This release squashes several bugs messing with rule mechanics and gameplay. We’ve also spiced up the visuals for certain game events for cards like Foldspace, which now includes animations that trigger when the cards trash themselves. Controller-wielding players, rejoice! We’ve sprinkled in various improvements and fixes just for you. Plus, there are now further adjustments to how animations are handled with turn-timers to ensure that complex turns with many card plays don’t impede gameplay.
Improvements & Fixes
Players can now double-click to play and acquire cards on PC.
Playing troops to a garrison is more clearly signaled with a new FX treatment.
Player seat position is now indicated on the Leader selection screen.
Leader’s House is now listed on both the Player Info screen and the Leader Selection screen.
Easy AI’s difficulty has decreased. (boop!)
Players can now control ambient sfx in Settings.
Prompts that let players deploy troops now indicate the maximum number of troops available for deployment.
Chat is no longer interrupted when a player is prompted to take an action.
The Alliance token in the player HUD is now easier to read.
Reveal abilities that appear in the lower left corner of the Reveal window are easier to spot with improved visual effects.
Endgame Intrigue cards now show as playable when at least one of their conditions is met.
When placing the Mentat, the cursor now uses the outline of the Mentat, not that of a regular Agent.
Control markers now match player colors.
Drawing an Intrigue card now plays an animation.
In the Bene Gesserit Initiation challenge, you can now trash a number of cards equal to the number of Bene Gesserit purchased during the Reveal phase.
Adjustments have been made to turn timer behavior and to animations to ensure full turns can be taken.
Crysknife has a new, easier-to-understand entry.
Endgame Intrigue cards now animate properly when played.
Master Tactician now animates properly when played.
Cards that automatically trash now animate before being trashed.
Some prompts that lingered on screen after timing out now leave the screen properly.
Skirmish tiles on the Solo Menu have been cleaned up.
The strength reduction for Chani’s ability now uses a simple animation instead of a -X value.
The multiplayer lobby has additional explanatory tooltips.
The pass icon now remains on a player’s HUD until the player moves to the Conflict results screen.
A pass icon now appears on a player’s HUD for players with no troops in the Conflict.
The Vs. AI menu tile and the Lobby menu tile now use different art.
Agents now keep their blue glow when dragged to locations.
Undoing a Reveal action and then playing an Agent now lets you complete your full turn.
The player info menu now automatically closes when a Conflict is resolved.
Leader portrait visual effects that indicate a player’s turn now show only the current player’s color.
Players can now cancel an Agent card selection either by double clicking or using the undo button.
Players can now access and play Challenges offline.
Various audio, layout, and localization fixes.
The prompt text for deploying troops now includes the number of troops that can be deployed.
House Hagal rivals no longer limit their troop deployment to 2 troops.
The Persuasion indicator now updates properly when a player is forced to discard.
Players now can play Intrigue Cards gained with Bypass Protocol on the same turn they are acquired.
Ariana’s Action Log entries now specify how much Spice is gained.
In the Fencing Mirror challenge, undoing the purchase of Helena’s Manipulate card now properly removes the card from a player’s hand.
The location to where an agent is sent with Kwisatz Haderatch is now bold-faced in the action log.
The Lobby icon that indicates an Asynchronous match is now a calendar icon.
The send arrow in chat now sends chat.
A proper icon appears in the action log for Persuasion values greater than 10.
We hope this message finds you in high spirits and good health as we dive into the exciting possibilities that the new year brought! Firstly, we want to express our gratitude for the support after 1.0 launch and beyond! We're hard at work, diligently crafting the next chapters of Goldenjar Fall to make your gaming experience even more epic and immersive!
Live-action? Live-Action!
Meanwhile, we're beyond excited to showcase the incredible talent within our community. Witness the magic as devoted fans have brought the world of Goldenjar Fall to life in a breathtaking live-action trailer. The passion and creativity poured into this project are nothing short of extraordinary, and we can't wait for you to experience the result of their hard work. A massive shoutout and heartfelt thanks to the dedicated individuals who made this fan-made trailer a reality. Your love for Goldenjar Fall has illuminated our world in ways we couldn't have imagined, and we're profoundly grateful for each frame, each detail, and each moment captured in this vdeo!
Another day, another update to the demo! Here is the report:
Changes
Lowered character's starting health to 10
Changed healing to heal 3 HP instead of 5 HP
Changed missions with buying and selling to also appear in the very early part of the game
Lowered the chance of new missions appearing
Bug Fixes
Fixed a bug where certain character actions weren't generating heat
Fixed "Healer" talent not lowering price of heal
Fixed duplicate buy out actions
Fixed tooltip still showing even if the UI that triggered it is no longer active
Fixed an issue which was causing player starting money to be 0
Fixed an issue where building price type was showing for buildings you didn't own incorrectly
Additions
Added talent "Ears everywhere" increasing area knowledge experience gained.
Added talent "Ears everywhere" to Schemer skill tree
Added talent "Businessman" to Schemer skill tree
Added Mission where you can buy 5 guns
Added Mission where you can buy sell 10 liquor
Added Mission where you can buy sell 10 beer
Have a good time boss, and remember, if you have any feedback, please contact me in the forums. I will make sure to work on it as soon as possible boss!
Here's our usual weekly roundup of what's happening in the world of "Hakan's War Manager." We're deep into refining the battle aspect of the game, and here's the lowdown:
Updates
Order Table Revamped: We made some changes to our tactical board, and now the order table is in sync with it. A seamless adaptation for a smoother experience.
Retreat Upgrade: Units are now smarter when it comes to retreating. They'll hustle away from enemies faster, ensuring a quicker exit strategy.
Pre-order Convenience: With the order table tweak, we've introduced auto-selection. If you're ready to dive into battle without changing anything, the game's got you covered.
Demo Update
Ally Unit Passing: We've introduced Ally unit passing in the demo. This addition aims to address some sticking issues with ally units. We're keeping a close eye on it for a balanced experience.
Fixes
Order Name Adjustment: Units are now waiting for a signal, not just engagement, improving their responsiveness.
Calendar Fine-tuning: The short calendar now appears in a single row, streamlining your view and making it more user-friendly.
Unit Direction Correction: Units are now more deliberate in turning where they want to go, enhancing their navigational skills.
Battle Cam Sensitivity: We've tweaked the sensitivity of the battle camera movement for a more precise and enjoyable experience.
We're dedicated to refining every aspect of the game, and your feedback is always invaluable. Keep the suggestions coming!
1 New Arcade game with unlockable cosmetics and achievements tied into the upcoming Prehistoric Paradise DLC.
Visuals:
New font gradients on pop-up scores for trial/mission completion (green) and table tilting (red). Regular score pop-ups remain purple/pink.
Improved cannon kickback particle effects on various tables.
Improved bush explosion(entry/exit) effects on various tables.
Table Specific Changes
Café Catastrophe
Fixed numerous locations where the ball could get stuck.
Sports Spectacle
Moved decorations and gems
Nasty Knights
Improved flipper art Added particle effects/sparks to hitting shield targets Fixed an issue related to the cannon mission not always correctly tracking progress
St. Patrick's Paradise
Added particle effects/sparks to hitting targets
Creepy Castle, Future Flight, Construction Chaos & Blissful Builder
Improved Flipper Art
Silly Circus & Crazy Carnival
Spellbook targets no longer apply any force when hit.
Dynamic Camera Modifications
Camera movement lessened when the ball enters/exits holes, kickback & cannons,
Gameplay/Balance Changes
Made various multi-part missions/witch trials easier by having them not reset your progress when on part 2. This is not the case for all missions, only some.
Bug Fixes & Misc.
Fixed an issue when multiple balls tried to enter the same cannon.
Fixed an issue where nudging when a ball was in a cannon that caused it to misbehave.
Fixed an issue where stationary target hit vfx would not always spawn facing the correct direction.
Witch Trials screen had some text descriptions cleaned up
Table Editor
Mechanics:
Added one new prebuilt raceway.
One additional flipper pre-set for wide body tables.
Visuals:
Standard Body Theme – Prehistoric Paradise
Wide Body Theme – Dangerous Dinos
2 New Weather Effects
Audio:
DMD/Trial Sounds:
Jungle Win Sounds 1-4
1 Raceway Completion Sound: Jungle Raceway
Ambience Tracks:
Jungle Ambience 1 & 2
Music Tracks:
Prehistoric Paradise & Dangerous Dinos
To Do List:
Steam Workshop custom table images.
Steam Workshop Browser
Continued Documentation.
What’s Next:
I’m in a happy state with the core game and table creator would love to start taking more suggestions. Ideas for DLC, mechanics, improvements, or additions to the table editor, feel free to tell me. Anything and everything will be considered.
FG3000 is in town with a shop full of Cosmetic items you can get for gold.
FG3000 is a well-known, high-energy, and super-positive MMORPG reviewer... and today, he is officially a video game NPC in AdventureQuest 3D! Find him in town with a shop full of cosmetic items that you can get for gold. He also happens to know the location of a lost sword... his lost sword. Which can be yours with an ample about of monster-murder. And to help any new players who need to level up in order to get this weapon, a server-wide XP Boost has been activated!
We were honored! ... And retaliated by making him into an NPC.
(Do not worry... we reached out and got permission first.)
FG3000 is in game now!
Find him standing near the bridge in AdventureQuest 3D's Town of Battleon with a shop full of cosmetics for all players.
Hair Today, Gone Tomorrow!
Bonus! You can unlock FG3000's wickedly "dread"-ful (#seewhatididthere?) hair style using an item from his shop. Using the item will unlock the hair as an option in the barber shop.
The Sword of Swordness
We hid a FG3000 sword on a monster somewhere in the world.... somewhere.... and if you can find the monster that drops it, it will be yours.
A win for the community
This was an interesting thing to try-- and it might just bring some new friends to play with to AdventureQuest 3D. Before this release I talked to community YouTubers Gold Raven and Lag who enthusiastically agreed. Lag said, "A win for the game is a win for all content creators of the game, that's the way I see it."
XP BOOST
Gain experience faster while the server-wide XP boost is active this week. From now until next Wednesday at 11:59pm EST you will get 200% experience. (Note: Boosts character XP only, not class.) It is the perfect time to level up in AdventureQuest 3D.
Mini-game - Small 30 second Mini-game with some rewards, helpful for new players/Those desperate for Gems Max Level is increased to 2 Billion (Was 1 Billion) Points in Inner Sanctum, Renamed to Monster Souls Healing Aura skill changed to Soul Collector, Skill now helps gain Additional Monster Souls Idle rewards now include Levels + Gems + Souls and start at 1 second UI Adjusted on Main Battle Screen + Beast Sanctuary + Inner Sanctum Defend The Kingdom button remade and given Black Outline to be more visible on all screens
Fixed Mordek Health not initializing correctly, this should make Mordek Harder now that he has health. Fixed Skills being able to be manipulated using the sliders in Mordek Battle Fixed another bug in Stat Tracker Fixed Bug with Gems not storing correctly and could lead to players loosing Gems over time
Fixes and Features: - When the game ends you don't have to choose another server you can keep playing continuously unless the server owner leaves. - Fixed the TDM gamemode from switching you randomly when you spawn - The Kill Confirmed widget now stacks when you get multiple kills - Disabled a few Unreal Engine 5 features to make the game run smoother - Made it so a message pops up telling the user that the version is mismatched
What ill do: - Make some more gamemodes like Capture The Flag - Make Facing Forts a finished map
During this roadmap we will still release hotfixes and add other suggestions made along the way. If You have any suggestions about the game or improvements feel welcome to post them here, in the steam forums or our discord!