Symphony of War: The Nephilim Saga - Dancing Dragon Games
Heyo!
It's been a minute - know that we're working hard on our next game in development. Join our Discord server if you haven't already for the latest on our progress! https://discord.gg/dancingdragongames
For now, Nephilim Saga is 40% off for the Spring Sale! Promotion lasts until the 21st.
Thank you again from the bottom of our hearts for this very supportive community and hope all have a wonderful week-
Okay so this is quite a big update, as it has the most new items I’ve introduced at once. I’m not sure if this is a good idea as it is much more likely to have bugs, but at least it should make the gameplay much more interesting. Let me know what kind of cool combinations you find!
Added Armourer’s Vial - Temporarily Increase armour but reduces speed Added Electric Boogaloo - Bosts attack speed Added Great Banner - Increases health regen Added Osseous Enhancements - Increases max health Added Temporal Cartilage - Reduced weapon cooldown Added Void Snail - slows down enemies on hit Added Steel Ailerons - Increases damage based on movement speed Added Sterile Slippers - Increases healing Added Sanguine Devices - Chance to explode upon bleeding an enemy Added Parasite - leeches health from nearby enemies Added Party Socks - Increases explosion damage Added Red Power Boots - Increases number of pellets shot by shotguns Added Overloaded Circuit - the Set (Includes shock helm, unlocked by John’s questline) increases shock damage
Changed item drops from an individual item weight system to a rarity based item weight (Rarities have a different weight/chance, but each item inside each rarity has an equal chance of dropping). Values still need a bit of tweaking I think but we’ll see.
Improved UI!
Changed some sprites, hopefully to bring more clarity (This still needs some work on the sprites that haven’t been changed)
Burst weapons now have bursts with dynamic burst time so the burst shooting doesn’t overlap the reloading
Fixed Healing stations and NPCs not having the Interact prompt when near
I'm really excited to share this release of Liberation! In my career as a software engineer I've always believed that "people don't have accessibility issues, software has accessibility issues".
Why care about accessibility? Well, it's the right thing to do. As the good folk at the Game Accessibility Guidelines write, developers should "avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible". A game built to include people is simply a better game.
I guess I've always had a bit of a theoretical view of it. Like an architect doing ramps without needing them themselves. However, for Liberation I've had one real life design aim: To get my Dad to play it.
My Dad is 80 years old now and his mobility is not so good. We played the original Elite together when I was a kid and one of the reasons I wanted to make Liberation was because he is terrible at Elite Dangerous.
There is no "correct" way to play Liberation. If people want super hardcore twitchiness, turn the difficulty up to "Dangerous" and go for it. But with this release, Liberation can basically be played as a turn-based game if that is more your speed.
Turn on "story mode". This makes enemy ships do no damage and gives the player a super weapon
Turn on "pause game to target". This will pause the game and show a list of ships to target
Use the super weapon at any time to blast all enemies
Use the autopilot to fly to any target
Fun for as wide a range of people as possible.
There are lots of other goodies this release too:
Completely reworked the mission system to provide feedback to players
Mouse support for aiming
New civilian ships
Gamepad improvements, including layers can force a gamepad template (eg xbox, sony)
Buffed some enemies but massively nerfed the Red Squadron skeleton fleet
Lots of quality of life improvements. LOTS.
Anyway, I'm pleased to say this release is Dad-tested.
Regards, Luke
Additions
add mouse control for aiming (pitch and yaw)
show icon next to best jumpgate when in mission
add new civilian ship: The Tanker - carries raw commodities around GalFed
add new civilian ship: cargo tug - pulls one cargo container between cargo ships and ports
add non-player docking ports to bliss farms
add some tankers to Algeus
add some tankers to Tycho
schedule tanker traffic at Algeus extractor and farms
allow systems to schedule civilian ship arrivals at their jumpgates
add some missing source files
show mission icons in mission message
show icon on mission destination body
show mission target icon on relevant items in store
show mission target icon on mission objectives
notify player is missing embark and disembark opportunity
add lights to docking ports that activate when nearby
add paused target list slide out
add setting for paused targeting list
add target list setting to gameplay menu
add target slide out that can target system bodies
add ability to turn off gamepad layout autodetect
improve gamepad support (with layout autodetect off, game will use selected icons (eg xbox or sony) no matter the detected gamepad)
add option for "more description" that says "ship is behind you" on body pointer
display key bindings for actions such as Target and Accept Mission
display instruction on opening prologue
rework limpet mines so they travel around a circular path
add SFX to death race lasers
add new image for keyboard controls in manual
add option to send keyboard controls PDF to default printer
Changes
rework Khaldir system to make it tighter
move Penrhyn gate on Khaldir closer to action
allow cargo ships to take a full load (tee hee)
improved explosions on fighters and heavy fighters
let missiles destroy missiles
allow targeting of missiles
fix to mouse and autopilot
flash acquiring target message
update first message to say "Incoming communication"
break out mission control into own subsystem
rework mission objective handling
visually disable weapon buttons when docked
refresh market on game game
move mission data to mission objectives
add icon tip to comms accept button
play port music only when in dock screen not when in external view
update The Guard at Khaldir to be two-shot by missile attack but has buffed shields and armour
massively armoured Comms Relay
move Jumpgate Judge and Megaplanet 1 carrier closer to main theatre of action
beef up limpet mine explosion
move bombing fleet and jumpgates and limpet mines closer together on Kaneel
make skeleton fleet (Red Squadron) fire less often
give Red Squadron three missiles
remove two Red Squadron fighters
reduce Apostilico guard from infinite missiles to 5
reduce damage from missiles in Apostilico
deactivate docking computer on arrival at non-dock location
make death race starting line is targetable (you can autopilot to it)
make The Medusa rotate slightly
move cargo icon slightly to right on HUD
unfade non hostile body pointers so we can more easily find jumpgates when acquiring target during hostiles
show call sign If a ship is broadcasting a message
make Escape from Thantis mission warn if Quatermatter left behind and won't progress
buff The Colossus (made him more tanky)
rename Nyria Spacestation to Nyria Station. Don't not leave anyone at Nyria Spacestation in an old savegame (0.00001% chance someone has done this)
spread landers apart on Kaneel
buff nurses on Boucher
buff EMP device
Fixes
fix save game button
improve mousein menus and dock screen
fix mouse capture menu button to show loaded setting
fix xbox gamepad on windows
fix dock screen icon
restore focus when exit menu on dock screen
fix docking port
fix when joypad changes
fix gamepad save game button
prevent player controller ship from docking at npc-only docking port
make missiles no longer broadcast comms if shot at
make docking comp ignore missiles
make editor and mouse work nicer together
add vicinity shape for small space stations
stop weapon and boost buttons working when docked
terminate docking computer when player arrives at locked jumpgate
fix wandering input button on comms
stop clicking story mode losing focus
make when the guard is destroyed at Penrhyn they now stop taunting you
make comms relay now not broadcast civilian emergency message
improved solid shape for small space stations (ok I added it)
hide empty info panel on galaxy map
fix so Etain Jumpgate will no longer get locked during Escape from Thantis mission
fix closing comms while in market now won't lose button focus
make when docked a ship will no longer take damage
make when docked turrets will no longer target a ship
make when player is docked, NPCs will no longer launch missiles
make when game is over, stop NPCs from launching missiles
improve weapon system gamepad navigation d-pad
stop triggering jumpgate mission signals if coming from a load file
I'm just writing a quick update to let you know that trading cards have (finally) been added to Rituals in the Dark! The game has been approved for trading cards for a while now, but it took me some time to actually add them haha ;;
Nevertheless, I'm glad they're in the game now!
I hope you enjoy collecting the cards and the various points shop items!
As you already know our next major update is the farming update. Progress on that is quite good and we get things done quicker as expected. (As you can see on our roadmap!) Here's a few things you can expect in this update:
Where can i plant seeds?
You will be able to plant seeds directly into the ground (dirt) or into farming beds. Planting is only possible into dirt at the moment. To get that dirt you can either collect some in the area and place it down or you can use our new "secondary tool action" for shovels which will convert grass voxels into dirt ones. like that you can create beatiful farm fields and plant your seeds there. (like seen in the picture below). Of course you can also create some custom fences with our object designer and protect your farm fields with them ;)
Plant growth depending on light conditions
After you have planted your seeds they will start growing. Depending on light conditions they will grow faster, slower or they will even not grow at all. This means a dark underground cave might not be the ideal spot to grow your wheat. But hey... do you remember our electrical update? With electrical light sources you can make plant growth happen again, even underground!
Plant types depend on biome
To get seeds of a specific plant you will need to find that plant in the world. Each biome will provide different spawns for plants. For example watermelons will be available in the jungle biome but can not be found in the grasslands biome. But as soon as you have the plants and the seeds you can grow them everywhere on the planet. (at least at the moment. this might change later)
Plant types
In the beginning (we will add more plants later!) there will be about 11 different types of plants. Cabbage, carrots, corn, eggplants, potatoes, pumpkins, sugarcane, tomatoes, watermelons, sunflowers and wheat.
What can i do with plants?
A lot of plants will have different use cases. A lot of them are a good food source. Some of them also act as a kind of decoration and in later updates some of them will be used to produce fuels or can be used in crafting.
When will this update be released you may ask :) Very soon! ;)
If you have any questions please join our discord channel and don't hesitate to ask! In the meantime we hope you enjoy our game! if you find any bugs or have any feedback please let us know!
Here's a small sneek peak on a tomato field with a farming bed in the background (also tomatoes):