Improved companion AI: Companions now attack enemies faster after spawn which makes companions more responsive also if they repawn in case they move to far away from the player position
Cyclic Might [Melee Attack Replacer Skill] now has much smoother swirl animation and melee weapons now do not jump to new aimed enemy position anymore
Balancing:
Taurus enemy at caves map has been slowed down and added variance to attack pattern to prevent those enemies charge attacking to frequently
Fixes:
Fixed wrong achievement images for courtyard of ankerath
Report bugs & crashes
If you encountered a crash and your game keeps crashing when restarting and loading the active run please also attach your save file located at: %appdata%\Godot\app_userdata\StrivingForLight-Survival\ save.json for offline play public-season-X.json for online play.
This update includes new Relics, a new dungeon trap type, more dungeon rooms and improvements to the Warrior including a new 'critical hit builder' mod. Multiplayer has also received polish, with different colour characters to help readability.
3D Camera View
Replaced the old 2D, orthographic camera with a 3d perspective view, which really brings the dungeon alive! Corridors now feel claustrophobic, and I can add proper lighting for more mood and visual effects. Have already started on this work, but a lot more polish and effects to come! YouTube 3D gameplay
Hero Attack Animations
Previously the player characters didn't animation when attacking, showing an overlaid sprite. I've had a number of comments this should be improved - and now it has! Really adds to the impact of the combat, so really pleased with this. Here's the Warrior:
Monster Crawl Demo
I'll be updating the demo and Monster Crawl: Warrior in January once a few more kinks are worked out and the polish pass is completed.
Other Updates
Continuing to work on many areas including map generation, performance, player abilities and modifications.
Dear our fans of magic, adventure and touching stories!
It's been 24 hours since the release of the game "The Day Before You Gone". We are very pleased to receive so much positive feedback! Thank you for your valuable feedback!
Every feedback is very important to us, so we ask that you leave them whenever possible.
We would also like to inform you that we are suspending the demo version of the game, because now it has become irrelevant and is an old build, in which not all mechanics work as they should.
Dear players, I hope you had a wonderful New Year's celebration. For the past few months, following the latest Experimental update, there has been a noticeable silence on my end. So, what's going on?
When will the next update come?
A great question, to which I don't have an answer. As mentioned in previous posts, the fact that the Experimental update works at all, is a miracle. For those unaware, it seems I've reached the limit of the game engine's capabilities (or perhaps my own to optimize it.) Attempting to add new minigames leads to an immediate crash. Currently, I can't even release a translation for the experimental free DLC as it results in a direct crash.
So what's the game plan?
I'm currently considering a few options, one of which involves locking the Experimental update and attempting to release it in full as a free standalone game or DLC. This approach should allow for the reimplementing of scrapped ideas. It's one of the options I'm considering.
The alternative option is to transition to a new game engine, with options such as Renpy, Unity, Godot, or Unreal coming to mind. I would prefer not to switch to a new engine since learning the workings of a different engine takes time.
So what are you doing right now?
Currently, I'm focusing on side-projects. The main reason behind this decision is the increasing frustration and demotivation that arise when you want to add elements to your game, but you've reached the limit of what's pretty much do-able (is that a word?). Any creative individual can agree that prolonged focus on a single project, be it a game or a book, can lead to a decline in creativity.
To keep things fresh, one of the side-projects I'm working on is creating a standalone version of the "Calories Game," which you can play in The Lustful Champion. (This version would pretty much be more of that, more decks etc) It's important to clarify that this doesn't mean I'm promising a fully-fledged spin-off game, but we'll see how things turn out.
That pretty much sums up what's going on. Once I have more information to share, I'll be sure to do so. Thanks again for the support and interest. I wish you all a fantastic 2024!
This is a complementary update to the latest V1.5.5 release, introducing a new "high beam" headlight option along with other bug fixes & improvements.
The release of this update marks the end of the Free Trial period for the Circuit des 24h Du Mans & Endurance Pack Pt1 DLCs, the latest new content now restricted to users who own the respective DLCs.
NOTE ON NEW HIGH BEAM OPTION
One-button headlight operation can be achieved one of two ways, subject to user preference:
1) When binding only the HEADLIGHTS button the single button will cycle all modes on repeat OFF-LOW-HIGH-OFF...
2) When binding only the HIGH BEAM button the LOW will be controlled automatically with other vehicles lights as was previously the case. When the lights are on the bound button will toggle directly between LOW and HIGH settings
V1.5.5.1 CHANGELOG
GENERAL
Altered algorithm for max visible vehicles setting to bias towards vehicles ahead
Added High Beam headlight mode for local player
PHYSICS
LMDh: Disabled max ERS deployment per lap which had inadvertently been left enabled; Improved BUILD and BALANCED deployment modes for Le Mans 24h layout by conserving energy in higher gears
Fixed player auto ERS activating QUAL during outlaps
Disabled tire blankets for LMDh & GT3 Gen2 classes as per current WEC / IMSA rules
AI
Adjusted AI tire wear rate for LMDh & GT3 Gen2 classes
Adjusted AI brake usage for LMDh, P1 (both gens) & Cadillac DPi classes
AI calibration pass for F-V12, F-V10 Gen1 & Gen2, F-Reiza, F-Ultimate Gen1 & Gen2 (dry & wet)
AUDIO
McLaren MP4/12: fixed missing starter sound.
F-V10 Gen1: Fix attempt to address dissapearing sounds in MP
VEHICLES
LMDh/GTE/GT3 (all Gens): Adjust base headlight brightness
Fixed lighting on carbon material cars in secondary light sources
BMW M Hybrid V8: New safety lights; Added rain streaks added for side windows
Cadillac V Series R: Added rain streaks for side windows
Porsche 992 GT3-R: Corrected display with inverted best lap and split time
Time Survivors offers a blend of action, totally inaccurate history, and roguelike mechanics. You'll embody historic heroes, each bringing their unique abilities to battles across time, all while navigating a rich meta-progression system.
As we countdown the last 9 days before launch, let's get acquainted with Vincent Van Gogh. He might be the most unlucky genius you'll ever meet, but his misfortune is your asset: Vince's peculiar stat progression makes every play unpredictable and thrilling. In layman's terms: when you upgrade his stats, he becomes less powerful. 😱
And when he unleashes his Starry Night Ability, even black holes bend to his will, pulling enemies into a vortex of doom.
We all love that Doctor Who episode.
Stay tuned for more stories behind the heroes. See you tomorrow! Cris 🌙🌶️
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