English ############Content################ [Loot]Added F.F.F Dan's Flyer to the item drop list on the following enemies: Businessmen, Bandits, The Infected Males in the Quarantined Neighborhood, The Possessed, and Crazed Survivors. [Spell Fusion]You can now select any teammate in your group to do the spell fusion. [Spell Fusion]Lowered the Elemental Proficiency requirement from 30 to 20 for single-target spells. [Elemental Proficiency]Characters now gain more experience when their elemental proficiency level is low. Thus, they can gain early levels faster. [Weapon Proficiency]Added a similar exp modifier on Weapon Proficiencies. [Item]Any item that provides Weapon Proficiency experience now displays the experience a character gained after all modifiers. [Maze underneath the House near the Paddy Field] Spellbooks of Adobe Spike and Spellbooks of Tremor may now appear in the chests on the 3rd floor. [English Localization]The game now uses the default font of Windows as the default English font. [Item]New Item: Blade Master's Handbook (It can be exchanged in the Dragon's Treasure.) [Item]New Item: FPS Gaming Handbook (It can be exchanged at any GPA agent.) [Dragon's Treasure]Increased the cost of the Kung-Fu Master's Handbook. (5 -> 8 because of the additional EXP it now can provide to characters with low fist proficiency) [Dragon's Treasure]Reduced the cost of the Elixir of Tao (8000->500) 简体中文 ############Content################ 【掉落物】在以下敌人的掉落列表中加入了FFF团传单:商人、强盗、被隔离的小区中被感染的男性、被附体之人、发狂的幸存者。 【法术融合】你现在可以选择任何一名角色来进行法术融合。 【法术融合】降低了单体法术需要的元素熟练度。(30->20) 【元素熟练度】角色现在会在熟练度较低时获得更多经验。从而,让他们在早期提升元素熟练度的速度更快。 【武器熟练度】对武器熟练度经验的获取加入了一个类似的修正。 【物品】任何提供武器熟练度的物品,现在会显示一个角色获得的相应的熟练度在各种修正之后的最终实际上获得的经验值数值。 【水田迷宫】3楼的宝箱中现在可能随机出现奥多比之刺的魔法书和震颤的魔法书 【英语本地化】游戏现在使用Windows系统的默认字体作为英语的默认字体。 【物品】新物品:刀剑使用指南 (可以在龍之宝库兑换) 【物品】新物品:第一人称射击游戏指南(可以和任何GPA特工兑换) 【龍之宝库】增加了功夫大师手册的价格。(5 -> 8 因为现在它对于低拳爪熟练度角色提供额外的经验的缘故。) 【龍之宝库】降低了道家仙药的价格(8000->500)
SPLITTERS CREEP CHANGES -Splitters will only split twice per creep at maximum (3 generations total). -The final split will always be Critters. -3 Critters will spawn instead of 2 if the parent Splitter creep level is higher than 1. -Second generation levels are no longer limited. This means that a Hyper Splitter level 10 will split into 2 Hyper Splitters at level 9, and then into 6 Hyper Critters at level 8. -Splitter description slightly adjusted. -Splitter reward values reduced from 1, 1.5, 2.5, 4, 7.5, 10 to 1, 1.5, 2, 3, 5, 7.5 (Note: This was reduced since most of the rewards you get will be from the final critter spawns, which are now not limited in level).
OVERDRIVE DAMAGE VALUE CHANGES -Default for most turrets is now 6% from 5%. -Artillery remains at 5%. -SRM Launcher reduced to 4% from 5%. -Beam Emitter increased to 5% from 4%. -Ground Pounter increased to 4% from 3%.
TUNING -Ground Pounder final range upgrade removed. -Ground Pounder health upgrades changed from 1500, 2500, 3500, 7500 to 1500, 2500, 7500. -SRM Launcher final fire rate upgrade reduced from 1.2 to 1. -SRM purchase cost increased to 450 from 425. -SRM upgrade cost increased to 185 from 180. -Increased max driller escape damage from 5% per hyper creep level to 7.5%.
TWEAKS -Start Pow text changed to Max Pow (clarity). -Remove per map difficulty text (misleading).
FIXES -Mini-You will no longer frenzy reload when hovering over their spawner while attacking something. -Fixed callouts flickering in size at low fps.
We are happy to announce that we will release a demo of Dustgrave next week!
Many of the features we described in the last weeks will be fully implemented. You will be able to work for factions and settlements, commit various felonies, improve your standings with some people while becoming a major enemy for others!
While we still have a long road ahead before Dustgrave reaches the level of depth and quality we intend to achieve, the world’s reactivity to player’s choices is already showing its future potential, and we are eager to know what you think about it.
One of our most important goals is to create a strong relationship with the community so that we can have an open discussion about what features, choices, and narrative outcomes the players want. The system we created to support Dustgrave’s dynamic narrative is now extremely flexible, and we want to give everyone of you the chance of living a memorable story based on the path you decide to take. Now, a list of Dustgrave’s unique features that will be available to try in the demo:
The complex system of Records and Relationships is fully working, with NPCs remembering what you did to them and dialogues reflecting that.
It will be possible to work for Settlements and Major Factions, developing good relationships and even helping a faction conquer an enemy settlement.
The stealth system can be used to steal valuables or better position before a fight, or maybe even take advantage of the NPCs routines to isolate enemies.
Characters can be created and geared up to destroy enemies in combat, so that you’ll be able to try Dustgrave’s unique take on Skills and Items.
Some of you may know this, some of you may not, but our studio was founded by two childhood friends from New Caledonia. Our culture, history, and experiences were integral to creating Tchia…
Ah wait - where is New Caledonia you ask? Well… it’s a little island in the middle of the pacific!
So… Tchia draws from all aspects of New Caledonian culture. Landscapes, music, languages, folklore, and traditions have all been used as inspiration to create the world that you play within. We drew from NC in a literal sense - such as recreating iconic landmarks from the island, and having characters who speak in NC native languages Drehu and French - and in a metaphorical sense, by making the influence of animals and the natural world a focal point of the gameplay and storyline.
The game showcases the customs, beliefs, and traditions of the indigenous Kanak people of New Caledonia, but is not intended to be a recreation of our history or culture. It is more like a love letter to the island and the people, and you do not need to know about our culture or traditions before entering the game (but we hope you enjoy learning about them)!
The element of Soul Jumping in Tchia was influenced by tales of shape-shifting in folklore, and brings to the game a crucial and incredibly fun mechanic - ICYMI, we deep-dove into that in our last Steam News Post. The ability to navigate land, sky, and sea as an animal is a reflection of the importance and respect for nature that is ingrained into our culture. The thing is, when you think of a tropical island, most people default to the sea… sandy beaches, palm trees, etc. And of course we have that in Tchia, but there is so much more. The amount of biomes in New Caledonia is quite surprising and so unique, and we wanted to make sure that it was captured. For example, in Tchia you will travel to areas inspired by Lifou (home of the language Drehu which you hear in the game). This island is lush, full of greenery and incredible cliffs, and has a very prolific endemic snake species that swims underwater. See if you can spot it in the game!
Another biome within Tchia takes inspiration from Bourail, located in the north of New Caledonia, which is covered in volcanic sand and is known for its massive Quartz monolith… that looks quite like a human head.
Though the rich landscapes of NC have incredible influence over our game, the people of New Caledonia played the biggest part in shaping Tchia into what it is. The island is full of different cultures with different ways of living, and we wanted to reflect that richness within the game. There are amazing local people who worked on the game. The game’s depictions of Kanak culture were overseen by Thoane Thomadra, one of our friends, who kept our portrayals accurate, respectful, and rich with authenticity. He also voices Tre in the game, even and sings a few beautiful songs!
Music is a focal point in the game, and Tchia’s ukulele is the backbone of everything she does - from combat, to exploration, to the most touching moments within the story. You can join in and play along on the scripted songs, and learn a couple of tunes inspired by our homeland and written by local musicians!
Our team is now situated in Canada, and those of us who hadn’t visited New Caledonia before went on a trip last year to explore the world that inspired the game… you can join us and watch this three-part series on YouTube to see what we got up to 🙂
We wanted to share a slice of our lives with you, and we can’t wait for you all to explore it on Steam in March
Added a Clip of the Week to home page, clips will be chosen from our clips channel in discord
Server list & quick join are sorted by most players
Combat Surf
Added a new gun. The Reaper is a revolver with 6 rounds and high damage
Added new arms & gloves models
Slightly thickened up the player model
Redesigned the buy menu
Buy menu can only be opened when it is available (generally start of round/spawn protection)
Weapons will automatically reload when they reach 0 ammo
Added an option to hide the game bind hints from hud
G-Lok now has damage falloff
Shotgun does slightly less damage to head, slightly more damage to body
Networking
Added a new prediction system. This helps reduce or eliminate lag in various scenarios such as swapping weapons and scoping in.
Fixed a bug causing incorrect hit detection
Movement
Bouncing up slopes has been removed, this also removes the powerful slope boosting. Sliding is more often the expected behaviour, and slope boost needs to be reconsidered/reimplemented.
New update is here! I have heard your feedback and two most requested features are ready!
Mouse Sensitivity Option
Added mouse sensitivity adjustment. Range: 0.01 to 5.00. Settings outside this range will default to the nearest limit. Your setting saves and carries over between sessions, so no need to worry about setting it all over again.
Master Volume Slider
Introduced a master volume control. Like mouse sensitivity, this setting is saved and persists between game sessions to make your life easier.
Closing thoughts
Lastly, I would love to mention that ELVERA has reached 1,000 unique players as well as 25,000 downloads! Making a game that people enjoy was my dream, and seeing it come to life as my first Steam release has been amazing.