Revamped Action Search! As most relatively large changes, this is a setting. It will be enabled by default for new users, enjoy!
WAY BETTER Performance I tested opening an action surrounded by 5000 actions in the new version (Release 13) and the old version (Release 12) - Release 13 took 0.2s while Release 12 took 53 seconds. This was executed on relatively above-average hardware. Thank me later! (Users with larger projects will especially feel the performance improvement)
Using URLs for images! Edit somebody's profile picture with ease!
Saving images! Save this, save that ๐บ
Setting time restrictions! One action for.. rate limiting somebody? How rude ๐ค
Hey everyone, thanks for playing the demo yesterday and dealing with all the goofy bugs I left in before releasing. I fixed most of them, but feel free to let me know if I missed any with the in game SHARE FEEDBACK button.
Today I tweaked a few things and fixed a few small bugs. I also update the speed lines and fov change to occur based off speed, instead of Sprint Input Action. I also made a slight adjustment to the Cyberspace Neural Calibration Course respawn, due to some unfair restarts.
Stay tuned for more updates, we should be having a big update for the demo within the next month or two!
Greetings, valiant warriors! Prepare to don your armor and unsheathe your swords as we unveil the epitome of strength and valorโthe mighty Warrior of Kritika: Zero!
In a world where battles rage and heroes rise, the Warrior stands tall as the embodiment of unyielding might and unwavering resolve. With a sword that gleams like a shooting star and a heart as bold as a lion's roar, the Warrior is here to lead your charge into epic adventures.
Happy New Year! 2024 is now upon us and a lot to look forward to.
On January 2nd our monthly update release of tModLoader will go live. This month's release contains targeted improvements for modding such as a new Dash ID definitions in code and injection points for saving and loading data. We are extremely grateful to the contributors and modders who continue to expand the capabilities of tModLoader.
As always, if you are having issues of any sort, definitely don't hesitate to check out our FAQ on GitHub or reach out to us at our Discord.
New Changes' Highlights
The following is a list of the most noteworthy changes made for this release. As a reminder, modders should consult the Update Migration Guide to see how to adapt to the new changes after running tModPorter.
Earlier in the year, our demo for The BridgeMaster was released on Steam, coinciding with its feature in the Steam Puzzle Fest! This got a lot more eyes on the game and produced more of your valuable feedback (more on that below).
Then we were pleasantly surprised and very honored to be selected for the Seattle Indies Expo! We were among 25 games in the showcase, chosen from more than 50 that applied, so we feel very grateful indeed. Be sure to check out SIX's other games too!
About a month later, we were back for the SIX Online portion of the expo to share the game in an interview on Twitch! ICYMI, here's the video:
(click to view at the timestamp where our segment begins)
The builds for both of these events were preceded by plenty of playtesting and polishing. We made many enhancements, including:
Adding the much requested option to "Undo" per action
Adding the scroll collectibles advancing the plot
Expanding the intro to help establish the premise
Introducing tutorial prompts to help onboard new players
Lots of improvements with VFX, SFX, and bug-fixing
Check out our previous posts to see more details on these events and all the various changes.
Looking Ahead To 2024
With all that's occurred in 2023, we feel set up for success in 2024! ๐
Now that we've got a reasonably polished demo as a "vertical slice" of the game, we're building a "horizontal slice" that spans the full game's breadth of content. Once complete, we can avoid the risks of otherwise premature polish efforts being invalidated by major content iteration. That looks like so:
In the near term, this means we're primarily prototyping our next puzzle mechanics. We'll then utilize these to design, test, and iterate on the remainder of the level progression. We've already made some headway on that effort, which you can see a sneak peek of here:
Before long, we'll have several new levels utilizing these mechanics and more. Remember I mentioned your valuable feedback? Later in 2024, we will be seeking folks for playtesting to help us make a greater game. If you'd like to contribute, be sure to follow us both here and on Twitter (@CrimsonStoneDev) to find out how you can join us when the time comes!
Thanks for all your support so far, and we're excited for all that we have planned in 2024!
This version's a big one - lots of balance and play-path tweaks, new scripting for player starts and AI-unit behavior (especially refugees), and new dynamics for picking your late-game faction leaders. We're closing in on what we envision as the final look and feel of the game - and we're really excited to hear what you think! Let us know in the discord or the bug submission portal.
(If you're not an alpha tester - do not despair! We're hoping two or three more versions will get us to a public version. Stay tuned, and wishlist us to hear when the next version drops!)
New to this version...
New Logic:
Implemented new refugee scripts. Refugees will now "flee" for 3 turns, then settle in the nearest plains or steppe tile. Resettling a refugees unit on a pillaged tile will replant a hamlet and add this tile to the player's kingdom.
"Heritage" starts: All players will start with knowing a how to farm a random crop or ranch a random animal, based on the player's starting terrain. (e.g. If a player starts on a snowy steppe, the starting crop/animal will work on snowy steppe). Stacks with faction leaders whose bonus is knowing a starting crop/animal.
Balance/Play:
All buildings are now built by laborers (and only laborers can build buildings)
Laborers are now available at level 0 ("Subsistence"). Warbands are now available at level 1 ("Surplus")
Choose councilors: When the "new faction" dialogue pops up, players can now choose to promote a different leader to their council (rather than being forced to take the nominated leader). The chosen leader must still be aligned with the same faction. Leader options are pulled from the list of unlocked leaders; unlock more leaders by completing games!
Hid resource/yield effects from events when they first pop up. Make your choice based on faction leader opinions and your own intuition!
Expanding a settlement (hamlet->crossroads, crossroads->village, etc.) produces a 1-time reduction in time to the next unit. Otherwise, villages & towns produce units faster based on the number of surrounding tiles 'feeding' them.
GUI Fixes:
fixed game-over and game-won images overlapping their borders
fixed "lonely mountain" and "snowy steppe" tiles not shadowing correctly
fixed unit-training window cropping in some situations
redesigned councilor cards for tighter/more immersive display
fixed control settings buttons cropping in some cases
removed "font size" option from control settings (not fully implemented, removing to avoid confusion)
Bug Fixes:
fixed hamlets appearing whenever a unit moved over water
fixed a bug where closing the control settings window automatically changed the font size to large
fixed warband promotion - warbands can only be upgraded to archers (or other units) when your kingdom is at a "surplus" level or higher
fixed occasional crashing from the map-generator script failing to place all kingdoms
Reworked Shadows completely : Shadows were reworked from ground up. Better performance and less aggressive shadows distance.
Added missing collisions : Underwater rocks have now proper collisions.
Ice-cream collectables goals : Ice-creams have now a real purpose in the game, collect them to be able to unlock areas!
NPC Enemy Reworked : Enemy will now pursue you on a much longer distance, and will be sent flying upon dying. No more Jelly-ish death in place.
Magic rocks : You can now access new areas by standing on the magic rocks, they will move towards new places to discovers. Be careful some rocks need to be activated by a pressure plate, look around the area to find them.