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So this last week I had a bit of a motivation issue, i wonder if it was because of the fact that I jumped right back into game dev right away the week after vacation. But i pushed through it and there is a good new chunk of content added now :P
This will be the new changelog! Mostly all the changes from the last few "smaller changelogs" which you might not have seen (Unless you were really really interested in following my logs) as they're not directly shown on the store page (unless you are on itchio anyway). But also with some additional changes, fixing typos people pointed out and adding the Gallery in finally!
Also added new steam capsules fully in that i think reflect the game and the theme of the game better! What is the theme you ask? Uh, [NODEOSERROR]
Changes:
-Added three new music tracks (See if you can find them!)
-Added Gallery --The Gallery available to you will depend on whether or not you have completed the neutral route of the campaign, and a few other things. The plan is to also make more images unlock over time! Players who haven't yet beaten the campaign have some additional silly content to play with..
-Added Door Boss FIght (No context)
-Added Less Haunted version of Gallery (No context)
I also made some updates based on feedback from this video!
Thanks for checking it out BTW
-Select ranger popup on tutorial now also explains how to move the camera and also is more comprehensible
-Out of AP/MP hourglass now more opaque
-At the end of the tutorial the popup doesn't start jumping around until khan appears and ends when you click continue, i dont think this turned anyone off the game but it feels more polished now lol
-If you win a Skirmish or Mission and choose to continue anyway and then go to the menu it now changes the "Resign" option to "Finish Game"
-If you win a skirmish or mission and choose to continue anyway it now changes the "You have resigned" text to "You Were Victorious Awhile ago!" when you click "Finish Game"
-Continue anyway text is now "You've won, continue anyway?"
-Someone reported the halfway to unconventional victory menu 'glitches' as a bug so i updated it to make it hint at what you need to do as well as still looking like an error. This should reduce confusion. --Thank you Reelacks
-Finally got around to adding back the old "hidden" files on the terminal emulator. They used to not be hidden, than i hid them. Now it hints at the command you need to do to access them.
-The game properly hints at this now in the library aswell as some other story bits. And other more broadly apllicable hints. --It also gives a name to a previously unnamed character
-Resolved numerous instances where the game displayed incorrect terminal operating system names. This ensures that players who got ProNode, for instance, won't encounter any references to NodeOs, and vice versa. (If you still are let me know heh)
-Now, many of the popups animate (e.g., float up or sideways, etc.) instead of just immediately appearing in the middle of the screen.
-Some of the treasure popups now include icons, so it's not just text. --I also changed a few other bits here and there with them
-Fyegrayed's Tutoringtons tips now have a slide whistle sound and slide in from the left side. It's hilarious.
-Treasure now descends from the top of the screen instead of just popping up instantly.
-The unit info box now slides in when you first select a unit, or hit next unit or next building. If it's already open, it just switches content instead of animating again.
-The goal screen now slides down.
-News now slides up from the bottom of the screen.
-Added contrast slider to options menu
-Added saturation slider to options menu
-Added menu contrast slider to options menu
-Added menu saturation slider to options menu
-Made it so that UI changes from graphics options now affect all the menus and loading screens instead of just some (It was causing eye strain)
-Added little bits of text in options that lets you know you can scroll
-Fixed bug where some sliders didn't update anything while in a skirmish or scenario but updated upon restart, now they should update if they can.
This makes it so you can have fun and just make the whole game grayscale if ya want. There are some UI elements in game that arent affected though but its a very mimimal amount (Intro popups, tutorial popups, dialogue popups, and the buttons in game (end turn etc)) But it shoudl go a long way to improving the experiance and reducing eye strain!
Bug Fixes
-Fixed please typo
-Fixed "Reccomended" typo on scenario screen
-Fixed some typos in some in game descriptions (I didnt write them down but i know i did them lol)
Bella Update!
Bella is doing great! Here is her in a doggy sweater!
Here is her using the doggy sweater as a doggy scarf.
Programming Without Coding Technology 2.0 - PWCT Software
Hello
In this little update we added the Distribute menu to the menubar Using this menu, we can call Ring2EXE to prepare a distribution for our application.
When distributing application, we provide 1 - Ring Object File (A compiled version from the Ring text based source code generated by PWCT2) 2 - Ring VM 3 - Runtime DLL files required by Ring extesnions like RingQt, RingAllegro, etc.
To try this feature, Run PWCT2, click (Project Files), then select the Cards folder and open Cards.pwct From Menubar select (Distribute) then select (Distribute light RingQt application) Wait for the process to finish Then open the (Target/Windows) folder where you will find Cards.exe and the related DLLs files.
The distribute menu also support generating a Qt project for Android/WebAssembly Using Qt framework & Qt creator (version 5.15) we can build our RingQt project for Android or WebAssembly.
Also, we added the Web button to the Toolbar Using this button we can run web applications that uses WebLib & CGI. To try this feature run PWCT2, select (Project Files) then select the (Using WebLib) folder, Open the HelloWorld.pwct file and try to run it using the Web button in the Toolbar.
I've been working all day and am done with the first batch of art for the production screens in form of 3 new waifus. Commander Yukari has also received a similar visual upgrade.
This update is art only. In the future you will be able to date them and talk to them, similar to Yukari.
Yukari now starts with her hair in front of her eyes, as before, but shows her eyes at level 2 of dating.
There is a catch to this update, that maybe some of you might dislike. I have used AI to help me with the art. The AI generates the line work, I clean it up and color it, so it's kind of 50-50.
Now, before you get mad at me for using AI, please note that. 1. I have to use mouse and keyboard to draw. 2. I'm a programmer and I can't draw. 3. I can't afford an artist, as they are quite expensive.
I know some have a strong opinion on this topic, as it is still pretty new, but I think most of you won't care, as long as the art is personalized and good.
Let me know what you think about it in the steam-community or on discord.
Added some environmental support pillars/stones below the Toluti Trials starting area. No purpose, just aesthetic.
Bugs Fixed:
Fixed a bug where the arm used to attach the elevator activation crystal to new elevators did not match the players Ocnus color properly.
Fixed a bug where the squishing sound watermelons make upon breaking could be heard from any distance.
Fixed a bug where the “Use Abilites” Idea for the Toluti Trials was not working as intended.
Fixed a bug where the Toluti Trials gate near the top of the climb counted towards the tracker as an undiscovered item. It no longer pings.
Fixed a bug where exiting to the main menu after finishing the first Toluti Trial and then doing a trial from the menu without first quitting the game would cause the abandon gate button to return you to the main level instead of the menu. It now properly updates and knows where to take you without requiring a reload.
(Most likely) fixed a bug where a loud metal crashing sound could sometimes play unintentionally after hitting a certain switch every time the level is loaded.
January update time! and yet again, we've added a bunch more functionality to the game, C&C has been getting a lot of back end development as well as story and content. This time around, we've added what will be part of the progression of the game, so it's a little bit less random feeling, where as you do tasks each day, they will eventually be marked "completed" and then you will be given new tasks to do. Each new bracket of tasks will mark a new part of the game, with new content giving it a feeling of progression. Not going to unravel all of the secrets here, but it's an exciting step forward!