We’re excited to have teamed up with composer Utopia and producer George Hammond once more to bring you these tracks inspired by the mighty Holy Roman Empire. This music collection adds ten new songs to EUIV that highlight the vibrancy and majesty of the HRE at the peak of its power.
We hope you enjoy this music pack, guaranteed to rouse the conqueror within.
Listen to a preview here:
Here are some words from the creators - plus some links to where you can find more of their work:
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"Greetings Emperors!
George and I have been cooking up a special treat for you to finish off 2023! This is a pack of ten original songs that covers some of the most iconic moments in the Holy Roman Empire's early-modern history. There are five intense tracks for war, and five gentle tracks for peace; all ten integrating seamlessly with the existing game music. You will hear the Prussian space marines come rolling in; you will hear the mighty pen of Austrian Diplomacy as it strikes yet another strategic manoeuvre; and you will hear the legacy of Holy Roman Emperors past, present and future come forth to celebrate your next coronation.
Production of this music has been a huge undertaking, and George and I have really enjoyed bringing this to reality. The end product is far deeper and richer than I ever imagined, and is a nice nod back to the original magic of Utopia. So join us! And immerse yourself with the power and glory that your most Holiest and most Roman Empire deserves.
"It’s really exciting to finally be able to share what Utopia and I have been hard at work on over the last few months, and I really hope that you all enjoy the music! It’s been an absolute pleasure to work with Utopia and Paradox on this project, and it’s an experience I’ve learnt a lot from. Utopia and I have painstakingly worked to create these 10 tracks for you all, going backwards and forwards over every little tiny detail, but we can confidently say that the final result is a thousand times better than what we could have ever imagined when we first started working together.
I especially found it very fascinating reading up on the history of the Holy Roman Empire and the German nations within it in preparation for this set of tracks, and it was really interesting to see how Utopia had interpreted the events and institutions of the HRE in his music, and this is one of the main things I’ve loved about my work on these projects, as it’s so inspiring listening to and sharing different methods and ideas with other composers, and seeing the work that results from working together.
Hey Everyone! First of all, we would like to invite everyone to your Discord, where you can get in direct contact with our dev team: https://discord.gg/5AnMchrWYZ
Second, we are releasing today's update with the Christmas Event and a few more things but without SANDBOX mode, as it is causing issues with disappearing inventory which we are still investigating.
Changelog | 0.23.12.21:2548
Christmas Event
New Audio System (ex. new reel sound, new throw sounds, etc.)
New Save Systems (fully stored in cloud & app data)
Changed map: Slovakia 2.0
Christmas Event 2023
The event is the same as last year and there are two reasons for that. First, we are digging in the code and project to push the NEW FIsh System on public beta ASAP, as this is right now a game-breaking issue when it comes to catching big fish. Second - a lot of players didn't know about last year's event, so we are giving just the same tasks, and rewards as last year.
The event will be disabled on January 7th, 2024.
New Save System
So it is here finally, the proper Steam Cloud support and syncing all your saves between different machines. It was done from scratches, saves that were saved in the Windows registry have been fully moved to AppData by re-working the whole system how data is stored and saved from the game.
New Audio System (partially)
So, the old audio system was messed up a lot and while doing this we found out that many sounds that were implemented in the game didn't even "play" in the game. It's not perfect right now but the current system allows us to implement a lot of sound options and configurations with channels, 3D audio/spatial, etc. We will improve this system but from main things that you should notice are: new reeling sound, new casting sound, new lodge sounds, and some new environment sounds.
SLOVAKIA 2.0
You will probably ask WHY? And the answer is: FLY FISHING. As the development is moving forward we are slowly preparing to do fly fishing mechanics and we need maps that will allow you to enjoy it to its full potential. Slovakia was supposed to be a mountain river with a proper river current (that is still in the works). So the map was I would say re-done in 90%. The old map is still there, but you can check how it changed by just looking at the minimap:
Yes, you are correct - 1,2,3 fast travel points are the old map ;) So let me show you some screenshots.
As the holiday spirits fills the air, we wanted to take a moment to wish each and every one of you a fantastic holiday season, filled with warmth and joy! In the end, isn't that exactly what Wantless is all about?
Song of Silence
While we were aiming for a December release, the Song of Silence update will instead be releasing in January. We're still working on fine-tuning and including some of your feedback, and we're sorry for the additional delay. As we polish things up, here is a little sneak peek for you:
Our special someone is getting ready to "spin" into action. Prepare for a challenge!
Neural Forging
Moving on to the other topic of today. We have mentioned neural forging in the past, but with the release of the Early Access, now seems like a good time to cover the basics again and offer a few more details on skill creation.
The players who haven’t tried Wantless yet might be curious about its unusual skill crafting feature. It's actually quite simple. It all happens in the Neural forge, and here’s how it works!
As you help patients and face their torments, you’ll undoubtedly loot crafting components for the forge. They’re called synapses.
There are 3 types of synapses:
Form Synapses determine your skill’s range, shape (or area of effect), and the number of effects it can have.
Effect Synapses determine what your skill does to its targets. There are lots of different effects in Wantless, and many more we intend to implement. That could be anything ranging from dealing damage, to applying health regeneration buffs, poisoning, stunning, or pushing an enemy away.
Efficiency Synapses determine how many Action Points (your primary resource in combat) it costs to use the skill, along with its cooldown.
To forge a skill, all you need to do is combine at least one of each synapse type (you can use multiple effect synapses in a single skill).
Below is a video overview of the Neural Forge by Paul Plays Games. Paul has produced in depths video guides and playthroughs of Wantless, so if you're interested, do check out his channel.
Now, what’s keeping you from forging “Apocalypse on demand” (of course you can customize your skills’ name!), a giant area-of-effect skill that inflicts multiple debuffs and unreasonable damage on its targets, for a low AP cost? Enter Discipline.
Discipline
More powerful synapses combine into skills that cost more Discipline, a limited resource you get to increase as you level-up. You cannot fight with skills that cost more discipline than you have available. And “Apocalypse on demand” might just be above your pay grade... for now.
What if you get a cool synapse and aren’t sure whether you should save it for later? Use it now, synapses aren’t lost when combined into skills. You can disassemble a skill at will to reuse its components. You can also upgrade existing skills by changing some of its synapses.
Synapses come with quality levels, ranging from common to legendary. Higher quality synapses come with a number of random modifiers. A debuff could last 1 extra turn, a form could have extra range.
Advanced considerations
Now that we have covered the basics, here are a few more tips to consider!
Offense Effect synapses, such as the ones that debuff or deal damage, do not hit you or your allies. Likewise, defense synapses do not affect enemies.
Some powerful synapses have a minimum cooldown, which means the skill they compose will always have at least that much cooldown, no matter the Efficiency synapse you use.
Effect order is a thing, a skill that reduces resistances and then deals damage, is more effective than a skill that does the same thing the other way around.
Synapses have tiers, and you won’t be looting certain components until later in the game. Highest-tier synapses can only be obtained through Synapse fusion, another system, for another devblog.
Currently, movement effects are always moved first in the effect order, though that might change in the future.
That's it for today! Hopefully this clarifies the Neural forge and sets you all out on your quest for crafting the perfect skill! We can't wait to see what you all come up with so be sure to share that with us online!
Join the Community!
You can find us on Twitter, Facebook and Instagram, or you may head over to our Discord server. We have also set up a community section over on Reddit where you can freely share and engage in discussions about Wantless.
We are grateful for your time and your continued support.
Enjoy your Winter Holidays playing some Outlanders!
We are happy to share that the base game and DLCs Heir of the Roads, Flood and Fire & Life of Yolotli will be available at 30% off during Steam's Winter Sale starting on December 21st up until January 4th.
We would like to wish you all Happy Holidays, we hope you have a great time with your loved ones.
Thank you so much for being with us during our first year in Steam. We are extremely happy to be here, so thank you for choosing Outlanders to play!
The Festive Season is here, so it is time to cozy up on the couch and play some of your favorite games with friends and family. And because it is the season of giving, we would like to gift all the fans of our franchise a huge brand-new patch for We Were Here Forever. This patch is our heartfelt tribute to both the weathered Explorers already familiar with the puzzles and riddles of Castle Rock, and the fresh faces on the verge of escaping Castle Rock for the first time. We are committed to delivering the finest experience possible to all Explorers!
Our team at Total Mayhem Games has been working relentlessly over the past few months to create Patch 1.2. We have incorporated approximately 200 enhancements to enrich your Antarctic adventure and ensure smooth exploring. With the new patch, FPS performance improves significantly as shown in the image below.
In addition to these enhancements available to all players, we are happy to announce that We Were Here Forever now supports NVIDIA DLSS! This means that all players with a compatible NVIDIA graphics card now experience a boost of up to 50% in performance and efficiency.
Patch 1.2 just rolled out with the following changes:
Improvements
DLSS support! Turn on DLSS with an eligible NVIDIA video card and enjoy significantly enhanced performance and smoother gameplay, all while maintaining superb image quality.
Texture Streaming enabled! This allows better memory consumption with better loading times.
Reworked Sound FX! Our team has gone through the most noticeable sound effects of the game and a lot of them have been completely reworked.
The Zoom factor of the zoom button has been increased, making it a lot easier to spot something in the distance.
Major Unity Engine Upgrade
Patch 1.2 also offers optimal performance on Steam Deck!
Fixes
Explorers in the menu are now animated
Localization fixes for:
German
French
Spanish
Upgraded Environmental effects + SFX
Enhanced sound effects at several areas
Improved lighting, shading, and visuals of many different areas
Reworked the vault door scene
Reworked the entire scene of the ride to the Foundry
Reworked the finale scene of the Illusions area
Reworked the transitioning scene from the Crossroads to the Graveyard
Revised game design of The Reflections
Reworked the activation of the Astrolabe machine in the Bell Tower area
The goal of the Memento area is now enhanced and more clear
Voice chat now keeps working during the intro video
Fixed several issues where players could get stuck and could not progress
Fixed achievement bugs (e.g. Achievement for ‘The Ruins of Rockbury’)
… And much, much, much more! See Patch Notes 1.2 to get into the nitty-gritty details
If you still run into trouble while exploring, check out our support page
Join our Discord community to share stories of your adventures with other Explorers
Winter Wonder Sales
You can explore the other games in the We Were Here series as they join the Steam Winter Sale.
If you want a little extra holiday spirit while playing We Were Here, we advice you to visit the basecamp in We Were Here Together. Brings you right into the Christmas spirits.
Additionally, We Were Here Forever is also 45% off during the Winter Sale. The perfect opportunity to snatch a last-minute gift for your friends who you've been dying to play the game with. Or maybe you want to annoy them by messing up the puzzles, whatever works for you ;)
"Dramatic Road : the origin of wind" has been updated to version 0.61.
In version 0.61, we implemented the following support. ------------------------------------------------
・Specifications changed to be able to load save data after clearing stage 13.
・Specifications changed so that "shift change" can be used from the general command.
・Enhanced effects such as area attacks and skill activation.
・Added tutorial for escape map/defense map.
・Fixed many other bugs
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We will continue to expand functionality in preparation for the official release. If you notice anything while playing, please let us know your opinions and requests on the review/bulletin board, etc.
Sorry for the wait! The 2nd version update of Magicraft is finally here~
This will be an update to version 0.75 and will also bring you the following:
In the new version, we have added 250 new maps, 5 new spells, new NPC6, 2 new relics, 2 new curses, and other brand new content;
Also populated the Chapter 1 art with new pond effects for some of the Chapter 1 maps;
Remastered the story plot of Chapter 3 on Normal difficulty, and re-passed the level to unlock new NPCs and spells!
This new spells were added because people wanted to increase the demand for spells that trigger new spells after the end of the fuse type, so we managed to introduce 4 new spells of this type after going through a heated discussion. Because the original code logic is not enough to support the new spells, so we threw all the code into the forge for recasting, completely refactoring all the underlying logic, so it took a longer time, I hope you can forgive;
New Spell 1: Whirling Blade A cyclopean flying blade can be thrown forwards, dealing damage to enemy units in its forward path, and dealing the same damage on its return. Upon returning to your hand, the Boomerang Flying Blade deals knockback to yourself.
Added Spell 2: Duet Left and right nested spells, example for the following build. At the end of AoE, release Boomerang, the damage of Boomerang damage = AoE's damage 15*20% + Boomerang's own damage 12 = 15
Added Spell 3: Gorgeous Fireworks Left and right nested spells, same as the following build example. At the end of Orbital Blast, release boomerangs in 4 directions at once.
Added Spell 4: Echo Left and right nested spells, example from the following build. When a Disintegration Ray hits an enemy, it will continuously release Echoing Flying Blades at 0.3 intervals. This spell is currently recommended to be built as a persistent spell as a left side spell.
New Spell 5: Chain Left and right nested spells, example from the following build. During the flight of the black hole, it will continuously release a cyclopean flying blade, with an effect similar to the AoE Nova.
New NPC 6: Tentacle Girl NPC function to unlock new spells and increase the range of spells available The development of this feature stems from concerns about the gradual increase in spells and the dilution of the spell pool resulting in not being able to construct builds smoothly. We have added this feature after an active meeting and discussion, and we hope you can enjoy it. Of course, Tentacle will also have new features in future versions, please look forward to it~!
We will continue to focus on the official version of the content, the development of the fourth chapter of the content, as well as the new difficulty - Nightmare Mode, as well as more new spells, new relics, will be accompanied by the version of the update and meet with you one by one, please wait for the great wizards ~!
As the content of Chapter 4 is brand new, it involves the drawing and construction of maps, and we expect to use new creations to enrich the game instead of just filling the first three chapters with small monsters. Therefore, the development time will be increased. At the same time, because of the output of the fourth chapter, the nightmare mode also needs to be developed in tandem, at present we need to complete the difficult chapter four, nightmare chapter one, two, three, four can be considered as the next version of the development progress is completed. And, the nightmare variants of the chapter one, two and three monsters also need further support from the art, so, although there is no choice, we can only extend the development plan to about two months. We hope that the Great Wizards will bear with us and wait for our new content.
Of course, we will also continue to fill in the content not covered in the update roadmap based on your feedback. We look forward to developing more small features in the future to bring convenience to everyone's play. As for the Endless Mode and Creative Workshop, we will start preparing for them as soon as the development of the official version of the game comes to an end.
The growth of Magicraft can not be separated from your support and companionship, I hope that in the days to come, you can still receive a steady stream of suggestions and feedback from the great wizards, we will certainly strive for excellence, and continue to challenge, to bring you a more delicious feast of magic!
This update also fixes a large number of bugs and optimises the experience, welcome to explore within the game: Fix the problem that the bullets sprayed by the bloodsucking maggots could not hit the people. Fix the issue that the joystick selecting level rewards may select the wrong location Repair the problem that modifying the language after loading the level reward object is invalid. Repair the problem that the location information in the archive interface remains unchanged after modifying the language. The umbilical cord should be attached to the staff spirit when the staff spirit+umbilical cord+summoned object is used. Fixed the problem that the staff spirit still surrounds the player after releasing the umbilical cord. Fixed the issue that the umbilical cord is still linked to the player when the staff spirit is released. Fix the problem of incorrectly displaying the magic consumption of the subsequent spells of Chain and Echo. Fix the problem that the special effect of Black Hole does not disappear after being captured by elites. Repair the problem that spells cast by magic guide book are not affected by player's relics. Repair the problem that Nova + Boomerang causes the hit effects to be in an incorrect position Repair the bug that Troll Serum does not return blood Fix bug where hovering + sprinting would only increase the duration without hovering