Hello Knights! Operation Ascalon DLC along with patch 1.5 launches in 5 days!
More fire is coming to your Arsenal. Now you will be able to create walls of fire that will damage incoming enemies in an epic manner. The fire damage system will be updated to deal periodic damage to targets within range, instead of single damage when the enemy moved on the fire, making it much more effective.
Kaenki GLT-2 New Tier 3 napalm grenade launcher. Napalm Airstrike New Tier 2 active module - Napalm bombs will be deployed from the sky over a large area. VLS-X4A Vulcan New vertical missile launcher armed with napalm warheads.
Another option is to utilize the Lorien LR-37GL2FL, an assault rifle with a mounted napalm grenade launcher. Additionally, many of you asked for this, so here it is - MLL-X01 the production variant of the Ragnarok laser will be added as a Tier 3 weapon!
Some players may have noticed varying levels of darkness in the game, which was caused by a malfunction with the fog during the final stages of development. The fog was intended to enhance lighting effects and brighten the game. Despite efforts to rectify the issue by adjusting the player flashlight, I regret any inconvenience this may have caused for those unable to fully enjoy the experience. I am committed to resolving this issue and will be updating the Unreal Engine from version 5.2 to 5.3 in the hopes of addressing the problem. Thank you for your continued support.
0.095 of the demo playtest has now been released. We are getting closer to 1.0 now!
Updates include:
- Save/load functionality! Save your progress -- at a cost -- via the 'software' tab in the marketplace (TBD if it stays there) - Bought back AI generated (rather than public domain) faces, now Steam has refined their AI generated content policy. AI generated faces are generated using a GAN trained specifically on the NVIDIA FFHQ dataset. - Pause functionality! The game pauses when you open the menu (or press escape). - System impacts are now simulated in advance when 'buy' is hovered, in an effort to decrease unpredictability. - Related to the above, a warning is given if you are about to do something that massively increases your energy bill (80%+ increase). - Fixed the placement of windows on larger screens/resolutions. - The beginnings of a ranking/role system! With thanks to @entechcore for the suggestion. Climb the corporate ranks as you play. - Downgrade functionality! Sell off your upgrades, albeit for a heavy discount. - Tweaks to harvesting costs & impact. Finding it a little tricky to balance this in the context of the shortened demo; it may have to live on solely in the full game. - Many more small tweaks, balances, bugfixes, improvements
Hey Barricaders, it was time we crawled out of the sewers and into the world above. Welcome to August Apartments, a whole new level that will have you holding out inside an apartment building. The level is untested at the moment, I'm counting on you to let me know what works well and what doesn't.
Cheers! -Sockhouse
Want to contribute to development?
If you want to see live development, or contribute suggestions, I invite you to watch me live on Twitch everyday.
š: New level: August Apartments. š: Added more control hints.
Changes
š : Prevented Pistol from being the first gun received from the Vendo-Machine. š : Players can no longer receive rewards for repairing props they have damaged.
Balance
ā: Increased kill rewards by ~20%. ā: Increased Hammergun healing rate from 500 to 1000 ticks per minute. ā: Reduced Hammergun healing from 6 to 3 per tick.
How are you all this fine Sunday? This week, I suffered from one of the worst stomach bugs Iāve had in a decade. I was completely out of commission on Wednesday and Thursday. Could it have been something I caught while I was out the previous weekend? Possible, but I didnāt feel like heading to the hospital to find out! (waaaay too expensive!) Iām fine now, so no worries there!
Just yesterday, I finally finished up the Chapter 3-V scenario, Casino Quest, and the quest logs for everything in the update! The Casino Quest in particular was a chore that I had been putting off for a while because navigating through all the variables was giving me a headache⦠But, itās done and tested, on my end at least. Letās see what my testers find when they play through it.
Scenes currently have placeholder art while I finish working on them. Iāve got a few more to sketch out, but thankfully Iāve got another work break coming up the following week that should give me the time I need to finish that up. Speaking of art, Iāve got a new preview here for you of some art I recently teased of the high class and elegant Sigrun.
Definitely need to mess around with her more in future updates! I have a 2 image set of her, as well as another set of character portraits with her in a āmore hinderedā position.
Kinda spoilery, but it's there for all my $5+ patrons to enjoy a bit early.
Playing chapter 3-V from start to finish was enjoyable for me and after such a long of not contributing to itās main plot, Iām satisfied with where the story is headed. I hope youāll all agree when you get around to playing it next month.
- New Language switch in main menu (german is available, but still WIP - expect untranslated text) - Completing quests and progressing the story now also grants bonus EXP - EXP required per level-up has been raised (makes it easier if you just play the story without grinding, but keeps it around the same level if you grind) - Ikkri will start Act 4 with a bone armor - Color coded item names for books (golden) & artifacts (teal) - Spiked monuments can't cross water or ledges anymore & won't snipe you from outside the screen - Melee attacks got a little hit effect so they feel better - Fixed a rare bug with the dungeon generation that could completely separate two areas
Known Bug: The save menu will falsely display "load slot" (just ignore it is only visual)
NOTE: This is available as a beta due to unfinished german translation, so if you wanna play this update go into properties and enable the beta branch (Full release will happen in one or two weeks)
As we reach the one week point since Death of a Wish's release, I want to thank everyone again for playing, sharing, and reviewing the game! We're at 35 Steam reviews at the time of writing, which is so exciting to see. If you got a chance to play the game this weekend, please take a minute to leave a review; it would be so cool to get to the 50 "Very Positive" review threshold soon!
There have been a few hotfixes and tweaks to make it into the build since I last updated, here's a quick rundown!
Features:
Added two new tech options: "Teleport UI" and "Disconnect". The Teleport UI tech lets you toggle the Teleport indicators and arrows on/off, while the Disconnect tech lets you toggle the Disconnect ability on/off once it's been unlocked (the ability will still be active when required for progression, even when the tech is toggled off).
Tweaked the enemy attack signal audio and visuals to be more prominent on the screen/in the sound mix.
Thickened Chris's outline and shadow during combat to help with visibility and positioning.
Added a new type of Damage Number to show when damage has been boosted due to an enemy being TAUNTed.
When in combat, you now need to run into the scene transition boundaries for a brief time to trigger the scene transition. It takes a little less than half a second, with the hope that this should prevent unintentional scene changes during combat. A UI indicator will show how long until the transition triggers. Scene transitions should behave as before when not in combat. I've seen more than a few players voice frustrations with this, so please leave a comment if this helps!
Balance:
Decreased the Track 1 Boss S-rank requirement, but made its time bonus requirement slightly stricter.
[Post-Track 5 spoilers] Made it a little harder for the player character to get stuck on enemy colliders during the "RUN" encounter.
Fixes:
Fixed a bug that would allow Corruption to rise on death when the Corruption meter is not active.
[Post-Track 5 spoilers] Fixed a wrong warp when going into the radio tower elevator, then immediately leaving the elevator.
Thank you all again! The whole team hopes you've enjoyed and continue to enjoy Death of a Wish.