It’s Friday and the new entry in our developer diary is making its way to you. The second work week of the year made us more active than ever. You’re going to see it all for yourself now, below.
Daddy Can Do, Daddy Can Do...
…anything – and that’s a fact. Especially now, when his arsenal includes updated attack animations. Just look at that left hook! As for his mighty axe blow, it can be fended off only by sturdy armor or inhumane agility.
Animated METAMORPHoses
As you can see below, elves have finally had their turn with SPIne-procedures. Our latest patient was Bjorn’s fellow in misery – the strong and very angry Lycan. He changes his appearance so swiftly now. It’s simply stunning! However, he still needs to work on his manners a bit.
But, to be honest, we are surprised that he patiently sat through the whole process without obliterating everything around him. We all know how those 'wolves' can be.
No Peace in This Coffin, pt 2
Remember how we kept working and working on the coffins on the character selection screen? Well, we can inform you of the following: there have been some movements in the matter, in the literal sense of the word. We’re happy as ever to share the interim results with you.
How do you like the new animations? Feel free to share your opinion in the comments!
Peace and Quiet
A couple of backgrounds have been animated this week, too. Let’s add some serenity and fluidity to our diaries.
It seems that someone was not letting the characters past here…Someone insane, obviously.
And here we diversified the goblins’ ecosystem with the fungi kingdom. Because why not?
KOTCL has talent, err, questions
This week, we’ve been gathering up your questions for our video diaries. Don’t miss this chance to ask us about whatever interests you. We'll do our best to answer, even if it’s a question about the release date. We promise!
Speaking of talent, we’re always on the search.
How About Some Chit-Chat?
Hello again, my friends. It’s Andrew aka Innrey, the founder of RedBoon.
The farther into work, the deeper, as they say, and the more tasks, of which we already have plenty. But what am I saying? Getting deep into work is exciting and engrossing (spoiler: well, not always, which is a pity).
After significantly changing the game balance in the last year we still have things to strive for. Aside from the long-suffering Vanadis, Bjorn requires an intervention, too. He’s still got some misbalance that messes things up.
For example, while playing for Bjorn, you can endlessly use all sorts of combos on enemies thanks to the ability to use health points to draw more cards. Bjorn also has some imbalanced cards that give armor and healing. And if you combine healing with drawing cards, you become a terrible and undefeatable force (if you didn’t known about this, hurry up and use it before we nerf it all). On top of that, Bjorn is still quite powerful in the lycan form; his multiple attacks, additionally multiplied by the strength stat, sweep away all before him. All of this is great fun, of course, but it doesn’t really fit with our concept of how Bjorn’s mechanics should work.
We see it this way: lycan-Bjorn uses very powerful one-off attacks, casts debuffs on his opponents - for example Bleeding - but receives curses as a trade-off. That would be a peculiar and logically sound way to help elf-Bjorn.
Although many players are not very fond of Bjorn’s mechanics of curses, we’d like to make playing the lycan more attractive and add more variability so that players will find it interesting to explore new strategies rather than just abusing the game over and over. However, making it too difficult is as bad as making it too easy. The key is not to overdo it. We won’t forget about taming our inner hardcore and finding the right balance.
Perhaps, on this profound note about balance, we’ll end our diaries for this week :)
Wishing you a great weekend and successful game runs!
Check out our social media, where you can ask questions, have discussions with other players and our team, and contribute your suggestions – we're always happy to hear from you
We're so excited to announce the launch of our Prologue! Our automation game is really coming together (still planning for a 2024 release!), and we couldn't miss offering you a slice of what's been cooking.
We've addressed and improved the recognition manual filter, ensuring a smoother and more efficient experience. Stay tuned for upcoming quality of life features that will further improve the recognition manual in the coming weeks.
Network Fixes
Work on the network issues are currently in progress, and we're expecting to deploy test builds to our testers soon.
Thank you for your continued support, The Wolfpack Team
Enemy health now also scales with the wave number! The exact amount depends on each enemy.
Projectiles that generate animations on collision (like the ones produced by the Static Ionizer tower), now have their opacity reduced by 50%.
As long as you have 3 or more unique towers, the shop is guaranteed to offer you at least one tower that you already have! >>> As long as you have 3 or more unique towers that can level up, the shop is guaranteed to offer you at least one tower that you already have! (this also excludes towers that can level up but are at level 3)
Balance Changes
Stat Upgrades after leveling up
Attack Speed: [5%, 6%] >>> [5%, 5%]
Range: [10%, 15%] >>> [8%, 8%]
Armor: [4, 6] >>> [5, 5]
Luck: [6, 8] >>> [5, 7]
Faith: [10, 12] >>> [8, 10]
Evasion: [6%, 8%] >>> [5%, 8%]
Enemies
Rookie
Now spawns in groups of 3-4 at the same time.
Base health: 80 >>> 30
Infantry
Now spawns in groups of 2 at the same time.
Base health: 150 >>> 80
Shieldwall
Projectiles needed to break the shield: 80 >>> 60(you can also break it by dashing through)
Towers
Most Luck and Faith scalings in towers have been reduced by approximately 25% in general. (varies depending on the tower)
Crystal Miner
Crystals given: 30 >>> 2 * wave number
Life Absorber
Fire Rate: 1.25 >>> 0.7
Damage: 20 (+50% Strength) >>> 35 (+80% Strength)
Range: 250 >>> 200
Damage recovered as health: 5% >>> 2.5%
Trinkets
Weaponized Faith
Rarity: Common >>> Uncommon
Ionized Field
Rarity: Common >>> Uncommon
Awareness Amulet
Enemy dash speed decrease: 20% >>> 15%
Angelic Rifle
Faith given when obtained: 20 >>> 10
Attack Speed given: 20% Faith (unchanged)
Golden Amulet
Crystals given each wave: 20 >>> 10
Now also increases the chance for enemies to drop crystals on death by 10%.
New and optimize: - "SENSE" function also work on gray package; - Optimize "SENSE" details in the "Status" of the rest house; - New Content in "Help"of the sorting center ; - Bath ticket cost adjustment -6->-10
Fix issues: - Fixed some issues of incorrect text displayed in the Japanese version; - Fixed some issues of incorrect text displayed in the English version; - Fixed the issue of incorrect display of annotation text color in the Esc UI and Delete data UI; - Fixed the issue of BGM setting;
We've just released our FREE Prologue for Star Stuff, our automation game about saving the universe and programming bot friends along the (milky) way!
To give you an idea of how it plays, here's our freshly revealed trailer:
If you're new to the game or automation games in general, do not fret - we got you bestie! As a new and valued employee of the Star Factory, we had to make sure your onboarding was made easy. We carefully crafted our Prologue to be newcomer-friendly with tutorial levels and intuitive UI.
And if you get stuck on a puzzle, feel free to ask on Steam's forums or over our Discord!
Finally, we would love if you could spare a minute or two to leave us a review - we crave feedback and dying to know what you think of our little indie game! And if you like it, please consider wishlisting the main game 🙏
Hey! Quick hotfix for some major reported bugs. Thanks to everyone posting in the Steam discussions and the Discord. Your feedback is extremely valuable!
FIXES
Fixed a bug not letting your equipment alter your stats in dice rolls and passive checks.
Unlocking dice checks with Shard of Jor will not lock the dialog choices, so you can't softlock yourself by pressing numbers on your keyboard.
Made a the trap trigger once, instead of several times.
Removed the infinite snail loot stash exploit. The economy will recover.
Tons of spelling erors fixed. [sic]
OTHER CHANGES
UI changes, all visual.
Added a short rest button.
A walk marker, marking where you'll walk as you click.
Lys and Ruka's Magical Bag is a fun game where you arrange your items in order to power yourself up. Now, we want to make the game a little easier to play, more like a hack and slash title! This is why we created an item that will let you carry items from one dungeon to the next one, the "Memory Box"!
We've made it so that the "Card of Return", which allows you to safely teleport out of a dungeon, can now be obtained around the 10th floor, so if you're in the middle of an adventure and feel like the enemies are starting to get a little too strong, you can now leave the dungeon sooner than before. So you can put the items that you want to take with you and go on to the next adventure! This is another way you can enjoy playing the game. You can strengthen your favorite items, or make an amazing amount of potions and canes, or whatever else you want! You can play the way you want to! ♪
In addition, we've increased the number of opportunities you'll have to obtain Raise Tinctures in Enjoyment Mode, and made other adjustments to make it easier to play the game. We recommend that you take your items with you.
Picnic Mode has also become much easier to play, so please give it a try when you want to enjoy a leisurely game!
While you can't exactly hold all 50 items, since we made it so you can bring items with you, we have added an extra page to your bag for when your inventory is overflowing with items. When your 2nd page is full of items, a 3rd extra page will be added. However, the items on that page will disappear when you move between levels. Please use this extra page to manage the extra items that you have before you go to the next floor. While it does make it easier to play, please be careful to not leave important items that you may have moved to the extra page before you go on.
We are pleased to announce the release of a companion book for the latest DLC “Stalemate on Donets”:
The 190-page book contains translated operational documents (war diaries, orders, combat reports, and other primary sources) from the Red Army’s Izyum-Barvenkovo offensive operation, which had the goal to pin down and ultimately destroy the German Donbas grouping in the summer of 1943. These materials are complemented by translations of documents from the German formations and units opposing the Soviet offensive.
The book concentrates on the fighting that took place in the area southwest of Izyum at Semenovka village and westwards, in the 4th Guards Rifle Corps’ zone of advance: The introduction sets the stage for the operation from the perspective of the Soviet forces, followed by two chapters of translated Red Army documents dedicated to the units of the 4th Guards Rifle Corps and the 23rd Tank Corps (which was committed in the same sector later).
The German documents, presented in the second part of the book, include the AAR from the defending 40th Panzer Corps and a compilation of extracts from a series of documents that specifically covers the action at Semenovka in the sector of the Corps’ 257th Infantry Division. As the battle unfolded, the 17th Panzer Division and SS Panzer Grenadier Division “Wiking” were brought in as reinforcements, leading to the first combat deployment of the Estonian “Bataillon Narwa” in the vicinity of Semenovka village.
The translations are accompanied by several dozens of original maps and aerial photographs from the battle, adding a visual component to the experience.
We can confidently say that the book is the most comprehensive work on the subject to date. The Izyum-Barvenkovo operation is relatively unknown compared to its famous northern “neighbor” to begin with, and a deep dive into a sector barely 10 km wide makes the book even more special. As a reader, you have a front row seat as the events unfold from the perspective of each participating unit: preparation, action, reaction, and the aftermath. Reading through each side’s assessments of the engagement provides a unique insight into what separates success from failure in a complex offensive operation aiming to break through a well-prepared defense.
Preview:
The book can be accessed from within the game or via the "View the manual" link on the right sidebar of the Steam store page.
Before we jump into the #CommunityTales, we would like to share the details about the upcoming Official Multiplayer event. Hope to see you there!
Empire Invades
Come join us next Saturday for an official large-scale Siege event with up to 500 players on the same server! Playing in the event will also grant you three times the Loot & Exp that you would normally get.
The Empire faction will try to reclaim its former strongholds currently occupied by Khuzaits, Sturgians and Vlandians.
Date & Time: Saturday, 27th of January, 19:00 UTC
Server Name: Empire Invades
Game Mode: Siege
Now Let’s check out some of the most recent creations from our community.
Time Pass by nekoceng While fighting a long battle, or just wandering the town streets, you can now experience the time pass during mission scenes. This includes a visible day & night cycle, with the Sun and the Moon positions simulated based on the time of the day.
CJ's Starting Gear by C. Justice Enhance the diversity and vibrancy of the starting gear you get based on youth choices, making for a more customizable and often more powerful panoply.
Detailed Character Creation by Designer225 (original by PoPoWanObi) This mod introduces various features such as extreme settings for certain sliders (e.g. age slider ranging to infancy), the capability to modify the player and NPC character body/face sliders during gameplay, and the option to rename wanderers and nobles.
For those unfamiliar with BNL, it is a community skirmish tournament where teams are split into divisions - with six teams in each division. One match is played per week against the other five teams. This leads to some epic competitive fights with teams on similar footing, with more skilled players in higher divisions!
In the previous installment, BNL#3, our own TaleWorlds team participated, and while we can`t say we had many great victories, we sure did have a lot of fun!
This iteration of the tournament also comes with a heavy prize with more than 200.000 Loot up for grabs.
Thinking of signing up? You have until tomorrow, 20th of January to sign-up as a team or you can alternatively sign up as a free agent here.
Purple Shrouds - Bannerlord Calradic Campaign #27
The Calradic Campaign team is organizing the twenty-seventh event in their Bannerlord series - “Purple Shrouds”. Join up for some hack & slash tomorrow at 21:00 UTC on their Calradic_Campaign server using their Module.
You can check all the details, including how to join, on their Reddit page.
If you would like to suggest content for the next #CommunityTales, make sure to tag @Mount_and_Blade on X or @mountandblade on Facebook with the #CommunityTales. Alternatively, you can reach out on our forums to Piconi or Dejan.