it meets your expectations and then some as we collect more feedback data around it.
But the biggest one was the commissioning of new zone rework.
This time, Caly's first alien planet destination: Tripteen
An ideal candidate for revamping to our current standards as the original was conceived nearly three years ago!
In essence, our main focus and priority is to enhance the exploration side of the planet as it is the first key area players visit and get to properly stretch their legs and explore around at their own leisure. To that effect, a few ideas are being bounced around currently that include, but not limited to:
Expanding the zone itself to add more gameplay oriented features.
Rework the CGs extensively for markedly improved experience while traversing the village as well as the dungeon environment
Update the looks as well as the function of NPCs as well the Bots so they feel more principally important in the grand scheme of things
and more!
Unfortunately, as the entire rework is in its infancy stage, we don't have much eye-candy to regale you with currently, but we promise to keep you updated on this front as more develops.
Finally, boomeranging back to both the Alpha and Public builds- with their releases out of the way, the coders busied themselves absorbing the feedback data and incorporating quality of life improvement changes as well as deploying bug troubleshooting solutions. Essentially, this marks the precursor to establishing a stable build, that once ready, will become the bedrock for the next offshoot mobile build in the future.
And that is it for this one. While there's still much to be done, we're committed to achieving our vision for VoidBound by continuing to rebuild the old while simultaneously creating something interestingly new and novel. As such, in the coming weeks, we'll be focusing on polishing existing features as well as implementing new content, so stay tuned for further updates!
In the past 30 hours, We've received a lot of feedbacks from our players. We would like to sincerely express our gratitude for these valueable feedbacks and players!
And here are the features of this update:
- Now, if you run out of your time when you are pressing the accelerating button, the acceleration will stop automatically. This will help you operate more precisely; - Increased the importance and priority of some indication; - Simplified some levels in chapter 1 and chapter 2; - Fixed some bugs about the fade-in/fade-out pages; - Fixed some bugs on texts in the levels.
Next week, on Friday, December 15th, we'll be releasing Version 0.3! This version includes:
Tower Techs redone into Global Upgrades
Meta Tech Tree for Survival getting a Fourth Tree
New Techs
New Quickplay & Co-op Maps
Ability to select Targeting Priorities
Balance Adjustments
Performance Improvements
And of course, QoL improvements, bug fixes, and the usual. Read on for the full preview!
Global Upgrades
Throughout your playthroughs, you may have encountered Tower Techs. These would apply to all towers of that type and add some unique benefit for that tower type. The problem is:
These showed up in End-of-Wave Rewards only, so you didn't get to choose the timing
And it would be randomized, so even when you did get it, you couldn't choose which one
Numerous builds relied on Tower Techs to be usable
So, we've decided to take them out of the End-of-Wave Rewards and add a new button! Behold:
We've made Gravity Trap useful again! In theory...
Buying a Global Upgrade costs 75 Power in Survival, and everywhere else, it costs 50 Power. These values are not finalized, though with only a week to go, probably also won't change.
Survival
To help differentiate each run, we've added more Techs to the game! These include (but are not limited to):
Upgrades to Overloads
Sacrificing a Blocker on another Blocker to trigger an explosion
Additional function on Recycle, enabling it to be used on an Obstacle to remove it
Manufacturer specific techs
And many more!
Additionally, we've added a Fourth Tree to the Meta Tech Tree. With these, we've also balanced a few of the existing Meta Techs, including everyone's favorite, the ability to not lose more than 50 lives a wave. That one has been overhauled.
Now introducing a way to remove Techs from the pool.
New Maps
To make use of the new Techs, we have 3 New Quickplay Maps & 3 New Co-op Maps, just like last time!
New maps and new backdrop. Have fun figuring this one out!
Targeting Priorities
It's been requested a few times, and now, the ability to change Targeting Priorities is here! The way this is works is that every Defense in the game has a Default Priority. This includes all their smart targeting functions. You also have options for:
Front
Back
Near
Far
Strong
Weak
Do note, selecting one of those will override smart targeting. If you want the original targeting back, just change it back to the Default option.
Missile Launcher, Proximity Mine, EMP Mine, and Network are all getting nerfed
Any upgrades that gave uncapped resources are getting capped
Numerous other smaller buffs across the board
See that red explosion? Target Marker caused that.
Performance Improvements
For those of you that managed to "beat" Survival before, you may have noticed the game becoming slightly unplayable at a certain point. 1 FPS? Time to go on a walk each wave.
We've managed to isolate certain things and performance on the whole should be much better! Not perfect; late-game Survival in Wave 80+ is still likely to drop to 10 FPS at its worst. But overall, it is far more playable. And FPS between waves shouldn't tank anymore either. We're looking to improve it even more in the future.
This can actually run at decent FPS now.
And that's it for the Version 0.3 Preview! We might be sneaking some other things into the patch next week, like Chaos Mode, which randomizes your Loadoutevery single wave. Who knows what else will make it in there!
Look forward to the release on Friday, December 15th!
Now Sengkala Dev want to show you the gameplay of Fall of Bali with Kingdom of Mengwi.
In this video, you can see realm of Mengwi and many Balinese kingdoms around Mengwi.
Mengwi is one of Balinese kingdom in South Bali and in 1780 (actully Mengwi started in 1767, this is bug), Mengwi still have strong power among another Balinese kings. But in later, Mengwi will facing many obstacle from Badung and Gianyar.
Thank you for watching this gameplay video. For new demo hope we can release soon!
Keep touch with us in our Discord and Twitter (X)!