The game is released and thanks so much for the support. I shall be working on some updates over then few months. I know there are a few problems with the game which I have listed in the discussions section. If you come across any problems or any suggestions please post them in the forum too. Thanks
Hello all, Hogvalord team here. We are back with some exciting news!
First of all, let us celebrate the beginning of 2024 with a newly released trailer. Here you will get to see most of the game’s key features as well as the overall gameplay.
Second, we are planning to have a free demo for players to try out. Stay tuned for more news, everyone!
Thank you for your continued support of Hogvalord.
Happy New Year, happy new patch! Today we have some updates for Yomi 2, including a new visual game log, speed improvements across all animations (including a “Fast animations” option you can check in the menus), some balance changes, and more. Check out the full patch notes below.
January 6th, 2024 PATCH NOTES ------------------------------------------------------------------ New Feature
There's now a visual game log which is very helpful in looking up what exactly just happened at any moment. You can access the log by pressing the Triangle button if you're using a PlayStation controller or mouse clicking on the small log button at the top if you're using a mouse. The visual log then opens and you can scroll through all the events of each turn and see all the interactions and effects that happened. This is a very complete implementation that's packed with info and visuals to help you understand what's happening.
Game Speed Changes
--Many animations that happen throughout at turn have been sped up. For example, your own card exchange animation (as opposed to the opponent's), playing your own ability card (as opposed to the opponent playing one), the display of all "info badges" (the blue box with white text saying what just happened), the resolution of block vs block during combat, and more.
--There is a new feature in the game options called "fast animations". If you check that, the entire game will play significantly faster overall.
--During a super move, you can now hold the X button (on a PlayStation controller) to speed up the movie. On keyboard, whichever key you have bound to "accept" will do it (default is the Enter key) and on a mouse, you can right click to do it.
Balance Changes
--Lum Slots of Fun super, number of items it gives is reduced 4 -> 3.
--DeGrey Final Arbiter super, combo point cost increased 2 -> 3.
--DeGrey Tyrant Crusher (Y-special) revised effect. Now it beats ALL strikes of speed 8 or greater, rather than only "normal and special strikes of speed 8 or greater." It is now a "can't combo" move rather than a starter, but it gets another boost: when it beats a strike, you can choose to either return the Y card to your hand OR choose to have it deal double damage (including double damage from his innate ability).
--Menelker: Dragon's Breath super damage reduced from 11+11 -> 11+7.
UI Improvements
--When Argagarg has two Poisons active at the same time, the game now gives just a single notification about 6 damage rather than two separate ones for 3 damage in order to speed things up.
--In the main phase, when you focus one of the four main buttons (Exchange, Ability, Power Up, and Gem Storm) and it's grayed out, some red text appears that explains why it's grayed out. (This is the same red text that already appeared after you clicked on that button, but now it's visible directly on the main phase, saving you two clicks to figure out what's going on.)
Bug Fixes
--Fixed a minor visual bug where sometimes an effect that created a status icon (the icons on the far left or right of the screen) would show the card creating that effect travel to a spot below that icon, rather than to the appropriate icon.
--Fixed an AI bug that caused the AI to sometimes choose moves 100% guaranteed to lose the game. AI now avoids these moves on all difficulties, if at all possible.
--Fixed a bad game state that occur when Midori plays Prohibition (blue gem ability), then transforms to Dragon Form while Prohibition is still ongoing.
--When Lum is knocked down, the "ZZZ" text above his head is no longer wrongly reversed on the player 2 side of the screen.
--Removed a stray vertical bar of blue pixels on the left side of the single player menu background.
--In Career Mode, the profile text boxes no longer show overlapping text for players who have 3 lines of profile text.
--Fixed a case where the opponent's powered-up super card would be shown with the wrong card modifications. For example, the opponent knocks you down, then a combat passes where knockdown ends, then the opponent powers up and the super card returned to their hand would wrongly show speed changes as if knockdown where still in effect.
--Fixed an issue where the "known cards" feature would be incorrect after cards were put on top of a deck from Midori's Intimidating Roar, Geiger's Research & Development, and purple gem's Future Sight.
--Fixed issue where setting exclusive fullscreen (as opposed to borderless windowed fullscreen) on a secondary display would only show resolutions whose size fits within the primary display.
--Fixed a slight visual error when scrolling through cards in the known-cards area. These cards slightly overlap each other on purpose, but which cards were in front or behind would suddenly change as you scrolled.
--Tooltips (such as the definition of Recurring, Armored, etc.) now appear anytime you zoom a card to be fullscreen. Also, they appear when you scroll through cards in the known cards area.
--Tooltips now also explain knockdown and the edge.
--Fixed a slight visual issue where sometimes, combo cards and their associated combo point dots would appear on the wooden table slightly too soon. This would briefly show black combo point dots against a dark wooden table, but now they appear correctly, only after the table switches to the light colored wood version.
We’re always working on new features for Yomi 2, so hang out with us on Discord and stay up to date on further developments! We hope you had a fantastic holiday season and hope to bring you more Yomi 2 news throughout the year.
Temporarily rolling back Avalonia 11 -> Avalonia 10 due to some issues I haven’t been able to figure out properly (notably: server list was crashing for some non-English users)
Ukrainian translation added (thanks Randomm)
Also, we now have a new Discord bot that makes it easier to get a Steam key — now just click a button instead of having to type a command.
Quick update on the current and future state of the game. I did receive some feedback, while not a lot it did align with what I was thinking. Currently, the game is more action and less horror, which in general isn't a bad thing. But it's a bit more than I originally planned, and that's the result of several factors. Not one factor is the cause, but a big one is the scope in terms of levels and bosses. Originally I was working with a few others, so the workload was managable, but as I mentioned I am now mostly solo. Now I had all the systems in place, really just needed to build the levels and the bosses, but that in itself is a large task. It's a task I could complete on my own, but it would take years. So what changed? Well, Unreal Engine was the big change. At first, it was a bring everything from Unity in terms of systems and gameplay over to Unreal for its better network integration. And that went relatively smoothly, and fast considering I had 0 experience in Unreal. The change came after I got the game up to and past what I had in Unity. During that time I was focused on that, and once that was done I began experimenting. What I found was I was able to do many things I couldn't do for whatever reason in Unity. And thus I began to ponder.....
Future State
Originally the Unnatural Investigations was meant to be Phasmaphobia with the ability to destroy the ghost(Demons in this case). I had a version of the game in Unity that was more like that, but I couldn't get some of the features I wanted, and the networking was giving me trouble so slowly it became something different.
So after my time in Unreal, and my side project I have started to look back at those systems I wanted and that had more of a horror feel.
I've temporarily removed the demo, didn't want people to get the wrong idea about the game because it's going to change. Here are some of the details.
One large open-ish world map (Not huge, maybe 4 or 5 times the current map size
More Investigations
Random missions (Missing persons, crime scenes, etc)
Equipment, flashlights, scanning tools
Fewer enemies, but smarter
Bosses are gone in the way they are now, instead you looking for indirect ways of stopping or banishing them (Think Traps, spells, special weapons)
New death mechanics
More Jump scares
More team engagement
World events while playing
Subplots and twist
Those are the things I am working on, still prototyping them, but I feel good about those. Now below are some systems and things I want but may not add.
Possible
Environmental Damage (More so for hidden ways or stuff)
Magic in terms of spells both offensive and defensive
Different classes
Abilities
Those are just a few, more will be added and some removed. With all that said I appreciate those who reached out or commented on the store page. I do apologize for the time it's taking and the changes to the core gameplay.
One last thing, I am working on a second project, started as strictly prototyping but has morphed into something I think will blow people's minds. It's smaller in scope than Unnatural Investigation but has opened the door to many new and cool system ideas for Unnatural Investigation. I will post more on here when the Steam page goes live, but if your looking for a 4 player coop game where your stuck in a research facility with a creature, and potentially one of you is infected then keep an eye out for it.
Happy New Year and happy news right from the start. We made SKADER free for everyone to enjoy. Cyber Skate Warriors: join the freevolution today, SKADER Freevolution has begun!
A sci-fi VR MOBA with unique ice-skating locomotion and a trail generator device to catch your enemies. Are you ready to ditch the VR joystick and use your body movement and real-world physics to glide through the virtual world like never before?
Bug Fix: Fixed a bug where objects exported from the skill "Export 3D Printed Model" (in the Composition/Blueprint Editor) were reversed on the x-axis. Before: After repair:
1. Added line traced bullets for better registration 2. Reduced physics speed by 5x since bullets are no longer tied to physics
Bullets still occasionally miss due to the targeting being slightly off. Still looking for a solution for this, so if you're still missing occasional shots its expected. However, this will make the actual hit registration much more accurate, as the physics engine is no longer needed to do damage to enemies. You may notice the game isn't as "smooth" as before, this is because of the reduced physics. This should greatly help on lower end systems.
If you absolutely hate the reduced physics speed let me know, I can revert it or perhaps make it an adjustable gameplay/graphics setting.