Viking Conquest 2.068 is live! No update to the multiplayer server files is needed. Modders can access the latest files on our website here.
PATCH NOTES (2.068)
Overhaul script_game_get_troop_note to attempt to strip out extraneous or non-immersive info coming from the limited debugging purpose of the original note system, add links, recognize issues around pretenders, handle lords removed from the game and dethroned kings, mention locations of player's prisoners, and name defecting lords that have arrived at the player's court.
Make script_texto_lords_relation compatible with the above updates to script_game_get_troop_note
Fix randomization of defector at player hall
Keep refused defectors from returning to player's hall
Add ages for companions in case they become heroes
Remove un-localized cheat/debug line
Add notification to player when they are indicted
Fix footwear of certain troops. Note, however, that nobility in this period preferred to signal their status over reducing potential battle damage.
script_give_center_to_lord: check when parameter operates as flag
Reduce volatility of player's personal relations with factions when factions change their bearing to one another or a player joins a faction at war
Add a case to the court scene to screen out ladies of defecting/inactive lords who have not presented themselves to the player yet
The project has taken some big strides over the past month. I'm presently moving apartments, caring for my partner as they recover from surgery, and managing my workhours for a few game-dev related contracts (go check out Astral Ascension on Steam if you're a big fan of sci-fi romance and Visual Novels!). Shortly: there hasn't been as many hours a week as I'd like to have been putting in to TAE this last month.
Even so: things have been quite busy over in The City! To briefly summarize the last month's work:
You can explore (and configure the decks of ala Hand-of-Fate) dungeons
You can now fight monsters in deck-based combat
Battle cards can target multiple squares
Made it so that if you hit a blank square in combat you either hit the opponent on the other side of the table or, if there isn't one, hit a random enemy on the board. No damage gets wasted!
Made it possible to gain items, clues, experience, and funds from combat (provided you survive it)
Finished the frameworks to complete mysteries and gain Clues about your Adversary
Finished the prototype to support Research of the Adversary in Downtime
Got Madness and Mutation when defeated in (as well as whether you'd spend time and money to fully heal or face an instant dungeon to crawl back to life)
Framework for Final Confrontations to Reveal and Fight your Adversary and (maybe) Banish them is now in.
Investigators now have an Inventory to contain and use/equip items, and a Journal which lets you manage everything you need to while you're 'away from home'.
The framework for Shops is now in; places where you can buy a rotating selection of Goods (changes every mystery) or Sell stuff you pick up to shopkeepers.
Greatly expanded the number of visitable locations in The City and enforced their Danger Levels.
Constructed the framework for your Homebase outside of The City; eventually it'll do all manner of thing but at start it'll just be a place where you can Rest and Recover (gaining Stamina/Will in trade for precious time).
Supported 'random outcomes' for choices in Events to support things such as 'who is on stage when attending one of Madama Belleforte's parties'.
I also took the time to upgrade from Godot's 4.2 branch to the experimental 4.3d2 branch and so far it's running like a dream -- well, more like a nightmare given surrounding context, I suppose.
First Look
So I figure unless I show some video footage y'all may get the impression the game's just a series of pictures you download when you buy it. Everything's still WIP and prototype-y so toss some salt at the screen before you view the following Quickstarted (also a new feature introduced over the last month where you pick a random investigator, world, and mystery to start with) game where I hurl myself into a Dungeon with dukes up so y'all can get a quick peek at what TAE currently looks and feels like.
In future, I'm hopeful to showcase TAE through videos like this one. I'm stabbing for a 2024 release, though I expect it's going to be close to the end of the year given how much more content and features are between me and my vision of a '1.0' for the game (and maybe a '2.0' if y'all can help me get the word out on this game and it does well in sales).
Anywho, I know this wasn't a whole lot of meat for a monthly devpost, but with everything going on in my life presently I don't have the time as a solo-act to do much more than this at the moment.
That said, I am interested to know what you are interested to know about TAE. If you've got a particular thing about or in the game you're curious about, lemme know down in the comments below -- I just may take your advice and put it into my next news post.
For now it's farewell! Don't forget to wishlist the game if you haven't yet; every one of those helps!
HAELE 3D - Feet Poses Pro - Drawing References - lumifinley
- ADDED 8 New Morph Targets: Bunion, Longer Second Toes, Ball Width, Heel Width, Toe Lenght, Ankle Size, Toe Roundness, Nail Lenght - CHANGED - Weight morph slider can make even meatier feet now than before. - FIXED - up a bit the nail textures with high weight morph - ADDED - Reset Morphs button
In the next version, we will expand the functionality of User Battles.
We will add tournament versions of some modes with an expanded map banning stage, non-mirrored operator selection, and the ability to pause mid-battle.
Hello everyone! It has been a few weeks since we dropped any information about our development for the game. The short version is that we are currently working on overhauling the scoring tech in the game, we have met some issues with specifically how Unreal Engine handles focusing and reporting that back to a usable state so we are building our workarounds.
That does not mean we have been sitting idle though, let’s break down some of the brand-new features expected to drop when the scoring gets sorted out.
Weather, Lunar Cycles, Lighting, and Time Passing One great new feature of our game is a new lighting system. As of the next patch, the following will happen in-game:
Weather effects have been added to Sapphire: Rain, Storms, Cloud coverage, and Fog. Other biomes will also have unique effects, but we won’t be tweaking those models until we get to that content.
Volumetric clouds now affect the light within the world: Sun and Moon in the sky can be blocked by clouds, and the density and quantity of cloud coverage depend on the weather. It will be darker depending on how covered the sky is.
Lunar Cycles progress per day: The Moon can progress from a New Moon to a Full Moon within Sapphire. We are still deciding on how long it will take to do so, as a major event will happen island-wide on a Full Moon.
Day Tracking: Sapphire now has a 7-day cycle Monday - Sunday. Currently, this does not mean much, but updates to the bounty system along with the hotly anticipated intimacy update which adds in a variety of predator-related fail states, skipping days, or running out of time for objectives will be something that can happen. Island events can now also be tied to a specific day and time. To help with this a new UI system has been created, our goal is to include a lot of details in the system, so feedback on readability would be very much appreciated.
Music
A nice quality update coming in v021 is the music system and musical tracks made just for this game. We will be launching the early access game with 6ish tracks that will bring a lot of charm and vibes to Sapphire Island.
These include:
Intro: a track for the Intro and Loading Screens of Sapphire Safari, likely to be added to trailers and promo media.
Day and Night exploration tracks: Music that plays during normal exploration of the island during the Day and Night.
Menu: a track for when the player activates the menu or submits photos.
Stealth: a track that plays when the player enters Stealth or begins exploring a Nest.
???: a special tack that happens ■■■■■■ and ■■■■■ ■■■ ■■■■■■■ ■■ so be sure to keep your ears open for it.
Video link
Scoring
The elephant in the room is our scoring system. We needed to very much overhaul what goes into a photo score, and be able to score photos differently depending on the application. For example, a close-up of an open vagina won’t score well for a monpedia entry, but it will score very high for a bounty asking for a bunny girl vagina close-up. To do this we have created a color masking system, this means that the model's parts we want to track are colored, and a mask is used to filter out what the camera can and cannot see as a photo is taken. This leads to accurate identification of just what is inside a photo, meaning we can start to score photos better.
The basic rules are as follows:
the more pixels are visible for a region, the more visible that region is.
if we cannot see particular regions we can score things differently: Close-ups of faces can be scored differently than a full body shot, and a photo that considers landscapes applies scores for good use of the Rule of Thirds.
for gameplay purposes, scores will be capped to a B+ unless the player takes a photo of the Perfect Point or PP of that particular animation. Hitting a PP on a drinking animation allows the photo to be scored much higher. Gameplay systems will be added to help the player identify the PP points.
exclusions on animations now affect scoring: you cannot get a picture of a fox tail when they are drinking and have it be considered a drinking animation. Now a character will be excluded completely unless they have some of the scored areas visible in the frame.
As for the problems I mentioned above, the issue of focus comes about when the player wants to turn off the assistance systems we have and manually control ISO and DOF for their photos. We do not want to score a blurry photo the same as a well-focused photo so we need tools to understand if something is in the right focus. Hence why it is taking so long, the systems inside Unreal Engine 5 as a baseline do not give instant feedback, which makes it difficult to know the content.
Anyway, that is it for now. We will continue to tweak the systems until we can get it perfect. Sorry for the delay on all this. Expect a fantastic patch once it is ready though!
Hi Everyone! We have a big day on Wed March 13, hopefully you can see some good new videos and perhaps some other internet goodness. ːsteamhappyː
As always, we have some new cool dev blog articles on indieDB including the storied history of this game. Did you know about the previous versions? ːsteammockingː
Friday 8th at 8:00 AM UTC, an update was released to improve matchmaking and team balancing.
We have received a lot of feedback about the current matchmaking system. Based on your feedback and the data we have collected and analyzed, we have made some improvements to the parameters of the system.
We will continue to adjust the parameters and also plan to release an update to improve the system itself.
If you have any feedback, please post it with the #Warlander hashtag. You can also share your feedback on the official Discord server.
Bug Fix Notice
A glitch that occurred, in which the contents of the Arena Mode event were displayed on the ranking screen, has been corrected.
We apologize for any inconvenience caused.
Thank you for your continued support of Warlander!
With less than a day and a few hours remaining until the commencement of Steam Early Access for our game, I am both thrilled and humbled by the prospect. Over the past two years, I have dedicated myself to crafting an experience that I hope will captivate and delight players.
While I recognize that our journey is far from complete, the opportunity to finally unveil the game to you fills me with excitement. I eagerly anticipate the chance to share this creation, and I sincerely hope that it brings joy and entertainment to all who engage with it, fostering countless hours of enjoyment.
I extend my heartfelt gratitude for your unwavering support throughout this endeavor. Your encouragement has been invaluable, and it is with great anticipation that I invite you to join us as we embark on this adventure together.
Let us eagerly anticipate the opportunity to immerse ourselves in the world of Slime Masters, counting down the moments until we can unite in play.