We are proudly participating in the Metroidvania fusion event, which features a lot of Metroidvania games. It is a good event to discover new game of your favorite genre.
This event is a good time to offer a discount on the game so don't miss it!
A Metroidvania game in Early-Access is not common and the release of the 1.0 is coming very soon.
The next patch 0.8 will feature the final boss and the complete world map. The last patchs will be dedicated to polish and balancing the game.
Hello everybody! Today we're releasing our first Core Expansion for Crusader Kings III: Legends of the Dead and an accompanying free 1.12.1 "Scythe" Update.
Check out the release trailer below, and then the changelog itself under that.
Expansion Features
Added Legends: a new system that allows you to create stories based on Legend Seeds (with events, decisions, court position tasks, and other ways to obtain them), a Legend Chronicler to visualize them, and special rewards.
3 Legend Types: Heroic, Legitimizing, and Holy, with bespoke flavor, effects, and rewards, including special Legendary Buildings and decisions.
3 Legend Quality Types: increasing the rewards upon completion and during its spread.
Legend Promoters: sponsor someone else's legend for a much smaller cost.
Added Historical Legends to characters in both start dates that would have a Legend Seed in history.
Added many events, decisions and interactions to spread Legends, affect the rewards, and change the Chronicle.
Added Legendary Buildings, with powerful rewards, unlocked after completing high quality legends and investing in the new Heroic Dynasty Legacy - all of them with special 3D models on the map, changing depending on the culture.
Added Legend Seeds to the old Major Decisions, allowing you to start legends based on previous content.
Added Legend Chronicler visual variations based on culture.
Added a new Dynasty Legacy: Heroic, focused on Legends and unlocking new rewards for completing one.
Added a special Black Death event chain for when the Black Death spawns, with special art, music, content and effects.
Added new Diseases: Holy Fire, Bloody Flux and Measles, all of them available as potential plagues.
28 new character assets to immerse you into the late medieval era and give ailing patients and skilled physicians a distinct look:
3 variants of male late style western nobility clothes
1 variant of male bedchamber clothes
1 physician male clothes
2 variants of male late style western nobility cloaks
4 variants of male late style western nobility headgear
2 variants late style western commoner headgear
1 variant western royalty headgear
1 hooded male headgear
2 variants of female late style nobility clothes
2 variants of female bedchamber clothes
1 physician female clothes
2 variants of female late style western nobility cloaks
3 variants of female late style western nobility headgear
2 variants of female late style western commoner headgear
1 hooded female headgear
Added a new Funeral activity: bury a close relative in a whole new activity, with new events, options, intents and rewards.
Added a new Legendary Feast option to the Feast Activity focused on getting new promoters for your legend and increasing its spread.
Added new Activity Intents: Extort Legitimacy and Spread Legend.
Added a new building line to temple holdings: Scriptoria, which increases legend spread and county control.
Added a new building line of Duchy buildings: Burial Sites. Build up your family mausoleum and obtain legend bonuses, plague resistance, piety, court grandeur, county control and popular opinion.
Added a new Court Chronicler court position, focused on finding new legends and helping you spread yours both inside and outside of your realm using new Court Position Tasks.
Added an exclusive Map Table, with unique assets that reflect both Plagues and Legends.
Added map graphics VFX for the spread of legends.
Added new legendary and fateful music tracks as well as new both Legend and Plague Mood Tracks.
Free Features
Added Plagues: some diseases will now be treated as epidemics and spread through the map, causing Fatalities and infecting characters in that location.
Added many new plague events, both for when a plague is in your realm and when it's approaching, and decisions to protect yourself, your family, or your entire capital.
Added new events for the Court Physician, focused on plagues.
Reworked old health events, adding new flavor, animations and art.
Added new court position tasks for Court Physician - focused on helping with plagues, increasing piety and lifestyle experience - and for the Court Musician and Poet, focused on the spread of legends.
Added a new Hospice building line, available in all sorts of holdings, and providing Plague Resistance and Piety.
Added Elderly and Child Health, affecting younger and older characters more with certain diseases.
New Disease Game Rules and special Black Death rules, affecting its frequency, year and place of spawn, including historical settings.
Added Legitimacy: a new system to measure the perception of your right to rule, including the Legitimacy Expectations from both Powerful and Regular Vassals.
Added Legitimacy rewards to old decisions, traits, and activities.
Added a new Dynasty Legacy: Legitimacy, focused on increasing Legitimacy, unlocking new intents and improving your dynasty's education.
Added Legitimacy penalties to some character interactions: Disinheriting a child, asking them to Take the Vows, or marrying a Lowborn.
Added Legitimacy modifiers to title creation: allowing you to create a title from less de jure counties if you have a high Legitimacy level.
Added a new Faith Doctrine: Funerary Tradition, that affects the main event and rewards from Funerals.
Added a new Cultural Tradition: Water Rituals, that helps with plague resistance.
Added new disease graphics on the character models.
Added new epidemic travel danger type for locations with plagues present
Added map graphics VFX for the spread of disease
Added option to hide the disease map graphics
Added a default Map Table, with new assets and art, that improves immersion and offers a physical place for the map.
Restructured and polished Event Window so that it can accommodate VFX.
New Event VFX: Flies, Fog, Legend Glow, Rain, Smoke and Snow.
New animations and instruments: hurdy-gurdy, flute, lute, qanun, and shawn.
Remastered music and effects, bringing the map to life.
Monthly county control is now split into two separate 'Growth' and 'Decline' figures, each with their own modifiers.
Added new birds flying over the map, with seagulls in coastal provinces and crows flying over infected holdings.
Added a coughing animation to armies passing through infected provinces.
Added new map models like Healers' Camps, Burial Grounds, and Funeral Pyres spawning naturally in infected provinces.
The Scarred Trait is now tiered, with gradually more drastic visuals and effects according to the level of the trait.
Added balding hairstyles and a system for male pattern baldness. Characters have a baldness value in their DNA which affects the age at which (male) characters start losing their hair.
Balance
All Plague Diseases are now more deadly, especially the Black Death.
Rebalanced other Diseases to account for Elderly and Child Health.
Made Brythonic heritage less likely to destroy the title of England.
Removing a guardian will now only reduce unity once every three months rather than every time.
The Ill trait is now more deadly to adult characters.
Slightly reduced the legend spread rate from buildings, shared languages, and culture heritages.
Inbred trait now reduces initial Legitimacy.
AI now considers epidemics quite an important factor while thinking about hosting and joining activities.
Completing Roman Heritage legend now gives claims in Italy, North Africa, Greece, Anatolia, Syria, Palestine and Egypt.
Increased development gain from coastal provinces.
AI
Fixed AI being unintentionally less aggressive immediately after save-game load.
AI should now be able to choose the "Dominate the Caliph" struggle ending option successfully.
Make the AI remember when it last finished an offensive war between save games.
Fix issue where activity intents were not being set correctly for AI activity attendees (would take default intent).
Fix AI rulers waiting very long to convert their betrothal into marriage, if they gained their first title while being betrothed.
Characters from savegames that were players before, and are no longer, will now get an AI strategy (and not sit brainless in their castle until death takes them).
Fixed issue where ‘add_{budget}_gold’ triggers would not give extra gold, but only make the AI think they had more gold to spend, getting them to try and spend gold they do not have. Gold now actually gets created.
Interface
Reworked interface for court positions:
Entries are smaller so as to show more court positions at the same time.
Court Positions can now have actions, similarly to Council Positions.
Each Court Position has their own icon.
Court Positions are color coded by their most important skill category.
Courtier aptitude is color coded and has an icon to be more distinguishable.
Added monthly change descriptions of control and development to holding view so players can take action on it directly.
Added max_height property to widgets. Works just like max_width.
Added min_height property to widgets. Works just like min_width.
Consistently use our tooltip-style throughout the game (fixes breakdown tooltips in county view, HUD budget list, tax slots, ruler designer, and more).
Explain county absolute control in tooltips where possible.
Fix text alignment of long texts in breakdown tooltips, and apply better bottom margins.
Fixed various icon and text alignment issues in the tax jurisdictions interfaces.
Highlight development loss or stagnation in holding view.
Removes expiration information from timed character modifiers that do not have a set expiration.
Fix Regent portrait to no longer push Lovers portraits out of the UI window.
Court position UI now allows filtering by if they have tasks or not.
Marriage UI now shows the specific chance of inbreeding happening.
Art
Chaplains now use Fate of Iberia temple art in the council view when relevant.
Character view for Theocratic rulers, Chaplains, and Physicians now uses temple and study backgrounds.
Concubine interaction now uses the faith temple background instead of a generic corridor.
New loading screen illustration for "Legends of the Dead" expansion.
4 new Trait icons: Measles, Dysentery, Ergotism, Legendary.
2 new Memory icons: Plague and Legend.
Travel Danger icon for Epidemics.
2 new Map Mode icons: Plague and Legends.
6 new Decision images:
Archers
Legitimacy
Legend
Family Tree
Black Plague
Tale
4 new Artifact icons: Animal Figurine, Chronicle, Jar, Northern Mace.
5 new Story Event images:
Apocalyptic Disease
Black Death
Heroic Legend
Holy Legend
Legitimizing Legend.
2 new Legacy Track illustrations: Legitimacy and Heroic.
2 new Activity Intent icons: Legitimacy, Legends.
11 new achievement icons.
Polished Council and Courtier Task icons.
7 new Courtier Task icons:
Neutral
Espouse Legend
Generate Seed
Promote Legend
Attend Poor
Guard Family
Treat Epidemic
Polished all circular progress bars.
7 new Event Backgrounds:
Catacombs
Oasis
Pyre
MENA Physician’s Study
Tribal Physician’s Study
Indian Physician’s Study
Condemned Village
3 new full body disease decals
16 new Legendary Building models:
Christian Shrine
Norse Mead Hall
Norse Shrine
Desert Hunting Lodge
Dharmic Shrine
Indian Heroes PIllar
Hunting Lodge
Indian Palace
Islamic Palace
Islamic Shrine
Mediterranean Monument
Norse Runestone
Steppe Shrine
Western Hero Statue
Western Palace
Western Watchtower
7 new Building icons:
Graveyard
Hospice
Legendary Shrine
Legendary Hunting Lodge
Legendary Watchtower
Legendary Palace
Hero Statue
9 new props:
Alto Flute
Bronze Mortar
Bronze Pestle
Chifonie
Lute
Northern Mace
Book
Qanun
Shawn
Ritual Washing Culture Tradition icon
New Character Portrait shader. Gives characters a painterly look to them.
Localization
Fixed a typo in the Find a new Faith for Persia decision.
Fixed missing type when localizing HOSTAGE_OATH_OF_FRIENDSHIP.
Fixed untranslated weapon type name in Exotic Arms event.
Fixed a typo in City Walls of Toledo description.
Fixed missing loc in Demand Conversion.
Fixed AI acceptance tooltip to Request Incursion.
Fixes trigger tooltips for options in Embellish Capital Decision.
Fixes invalid tooltip for Take the Vows option in the Negotiate Release character interaction.
Shortens event text in Travel: A Feast for Falcons to avoid a scrollbar.
Fixed broken text in the House Feud rivalry reciprocation event.
The tooltip in the event option for ending a house feud is now fully localized.
Removed incorrect “cannot march here” text in tooltips for army units.
Propose Alliance interaction tooltip now correctly informs about existing hook on target character.
Fixed a tooltip info about losing house unity when refusing the independence faction demands.
The tooltip for the Wootz Steel innovation now lists the terrain requirement for the Wind Furnace building.
Game Content
Added Situation Log entry if a Vassal is waging a war which would make them independent or change Liege upon victory.
Removed regency option from Challenge House Head interaction.
Vassals now receive a message if their liege or above starts or succeeds in converting a county in their sub-realm.
Child rulers under 12 are now allowed to sponsor inspirations. (Kid: "Goo goo pretty", Inspired Courtier: "Sire has Spoken! Thy will be done.")
User Modding
Add complex trigger support to morph_gene_value.
Added NCamera::START_ZOOM_STEP define for more control over starting map view when selecting a character.
Added new county triggers:
monthly_county_control_growth
monthly_county_control_decline
monthly_county_control_growth_factor
monthly_county_control_decline_factor
Allow changing trait XP on dead characters
County trigger 'county_control_rate' is now called 'monthly_county_control_change'.
County trigger 'county_control_rate_modifier' gone, it is split into 'monthly_county_control_growth_factor' and 'monthly_county_control_decline_factor'.
Tags set on portrait accessories can now influence decals and texture_overrides (Example: a hairstyle can trigger a head decal to be on/off now).
Feed messages of the same type can now be auto-combined into one by using ‘combine_into_one = yes’.
Text icons can be colorized by specifying a color definition in their configuration, such as `color = "color:red"`.
Color of text icons can be overridden in localization strings by doing `@icon_name:color_name!` or inherit from the current formatting by doing `@icon_name:inherit_color!`.
Deprecated ‘is_widget_open’ trigger, preferred trigger for this functionality is new faster ‘is_widgetid_open’ trigger, which works on widgetids instead of widget names.
Added possibility to store script variables on dead characters.
Added ‘on_yearly’ effect to court positions.
Renamed ‘tooltip_enabled’ to ‘tooltip_visible’ in gui script.
Databases
Cleaned up naming for some Houses and Dynasties in India to be more consistent with how other house and dynasty names are represented.
Marzoban Zahhak of Upper Ghur is now the uncle of Ghurshah Sūri of Ghur in the 867 bookmark
The Badami, Kalyani and Vengi Chalukyas are now considered branches of the same dynasty.
Shazhou's culture is now Han rather than Sogdian in 867.
Bug Fixes
Celibate trait no longer modifies opinion about characters with Eager Reveler trait.
Event chain Great Expectations no longer can result in a potential game over due to heir gender.
The Umayyad Strikes Back achievement now correctly requires Sunni Caliphate title.
Non-clan rulers now get notifications about tax jurisdictions if they have Clan vassals.
Raj'a tenet now is available for custom Zoroastrian faiths.
Manage Royal Guards Martial Task decreases success chance for Enemy Hostile Scheme instead of increasing it.
Skill bonuses from Confidants are now named correctly.
The Tomb of Batsheba now increases close relative opinion of holder instead of increasing holder opinion of female rulers.
Seljuks will no longer try to become your vassal if you are duke or below.
House Feud ending event has now fully localized and truthful tooltips.
Exaltation of Pain tenet no longer has a pink description. Sad.
Fixed notification about a wrong artifact being stolen from you.
Knight training from Mentor accolade now tells you the truth about the hastiluder track your knight is being trained on.
Prevent the player from being able to deselect all radio buttons in the interaction window.
Fixed Canterbury Cathedral not being a Point of Interest when upgraded to lvl 2 and 3.
Fixed Castles not showing a 2D icon when upgrading them.
Fixed OOS issue related to timed modifiers on travel plans.
Fixed a bug in the Request Contract Assistance interaction so that it's finally usable.
Fixed a multiplayer bug where players could generate different names for an accolade, leading to an OOS error.
Fixed incorrect lighting setup in one of the Zoroastrian temple event backgrounds.
Fixed issue where dead characters might both have both a 'former' and 'current' spouse that is the same.
Fixed travel modifiers stacking when they should not (stacking quarreling entourage modifiers could escalate into a shouting match of epic proportions).
Fixed you referring to yourself as your liege when changing stance during the Iranian Intermezzo.
Fixed a graphical issue in the inventory with historical artifacts when their culture isn't set.
Fixed House head succession if both the house head and heir die on the same day (house no longer cursed with a dead house head for eternity).
Iranian rulers will now use Iranian clothes much more often.
Off to play event will no longer trigger if the host of the event has died.
Partially shaved hairstyles now have a proper 'clean' dome.
Player will get correct notification & better GUI when "Abbasid Humiliation" struggle ending with "Dominate the Caliph" option is available.
Positive county control change % modifiers now no longer make negative control changes bigger (they do not affect those anymore).
Prevent you from becoming your own tax collector after succession.
Raised armies now start with full supply instead of a fixed 100 (relevant if their supply capacity was increased by modifiers such as the ‘Living off the Land’ perk).
Reduced time on disrespected elders modifier.
Replaced all instances of script values for aptitude expecting incorrectly a level distribution with the correct distribution of.
The Denounced, Disinherited, Extolled by House, and Accused of Decadence traits will now be removed if a character becomes Dynasty Head/House Head respectively.
When marrying a wandering character via a grand wedding, they will no longer run back to their previous location after the wedding.
When title is revoked from a ruler they can steal counties from vassals if the ruler has any other non-titular non-head of faith title and has any vassals to steal from.
You can now revoke all titles of a vassal that hold a HoF-title, causing the HoF-title to be destroyed.
You can now revoke vassal-of-vassal Holy orders where appropriate (via decision or button-interaction on barony).
Fixed an edge case where viziers would, under certain circumstances, reduce your tax gain from vassals rather than increase it.
Fixed bug where part of the ‘Tutorial’ button was unclickable.
Yearly cultural acceptance changes will actually trigger roughly yearly instead of sort-of bi-monthly.
Fixed that potential knights come knights immediately, instead of waiting a day (or longer for AI).
Added safety check to travel_completion_event.1000 so it does not trigger if the current travel plan was aborted.
Control Growth multiplier modifier no longer applies its modifier if the growth is negative.
Court Scholar court position now correctly only requires Legacy of Persia DLC, and not Royal Court as well.
Ethos is now correctly listed in the Cultural Pillar encyclopedia entry.
Fixed Dismantle Byzantine/Holy Roman Pretenders decision being available more than once per lifetime, which broke the war declaration.
Fixed a bug where a Hostage could remain a hostage after the Warden inherits the Home Court from a family member.
Fixed a bug where the attacker's max troop count was always used as the losing side's max troop count when calculating war score from battles.
Fixed a bug where winning a battle as the attacker would use the defender's scaling for calculating the war score.
Fixed an issue where an aborted travel plan could progress travel days.
Fixed an issue where an aborted travel plan could skip to the next destination.
Fixed an out of sync where host and client disagree on who won a battle.
Fixed bug where a recently landed, former court position employee could sometimes get the salary twice in a month.
Fixed characters sometimes not being correctly added to entourage and court in travel events.
Fixed issue where accepting demands when negotiating to Challenge House Head would not make you the House Head.
Fixed issues with the Challenge House Head events when playing as House Head.
Fixed OOS error on hotjoin where an unlanded court position employee becomes landed, loses their position and gets their salary later in the month due to changed rank.
Fixed the Execute a Detractor/Supporter Iranian Intermezzo catalyst never firing.
Fixed the Homeward Bound travel event breaking if your entourage was empty.
Fixed war victory against same or higher tier ruler Iranian Intermezzo catalysts not firing.
Fixed wiping the Seljuk's invasion not allowing you to end the war, added war target title to its name and disabled hostage peace options.
Fixes issues with sexuality, tooltips, and pregnancy in the Adventurer Inspiration event Lady/Lord X's Lover.
Holding Court will now always grant a small amount of Court Grandeur at a minimum.
It is now only possible to share a Spouse with a family member in Polygamous faiths if all parties believe in Unrestricted Marriage.
Prevented negative AI acceptance modifier being added to Offer Vassalization acceptance after having purchased a truce.
Religious heads are no longer given the option to embrace Jesus in the Wanton Desires stress event.
add_courtier and set_employer effects can no longer be used to return a hostage to their home court.
Viziers (and Stewards) without titles now correctly receive a monthly gold income too, based on their liege. It shouldn't require a title to mooch off some funds.
You should not be able to grant lessee temple holdings to other characters when your court chaplain position is empty
The Dome of Soltaniyeh is now correctly considered to be a ‘Wonder’ travel point of interest.
Fixed "weight_multiplier" for events - multiplied value was used to filter out "0-weight" events, but not for actual weight picking.
Fixed Coat-of-Arms graphics to update immediately when the new or old holder is a clan and overrides the default CoA.
Fixed re-activating a dynasty house when a new member wondrously appears again (usually happens when the last member dies while their wife is pregnant - the baby being born will revive the house).
Fixed crash that could happen when opening up the barbershop while playing an unplayable character (through observer mode for example).
Couture of the Capets character assets are now properly available in the barbershop.
Allow lieges to build in holdings they lease out.
Fix court amenity expenses costing piety or prestige to actually use those resources and not gold.
Character tooltips in Activity Window and Event Window have been adjusted to not block characters in certain resolutions.
Added missing Faction triggers.
Fixed broken Iranian Resurgence check.
Disallowed courtiers being taken hostage by their own liege.
Fixed a very unperformant Seljuk effect.
Fixed event with two childhood Traits.
Fixed Seljuk Invasion target.
Fixed Zakat Tax Decree.
Fixed an edge case where you were able to start planning a Grand Rite without a witch trait or witch secret.
Fixed bug where the vizier position was invalidated due to us checking if our liege could have one, not us.
Fixed Iqta description and effects are not at odds with each other anymore.
Made it harder to steal parents from their children's court, and impossible to steal unlanded guardians, court position holders, and councilors.
Fixed max limit on scaling House Unity modifiers.
Fixed scrollbar in friendship letter.
Fixed an error when a dog seller leaves your court.
Fixed error log showing errors for decision items in observer mode.
Fixed double notification when someone else "Renewed the Caliphate".
Fixed removed stray modifiers if a Grand Wedding invalidates.
Fixed the history of artifacts stolen during a siege.
Fixed accusing servants of being the real father of someone else's heir when they are younger than the heir in question.
Fixed Mozarabism appearing as a regional heresy outside of Iberia.
We hope you enjoy Legends of the Dead and the free 1.12.1 "Scythe" update as much as we enjoyed making them!
Write glorious new sagas of military conquest and romantic adventures with Chapter III. This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!
there is a new Beta test of content update 0.4.0. out now. Thanks in advance for your test support!
Changelog
New Features
Fisher
Herrings have been added to the ocean and Trouts swim in lakes
Your fishers head out to promising shores in range and try to catch them
Fish can be used to create rations or supply market stalls
Herrings are used in nutrition meals, Trouts in comfort meals
Warehouse Building
Offers space for up to 8 different commodities, and up to 64 units of each one
The contents of each pile can be chosen and set manually, including
Any specific commodity (e.g. silver blade)
Any commodity of a category(e.g. any weapon, will be occupied as soon as production piles of any weapon type fill up)
Any commodity (will be occupied as soon as any production piles fill up)
Nothing (pile will be emptied / stay empty until changed)
Some templates offer quick setups, e.g. “construction depot” for all 8 commodities used for construction
Each pile can be manually set to priority. This means the Warehouse is supplied with priority for that commodity and will only redirect and offer these priority commodities to other buildings which are set to priority.
The functionality of the standard storage building has been adjusted to the same behavior.
Production Statistics
Production and consumption statistics added to the tooltip of each commodity
Reflect the production and consumption history of the last hour of each commodity
Includes information for commodities traded or lost (e.g. stolen)
Unit Statistics
Various statistics have been added to the tooltips of the unit interface
They reflect the changes during the last hour, delivering valuable information, e.g.
Amount of specific unit types like carriers, diggers or builders and how many of them are idle
Development of total values like the balance of homes, total amount of combat units, wealth and many more
Improvements
Gameplay
Reworked “Start new game” flow to better distinguish between guidance maps, preselected maps and generated maps. Also made the distinction between playing with and without enemies clearer.
Added two new maps
New storage building behavior:
Configure piles individually or choose from several storage presets (e.g. mining resources, construction material, …) for all piles at once.
Priority storing and delivery can be set per pile.
Reworked distribution of surplus commodities to storages and warehouses: The supply will now depend on fill state much more than on distance:
This ensures that multiple distant locations get supplied simultaneously instead of the more distant ones only getting supplied after closer ones are full.
It is useful to distribute commodities in advance and shorten delivery distance e.g. for border stones, construction materials, and more.
Manual production orders and building priority setting is removed from NPC Village buildings when merging with player
Map Generation
Improved visual quality of shores and water areas
Improved road layout of NPC villages
Misc
Rendering performance improvements in situations with a lot of piles on the screen
Added more LOD levels to a lot of assets to improve performance
Reduced VRAM usage
Disabled generated maps on specific old graphic drivers which are known to be unable to support procedural map generation. To unlock map generation an updated driver is required, otherwise those systems can only play the preselected maps and save games created on another system.
Improved audio mixing
Fixes
Fix: The workflow animations at the wood workshops had bugs
Fix: Workflow animations at the mint
Fix: Idle builders were blocking carriers bringing commodities
Fix: NPC camps were sometimes not destroyed after loosing all units
Open Beta Patch Notes 0.4.0 Update
Changes:
Fixed some crashes
Loca corrections for storage building
Improved spacing in charts
Fixed an issue with magical flames appearing when they should not
NEW: Warning message that a coach yard is missing when trying to accept a train that requires to get out of a coach yard
UPDATE: Added duplicate station name message when attempting to change a station name to an existing one
UPDATE: Auto-reverse suppressed on platforms with Departure Sensor to prevent interference
UPDATE: Disabled detaching and attaching of locomotives inside autoblocks to prevent train colliding with itself inside
PERF: Removed unnecessary refreshing of time speed button tooltip
FIX: A failing detach loco command could breaks the commands focus view
FIX: Active time speed button was not highlighted upon game start
FIX: Bulldoze section binding conflicted with contracts menu toggle on controller
FIX: Bulldozing a track that is used as one of the auto signal queued tracks was not being removed from the queue which led to a broken save
FIX: Find contract subtask in the tutorial was being fulfilled even when the contract focus view is closed
FIX: Map saving failed if Arrival Sensor referred deleted platform
FIX: Missing shunting circuit tooltip is being shown even when the circuit is not missing
FIX: Navigation highlighter was hidden upon opening the main menu and keybinds where hidden upon opening the system upgrades menu
FIX: Non-acting signals on queued routes where not shown as non-acting when route was allocated until cursor hovered over them
FIX: Platform-less stations (labels/captions) were selectable in sensors & could be added as waypoints, breaking the contract planning
FIX: Platforms from waypoint presets affected stations en route
FIX: Stabling Sensor worked only at station where next leg started despite UI allowing other stations
FIX: Station names not localized in majority of places
FIX: Station visit name is losing its localised name after a train crash
FIX: Train without locomotive didnt have correct status text on bottom bar
FIX: Traversing a switch sometimes failed after track upgrade, caused stuck train and/or perf problems
FIX: Unable to save old save after loading it
FIX: Upgrade / downgrade tracks controller keybinds interfered with build mode and contracts menu toggles
Hello, everyone! We’re releasing Update 0.4.0 today to address features and changes.
Update 0.4.0 Changelog
Organization logos changed.
Detailed organization page added. Now, you can see the organization description, members and the upcoming meetings for every organization.
Organization notifications added. Before a month of the organizations that you're a member of, you will be notified to assign a delegate to join the upcoming meeting and present your country and vote for it.
Organization event added. In the meeting date, an event will be created. And you will see what is the subject of the meeting and you will see the result of the meeting and what your delegate voted for. And also you will see the economic effects of the result.
Organization badges added. In the country panels, you will see the country's badges. These badges show the organization's economic effects. (Every organization has an effect like prestige or growth as an advantage for the members and this effect is also dynamic, it changes according to the member's economic power)
Organization Info on the world. A month before the organization meeting, an information panel will be created on the map that where organization meeting location.
Organizations Phase 2
In the last update, we released the Organizations Phase 1 which is the basic organization info panel. But we present you the Organization Phase 2 which includes new events, notifications, and other features.
Organization Page
We added a detailed organization page where you can view the description, members, and upcoming meetings of the organization.
Meeting Notification
We added an organization notification to the beside of the time panel. Before a month of the organization meeting, you will be notified to assign a delegate to join the meeting and vote for your country if needed.
Meeting Info
We added a meeting ınfo for the upcoming meetings. Before a month, an info panel will be created on the map where the organization's meeting location.
Meeting Event
On the meeting date, an event will be created for you to view the meeting subject, results, and the economic effects of the meeting.
Organization Badges
In the country panel, you can view the organization badges of the country. These badges will be viewed if a country is a member of any organization. And also every organization has an advantage such as prestige or growth.
We want to express our gratitude for all the bug reports and suggestions we have received since the Prologue launch. It's truly awesome to have you here!
Reading and hearing your insights, we want to focus our work the following aspects of the game:
Improve the tutorials to prevent issues related to not following the tutorial instructions.
Enhance the detection of materials in range, allowing for the identification of materials on the ground below the flag.
Improve collisions between the skid-steer bucket and the ground.
Fix the bug where the game sometimes freezes when switching tools.
We aim to bring you a game update this week.
In further updates we want to improve digging mechanics by making ground resistance more realistic. We are also working on translating the game for the following languages
new outfit available, the new outfit inspired by popular anime character, cute face with blonde pigtail hairstyle, the new outfit is very perfect for MISIONARY SEX POSITION, you will love the new outfit so what are you waiting forːsteamhappyː update now
NOTE: NEW OUTFIT ONLY AVAILABLE IN THE NEWEST SEX POSITION
Join up to 10 max-level players in a bone-chilling gauntlet of increasingly difficult enemies. This Seasonal Trial requires teamwork to overcome Rune puzzles, slay an Icey Construct, and fell an Ancient Ice Guardian for unique rewards. Here’s an interview going behind the scenes of the Winter Rune Forge, plus a deep dive featuring the Art Team’s process.
WINTER RUNE FORGE DESIGN
Join Environment Artist Carlos Lopez for a glimpse into how the Art Team brought our latest Seasonal Trial to life.
SENSE OF SCALE
Level Designer Zachary Holm, Lead Artist Brian Patenaude and I brainstormed the layout for this Trial. We were all enthusiastic about the thought of dropping down from the ice floor after an intense fight. I took inspiration from the worlds in Dark Souls and Metroid Prime, specifically their sense of scale. My goal was to immerse players in a grand area while instilling the feeling that you're just a small person walking through these historically significantly structures, each wall complete with its own story. Looking at older Trials, I wanted to make the art unique without contradicting Aeternum's established aesthetic.
SENSE OF EXPLORATION
The initial idea of the chasm was too simplified — You drop through the ice, fight a boss, get the rune and leave. I wanted the chasm to feel like the structure below once had purpose above ground but eventually collapsed and fell, giving the player the ability to partially climb back up or use the dilapidated structure as a path down. Depending on where the player fell, this would add a sense of exploration.
SENSE OF WONDER
The bridge section follows a similar philosophy. What once was a functioning part of a previous civilization now becomes a gameplay element. Players parkour along the fallen bridge thanks to a new path of giant stalactites that have fallen from the ceiling. There’s also a sense of wonder as the player takes in a view of the gigantic cavern and teases of ancient structures. As you venture deeper, these structures slowly reveal that this isn’t a typical cave. The word grand had to play a role in every part of it.
SENSE OF INTRIGUE
I designed two paths at the bottom. The first is clearly locked, yet dangled in front of the player. Hopefully the intrigue of the vast, long destroyed bridge behind those gates makes them say “I want to go there,” despite the other path being the only accessible route forward. This designated path leads down a hall into an ever-expanding Ancient room lined with broken walls on all sides.
SENSE OF SATISFACTION
Honestly, the Design Team’s Rune puzzle placement was a great reason to give the Art Team a bit more love on the upper sections of the map. Typically, we’d focus all of the detail on the ground where players primarily look. Now there’s a chance for players to naturally appreciate their surrounding environment.
The hope is for players to say something like, “finally! I get to see what is on the other side of this locked gate" after finishing that second fight. We want to exceed player expectations with even more interesting and diverse areas filled with memorable boss battles and visual clues teasing Aeternum’s past. Please let us know what you think of the Winter Rune Forge Trial design as we continue to work hard on new areas.
REWARDS
Conquer the Winter Rune Forge for trial-specific rewards like a new Artifact, 6 Named Weapons, 3 Named Armor Sets, and more.
STANDARD REWARDS
Every time you strike down both bosses you’ll earn the following:
A random weapon or armor piece at their level from the Frostforged set
Sapphire Gypsum
WEEKLY REWARDS
Twice per week you’ll get even more rewards for completing this trial, including a chance to uncover the Tempest Fury Artifact. You’re guaranteed to net 1 piece of Named Gear (all upgradable), 150 Dark Matter, and 4 pieces of Frostforged gear upon each of your two completions. Weekly rewards reset at 5 AM local time on Tuesday. For example, if you grab one special cache at 4:58 AM, you’ll be able to earn another at 5:01 AM.
Tempest Fury Artifact - Great Axe (10% chance)
Faction Token Bundle (50% chance)
NAMED WEAPONS:
Icecleaver - Warhammer
Frozenpoint - Spear
Snowburst - Musket
Chilled Meteor - Flail
Moon of Healing - Life Staff
Sun of Knowledge - Fire Staff
NAMED ARMOR SETS:
Frostweaver - Light
Freezeframe - Medium
Ice Guardian - Heavy
Thanks for your support! We’ll see you in Aeternum.
🥳 The Steam Early Access Release of our game will happen on the 2nd of April 2024! 🥳
This would not have been possible without your contribution. A big THANK YOU from the whole Team Kerzoven! 🤗
Early Access Release is a big milestone for us. But our journey doesn’t end here. We’ll continue to add features and improvements to the game until it’s ready for Full Release.
⬇️ If you would like to support us now and in the future, you can: ⬇️
🥳 The Steam Early Access Release of our game will happen on the 2nd of April 2024! 🥳
This would not have been possible without your contribution. A big THANK YOU from the whole Team Kerzoven! 🤗
Early Access Release is a big milestone for us. But our journey doesn’t end here. We’ll continue to add features and improvements to the game until it’s ready for Full Release.
⬇️ If you would like to support us now and in the future, you can: ⬇️