Please be aware that we will be conducting scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable.
Please be aware that we will be conducting scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable.
Maintenance time will be as follows: Knight Online Server Time (EST): 21:00 South America (PET): 20:00 Turkey: 4:00
Duration: Approx. 4 hours
During this server maintenance;
* Knight Marble event has started. (4 Weeks)
* Full Moon Rift event has started. (4 Weeks)
* DX 11 and visual updates have been added to the game.
* EXP and NP Event (4 Weeks) 50% EXP, +10 NP and +10 Ladder between 20.00 - 00.00 (8 PM - 00 AM) server time
* Pathos Glove and triple SC buff event has started on NPC Aset!
2 - 30 Days Pathos Glove - 60.000.000 Noah 2200 HP + Armor 380 Scroll Package- 60.000.000 Noah 2200 HP + Armor 380 + Attack Scroll Package- 75.000.000 Noah
* Red chicken event has started. (4 Weeks)
* Special "I Love Knight Online emblem" event. - Players who post more than 20 "I Love Knight Online" posts between January 18, 2024 and February 15, 2024 will be rewarded with the "Redistribution item" on February 15, 2024. (The sent item will be deleted from the letter on March 14, 2024.)
* Players with 83 Rebirth 6 and above will be rewarded with the "Fortified Sterling Silver Gemston" item when they win the Juraid Mountain event.
* You will have the chance to drop 4 new accessories with the "Fortified Sterling Silver Gemston" item. Except for these items, its content is the same as the Silvery gem. - Fortified Minotaur Earrings - Fortified Lich King's Earrings - Fortified Cockatrice Earrings - Fortified Lillime's Earrings
* Warboard system has been added to "Knight Royale, Ultima's Dungeon, Manes' Arena and Chaos Lord" events.
* 50 kill, 7th Armor and 8th armor quests can now be taken with characters level 81 and above.
* Lunar War Updates; - When the Lunar War ends, a Win/Lose end-of-war UI window has been added to the game. - When the Lunar War ends, players over 80 will be teleported to the CZ region. Players under 80 will be teleported to their own race's castle. - When the King is killed during the Lunar War, a message will be sent as an announcement. - When the Giant Minotaur is killed, your character will receive a Ribbon.
- The name of the Infiltrate the Enemy Country mission has been changed to "Collect the enemy Emblem". - To complete the Collect Enemy Emblem mission, you need to collect Symbols from the Lunar Lich creatures in front of the Lunar Gate.
* A correction has been made for items with different icons on the Menicias list.
* The icon of the Master's Teaching item has been changed.
* All missions on the Ardream map have been removed from the game.
* Daily Login event has ended.
* Manes Survivor event has ended.
* Aset Minerva, Special Defense and Priest Prayer sales event has ended.
* New Year events have ended.
* Returnee and Return Supply Exchange voucher items have been deleted from the game.
In anticipation of the early access release, a huge new update for the demo has been released!
Version 0.0.4: + Added a campaign system + Added a campaign for The Necromancer (The Siren campaign coming soon!) + Moved existing game mode to new "Free Play" mode + Completely redesigned UI + Added a shop deck system, enabling player to select which items appear in the shop in game + Added rewards for winning/losing levels, to be used in shop deck system + Added 10 new towers which will be unlocked as you progress through the campaign: + Wizard + Witch + Assassin + Knight + Crossbowman + Landmine + Bear Trap + Teleporter + The Necromancer + The Siren + Added the option to change the game speed + Removed the Wisp + Removed spells (to be added back in the future) + Removed tower upgrades (to be added back in the future) + Remove the concept of Tower "Tags" (these abilities now affect all towers) + Many balancing changes + Many bug fixes
This dev log was originally posted on Patreon and SubscribeStar on January 12, 2024.
We hope everyone had a happy and healthy holiday season! We took some days off to celebrate Christmas with friends and family, and have returned refreshed and ready to work.
If you haven't already, be sure to check out our annual year in review post: ViM Studios: 2023 Year in Review! That post also talks about our goals and priorities for 2024, most of which have to do with developing A Shot in the Dark.
Since our last official dev log (A Shot in the Dark: Dev Log 18-Dec-2023), the last remaining scene that was left to be written was finished. All that's left to write is the chapter wrap up and Photogram content. The final word count for all the scripts written was between 60K-70K words, and we're estimating about 55K words of pure dialogue. We'll have the exact figure when we prepare the chapter for translation.
Josselyn has been plugging away at renders for Chapter 4. Before Christmas she was able to finish the remaining renders for the Delia lewd scene, and after Christmas she finished the non-lewd renders for the Delia scene. This week she posed all the renders for the Monica scene, about half of which are rendered.
The Delia and Monica scenes were the only remaining lewd scenes from Chapter 4 that needed renders. That means all the "big scenes" are done! Non-lewd scenes typically have far fewer renders, so the ~4 scenes remaining to make renders for will likely not add substantially to the render count (which is currently 1,936). The final render count will probably be around ~2,200 but of course we won't know the actual number until we're done.
TheOmega has been working on coding and animations for Chapter 4, as well as a bug fix for a texting issue that some Steam users were reporting. We got the fix out to Steam players last week. If you were encountering the texting bug with a version purchased on another platform, please let us know so we can get you an updated build.
As mentioned in our end of year wrap up, m. from Tsundere Studio has been working on revamp of the GUI for A Shot in the Dark. They finished up last week! This process went much faster than we anticipated, so although we hadn't originally planned to update the GUI with the Chapter 4 update, we'll now be able to.
Thank you to m. for all of their hard work! Be sure to wishlist their game on Steam:
B-17 Flying Fortress : The Mighty 8th Redux - patgarret77
We’re getting prepared to head out to the hard stand and start up the engines. Early Access is right around the corner.
Save the Date
We plan to release “B-17 Flying Fortress: The Mighty 8th Redux” into early access along with “Bomber 3” simultaneously at 09:00 GMT.
Check your nearby cities to get an idea for when you will be able to see these two games available on the store.
London: 9am Tuesday, 23rd of January 2024
New York: 4am Tuesday, 23rd of January 2024
Los Angeles: 1am Tuesday, 23rd of January 2024
Berlin: 10amTuesday, 23rd of January 2024
Sydney: 8pm Tuesday, 23rd of January 2024
Singapore: 5pm Tuesday, 23rd of January 2024
Doha: 12 noon Tuesday, 23rd of January 2024
Redux will be an Early Access from the Inside-Out.
As you have seen from our past dev blogs we have focused our early development on the interior of the B-17, as the majority of your decision-making within the game will happen from the interior of the Flying Fortress. So be prepared to see the exteriors of aircraft and terrain get visual updates as the early access progresses. We will also be monitoring the discord and forums for your feedback, and we can’t wait to see you in the skies. In the meantime, we wanted to share with you some work-in-progress images of the new crew members inside the B-17.
Tips for new Players: Sit back, relax, and enjoy the show.
For those of you who will be playing the Mighty 8th for the first time, you might feel overwhelmed at first. It’s a flight sim with a focus on crew management, so the developers needed to focus heavily on AI that can do a good enough job when you are focused on whatever you think needs attention at any given moment.
So if you are a player that likes to sit back and enjoy the ride and focus primarily on the emergencies as they come up you will thank me when I tell you, you can do precisely that.
First choose a Historical Mission, like Bremen. Sign off on the mission after reading the mission book on the table in front of you in the briefing room. Then exit through the door on the far right.
You will find yourself sitting on a hardstand. Motionless. Press “Ctrl +B”. This will signal all the B-17s to begin starting their engines. You can sit back relax and enjoy the show as they make their way from the hardstands to the runway.
There is time scaling available as well, whilst I would encourage you to take in the sights as you fly across a built-to-scale map of WW2 Europe which originally took 2-3 developers around 6 months to complete, you do have the ability to jump ahead.
Home: Increases game speed
End: Decreases game speed
Pause: Pauses the game
Enter: Jumps ahead 10 minutes if there are no current events that would stop this.
F1 : Brings you inside the Bomber, and you can move your mouse pointer around the edges of the screen to reveal an interface that can help you jump to different compartments, stations, or crew members.
F2: Brings you back outside
And heaven forbid, if you want to stop playing a mission at some point, you can press Ctrl+Shift+Q to display a quitting prompt.
Bomber 3
Bomber 3 was originally released on the Mac, and like Myst and other titles from the time it was developed using “Hypercard” (Read more about Hypercard here)
Like many of the engines we take for granted today, HyperCard empowered creators like never before and it has been a real pleasure to bring Rene Vidmer’s classic back to life and make it available for collectors on Steam. You can wishlist the game Here: https://store.steampowered.com/app/2142920/Bomber_3/
Keep your eyes open
In the coming weeks we will have videos, interviews, and playthroughs all related to these games, so stay tuned on our social media channels so you don’t miss out.
* Localization error in zone selection screen UI * localization blitch with Blood transmutation, Metal transmutation and Zealot in other language than english
Happy new year everyone! We hope everyone has had a happy and healthy holiday season!
Also welcome to all the new players who have joined us lately, thanks for your support and all the reviews!
We have been busy gathering player feedback and bringing improvements and refinements to Mad Games Tycoon 2 and we're here to highlight some of the most recent changes to the game, with the latest patch coming out today.
Overall, there have been about 40 changes implemented thanks directly to feedback from the community and we are continuing to update the game, so we're not done yet!
Highlights of recent changes
The random option for both game reviews and NPC platform popularity has been reworked to give players more options and variation in each new game they start.
For reviews you can now have a random factor of +/- 3%, 6%, 9% or 12% on all your game reviews. This can add a bit more variety to your game reviews, sometimes working in your advantage, sometimes not.
For platforms, options of +/- 25%, 50%, 75% and 100% (100% will be totally random, as it worked before not a +/- % increase) of the standard NPC platform sales have been added. This will alter the successful platforms you have to release your games on and compete against with your own consoles. Making some platforms more popular, and others less popular every new game.
(Update Jan 18th, 2024 - this has been changed in the latest patch to random platform popularity - low (+/-25%), medium (+/-50%), high (+/-75) and full (this will be the 100% totally random option). This was changed for better user clarity)
- New Sandbox options have been added, bringing the total sandbox choices for the player to nearly 50! With many of these options having further options so that players can fine tune their game to play exactly the way they want.
It is now possible to set the working speed of employees in sandbox mode. With this setting you can increase (or decrease) the work speed of employees making them complete task much faster. While this will change the balance of the game, it will also make it possible to have much smaller teams of employees accomplish similar task of large teams. Increase your indie studio feel!
You can also change the quality of NPC game releases. This will allow you to play on easy with the NPC releasing top tier games, or on legendary difficulty with competition releasing much worse games and a whole host of options in-between.
And the option to set the maximum number of staff applications was added as well.
These options continue to push forward the ‘freedom of choice’ to play your way we have intended to give players since adding the sandbox mode. We don’t want you to just have unlimited money and call that a sandbox mode. We want you to be able to experiment, play, and even break the balance of the game however you would like. Whether that is the super easy, or the near impossible!
-
Subsidiaries have gotten some attention. We have added 3 additional IP focuses for them, and a few new sorting options to make it easier to tell which are your successful subsidiaries and which are your money pits!
-
Throughout the game there have been numerous ‘quality of life’ additions, new filters, additional information added to tool tips, search functions, menu and change save states, and more.
One of the larger quality of life changes is the ability to specify automatic research across all categories, this was added a few patches ago but now lets the player have much more control over what research they want to automate.
20 additional save slots were added by request for players who like to have multiple games or multiple saves of the same game going with less limitation.
And numerous bug, balance fixes and more.
As always, you can find a full list of all the recent changes in the patch notes below or the latest up to date patch notes on the steam discussion forum.
Community Engagement
As stated above, we still have some upcoming updates and we have a list of feedback already gathered from players we continue to utilize to see what is possible but more feedback is always welcome!
Feel free to participate in our community and let us know what you think!
Perspectives, suggestions, general feedback and the overall support from the community has driven forward the game as it nears the 3rd year anniversary from Early Access in January 21, 2021, to it’s full release in May of last year.
So again, we would like to say thank you to everyone! And lets make 2024 another great year for Mad Games Tycoon 2!
- You can now sort the GameTabs (in the menu: Filter for GameTabs). - Game options: You can now set how strongly the "Random platform popularity" works. - Game options: You can now set how strongly the "Random Review Rating" works. - In sandbox mode, you can now set the quality of the NPC games. - When you develop a sequel, the gameplay features and languages are now automatically carried over from the predecessor. - Subsidiaries menu: You can now sort by total revenue share and revenue in the last 24 months, - Subsidiaries (tooltip): Your revenue share and monthly costs are now displayed. - In some menus, games can now be sorted by platform type (mobile, arcade, etc.) and game type (sequel, addon, etc.). - MOD: (NpcGames.txt & NpcIPs.txt) If you add the tag <NOSPIN>, no SpinOffs will be created from this game.
- The option "Subsidiaries keep their consoles" is now also available for the standard game and in multiplayer mode. - The guarantee amount of publishing offers is now linked to the difficulty level. - The working speed of employees can now be set in sandbox mode. - 20 more save game slots added. - Game reports (list): The genre is now displayed as an icon and the release date. - (Right games list) It is now saved in the save game whether a game is enlarged or reduced. - (Subsidiaries) Three more slots for IP focus added. - (Menu: My Games -> Reviews) The games can now be sorted by release date. - (Sell licenses menu) Search function added. - (Licenses menus) Licenses can now be sorted by suitable/unsuitable genre. - BALANCE: The topics "Aliens" and "Robots" are now suitable for role-playing games. - BUG: Closed game studios have bought IPs. - BUG: (Mod) Licenses for which no good and bad genre have been set, sometimes genres have been set completely randomly. - BUG: (Mod) No suitable genre could be set for sports licenses (except sports games). - BUG: (Sandbox) The setting "Normal employee salary" incorrectly increased the salary by 10%. - BUG: (Multiplayer) You could not give away the "Workshop" technology.
- BUG: Not all games counted for the console bonus. - BUG: In sandbox mode, staff salaries were sometimes calculated incorrectly. - BUG: When Russian language was enabled, there was no contract work for console development.
- Marketing: Games which are in the queue are now automatically selected. - Men can now have blond hair. - BUG: (Start Menu->Sandbox) Some settings were not saved. - BUG: (Console Menu->Consten Reduction and Durability) Sometimes it was incorrectly displayed that something was "In Progress". - BUG: The number of staff applications was too high. - BUG: You could not add copy protection and anti-cheat software "instantly" during development. - BUG: Closed companies offered contract work. - BUG: (Menu -> Publishing offers) Sorting by game rating did not work correctly. - BUG: (Menu -> Development Report) Estimated game rating could vary slightly if you opened the menu several times in a row. - BUG: (Multiplayer) Sometimes subsidiaries were identified incorrectly. - BUG: (Multiplayer) Crashes could occur in some menus after loading an old save game.
- (Game concept menu -> Buy licenses, Copy protection, Anti cheat) You can now activate a checkbox to add the objects to the game concept immediately. - (Sandbox) You can now set the maximum number of staff applications. (max. 30-150) - (Multiplayer) You can now set the suitability of genres to be random. - (Subsidiary menu) The management costs and genre are now displayed.