[Crafting Update] In this update players can expect to find a few new weapons that can be crafted in the personal workbench, the tier 1 workbench, and the tier 2 workbench. These weapons include
Stone Knife
Bone knife
Stone Spear
Iron Spear
[World Map Update] World map was further optimized to prevent lag and crashing that had been reported by some player
[Animal AI] Animal AI was optimized to ensure animals were readily available.
We're back on the battlefield again, and it's not necessarily the last time we talk about locations and environments. Recently, we've been working intensively on the scenery for the battles, and we want to share the progress with you. If you missed our previous post regarding environment, no worries, you can find it here and read later.
In the immersive world of Sherman Commander, the battlegrounds are as diverse as the challenges they present. From dense urban environments to more open fields, players find themselves navigating a variety of terrains, each demanding a unique strategic approach. This diversity requires players to adapt their tactics dynamically, keeping them on their toes and ensuring no two battles are alike.
As the commander, one must consider every inch of the battlefield, utilizing cover provided by urban structures, employing flanking maneuvers in open fields, and strategically positioning units to gain the upper hand.
The significance of barricades cannot be overstated. These makeshift barriers not only influence the flow of battle but also serve as crucial elements for both offense and defense. Smart commanders will leverage barricades to their advantage.
One of the standout features is the dynamic destructibility of the environment, including barricades, of course. As the battle rages on, structures crumble, leaving behind ruins that serve as a testament to the intensity of the conflict. This not only adds a layer of realism but also introduces a dynamic element to the battlefield, forcing players to adapt their strategies on the fly.
Day and night cycles further intensify the experience. The transition from daylight to darkness not only impacts visibility but also alters the overall atmosphere. Night battles bring an added layer of tension, emphasizing the importance of reconnaissance and awareness.
In Sherman Commander, every battlefield tells a story, and every engagement becomes a chapter in the larger narrative. As we delve into the intricacies of various combat scenarios, we invite players to join us in this journey, where adaptability is key, challenges are diverse, and victory is the sweet reward of tactical prowess.
As this is the last post of the year, the entire Iron Wolf Studio team wishes you all the best in 2024, many great games, and, of course, good health! ːsteamhappyː
Hi! Today's small update fixes several critical bugs that did not affect most players. Read it for fun if you want.
Bug fixes:
Connecting certain types of controllers caused the game to hang when starting. Now you can have your steering wheel connected and play Oxytone!
When you restart the level in pyramid mode - once you have obtained the pyramid boost - this boost disappears. You wouldn't have passed these levels without the metal tiles anyway!
Optimized the drawing of the Trophies section, why draw all 99 achievements when only a few fit on the screen?
Trophies and Unlocks screens were breaking the fourth wall at resolutions other than 16:9, this is the third time I've fixed it, hopefully the last.
What's new:
Added a small surprise for players who obtained 4 gold cards. No one has done this before, but now you have one little surprise more motivation.
During New Year celebrations, you can take advantage of recharge bonuses.
From December 30 (00:01 server time) to January 03 (23:59 server time), there will be bonus recharge days:
All payments 10$ will have a 10% bonus. All payments 50$ will have a 20% bonus All payments 100$ will have a 30% bonus All payments 500$ will have a 70% bonus.
*These conditions apply until the end of the promotion without any restrictions.
Bonuses will be sent to your game mailbox after the end of the promotion
Thank you for supporting the game, choosing us and playing our game. Together we will only move forward.
First of all, I'd like to wish a happy holidays season to all of our fans! 2023 has been a rough and eventful year, but we made it through, and we should all be proud of what we accomplished. May 2024 be even more awesome!
With that said, I'm afraid I won't be able to keep my promise to release episode 2 by the end of this year. Life got in the way (again), and I've had to deal with a few health issues lately, so things have slowed down a bit. So I can't say whether we'll release episode 2 soon, or if we'll just wait until the full game is ready, but things are still happening, just not as fast as I had anticipated.
In the mean time, here's a reminder that the game will be on sale 25% off until January 4th! And if you want to support us further, please consider writing a review, it helps more than you might imagine :)
As always, thank you for your support, and stay awesome!
IT IS HERE - THE LONG AWAITED UPDATE THAT WILL CHANGE EVERYTHING!
It is finally time to show you what we have been up to the whole time. We are celebrating the publication of a completely transformed version! You can now forget everything you knew about our old version and embrace the latest foundation of Apprentice Arriving!
The 1st of 3 Major Updates specifically for the Aclendi Woods level!
This update changes the way our game looks and feels entirely. We not only cranked up the graphics and details massively. Today we present you a totally new Aclendi Woods level that is much larger than the previous one. We also want to thank you for your feedback. We fixed some critical weaknesses in our old version which were the lack of a World Map, Minimap and a Tutorial. But there is a lot more to make the game feel more immersive like voice acting for important quests and we did crucial changes to the gameplay in general.
Apprentice Arriving now uses a new Combat System that enables fluid combos and more thrilling battles due to a better AI, a better attacking system and an armor equipping system which can be smoothly handled. There are lots of changes and eventhough this is true we have only just started with the real game. Even Aclendi Woods is just a breeze of what's to come. So stay tuned!
Feel free to give us any feedback on our Discord Server:https://discord.gg/7jUgdkbWXb You are invited to see how Apprentice Arriving finally evolves and becoming the epic story we always wanted it to be!
Here are some comparisons with the previous version and the new one showing you how much the game has changed in terms of graphics and design.
We created a new model of Prince Landon with much higher graphics, more details, High Res textures, hair physics and dynamic motions. As you can see he is fearless, he is determined and ready for any challenge that lies upon him, no matter how hard it will be!
Also we have polished the texture of the Balver monster because the old one didn't fit our art style.
The swamp area has been completely redone by replacing all assets such as trees, rocks and ground textures.
The tree stump area needed an overhaul too as we realized the size didn't fit for what we had in mind. Also we wanted to make this part of the level more visually appealing.
What secrets may the tree stump have for you? Well, you might find it out soon ... if you find a way to get to it …
Here are some additional comparisons of environments in Aclendi Woods which have been entirely changed. We wanted to have more variety so we also added a few forest clearings for more engaging battles and to make monster material farming a little easier.
NEW MENU
A new menu is in the making. The menu will give you way more features than before such as Skilltrees, Potion Mixing, finally the long announced Destinyboard and much more. The menu is also fully optimized for gamepad.
Check out this video which shows how the menu currently functions:
COMBAT SYSTEM IMPROVEMENT
We are working hard on the new Combat System to make it fluent, dynamic and epic.
What we can reveal so far:
Each weapon type such as Short Sword, Longsword and Greatsword has it's own combo moveset
We have added a feedback system that allows you to feel each hit even more
You can move to all directions fluently to attack targets without having to lock on
Many areas are awaiting you! This picture shows the path to the new Tutorial Area where you will learn some basics. Important to say is that there are features that will be definitely altered as we progress with the development.
By completing quests you are not only rewarded with Items or Gold but some will even give you access to new areas of the map that are unreachable otherwise.
We are very happy about our Combo System as it allows us to design any combo we want. The combos are starting off rather simple but can become a little more complicated later on. Next to combos there will also be Weapon Stances where you can switch between Fast, Medium and Heavy Melee Stances. It will be possible to switch your stance during combat.
This update is part 1 of Aclendi Woods. Ultimately the level consists of 3 parts meaning that there will be 3 Major Updates to complete Aclendi Woods. With each big update we will unlock the next part of the level which will include new monsters, abilities, quests and many other exciting stuff!
This World Map shows you the areas you can explore for the moment.
Next Major Update will unlock this part of the map.
Third Major Update will unlock the rest of the map.
With the third update the map will be completed so that you can explore the entire map and this includes a boss fight. In our previous version you were fighting against a Balver EX monster however this was only a Miniboss. In Major Update 3 you will encounter the real boss.
Another important aspect we want to reveal is that each Main Level has a Sub Level or a Secret Level. Those levels are usually hidden. Secret Levels can also be very difficult and not seldom you will need a specific item in order to enter them.
We are working on a roadmap for you which will explain what you can expect during the development of Aclendi Woods.
That being said we are already working on the next level. We don't want to spoiler much but one thing we can say is that the level has the name „The Path of Mt. Talarev“. We are very excited about it and we are sure you will like it as well!
So that's it for now. Everything starts here and we are already thrilled to present all the things we have planned so far!
Thank you very much for your support! See you in the next Major Update.
The murderous intention surges Permanent Passive: Every time you lose 3 lives, you gain: Temporary Power (1) (repeat to gain more temporary power) Eliminate Battle damage enhancement: Permanent Passive: Every time you lose 3 lives, you gain: Temporary Strength (2) Energy consumption: 1 Battle damage enhancement cost: 4 ↓ Permanent Passive: Each time you use a card enhanced by War Sorrow, draw a card and lose 3 HP points. Eliminate it. Battle damage enhancement: Permanent Passive: Each time you use a card enhanced by War Sorrow, draw a card and eliminate it. Energy consumption: 2 Battle damage enhancement cost: 6
The Structure of the Mirror Permanent Passive: Every time a finishing move is played, you gain: Strength (1) Eliminate Energy consumption: 3 ↓ Permanent Passive: Every time a finishing move is played, draw a card and eliminate it Energy consumption: 2
Rebirth from blood Remove a random negative status War Sorrow Strengthening: Remove all negative status Energy consumption: 0 ↓ Randomly eliminate a negative status Eliminate War Sorrow Strengthening: Eliminate all negative status Eliminate Energy consumption: 1
War Dancer's initial deck: Construction of the Mirror changed to Loot Brand