As I am working on the endless mode for Tea For God, I'd like to share some details describing the initial release and plans for the future.
The current mode will be still available as "story mode" and it will be possible to switch between the two.
My main idea about the initial release of the endless mode is to setup a main loop for a mode that can be worked upon. With all the basic elements in place, it will be possible to provide more gradual updates more often. New weapon nodes, new EXMs, new enemies, new places. Some of the new content may appear in the story mode but most will be unique to the endless mode.
One of the important features that also required certain changes in the engine is the idea that it should be possible to select a task, do it, come back and select another one while in-character. No exiting to the menu, etc.
To make it possible, all the tasks will currrently start and end in the same place - your ship. This is where you will be able to select the next task, install upgrades, select (and mix) weapons and so on. This is also where you will be coming back after ending the task (which also doesn't matter if you will complete the objectives or not). Unlocking EXMs, upgrading the ship, unlocking new types of tasks will be also done here.
The initial release will have a modest set of tasks, biomes and upgrades available. As I mentioned, the idea is to setup a main frame to make it possible to add stuff in smaller and more often updates.
In combat, there's a new command "Log" which shows the message log. This could be handy when you want to review what happened during the last round of a fight. To show it, you can click the "Log" button, or use the "L" key as a shortcut. It can be closed with the escape key, by clicking the cancel button, pressing the "L" key again, or "C" for cancel.
When using the "Trade" or "Swap" commands on the character sheet, the target character's name will be shown below the number used to select them. This could be handy when you're not sure what position another character is in.
Buy/Identify buttons will be grayed out in shops when a character doesn't have enough money to pay.
we came up with a new game mode, two teams start from a certain position, the labyrinth contains many secrets and secrets, it also enhances the sense of danger, a complete novelty in the field of shooters, not just running and killing, use logic, team skills, invent, strategists, the main thing is to be in the center labyrinth where a “dangerous battle” takes place, a battle not just for rank or special attention, but may the strongest win!!!”and the smartest”
Fixed a bug that caused damage and hitpoint bonuses from spells or Gaia powers to apply twice to most animal units
Fixed an issue that allowed players to continue the campaign even after a loss in some rare cases
Fixed an issue with the Clone Creature spell that caused the bonus to damage and hitpoints to not apply in most cases
Fixed an issue that caused Leaking Storage perk to never remove any resources from enemies
Fixed an issue that caused Fungal Spores to not apply lifetime and hitpoint bonuses to the created buildings
Fixed an issue with hitpoints of buildings to not be properly increased in most cases when the increase was by % of max hitpoints and not an absolute value
Fixed the description of Twisted reality blessing in non-english languages
Fixed a bug that caused units to sometimes keep attacking friendly units that were previously confused and thus considered enemies
Fixed a bug that caused Shards Of Fortune (Gaia power) to not trigger when Mana crystal was destroyed
Balance
Increased damage of small enemy tanks by 10%
Increased base corruption spread by enemy terraformers (both land and sea variants) by 10%
Reduced the amount of corruption cleansed by most summoned buildings by 35% on average
Increased the time it takes for Energy Disruptors (antimagic zones) to recharge by 9%
Reduced the amount of resources the Leaking Storage perk removes from enemies for most spells that can have it
The Twisted reality perk that allows casting in antimagic zones now only applies to non-basic spells (basic spells are Fireball, Iceshard, Rock Spike and Lightning Strike so this perk no longer applies to them)
Reduced the maximum number of repeated casts of Tornado spell from Thunderstorm spell by 1
Added diminishing returns on shards obtained from evacuation drones - starting from 5th shard, there is a increasingly growing chance that mana will be granted instead of another shard
The following spells can now be upgraded with the Wormhole perk, granting them the ability to be cast in antimagic zones: Boulder, Volcano, Wildfire, Earthquake, Echo of water, Ice Wall, Lightning Strike, Tornado
Increased hitpoints of bosses by 10% and reduced the cooldown of corruption spreading abilities by 8% but also increased the maximum amount of Power Shards that can be obtained by defeating them
Increased the extra corruption and resources enemies generate in Void Realm at level 70 or higher from 33% to 50%
Performance
Greatly improved performance when there is a lot of units on the screen
Improved performance during boss fights by streamlining some visual effects the big robots use
Other
Fury of the Earth will now correctly activate from autocasted spells
Fury of the Earth now has an additional visual effects for summoned units
When Energy Disruptors (antimagic zones) pause to recharge there is now an extra visual effect and the sound effect is louder
The circle that displays the area effect of Energy Disruptors is now easier to see
Adjusted the Energy disruptor zone effect so that it better matches the visual indicators
The circle that displays the area where players can build around Mana Crystals is now easier to see
Updated the description of Clone Creature spell to correctly state that only the clone gets healed and not the original minion
Tutorials will no longer show when the region is already won or lost
The pause between reward choices is now much shorter so you can grab your rewards faster
The world menu will now remember which region was selected and reselect it when other menu's are closed (spellbook etc.)
Improved the world generator so that more spots suitable for mana crystals are generated, this should also help with the issue of crystals extremely close to enemy base
That is all for now. Hopefully you like the changes! There is a lot more in store (check out our Roadmap ), so stay tuned!
The "Astral Party" servers will be Update at 2024/3/8 15:00pm UTC+8. The estimated reboot time will be approximately 1 hour. Please be aware of the time and we appreciate your cooperation and understanding.
Added a Quick Mode to quicken the animations. It can be chosen when creating rooms.
Added in-game broadcasting function. Important info will be broadcast to all players.
Added a roll history for the latest 40 rolls in Gacha.
Updated skills' visual effects for Fen and Lulu.
New function: When there are 3 players in a room, the host can start the game with 3 players and 1 BOT. If this function affects the server's performance, we will suspend it.
Adjusted UI in Settings.
Added a Clear Cache function in the Start screen.
Added a Notice button in the Start screen.
Adjusted UI for choosing characters screen.
Fixed an error about the achievement, Live for Astral Party.
Fixed an error about the achievement, You Cheated.
Optimized some latency issues.
Optimized room list function to prevent list-related errors.
With great enthusiasm, we bring you yet another developer update from the crypts of Stunlock Studios! Today, we’ll be delving into changes with the progression. From how spells are acquired to recipes and the quality of unlife that smooths the whole experience into a delightful, intuitive process, we aim to put a new twist on how you play, delivering much-desired changes in unexpected packages.
Light some candles and put on some haunting tunes to set the mood. It’s time to settle in to read more about the future of our villainous aspirations.
The Many Paths of Victory
Hunting V Bloods in V Rising gives you some flexibility in how you carve your way through Vardoran. You can opt out of defeating certain bosses if their spells or unlocks don't interest you, and often, each ‘tier’ of roughly same-level bosses allows you to tackle them in whatever order you like. You can even strike out and face foes well outside your level range if you’re looking for a challenge.
Underleveled? Nah, I’d win.
On the other hand, if you want to rain down burning violet fire with Chaos Volley, you have to track down Lidia the Chaos Archer and drink her blood. Over the course of your journey through Vardoran, you’re pretty much guaranteed to get the exact same spells in pretty much the exact same order. The opportunity for variety exists, but you often have to go out of your way to get it. The first ultimate ability you unlock is always Merciless Charge from Quincey. There are many spells you don’t get until far later in the game that very rarely see any use due to only having access to them for a short period of your adventure.
The intention is for you to get your hands on the more complex spells and ultimates later in the game, as their varied uses may be easier to grasp with the context of some solid hours of gameplay under your belt. The path to becoming the ultimate Vampire is one we crafted with volumes of twisted love, but we want to give you more.
Let’s shake it up and add some deadly spice to your life. A little deviation for you deviants who enjoy multiple playthroughs. Flexibility for everyone, including those enjoying their first dive through the challenges of embracing their vampire nature. Introducing Spell Points! When you slay certain V Bloods and drain them of their power, in addition to any recipes imparted through their blood knowledge, they give you a fraction of magical energy.
These Spell Points come in various flavors, divided by spell school and then further divided into three tiers. For instance, slaying Clive the Firestarter now awards the recipe for the Alchemy Table, Minor Explosive Boxes, and one Tier 1 Chaos Spell Point.
A Chaos Spell Point icon in the bottom left, looking mysterious.
The Spellbook, which has been redesigned with these changes, has the spells divided between the three tiers. Each tier represents a level of complexity rather than strength. Vampires will be introduced to more complex spells after they’ve gotten their feet wet, unlocking the second tier of spells fairly early in their journey into Dunley Farmlands with Vincent the Frostbringer and Kriig the Undead General.
No fancy chaos dash for you yet.
This will offer tremendous flexibility in the journey without sacrificing meaningful progression or overwhelming newer players with too many confusing options. For instance, by the time you’re making your way into Act 2, where you only had access to Merciless Charge, you could now have access to two of four potential ultimates… including a new one that we think the necromancers out there are really going to enjoy.
ARISE MY CHAMPIONS!
This also offers us more freedom in how we design V Bloods for the future, which we’ve been able to employ in the designs of the new bosses in 1.0. Spells can be built without needing to closely associate or theme them with a boss to accompany them, letting us be a little more creative in our magic and monster design going forward without them restricting one another.
Master Your Magic
We aren’t just changing how spell progression works, there’s more to it than that! We’re also adding new ways to advance your Vampire through a new station we’re calling the Altar of Stygian Awakening. Here, you’ll tap into ancient knowledge to unlock your forgotten potential.
Uncover dark secrets and grab hold of their power.
Each spell school has a tier of passive effect that can be unlocked to provide bonuses that modify your gameplay. Some are as simple as situational boosts in effectiveness. Others provide unique opportunities like spawning Blood Orbs that you can pick up to recover health or summoning a skeletal warrior after you feed.
Being tied to your altar, these effects can be unlocked by gathering materials from the new endgame zone events and pooling together with your clan mates to unlock them one at a time, in whatever order you like! This means you all share a sort of clan-wide progression, encouraging you to work together towards a common goal that empowers you all and prepares you for the oncoming challenges of facing the greatest threats to your rise.
The details of these effects and UI layout may change before launch.
Everybody Hates Moving
Let’s talk about one of the more unique features we’re working on, though we aren’t entirely certain it will be ready for the 1.0 update. Still, we’re interested in hearing your opinion on it because it tackles an issue that survival game players are very familiar with.
In the gothic dark fantasy world of Vardoran, nobody seems to have a friend with a pickup truck. Moving has always been a pain point for players, and getting stuck in Farbane and not having the energy to pick up and move your entire castle into the more convenient end-game areas has been a point of agony for Vampires everywhere since we first launched V Rising back in May of 2022.
This is the feedback we’ve been receiving for quite some time, with the inability to move your lair causing difficulties for players across every level of engagement. The initial wave of vampires on any server tends to settle in the first area, Farbane Woods, and never move on to more convenient castle plots for later game content because it’s such a hassle. This makes it harder on players who join later and can’t find a plot, which can cause servers to stagnate long-term because of the lack of fresh blood!
How am I going to move all of this slime?
We’re experimenting with a way to make it easier! Simply relocate! In a feature we’re working very hard to try and make available for 1.0, we’re making moving your entire castle from one location to another as painless as possible.
The process is fairly simple. Place a new structure we’ve made that will act as the castle heart in your relocated castle in an unreserved territory, then interact with it. You can now connect that heart to a real castle heart that you have ownership of.
Oh, we also have a new icon for the open-world markets.
When you do so, you get access to a new version of the build menu. Within this build menu, you have access to every individual piece placed in the connected castle and can piece together an entirely new stronghold using the parts you already own.
Just getting started moving a smaller castle.
When you confirm it, your old castle disappears, and your new one solidifies and forms. Any pieces that went unused are reduced to their base materials for you to reuse as you like. Just make sure you remember to make space for your prisoners and servants. There are some structures you must place to complete the move, so you won’t be able to leave them behind.
The UI for this section is not final, but it should give you the right idea.
Just like that, you’ve relocated entirely! From one corner of Vardoran to any other, as easily as placing it down to your castle heart’s content!
If you were worried about it taking forever to put your wallpaper back down after the move, that’s also been made a lot easier. Also, wallpapers no longer cost materials!
Portents of the Night
We truly hope you enjoyed this peek into what’s right around the corner for you, our most precious night kin. As the year goes on and the sun rises, the shadows grow longer and darker, and it is within those shadows that you will find promises of approaching greatness.
Big announcements are right around the corner. Things are about to get very interesting.
Have you got feedback about the potential new castle moving feature? Want to discuss it with other Vampires, or make sure we hear your opinion? Connect with us on our socials down below!
Embark on a relentless challenge with our new Hardcore mode! In this mode, a single uncompleted ticket spells game over. Choose Hardcore mode when initiating a new game for an extra layer of intensity.
Row highlights
The highlight is a convenient visual indicator showing all paths the tractor will cover. Each tool type is shown in a different color to help differentiate which tool is currently active. Customize your gaming experience by toggling row highlights on or off in the game settings.
Seed Count Estimates
Get a better grasp of your agricultural endeavors with new seed count estimates. Along with the row highlight the planter implements now also show a seed amount estimate if the whole row is completed or where the planter will run out of seeds, whichever comes first.
Performance Enhancements
DLSS 3 Implementation:
Introducing Deep Learning Super Sampling (DLSS) into ACRES, providing up to a 40% increase in framerates for supported video cards.
DLSS Frame Generation Support for RTX 40 Series Cards: Stay on the cutting edge with DLSS support tailored for the latest RTX 40 series cards almost doubling frame rates when enabled.
Performance Mode:
A PC performance mode is now available on machines meeting ACRES’ minimum specifications when available. Available in alpha, Performance Mode is selectable through the in-game settings menu under Shader Version and offers significant performance gains by trading out visual quality to lower memory usage and lighten the load on CPU and GPU. For players already on low scalability settings or less powerful hardware, this mode allows the game to run better than ever before and maintain a smoother frame rate.
Additional performance settings:
Optional Nanite Setting. ACRES now also has the ability to toggle Nanite virtual geometry on/off for additional performance gains in certain situations.
Direct X, Vulkan and shader model version preference options. Now select between DX11, DX12 or Vulkan along with shader model 5 or 6 to match the best performance for your system.
Additional Quality of Life Updates:
Consistent Diesel Amount Readout: Set a minimum width for diesel amount readout in the top menu widget for a consistent button location during transitions from 3-digit to 4-digit numbers.
Genetics Research Scrollbar Enhancement: The scrollbar no longer interferes with mouseover events on buttons, ensuring smoother selection exclusively for gamepad users.
Stat Box Widget Improvement: Bid farewell to redundant negative signs as the second negative sign is removed from stat box widgets.
Harvestable Indicators Update: Harvestable indicators are now refreshed upon load, including an additional check for currently harvestable crops from previous saved games.
Ready Marker Notification Enhancement: Boost visibility when zoomed out by increasing the size and height of the ready marker notification.
Gamepad and Steam Deck Navigation: Navigate settings menus and guides seamlessly with improved gamepad and Steam Deck support.
Camera Rotation Keybinding Adjustment: Streamline controls by removing the secondary default camera rotation keybinding from left and right alt keys.
Gameplay Updates:
Tax Curve Progressive Rate Increase: Experience a more dynamic economic system with the progressive rate for the tax curve upper limit raised from 3.14 to 6.
Order System Refinement: New games now commence with three maximum orders, offering increased strategic depth compared to the previous limit of one.
Rep Level Loss Adjustments: Tailoring the rep level loss for failed orders based on game mode for a more balanced and challenging experience: Classic -15, Calm -5, Challenge -25, Endless 0, Hardcore -100.
We got a ton of great feedback on our last post concerning the Ludeo update and we wanted to assure you that we hear you loud and clear. To that we’ve decided to postpone the implementation of Ludeo for now. Check the previous announcement if you don’t know what we’re referring to : https://store.steampowered.com/news/app/1968730/view/7951737850169338558?l=french
We changed the beta branch version back in order to exclude Ludeo from it.
Be that as it may, regarding how Ludeo works and what information they have access to, I wanted to clarify an additional point that might still be blurry: Ludeo is integrated on our side. This means that we, the game devs, are the ones who control what information is gathered about your game session when you use Ludeo and that is why we can say with confidence that they only have access to information about your current game such as inputs (whether you went up, down, left or right on the map), you character’s and the enemies's stats and positions, the upgrade and object choice you’ve made (your inventory per say), the reroll you used and nothing else. Again, remember also that, in any case, that information would only be sent if you actively interacted with Ludeo's website plateform (that is if you decide to login into their site and willingly play and create Ludeo yourself).
To explain the Ludeo process further in a matter that is familiar to gaming, think of sharing a save file with a friend. Say you play a game with a save system, you've saved just before a fun encounter with a Boss and you want your friend to experience it as well. You could technically go to the save folder of your game, find the specific save and send it to your friend. If your friend then puts it in his save folder for the game, he will be able to play the same exact situation. Ludeo does pretty much the same except it automatises the whole process, allows you to gamify the content by adding objectives and leaderboards and it shares it with all its community
If you want additional information on Ludeo, I have copied the FAQ from our previous announcement on the bottom of this one.
From our point of view, we know that Ludeo is a trustworthy company and we believe that it has great potential. However, that doesn’t mean that your worries were not legitimate. I believe we were so convinced that you, our players, would like the concept as well as we do that we failed to look at the bigger picture and see how adding such a feature out of the blue without proper prior communication could be perceived. As we say in french, we had “our head in the handlebar” (“la tête dans le guidon”). We apologize if it seems like we were forcing you to use a feature you were not comfortable with, it was never our intention, far from it. To us, our players’ voices are the most important thing and it must remain that way. Please remember that we’re a small young company and still new to the industry, we’re bound to make mistakes but I can assure you, we learn from them big time and this one was humbling. We will actively work on our communication in general and make sure we include you more in the direction our games take in the future. On their side, Ludeo was as surprised as us at the negative reaction generated by the update. They are appreciative to you though, thanks to your comments they realized they have work to do on building trust with the gaming community and are already on it! They’re building a new website and updating information online to best represent what they do so this confusion doesn’t happen again. You should also hear from them pretty soon and I hope they will be able to sooth your worries.
If some of you want to give Ludeo a try, we will keep a private branch named “Ludeo - community - playtest” so you have that possibility. However, please remember that if you don’t want anything to do with the feature, you can just ignore it by playing on the main and public beta branch where Ludeo is not integrated. To access it, go to Bounty of One Seetings on Steam, go to the beta tab and type "ludeoplaytest" in the text box, you should then be able to select the branch from the drop down menu.
We’ve taken the opportunity of this announcement to push a few balancing updates while we were at it. You can check the changes in the - small - patch below.
We will get back to you soon regarding what we’re working on at the moment!
Again, sorry for the confusion surrounding Ludeo’s feature and we hope you’ll keep enjoying Bounty of One nevertheless.
Patch note:
Balancing :
Bowgun now take 1.5 -> 2.25 more time before being completely depleted when moving
Machine learning : Everytime you kill 30 ->20 enemies gain +1% crit chance. You lose 50% of the buff when you take damage.
Surprise Attack : Whenever you dash gain +100% crit chance for 1.5 -> 2.5 seconds. Gain 1 dash.
Bug Fixes :
Fixed a bug where you could in specific cases get hit between your dashes with Steamboots
Lucky star now have an extra second of invulnerability once the bonus goes off
LUDEO FAQ
- What is Ludeo? -
At its heart, Ludeo is a game discovery platform. You want to see and share the best parts of the game? Ludeo can help with that. Basically the goal of Ludeo is this: You love a specific game and had a great moment of gameplay - Ludeo lets you share it on their platform so your friends can enjoy that same awesome moment for themselves - and maybe do what you did but better!
Ludeo is a young startup company. Their sites were built pretty early so the information you'll find online is outdated. They’ve let us know they’re building a new website and cleaning up their old ones so that it better represent what and who they are. Since then they started, they've built some extremely impressive tech, and they’re now ramping up with multiple game integrations in addition to Bounty of One.
Bounty of One is one of the very first games on the platform. Eventually, the goal is for thousands of games to be Ludeo enabled so that players can share and play tons of games they might not have otherwise seen. But again - they’re still in their very early stages.
- Do I have to download Ludeo to play Bounty of One? -
Ludeo isn't a downloadable feature, it's not stored locally on your computer. While signing in with Steam is required to create Ludeos, if you only want to play Bounty of One Ludeos then there is no sign in required. Ludeo is there for you if you want to use it but it is completely optional, that's why it is limited to the beta branch. If you don't want it, you can just play the game as you usually would - it's up to you!
- What information is Ludeo collecting? -
In order to enable Ludeo for Bounty of One players, Ludeo processes ONLY data which is within the Bounty of One game - that is to say, the data points that dictate your current damage, your attack speed, the object or upgrade choices you made, whether or not you dash... With those gameplay data points recorded, Ludeo is then able to send that data to people who want to play the Ludeo experience that you created.
Ludeo does not process nor collect any personal information of Bounty of One users. They do not have access nor the ability to get any data which is not in the Bounty of One game instance. The only information they will get from you is your username if you login onto their website with your steam account.
- Gameplay recording - how is it done? -
Ludeo records the gameplay inputs (attack damage, upgrade choices, dashes, etc.), and then the game client on the user side reads those game inputs and then creates a video, essentially recreating the gameplay you just played but in video form. That way they’re not storing huge video files on their side either.
It’s not a perfect analogy, but think of it like you’re a chef cooking a killer meal. If you want someone else to cook the same meal, do you send them a video of you chopping vegatables? No, that would be pretty inefficient and more than a little weird. You send them the recipe! Ludeo strips data points about your gameplay down to make a recipe for another player’s game client to rebuild.
And just to say it all out loud so we’re all clear: Ludeo only records your gameplay session. Ludeo doesn't record other tabs (or anything other than the gameplay for that matter) and is completely inactive if Bounty of One/the Ludeo enabled game is closed and if you’re on the game’s main branch and not the public beta branch. Also, for the record - Ludeo is not recording images or videos like a screengrab - as discussed above, they’re recording the gameplay inputs, etc.
- Is this an esports thing? -
No, not really - though theoretically Ludeo could be used to train in specific parts of a game? But to that end it’s probably more useful for speedrunning than esports.
- Is this an AI thing? -
No, not really - I mean technically later there could be some gameplay AI used (think MP bots), but not AI like a “hey make me a video of Will Smith eating too much spaghetti.”
Also, as part of Episode 3, Priya can visit Sophia's Spa and the Red Light District. Along with the release of Episode 3, Priya's Pole Dancing DLC was also released...
What is NOT included in the Episode 3 release?
Several elements that are part of Episode 3 are not yet fully finished and will be released soon.
Priya:
She can visit Spohia's Spa, however she cannot receive any service.
For now, she does not have the possibility to visit the Victorious Hotel.
Marco:
He will be able to visit Sophia's Spa, Red Light District and Victorious Hotel and the programming code has been written and included in Episode 3, but not all the animations have been done yet and that will be released later.
Filming of Tanya's film:
The basic programming code for choosing a girl to go to the shoot is included in Episode 3. However, when the girl arrives for the shoot, Tanya will inform her that due to technical difficulties, the shoot is currently not possible.
Early Access Game
Four months after the initial release of the game, we decided to remove the Early Access status.
This does not mean that the game is over and that the development of the game is over.
We will continue to work on the development of new episodes and additional content, the only thing is that the game will no longer be tagged as an Early Access Game.