William and Sly: Classic Collection - 2 Left Thumbs
The Everloom
With the help of Antony Lavelle (The-EXP), we have added The Everloom as a free update to this Classic Collection. This is a relaxing pixel art adventure. Explore the environment, talk to the people, and swap key items - learning more of the same fantasy dreamworld that William and Sly also occupy.
We're so thrilled to be able to share this with fans, old and new. We hope William and Sly can find a new audience and second life here on Steam! Speaking of...
Upcoming Sequel
These classic games are receiving a fully 3D sequel! This new installment remains an open world platformer, with minigames, chill vibes, and collectathon driven exploration. Please be sure to add it to your Wishlist!
Want to know more about the history and legacy of the William and Sly series, dating back to the Golden Age of online Flash games? Check out this video:
Graeme (the Publisher) interviewed Lucas (the Developer) for a retrospective on the series. We talked about Flash development, WarCraft 3, Taoism, motivation, indie games, and everything in between!
Galactic Civilizations IV: Supernova version 2.3, titled “War and Peace”, is now available, and brings a host of balance changes and bugfixes right across the game. Primarily, this update aims to reduce the occurrence of what 4X gamers call the “everwar” problem, where a civilization becomes locked into a war with a rival and have no realistic way to disengage or call for peace other than to fight it out and destroy the belligerent faction completely.
Some more bloodthirsty players don’t mind this but a whole lot of others really do: outside of some rather dramatic and extreme sci-fi and fantasy settings, never-ending wars are rare. In reality, wars tend to flare up and die down after victory goals are met, resources become depleted and civilians become sick of having their loved ones returned to them in body-bags. Everwars in 4X are generally undesirable as they reduce the non-combat aspects of a 4X to a supporting role to the grind of an endless conflict, and that isn’t everybody’s cup of tea, nor is having to conquer absolutely everybody to effectively win the game.
In previous versions, although the AI had become a lot better at picking wars it can win, it also tended to fight on right until the moment it either surrendered completely or its last colony was taken, depending on the game settings.
One approach to fixing this is with the “grand strategy” game technique of forcing the player to stop a war once some kind of war-score counter value is reached. This isn’t always fun for the player when they’re yanked out of a fun conflict that they’re not finished with yet, moments before they’re about to engage in an epic, war-ending battle.
“War & Peace” aims to address this problem in several stages.
Perhaps the biggest and most immediately noticeable change will be a series of war and surrender Events that trigger the longer a war goes on, and vary depending on who started the war and who is winning or losing it, to add some extra flavor and ensure the player has an option to end the war they might not want to be in.
While the player is not forced to end the war at this point, there are incentives to do so that might sweeten the deal. When the AI does offer an olive-branch, there’ll be a variety of different peace-offerings on the table for you to choose from.
Secondly, the AI will be more likely to accept a ceasefire now, and the longer the war has gone on the more likely they are to accept a peace deal. This should reduce the ever-war problem, and while we want players to have to fight for their lives when wars do occur, we feel that these moments shouldn’t potentially go on for hundreds upon hundreds of turns, especially for players who enjoy the more peaceful aspects of building a great galactic civilization.
Furthermore, the AI is more loyal to civilizations that it has had good relations with for a long time, favoring those it is has well established trade routes with, and will be somewhat less inclined to be bribed into a war with those favored civilizations by other sneaky war-mongers. This means that they’ll not just take their current diplomatic status with their partner into account when they make that decision to go to war, they’ll look back at your past dealings too. Make friends and trade with them, and they’ll be more likely to stick by you when you’re in need of assistance once the Drengin, Korath Clan, Yor or some other dreadfully mannered neighbors come knocking!
To prevent sneak attacks, when a civilization declares war, all of their ships are removed from the enemy’s borders outside of their zone of control.
Various diplomatic modifiers have been tweaked, such as diplomacy-focused civilizations no longer coveting the worlds of others, and a more slowly growing and reduced “We Want to Conquer the Galaxy” from civs wanting to militarily expand too.
These diplomatic changes to how wars are started and ended should open the grand strategy side of Galactic Civilizations IV: Supernova up even more, with civilizations being more or less inclined to engage in long wars to achieve their goals and loyalty to old friends factoring into their strategic planning. Gamers with less of a martial-inclination will be able to enjoy their empire building with less threat from long and grueling wars that they cannot get out of, and defensive and diplomatic civilizations will be able to achieve their victory goals without the inevitable need to become an unwilling galactic conqueror.
As always, thanks for reading, and let us know what you think of the changes in “War & Peace”.
In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y8S4.2 Update and give you some insight into the reasons behind them.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator's Win Deltas per Bomb Site.
OPERATOR BAN RATE
OPERATOR BALANCING
TUBARÃO
ZOTO CANISTERS
Decreased to 3 from 4.
No longer affect Maverick's D.I.Y. Blowtorch.
Electrical Insulation effect extended by 1.5 seconds after Canister destruction.
We've seen how Tubarão's Zoto Canisters can be used with great success during his time on the live server. Although we're still monitoring his position within the meta as the season progresses and players learn to play and counter play him, we did want to quickly readjust an aspect of his ability following feedback we've received. Reducing the amount Zoto Canisters to 3 will mean players will need to use them more strategically throughout the round. The freezing effect will no longer cause any delay to Maverick's D.I.Y. blowtorch to better position him as a counter to Tubarão. The powerful synergy between Tubarão and Ops like Bandit, or Kaid is something we strongly believe in as it's an integral part of what makes Siege and its operators so interesting. That being said, we did observe that in his current state, those synergies left little room for counter play from attackers. The electrical insulation on metal objects affected by the Zoto Canisters previously lasted only as long as the Canister was active on a surface. The added 1.5 seconds of electrical insulation allow attacking teams with strong coordination a chance to respond and forces the defense to be much more precise in the execution of their strategy if they want to succeed in denying the breach.
ACE
S.E.L.M.A. AQUA BREACHER
Fuse time: Increase to 4 seconds (from 3.2)
Ace doesn't have many downsides. The S.E.L.M.A. is safe to use, quick to explode, fast to use in succession, opens a relatively big hole, and can destroy bulletproof utility. Its main downside is that it can be destroyed during the breaching process to prevent it from creating a navigable hole. But when compared with the downsides of other Hard Breach Operators, this is clearly not enough:
Thermite: Only 1 at a time, must be close to the wall, is exposed while using the charge, but creates a bigger hole.
Hibana: Slow deployment, slow triggering, but can be used from very far and has a lot of flexibility.
Maverick: Requires quite a bit of time, must be close to the wall, is incredibly exposed while using it, but he doesn't have counters.
By increasing the fuse time, we want to give defenders a better chance to prevent the breach when a lot of resources are dedicated to protecting the wall. The extra time will increase the synchronization required between the breacher enabler (Thatcher, Impact EMP, etc.) and Ace to open an actively defended wall successfully.
KAPKAN
LOADOUT
Added Bulletproof Camera.
Removed Impact Grenades.
Kapkan has a huge impact on every round regardless of the number of traps triggered. The way attackers must approach the map changes after spotting him or triggering one of his traps. They have to slow down and start paying attention to every window and door frame to ensure they won't blow up. The last buff to the EDDs made this psychological effect even stronger because you may not get a second chance.
We considered that he already has enough tools to make attackers lose time and the Impact Grenades are helping him be more elusive, allowing him to create rotations on the fly and make attackers invest even more time hunting him through a minefield.
MAVERICK
LOADOUT
Added Smoke Grenades.
We are aware that Maverick is a bit situational without Frag Grenades, and despite not having hard counters, there are not too many situations that justify bringing him over other Hard Breachers and an EMP source. It is dangerous to rely on him as the main breacher because of the time and danger he is in while doing the job. And as a secondary breacher, someone more flexible, such as Ace or Hibana (even the Hard Breach Charge), is usually a less limiting choice for the team.
We hope that the Smoke Grenades can help him be more appealing as a secondary breacher and increase his flexibility, so he can also help with site execution, or even cover himself while breaching through reinforcements.
THUNDERBIRD
LOADOUT
Added Deployable Shield.
We finished her transition to a more supportive role with the latest tweaks to the Kona Station and loadout changes back in S2.0 but it seems like her utility is not appealing enough.
The addition of the Deployable Shield will allow her to create genuine strongholds for defenders by herself. The protection from the shield and the backup from the Kona Stations can make any defender in these positions a hard target to deal with. You can add a few Active Defense Systems or Mag-Net Systems to prevent the shield from getting destroyed too easily and attackers will have a tough time trying to move you out of position.
Additionally, the SPAS-15 is also improved to encourage her to contribute to site setup.
We believe that these changes can make her more appealing to players who like to experiment with different setups and help their teammates from the backline.
WEAPON BALANCING
SPAS-15
RECOIL (PC & CONSOLE)
First shot kick reduced.
Lateral recoil increased.
Elastic time increased.
OPERATORS AFFECTED
Caveira
Thunderbird
Automatic Shotguns were left on the sidelines during the Shotgun rework. We were aware that some of the changes introduced could be a bit scary at first sight, so we wanted to be sure that we didn't enter a new Shotgun meta era by buffing the automatic ones too much.
Despite this, we don't have plans to touch them again in the near future (we want to see how everything settles), As we wanted to buff Thunderbird, we found it a good opportunity to make a slight tweak to the SPAS-15. Depending on the effect of these changes, we might give similar treatment to the other automatic shotguns.
We are reducing the first shot kick, which eases landing consecutive shots on the target and taking full advantage of the automatic mode. On the other hand, we are increasing the lateral recoil and adding a clear tendency to the left, which also reduces its tendency upwards.
G36C
RECOIL (PC & CONSOLE)
Vertical recoil increased.
Horizontal recoil increased.
OPERATORS AFFECTED
Ash
Iana
Both the R4C and ARX-200 have received balancing changes to reduce their power level in the last few years, this has made players gravitate towards the G36C. That combined with Ash and Iana being two of the strongest fraggers on Attack have made the G36C the weapon with the highest Kill Death Ratio on Attack. This alone isn't an issue; it is a strong weapon in the hands of Operators dedicated to "kills", but the difference between this weapon and other high KDR weapons in the game is too high. Access to the 1.5x sight is an element that strongly affects this weapon's power level, but also differentiates it from its Loadout competitors the R4-C and ARX-200.
With all of that in mind we've decided to modify its recoil. It will be harder to control on every axis which will require players to use more "recoil control" attachments and increase the difficulty of long-range engagements while using the 1.5x.
SMG-11
BASE STATS
Damage: Reduced to 32hp (from 35).
OPERATORS AFFECTED
Amaru
Mute
Smoke
Solis
For a very long time, the SMG-11 has been the weapon with the lowest Time to Kill among all automatic weapons by far. The change in damage will put it more in line with all the other weapons, while remaining among the fastest. The change will increase the bullets required to kill 1-armor operators by 1, rewarding precision and punishing spraying and praying.
We could have reduced the damage even more without affecting the TTKs, but we want it to remain appealing enough to pair with primary shotguns.
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Extended Harjit's memory so he can no longer forget something immediately after sharing it with you.
Taught Griz to use the correct pronouns for Mr Fires.
Fixed an option that was misleading about which witness you wished to interrogate on a particular topic.
Cleared up grammatical infelicities from the otherwise very literary self-insert fictions written for Rachel.
Discouraged Harjit from visiting Ferret's shop twice in one afternoon.
Convinced David to stop playing gooseberry during other people's sentimental conversations at the Feast.
Revised what it means when the player selects that they dislike a person, so that it now means "I don't like them" and also "I'm not attracted": an improvement to clarity, if perhaps a disappointment to enemies-to-lovers tropers.
Prevented the player from introducing themselves as a census-taker after Pages has already confiscated their badge.
Allowed the player to tell Barqujin about Batachikhan's success in a particular quest.
Discouraged Harjit from bolting immediately after the player's confession of feelings, no matter how overwhelmed Harjit might be.
Stopped Horatia from thanking the player for fulfilling her request when she never made such a request in the first place; gratitude can be carried to excess.
Prevented Griz from relenting and doing a favour she had already said she wasn't going to do.
Cleared up a confusion whereby an appointment with Pages about one topic resulted in a scene about something quite different.
Improved the text written concerning Virginia's history when the player selects certain motives for her.
Deprived Virginia of the mindreading ability to know things about the player that she had never been told.
Expanded the number of conversational gambits available to characters when speaking about themselves at the end of a scene.
Clarified some text surrounding situations where the player is both Griz' lover and her best friend.
Discouraged the murderer glossing over past misdeeds after they have in fact admitted to the murder.
Removed misleading epilogue line about encountering David only occasionally after the feast.
Removed spurious reference to Moss in situations where he should not be familiar to the player.
Removed Rachel's ability to guess the player's name without being told.
Prevented Archie from reacting to the player's banter about past cities as though the player were expressing deep fear.
Fixed situation in which Hogslain Market did not become permanently available to the player when it arguably should do so.
Corrected Archie's sense of personal space so that he will no longer stand right in front of Griz at the Feast in certain character groupings.
Prevented Reginald from teleporting into the player's bedchamber during a personal conversation with Moss.
Encouraged Harjit not to engage in displays of excessive affection in the courtyard.
Stopped Harjit from growling too many times in a row, no matter how fetching he finds the player.
Made Virginia (very) slightly more patient with the player, rather than expecting a certain quest to be performed instantly.
Adjusted farewells on departing from Pages' chambers to avoid certain faux pas.
Discouraged Griz from asking the player for the same favour twice in one afternoon.
Adjusted order of events around providing Archie with certain supplies, in order to make it less likely that the player might accidentally waste a visit.
Prevented the interface from speaking of a lover as though they were only a friend in circumstances where the romantic relationship has reached its full development but some friendly conversation scenes remain to explore.
Corrected missing information about what has happened to the player's badge when it has been taken away by someone other than Mr Pages.
Prevented Archie from initiating a second seduction immediately after the first, though it pained us to correct this.
Removed case where the term PlayerStandin could appear in the codex; there was nothing to see here, no, definitely not.
Prevented David reiterating some dialogue in response to certain love scene patterns.
Corrected inaccurate reference to the player not having been to Parliament when in fact they have.
Prevented Griz from insensitively asking why the player hasn't been to work lately after Mr Pages has fired them.
Prevented Phoebe from popping up in the midst of a scene between David and Rachel when she had no good reason to be there.
Made Phoebe drop the topic of the player's family if she has already asked once and been given no answer.
Made it possible to interview Ivy for the census when Phoebe is also present at the market as a possible census-filler.
Corrected repetition of intervening text when changing the subject from Milton to Virginia while taking the census with them both.
Prevented Mr Pages from referring to relationship interference when none has really been clearly called out by the text.
Improved codex instructions for a certain quest involving Harjit.
Made it possible to confirm Ivy's intent to assist at the trial in advance.
Prevented Harjit from interjecting into a private greeting with Archie merely to share his opinion of the news.
Once unlocked the synagogue will always be available on the map.
Many typos and grammatical errors have been fixed.
Tech bug fixes
Sigils are now unlocked correctly when playing offline on Epic builds, allowing players to access additional backgrounds after completing the game.
When loading the game, cloud syncing will no longer stop sigil data from registering and prevent players accessing additional backgrounds during character creation.
The intermittent crash experienced when closing the game on Epic has been resolved.
The question mark icons on the stroycrafting interface will no longer obscure the token text when text size is set to the largest setting.
The suited and booted achievement will now unlock when acquiring hats and torso items from NPCs as well as from shops.
The Entity now offers augments for quick attacks. Unlike upgrades, augments completely alter abilities with new mechanics and effects. Each quick attack has 2 unique augments. Augments remain compatible with any upgrades you have selected. In total, this patch introduces 16 new abilities, bringing the number of quick attacks in the game from 8 to 24!
HIGH RANK ENEMY ABILITIES
Rank 4 and 5 enemies are now randomly granted one of three additional abilities: hex shield, barrage, or laser blocker.
TEMPLE DEVELOPMENT
The Temple courtyard has been further developed with new structures, details, and lore elements— with more to come. Additionally, a new Temple music track “Onset” has been added.
ADDITIONAL FEATURES AND IMPROVEMENTS
Improved Mobility: By popular demand, the base dash, and all other dashes can now be activated in the air. This change improves early game mobility and dodging, and establishes consistent movement mechanics regardless of your build. Additionally, players now have 50% more directional control in the air.
New random flux event: Defend. Defend the tower from destruction by the attacking swarm of enemies.
With the addition of augments and multiple quick attacks per element, all abilities in the game have been uniquely named.
Improved enemy agro management. Enemies are now more reactionary in changing targets based on damage and crowd control being applied. They will now even react to friendly fire and attack their fellow mechs if they are aggravated enough.
Key bindings are now displayed next to abilities when in the in-game menu. There is a gameplay option to always display these keybinds.
A revive prompt and key binding is now displayed when in range of a fallen friend.
Ability Summary now includes flux elemental upgrades.
Added graphics option to enable V-sync.
In-game music tracks are now synchronized for all players. (Temple music is still random for each player.)
BALANCE UPDATES
Breeze (Wind Dash): Added additional force when changing directions.
Blink (Lightning Dash) and Phantom Leap (Decay Jump): Improved camera behavior with blink abilities to provide a better sense of direction, movement, and distance traveled.
Blink (Lightning Dash): Added a 10% upward direction and updated logic so small rocks and obstacles do not obstruct the dash. Added a bit of directional momentum after the blink.
Updraft (Wind Jump): Wind shafts now summon in front of the player movement direction, making them more effective when moving laterally.
Stomper Boss: Added invulnerability periods on stage changes to shed accumulated elemental stacks. Increased stage 2 and 3 health by 10%.
Rift Slide (Void Dash): Orb now explodes in a blast area on collision.
Engulf (Area Fire): Attack now lobs a projectile that explodes on impact, rather than projecting downward to create the fire area. Decreased fire effect by 15%.
Radiate (Decay Area): Increased damage by 50%, common quality upgrades to effect increased 10% → 20%, updated orbs to start closer and rotate 25% faster.
Increased Keeper HP by 12.5%.
Updated The Entity to always offer an additional upgrade, and in single player, Revive. (If the player has already used their revive.)
Decreased Rhino hitpoints by 20%.
BUG FIXES
Fixed a memory/GPU leak related to ice spells that would substantially degrade performance over time.
Fixed an extremely rare issue that may prevent a client player spawning on level transition, having to reconnect to the hosted game.
Fixed issue where players were unable to chat at the end of an attempt.
Fixed issue where the saved controller type of Playstation or Switch controller selection did not apply when launching the game.
Final Overlord Boss: Made fixes where feet could penetrate deep into the ground. Made several performance enhancements, which should lead to a better framerate for this encounter.
Fixed issue with Flash (Strong Light) that was allowing the charged attack to do 4X damage.
Fixed issue issue with Light Blast (Area Light) that was causing it to increase damage when charged, in addition to AOE range.
Fixed rare multiplayer issue where clients may not see a shield gen’s invulnerability laser targeting the correct enemy.
Forest: Removed player collisions with fallen trees. Previously, players with low foliage settings would still collide with fallen trees that were invisible to them.
Countless more smaller tweaks and bug fixes.
SHARE YOUR FEEDBACK
This has been a massive patch to develop and release. With such a large amount of new skills being added, there will undoubtedly be additional skill balancing. Community feedback is our primary method for deciding what developments are to be worked on next. If there is something specific you are hoping for in future updates, please reach out and let us know!
I've updated the text that pops up about the potential lack of online players at the moment.
Main Menu Changes
The Visionary Vault is under renovation and has been temporarily removed from the Main Menu.
Singleplayer Mode
You'll spot a new button in the Main Menu called Singleplayer Mode. Finding players for a match can be tough in these early days without much marketing around the game. So, I'm happy to announce that I'm working on a Singleplayer Mode for ELVERA! I’m aiming to roll this out before the shift from Early Access to Full Release. Stay tuned for more!
Lobby & Matchmaking Clarifications
I've polished the texts for Lobby Creation and Searching to give you better live feedback on what's happening. I also swapped out the 'Match Found' Announcer Sound for a more subtle, beep-ish Notification Sound.
And hey, before I sign off – a massive shoutout to you all! ELVERA has been downloaded by 11,000 players and 711 of you dove into their first match - thank you so much!
2024.1.22 Update Content This update has made significant changes to the card drawing mechanism in the game. Now players can make up to 10 cards in use, and the other 10 cards can be kept in stock for later use. All cards can be synthesized and upgraded. Enhancement cards can allow skill cards to evolve. Combination cards allow players to assemble unique skills on their own. Shadow cards can inherit the abilities of other cards. New skill card: Fireball, with burning effect Change the function of the enhancement card: increase trajectory Change the function of the enhancement card: Life Drain New Enhancement Card: Pierce New Enhancement Card: Bounce New Enhancement Card: Power New Enhancement Card: Fast New Enhancement Card: Protect New Enhancement Card: Reflux New Enhancement Card: Pulse Add Combination Card