1. New core: Bearer (unlocked after completing negative layout · III achievement), Wisdom account (unlocked after completing negative layout · II achievement) 2. New chip: Rebirth (unlocked after completing the betting number clearance achievement) 3. New achievements: Reform, Layout II, Layout III 4. New constraints: physics, intelligence, orientation, guidance, matrix, epic, frost, burning, spraying 5. Left click operation optimization: If a unit does not change its formation after disassembly, this allows you to directly pick up the unit with the left click (previously, when a unit was linked to 2 units, you cannot use the left click to pick it up) 6. Left mouse button prompt for optimization: If a unit is dismantled and its formation will be changed, the unit that is about to be dismantled will be highlighted (originally only highlighting the two units linked) 7. Optimization of the Aviator series AI, adjusted to search for the nearest enemy attack (previously a random enemy) 8. All core load adjustments 9. Optimization of ejection mechanism: When the missile has both ejection and tracking capabilities, it will not continue to track until 0.1 seconds after triggering the ejection 10. Magic number adjustment, adding attribute: missile flying speed -50% 11. After the 10th and 20th wave bosses are killed, increase the number of subsequent monsters 12. 10th to 20th wave monster strength increase (monster's health and damage growth rate increase) 13. This version has undergone extensive numerical balance adjustments, including load, binding attributes, monster values, etc 14. Fix a bug where the initial number of units is too large to select 15. Fix bug where laser pilots and hot pilots do not cause damage 16. Optimize the performance of Ice Messenger's flash sale, add corresponding special effects, text, sound effects, and increase combat statistics
KABOOM! We've just launched our demo for Astro Duel 2! Try out the first slice of Versus with up to six players and full bot support too. Note: this is a limited-time demo, so give it a spin before it's gone!
Welcome back! It felt good to do the initial announcement so I'll keep doing occasional devlogs here to explain a bit more about the game as I develop it. Today, let's talk about dice!
In Quest Machina, many areas you explore will contain actions that require an attribute check to complete. In some cases, you may select that check and retry it later if you fail. In others, the check occurs during a one-time event and the outcome is permanent.
The attributes
Strength: The raw muscle to move and lift things
Dexterity: The finesse to dodge objects and unlock caches
Intelligence: The mental capacity to translate and grasp complex ideas
Endurance: The fortitude to endure punishing conditions
Charisma: The ability to charm and convince other characters
Inspired by DnD! While I understand and respect the distinction between Intelligence and Wisdom, I think that can be unclear for some uninitiated players (and also for the AI, which decides what attribute an action will check against).
For the action above, the player has chosen "Inspect Caramel Stalactite" (forgive me, this particular world was candy-themed). The AI has decided that will check against the character's intelligence. But how do we decide if it succeeds or fails?
The math
The math has some small modifiers, but is roughly this: If the checked stat plus a d20 roll is greater than the action's difficulty rating, you succeed. Otherwise, you fail.
In Quest Machina, success could mean new equipment, new cards, or access to a new area. Failure can mean damage, a curse, or that action becoming locked temporarily.
In determining how hard the difficulty rating should be, we consider: - How deep into the area is this location? Deeper locations have harder checks and better loot - Objectively, how hard is this thing to do? We query the AI to see if we're jumping over a log (easy) vs jumping over a gorge (very hard)
Re-rolls please?
As you venture through the world, you may find a cache of quicksilver. This substance can be used during a failed check to re-roll with the same chance of success.
As I was developing this feature, I was curious if it would slow the game down too much to have the re-roll option keep showing up. But as a big fan of Baldur's Gate 3, I felt even their much more involved attribute checks were able to keep the tension going. I'll include this mechanic in the demo coming soon, but always looking for feedback!
Well we are finally here! With this latest update. Gameplay is pretty much set. I will be of course testing and tweaking up until we get to version 1.0 but this update has ticked off a lot of the boxes I have been looking to achieve when I first started making this game BACK IN 2020 WHEW!
So what's new?
Elite Checking Mode
This is an option that can be set in the option menu. I highly recommend enabling this when you are simming games as well as it adds a whole new dimension to the gameplay.
Basically, with Elite Checking mode enabled, you can use the "Shoot" button as a Check button when you do not have a puck. Now while that seems like something small. It is not. As those of you who know, when you start to become fierce on the puck and start putting opponents on their backs, the whole dynamic of the game can change. This is the truth as well in LTL Hockey. Once you start playing a lunch bucket game, your opponent can change how they approach you, a seemingly peaceful game can become a tit for tat slugfest with guys out on the ice. A well timed hit can change everything about the game and it can even inspire or demoralize others. Don't like how the game is going? knock the crap out of someone after the whistle and muck it up!
**If you choose to play the game (the normal way with auto check) simply switch it to Auto, however, the different aggression levels will not be in play as they are only associated when this mode is enabled.
Manual Passing Finalized!
Also enabled in the options, switching the passing mechanic to manual increases your toolbox ingame. Now you can use the different directions to switch who you are passing to. It takes some practice, but once you get the hang of it, the perfect play is within your reach!
New Box Score and Post Game Stat Screen
Had this on my list for a while and finally I got it up here and working!
Fixes and improvements
- Reworked some puck bounces and stick handling puck retention - Tweaked Goalies - Improved AI, Dumping and Chasing, Desperation plays, Dirty plays, Better Passing. - Alert tick sound in the final minute of play. - Made Intermission Music one tune - Semi Transparency of the Song plate in the main menu - Added a Line Change notification between periods. - Big hits can leave a player out of commission for a variable amount of time. - Things I may be forgetting...
Next Update!?
Next week, I am making our V.1 Rosters and they will be debuted next Friday! -Anything Else that I can fit in that won't break the game.
Feb 1, 2024 EDIT: Slight change to the Server Stress Test procedures!
We will now be allowing everyone to download and play at the same time, instead of in waves!
What this means for you:
We will accept everyone who signed up for the test at 10:00 am MT tomorrow
The servers will be also open at 10:00 am MT, so you can jump in as soon as you’re done downloading
The test will still go until 2:00 pm MT
If you or your friends haven't signed up for the test yet, you still have time to do so, and even if you forget, you will be able to register even after the test begins as long as servers are open.
See you then!
[EDIT END]
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As we continue to travel toward Realms unknown, we’re ready to reveal additional details on an upcoming Nightingale milestone, the Server Stress Test!
When is the stress test?
Players will start receiving access to download the game at 10:00 am MT on February 2, 2024. Servers will open access to the Realms starting at 11:00 am MT and will close at 2:00 pm Mountain Time.
How will it work?
At 10:00 am MT, we will start granting access to people who signed up on Steam in waves. These players will be selected randomly by Steam’s system.
We will monitor how many people have downloaded the game and will grant access to more batches throughout the test based on various test factors (how many people are active, how servers are faring, etc.).
We recommend that folks download the game as soon as they’re given access, but players granted access before the server live time will not be able to load into a Realm until the servers start at 11:00 am MT. Those granted access after this start time will be able to join the game as soon as their game has finished downloading.
Our goal is for all players who signed up for the test to be able to participate. How quickly that happens will be dependent on how the test progresses.
What will I play during the test?
Players will enter a tailored version of Nightingale’s early game experience that skips tutorial content and has each Realmwalker equipped with upgraded tools and gear, as well as a variety of recipes unlocked (this will be the equivalent to what a Realmwalker can earn approximately 10 hours into a typical playthrough). Players will be able to immediately join and play together with friends in the Realms.
This will be a different experience than what players will encounter when they first enter the Realms on February 22, but we wanted the stress test to offer a few more tools and resources at an earlier stage in the journey to give players more of a taste of what’s to come ahead of our launch later in the month.
No hard limits have been placed on the build so anyone in the Realms can play as long as the servers are online and functional.
We’ll be sharing some gameplay tips and things to look out for, closer to when the test begins.
How will I know I was selected?
Participants will receive an email from Steam, but the quickest way to check is to refresh the Nightingale Steam page periodically after 10:00 am MT on February 2, 2024.
Why are you granting access in waves?
There are two things the team wants to assess during the playtest:
How we handle large amounts of players logging in at the same time Our ability to rapidly scale up access if there is an influx of players
Doing this in waves means we can test both.
A way to think about it is that instead of turning on a tap at 100% the first time, we’ll be turning it on at 50%, checking for leaks, and all looking well, we’ll see if it handles at full capacity. This way we can check for various bottlenecks throughout the test.
What if something goes wrong during the test?
It is possible that something may go awry during the stress test - and that’s all part of the reason why we’re doing it!
We’ll be opening a Discord forum channel for test feedback, as well as providing a form on Discord for major technical issues shortly before the test is live.
If there are delays in the servers going online, performance issues, or complete server failure, players will be unable to access the Realms, or may experience Travel Errors and Network Errors. This can prevent people from entering a Realm or playing the game at all depending on the scope of the issue.
Whatever happens, it will be valuable data for the team to ensure we’re ready for Early Access launch.
Will my save data/character from the stress test transfer to the launch version?
Unfortunately not. We have critical updates and patches planned for the launch version that aren’t in the parked stress test version and these changes may cause stability issues.
How do I sign up?
Head over to our Steam page and click on “Request Access” before February 2 for the best chance at participating.
What if I sign up after the test starts?
We may grant access to people up to half an hour before the test ends, but it will depend on team availability and the volume of requests. Our goal is to get everyone into the Realms as long as we have the test running, and we don’t experience any technical difficulties.
Can I stream or capture video/screenshots from the stress test?
This test is not under NDA and if you choose to make content about the game based on this test, please ensure that it is explicitly obvious that the footage and impressions are based on the server stress test version and experience.
For those who played in previous playtests, information such as your previous playtesting impressions, non-public game knowledge, or any captured footage (screenshots/video) from those playtests remains prohibited.
Does this test mean that the launch will work smooth like butter?
We wish that we could say with 100% certainty that this was the case, but as we’ve learned from many experiences, nothing is guaranteed. Our team remains very committed to delivering a great first time experience and solving any issues quickly and effectively. We are grateful for your support and understanding in this process! Whatever happens at launch, this test gives our team a chance to remove as many potential issues before that date.
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As always, we extend our sincerest gratitude to every one of you who join this expedition with us. We’ll see you on February 2, but until then, we’ll accept all crossed fingers, toes, and good vibes to send toward the servers and the team members who wrangle them.
We are thrilled to announce that the moment we've all been waiting for has finally arrived! After much of hard work, dedication, and invaluable support from our amazing community, we are excited to inform you that Lorhaven: Cursed War is set to release on Steam!
Lead Lorhaven through haunted provinces threatened by undead in The Undying War. As a castle commander, recruit units strategically, discover legendary heroes, and delve into a story-driven campaign. Dynamic maps, a map editor, and living lore enhance the immersive world. Strategic decisions on and off the battlefield determine Lorhaven's fate. Are you ready to be the savior Lorhaven desperately needs?
Dungeon Legends 2 : Tale of Light and Shadow - Dungeon Legends 2
Fix of free exp on RatKing - now when RatKing is attacked by weapon or spells he quits conversation and attacks. Fix of F12 key - it doesn't open nearby inventory any more. Some minor fixes.