1.updated enemie weapon stability issues 2.enemies now twich when hit when stunned,and cant be grabbed or stabbed due to weird behavior 3.removed the ugly stun particle effect 4.now skeletons fall apart when death(still no sound though,still searching) 5.enemies now disappear in 4 seconds on death,ill add an option to close disabling for stronger computers in th future. 6.fixed the bug of enemies healthbar not showing at first until retoggle. 7.fixed skeleton with no sheild having no energy bar. 8.changed dashing from adding force to moving very quickly in a short time. 9.modified energy bar for player to prevent constant dashing.fixed the bug when the energy bar drains it takes a long while to go back 10.modified block frame,deduced red light activating by accident. 11.changed skeleton animations to be more fluent,less rotating issues. 12.fixed vorlag unstable bug 13.fixed dashing energy not recovering 14.boosted dashing but shotend cd 15.removed mxaa setting,will replace with another in the future,it doesnt work with hdr causing flickering
Fixed bug where you immunity frames would stack resulting in invincibility for long periods of time... Fixed crash when a stunned enemy is killed before the stun effect ends! Fixed crash when a poison dart hits the player. Poison should stack correctly. The game should crash less often...
New powers added!
Turbine: Shoot powerful gusts of wind to push enemies back! Fireball: See them burn...
New rooms added
New room with a bunch of toxic waste... New room with stalkers Plasma bank room will appear less often. Tier 2 Powers will appear more often
🚨 SPOILER WARNING: Reading these blogs will reveal some of the surprises in the expansion! Read at your own risk!
Hi everyone! Tia here with the first of our Anomaly feature blogs where we go over the expansion’s content in detail. We’ll be posting these blogs leading up to release - which is in 3 weeks!
If you missed RimWorld - Anomaly’s announcement, read it here! And please wishlist Anomaly!
In the narrative framework of Anomaly, there are many threats. Some are mysterious and attractive, like the delightful golden cube. Others are insidious and progressive, like the metalhorror infestations. Finally, some threats are direct and aggressive. Today’s feature blog covers the latter - a family of new fleshy threats in the expansion: the squealing flesh beasts, their disgusting momma, and the all-consuming fleshmass heart.
THE FLESH BEASTS
You intercept a distress signal from a nearby camp. The frantic voice begs you to save them from something horrible and offers everything at their camp in return, including shards of dark archotechnology.
As the voice tries to explain what’s happening, the signal goes dead.
If you choose to help this poor soul, assemble your caravan and come well-armed.
You arrive - and it’s a massacre. Bodies everywhere, fleshy creatures roam freely, and throbbing tissues cake the walls of the encampment. Giant burrows dot the ground’s surface, connecting to tunnels deep in the earth.
These cancerous enemies are an amalgamation of many tissues and parts. When you destroy a bigger one, it explodes into several smaller creatures. This means one flesh creature can become many and easily overwhelm your soldiers and defenses.
Embedded in the organic mass are fleshbulbs, organs that store and refine nutrients. This chemical process generates a soft bioluminescent glow, allowing you to see the full extent of the horror, day or night.
If you’re fortunate when investigating an area blighted by the fleshmass, you might stumble across a swollen lump with something inside. These are fleshsacks - stationary fleshbeasts that act as digestive organs, supplying the surrounding fleshmass with nutrients. Note that fleshsacks are unable to break down non-organic matter, meaning that valuable items can occasionally be found within - if you want to go rummaging in there!
There are many approaches to clearing out a flesh infestation: you can focus on systematically slaughtering the remaining flesh beasts with guns, or bring out the incinerator to properly cleanse the area (with the risk of destroying flammable loot), or work on filling in their burrows first to prevent further reinforcements.
THE FLESHMASS HEART
If you’re unfortunate enough to encounter the fleshmass heart, it starts with a small circle of terrain that shifts and cracks apart, pulsating rhythmically as something digs upwards. Eventually, the fleshmass heart will emerge. It is a cancer-like creature that grows flesh across (and under) the surface.
From the heart, grows the fleshmass. This is an enormous assimilating creature that spreads across the landscape, consuming and covering the whole map with a quivering mass of meat. It defends itself with beasts and acid. You must fight it to acquire samples of its nervous system, then study them until you can venture to its heart and kill it for good.
The resulting fleshmass is a solid wall of twisted flesh, which throbs and shivers with horrible life. As it grows from the heart, it puts arterial roots into the ground in its quest for nutrients.
For any nearby colonists, the choices are simple - flee the colony or discover how to destroy the fleshmass. Whilst the heart itself is invulnerable due to rapid regeneration, the mass is susceptible to attacks. However, that doesn’t mean that it’s without weapons...
Embedded in the mass are spitters, defensive organs that filter toxins from the surrounding biomass, concentrate them into potent acid, and then spit it long distances. You don’t want your colonists to get hit by those.
The second line of defense is fleshbeasts, which normally emerge from temporary pit burrows that connect to a cave network deep below. These can be roughly categorized, depending on their mass. Toughspikes are man-sized lumps of roiling flesh with 2 spiked ‘limbs’ and a keratin-armored carapace. Trispikes are smaller three-pronged entities, which break down into the singular fingerspikes when killed. All of the ‘spike’ entities also throw hardened keratin or bone spikes.
Once your colonists have defeated the fleshbeasts and killed enough fleshmass nerve bundles, they will have gathered several neural lumps. Research these and you’ll discover the secret to defeating the heart, allowing you to capture and study it…
…
…
…oh, what? You thought that was the end? That’s just one way it could go.
THE PIT GATE
Another time, the ground might shake with a different result. Now a larger piece of terrain has begun sinking into the depths, forming a deepening hole, much wider than before. Inhuman shrieks rise from the depths. It'd be wise to move your colonists, buildings and items away from the emergence point.
Within a day, the pit’s floor will vanish from sight, falling into the depths where the fleshmass heart came from. A pit gate has formed and will remain open until you collapse it, occasionally releasing foes. To celebrate, a horde of fleshbeasts emerges, along with a noxious stench of rot…
To close the gate, the colonists must descend into it. Under the ground all is flesh, having infested a massive cave system. The tunnels are so crammed with biomass that it’s supporting the ceiling and walls, making it thoroughly unstable. Defeat the motive force of the fleshmass and the tunnels should collapse.
That motive force is housed in a dreadmeld - a mammoth leader creature made up of dozens of smaller fleshbeasts and buried inside the stinking fleshmass.
Its psychic connection to the fleshmass filling the cavern is strong. So strong that killing the dreadmeld will destabilize the whole organism! If you manage to take down the flesh momma, grab what you can (particularly the strange archotech shards it drops) and flee before it collapses and buries you all!
MORE TO COME!
So that’s the fleshmass, an amorphous, expanding cancerous blob from the dark-beyond. Whether it arrives as a distress call, bursts from the ground as a fleshmass heart, or lurks beneath in the twisted form of a dreadmeld, it just wishes to be loved - or rather, consume all life and turn it into more of itself. Who can’t empathize with that?
TEXNOPLAZM will be part of Steam FPS Fest starting April 15th, and for the occasion the playable demo will receive its biggest update yet, entroducing the remaining core gameplay elements that I have planned from the start. The updated demo will showcase the entirety of the game's Prologue in its Alpha state by entroducing the third map for Chapter Zero, thus fully showcasing the initial vision I had for it.
Come April, the update will entroduce the following:
Difficulty levels
Multiple save slots
In-game shop stands
New level selection
A whole new map
Tweaks for the three movesets
Enemy AI improvements
Visual improvements
Bugfixes
And maybe other things that I am probably missing at the time of this writing, but nevertheless this will be a cool update.
This month's update is focused on improving the user interface and tweaking end game rewards to help level up Champions faster.
The next Drums of War has started.
Client
End Game User Interface
Added a new screen to show commendations for your Champions. This will show Champion Point gain and will show icons for awards the Champion won (Hero, Lifebringer, etc)
Player Ranks
Player ranks are now shown using the old style icons which denote rank rather than chat listings and game listings showing the player's personal league rank
New Player Experience
Added a new onboarding screen for new players to guide them into the training screen
Fixed an issue in which the text for the training screen would not update when switching between the three training scenarios
Fixed user interface issue that could occur if account creation failed (usually from a email already being in use)
Game
Fixed an issue in which map panning would not work correctly except for on certain resolutions (I believe 1080p)
Fixed ui issue in which the revealed runes count would not appear on some lower resolutions (i.e., Steam Deck)
Fixed an issue that could cause the user list in the chat to have duplicate elements or be out of order. Note: there is still an issue where the list will be empty after returning from a game. This can be corrected by switching to another channel and back to the desired channel, and will be fixed in a future update.
Fixed an issue with end game effects in which the map and game ui would show up for a second after the fade out before showing the victory and rewards screen
Added more high resolution rune art
Updates to rule and description text
Rune Manager
Added rollover tooltips to show names on runes in the deck
Server
Rewards
Champions now gain CP at a faster rate
There is now a chance to get tokens from unranked game wins (including against bots)
There is now a small chance to get tokens from campaign games
Fixed an issue in which the chance to get a rune from winning ranked games was not working correctly and was always giving tokens
We are happy to say that we just released a new update. This update includes:
- More improved and better answers from Emma - Improved and some additional clue notes - A couple of more achievements - There is now hotkeys (F-function keys) to open up the notebook/history/etc directly from in-game - Some other minor bugs and fixes
As always - Thanks for playing and giving us feedback!
It is thanks to all your feedback, we know what we should focus on :)
It has been a bit since our last devlog but we come to you with great news: the first demo for Farmwand, this time all about customization, is coming soon. What are we working on, what are our plans and what can you expect? Read along and find out!
The roadmap
As you may know, we are a very small team. Farmwand is being developed by only the two of us with no help from publishers or any other sources of revenue besides our main jobs and the amount that our Patreons donate. As such, while tackling a game as complex as ours, we need to have a good plan and a good balance between how much content we can make, how fast, and how we get it to you in the best possible way.
First impressions matter, and making sure that every part of Farmwand is as polished as it can be is very important. Because of that, we have decided that instead of releasing one big demo close to the release of the Early Access, we will build up to it with several smaller demos scattered in between. The first demo to be released will be focused on Character Creation, as you will see it when you start a new game (with some differences of course, as the game is still in development).
There will be more demos, some focused on other mechanics like decoration or potion making, before a last demo that will act as a more complete vertical slice of what you can expect from the game. With your feedback on every demo we will be able to make adjustments, tweak mechanics and polish the experience as we move towards the Early Access, which will grow with more content over time. Once the story is fully playable from beginning to end, the gameplay is all there and there are as few bugs as possible, we will have a version 1.0.
At least that is our plan, and while it has and will take us a while to meet all our goals (again, a tiny team!), we believe this will be the best way to meet them all. It is better to have a good game that took a bit longer than expected, than a rushed and incomplete one.
But now, the juicy details. What can you expect from this first demo?
The Character Creation Demo
In Farmwand you are a Saege that has just graduated from one of the four Academies. Which one? Well, that's the fun of it! Our game is half RPG, half life-sim, and as such you will not only choose your appearance but also parts of your background, your skills and more. You will decide who you are at the start of your adventure, in more ways than one.
This is Augustus Mysticus Turnip. the Saege that will receive your paperwork and send you off into the wide world. He will be your guide through this small demo.
Then you will get to the main portion of the demo, the Character Creation screen.
We have put many, many hours into designing our Character Creation system. From an UI that was simple and easy to understand to the dozens and dozens of items that will be available to you to design your avatar.
All sorts of outfits, over 25 diverse hairstyles that were sculpted, painted and set up with physics individually, more than a dozen beards and mustaches, accessories, tops, bottoms, hats, shoes...
All sorts of body types, tattoos, skin marks, custom shaders to let you color things to your heart's desire.
A few more words about other things
But we haven't been idle on the other fronts. We have now a redesigned, fully functional Inventory UI that is...CUSTOMIZABLE! (yes, we love custom things, yes, we may have a problem).
We've also finished adding all planned "normal" crops to the game (around 25) plus a bunch of magical ones. We've kept designing more magical creatures and the larger locations you'll visit:
And all in all, we've kept quite busy. But now, we have a small favor to ask of you.
We are inching closer to a thousand wishlists (YAY!), 400 members on reddit and 300 on Twitter. We are so very happy to see so many people liking our work and excited about playing our game, but with your help we can do better. With the demo coming up and us pushing as much work as we can, it is very important to make sure that Farmwand reaches as many people as possible.
If you want to help us, please spread the word about our game. Share this article, our other posts, or invite your friends if you think they may like it. Follow us on Twitter (X?), on reddit, Discord and in our other social media.
Having more followers also gives our content a push with the different algorithms. You can also take part in the discussions and polls we post regularly over on Discord and reddit, as they are a great way for us to get your feedback and to decide what makes it into the game next.
And if you want to support the development even more, we have a Patreon where you can donate a few dollars. Any amount you can give is deeply appreciated, as it helps us directly to cover the development costs of the game (website, tool & service fees, some parts of the game we have to commission, like the music).
And of course, once it comes out, play the demo. Tell us what you think, what you like and what could be better.
We are still adding some last few things. And testing, doing lots and lots of testing. But it is our hope that you will enjoy this demo a LOT and that it will give you an idea of the level of care and depth that you can expect from the other mechanics and the game itself. It is being made with a lot of love, and we can't wait to hear what you think about it.
Another WIP is finally here! As we're approaching the end of story missions, we'd gone and revisit our old enemies that isn't fun enough to fight with, M.A.S.S. units. So that's what we've been working on for the past few weeks. We're showing you some improvements we've work on the bosses this week!
Normally when you hit M.A.S.S. units, they don't react much and they seem to just walk around doing their thing. With bosses, they just seem like an iron wall that isn't responsive, and we aim to change that here. We've now provide them with different attacks unlike what your M.A.S.S. can do and turn them into true boss experience.