Another Patch is here! This patch introduces a Workshop, a sandbox mode where you can design, and test drive your tanks freely using all parts in the game. Another optimization round was conducted effectively reducing loading time even further. Other changes include multiple QoL changes, Bug fixes and remaining correction of typos. Please see the complete Patch details that is available below but also can be accessed directly from the game.
In the meantime, we continue to progress towards Interwar content update that is expected to land before the summer. Thank you for your patience with us.
FunGI Team
Patch 1.1.2.0 content:
Features:
Added the Workshop, a sandbox mode where you can design and test drive your tanks freely using all parts in the game
Introduced patch notes directly in the game. From now on, all updates will be available directly from the game lobby
Fixes:
Fixed incorrect component displaying in Engineering in progression block
Fixed UI bug when the game speed resets to x1 after exiting from the test drive
Fixed duplication of tank design cards in Design
Fixed incorrect filtering of Expendables in Design
Added requirement to add expendables to tank design
Fixed UI layout error in Administration building for wide screens
Fixed error "Failed to get process model by ID: -1" caused by time playing in "Contracts Center"
Fixed incorrect save file loading after button "Load" was clicked
Fixed incorrect of Save button doesn't work in Engineering\Design
Fixed. Unable to retrieve image reference caused by incorrect image loading
Fixed. The engines sound does not work from time to time during the test drive
Fixed the bug when killed soldiers were "resurrected" after a draw battle outcome
Fixed a bug causing the Bank loan to stop being repaid
Improved smoke textures
Fixed the bug causing wrong dates to be displayed in bottom panel of Design, Engineering and Reverse-Engineering building
Adjusted the ramp angle in Test drive
Corrected process behaviour in Research building after fire accident
Fixed a camera bug in Design when the camera was losing the focus on the selected slot
Fixed a bug with selected paint in the Design window
Fixed miss-alighted St. Chamond and Whippet tracks on test drive
Fixed miss-alighted St. Chamond and Hornet tracks on test drive
Fixed miss-alighted St. Chamond and Uberlandwagen tracks on test drive
Fixed miss alighted LK2 Krupp hull and Whippet tracks on test drive
Fixed miss-alighted Schneider CA1 hull and Char Renault tracks on test drive
Correct behaviour of SA-18 Cannon, no longer an “auto-gun”
Fixed rotation of road wheel, sprocket and idler wheels for Uberlandwagen running gear
Fixed intersection between tail-wheel and running gear for rhomboidal hulls
Fixed intersection between unditching beam and running gear for rhomboidal hulls
Corrected a bug that allowed to regain 30 days bankruptcy grace period by exploiting continue the game
Fixed gaps for buildings menu caused absence of scrolls bar
Corrected protruded weapons for several tank hulls
Fixed an issues when Hotchkiss 1909 MG couldn’t aim vertically when mounted on Hornet hull
Changes:
Conducted another optimisation round. Loading time between various game scenes is significantly reduced
Added settings window to game lobby
Expanded in-game Manual and added a tutorial mode for new players
Added new contracts counter in the top bar under the "Contracts" button
Added campaign battle counter in the top bar under the "War Campaigns" button
Introduced “unread\new” markers for various UI elements to simplify identification of new events/items
Introduced resource “subsidy” during the Bankruptcy period - The Government covers the resource delivery expenses. This allows players to continue production activities even with looming Bankruptcy
Introduced tank delivery “subsidy” during the Bankruptcy period - The Government covers the tank delivery expenses. This allows players to fulfil the contracts even with looming Bankruptcy
Disabled difficulty change during the game session
Added clarifications for crew item in design (volume, weight and attribute points)
Balance:
Added resistance requirement to all contracts
Rebalanced attributes for Schneider CA1 hull and Char Schneider
Added missing resistance to FT-17 and San-Chamond hulls
Added missing resistance attributes to all turret, tower and sponson components
Removed turret attributes from LK2 Krupp hull
Added missing alloy slot to LK2 Krupp and Schneider CA1 hulls
Corrected wrong attributes for “Riveted assembly Mk1” modification
Revisited attributes for Transmission MLE2 and MLE3
Missing text and typos:
Revisited Component and Modificator descriptions for all British WW1 research tree
"Tested Tank" status localization changed to "Approved"
Fixed missing tooltip description for "Localization Focus"
:gift_box: Bumped from **8 to 10 free character slots** for everyone - enjoy!
:japanese_ogre: Added another **17 Monster Hunter Tasks** across various levels. Current total, nearly 70 tasks available to complete, and we're just getting started! - Medium, Greater, & Superior Fire Elementals - Medium, Greater, & Superior Earth Elementals - Medium, Greater, & Superior Water Elementals - Medium, Greater, & Superior Air Elementals - Medium, Greater, & Superior Lightning Elementals - Brood & Umbral Goblins
:pepesword: Added a new Raid quest to the Taskboard! Take out the Level 16 **Hills of Deliverance** bosses - they have pretty good loot for that level range!
:mushroom: New Campestris location added near Edrivine with Ore and some Alchemy catalysts! We used the Lithos (Blue) corruption designs for this location.
:goblinmale: Umbral Goblins are now found in Irumesa, in the Wildlands and near Marshdale. They're level 37.
:coin: New Level 30 Crafting Insignias: **Woodworking, Tailoring, & Leatherworking**. I'll try to get the guild locations added soon so everyone can talk to the NPCs to get these instead of having to ask me to give them out.
:drinkwater: A new Greater Water Elemental spot was added West of Darklight Tower. Nice density and spacing, perfect for a rotation!
:candle: Light spells should actually be 10m now instead of 5m
We'll be back tomorrow with more content. Let us know what we need to fix or add in #suggestions-feedback :saluting_face:
Yes, there are still many mechanics that have not been added, such as pushing and throwing, but the game has already changed significantly. And we begin to actively show it and receive responses.
Mark April 4th on your calendars! It’s “Turn-Based Thursday Fest”! We are happy to announce that we are taking part in this festival and will probably be streaming our game during the festival. Don't miss it - the start is scheduled for Thursday April 4th. The festival will be available via the link on Steam: https://store.steampowered.com/sale/TurnBasedThursdayFest
An important point - since we are entering a period when the game will already be available (demo version on Steam), we want to slightly change the format of our diaries and now each individual diary will be a showcase of one specific game mechanic, which will be described in more detail. Plus we will describe its influence on the gameplay and interaction with other important elements of the game.
We wanted to end this format of diaries on a positive note and show in large strokes what we managed to do this month:
We finished the visuals of the map - we tightened up the skybox, worked on the visual effects of the clouds and generally dimmed the brightness of the colors, especially purple.
We completed the reinforcements during the battle. Now, when dropping an automaton, the player not only chooses a specific location, but will also deal damage to the enemy if he drops it from the air right next to the enemy.
A lot of work has been done to refine the abilities of all units, as well as visual effects for them. It was truly a difficult task, but now they work correctly and look presentable.
We worked on optimization. Now the demo does not freeze and does not have a large drop in FPS on computers with medium specs. Yes, there is still some work to be done, but the result is already good.
The balance has been completely reworked and tested many times. A huge amount of work, which is absolutely necessary for a turn-based game like ours.
GG😎😎
Thanks for reading our March DevDiary! The last in this format. We hope you found them interesting. If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).
It's been over 2 weeks since update 2.2, so it's time for a brief summary of our progress so far regarding the next episode 3.0.
As you can see from the graphic above, we're moving forward, albeit at a slightly slower pace than usual for two reasons. Firstly, the Easter holidays halted our work completely, and secondly, time was dedicated to hiring new 3D artists. This may sound counterintuitive as they should speed up the process, and they will, but initially, we need to invest some time in finding the right people, signing contracts, and guiding them a bit to ensure the renders they produce align with the SoD style. However, I'm confident that we'll soon ramp up our pace significantly with their help, enabling us to release bigger/faster updates.
Regarding update 3.0 itself, we're not announcing an official release date yet. It's going to be bigger update - aiming for around 2000 new renders, plenty of animations, at least 13 new scenes, and additional activities around the sandbox. We're planning to release it around the end of May or beginning of June, but we don't want to make any promises as everything depends on how our work with the new artists progresses.
Of course, the initial scenes and animations are already complete. We've created entirely new characters for the D&D storyline, as well as new locations. Below, I'm sharing a few renders with you, hoping you'll like them. Apart from all the work around Step of Debauchery, we're also striving to introduce additional in-game mechanics to make the gameplay more engaging. I don't want to reveal too many secrets just yet, but you'll soon learn more. Meanwhile, I wish you all a peaceful week and talk to you soon.
We hope you are well! Today, we're rolling out yet another minor update to make your Wuxia experience even better.
Here's the details of this update!
Bug Fixes and Optimizations
Fixed a bug where clicking back on the Meridian Map interface would automatically select the main character.
Changed Immortal's Unforgiving Sword manual to be stackable.
Fixed the issue where Leng Wuqing and Ye Fei did not automatically rejoin the party after the end of [SIDE QUEST] Aftermath at Pili School.
Fixed the description error for level 10 effect of the Thunderclap Slash.
Fixed the bug where Shang Tingzhu did not leave the party properly before thje Southern Border quest line.
Fixed the bug with the level 10 effect of the Illusiuon Gu Mental Sutra.(BUG: Killing non-poisoned targets would also increase the stack of Illusion Gu).
Fixed the error in the description of the Tai Chi Enchancement and the level 5 effect of Tai Chi Marvel Force.
Fixed the bug where Vibrant Cloud Swordplay's reduction of skill cooldown did not work.
Fixed the issue where Stringless Silence caused normal, special, mighty, and unique moves to become ineffective.
Fixed the issue where the Zhenwu Sword could not be immune to the ineffectiveness caused by Stringless Silence.
Fixed the issue where Evergreen Vitality Mastery could not be immune to the ineffectiveness caused by Stringless Silence.
Increase the amount of Rabid Bear at the Precipice.
Increased the number of Rhinoceros in the Shiwan Dashan .
Added drops for the first battle at Perpetual Sanctum, against Bai Weiyi.
In the new Southern Border, during the seclusion segment, added Heart-Piercing Dust to the loot from Liux Khat during the <Gu invasion battle>.
Adjusted the position of ores in White Tortoise Cave to prevent players from getting stuck.
Fixed the bug with the level 4 effect of Cloudform Tai Chi (BUG: Abnormally increased damage against Wudang Swordplay and Xuanxu Saberplay).
Fixed the discrepancy between the cri resistance stats and their actual effects.
Fixed the incorrect descriptions of certain cultivation methods and lightness skills that had attack power.
Should you stumble upon any glitches or issues, please don't hesitate to report them through our bug report form located here.
Pick up where you left off by selecting "Resume on Start". Word2 will start with the same Bible, book and chapter that was active when you last closed the game.
You can also set/change the default language so the game starts with Bibles of that language. Clicking "Set Default Language" will set the currently active language as default.
Jawbreaker is almost here! The launch of the full game will on April 23rd at 2:00pm(CST)!
In only 3 weeks you'll be able to enter a survival horror game that will have you running, hiding, and fighting in a terrifying gang-infested society on the verge of collapse. Though that’s not all, once the sun goes down the true fear begins...
After the devastating "Great Economic Collapse of 2028," survival is the only thing that matters. The average person is compelled to join armed groups, engaging in battles for resources and control over what were once the cities and towns of the United States.
You belong to a small gang based in New Citadel City, and your bunker's supplies are dwindling. You've been chosen to venture into the concrete ruins on rumours of an unlooted police station on the edge of town—a high-risk, high-reward mission.
After breaking in through an unguarded entrance, a sense of dread fills your mind as you realise who has taken refuge in this station and question whether the entire thing was a setup by your own gang…
Run, hide, or kill those in your way to stay breathing
The “Faceless Gang” will hunt you in teams or on their own
Push through the station while scavenging for supplies and a way to escape
Once the sun goes down the real danger begins…
Deep exploration into a dystopian vision of the United States
Hide under tables, in lockers, between shelves, or shadows to stay unseen
Search for weapons to defend yourself, though gunshots draw attention...
An interactive environment encourages looting for supplies
Multiple endings prove if you are a true survivor or not
Genre: Survival horror with stealth, puzzle, and combat mechanics.
Hello, Heroes of Bermesiah! Bug fixes and improvements have been updated.
<Bug Fixes/Improvements> - Fixed a bug where entering a lobby or dungeon with Acolyte of Dawn Coordi Helm equipped on certain characters caused the character to have an abnormal appearance.
We will strive to create the best experience possible. Thank you.
Todays build is a small one, mostly consisting of bugfixes and small QoL fixes. Thanks to all those active on the discord reporting these and other issues. Still lots of stuff on the todo list but I wanted to make a build with the lowest hanging fruit:
HP spent on blood magic is now mentioned in the combat log Tile sprites now properly refresh when terrain changes Allied summons have a 20% chance to dissapear each turn after a level is over, up from 10% (RE: Brain Trees) Healing is now capped at the difference between a unit's current and max hp 3x3 monsters can no longer be swapped (which crashed the game) Treants no longer spend a turn trying to heal themselves at full hp
Fixed a bug where the rift preview sometimes showed two copies of same monsters Fixed a bug where moving the mouse even 1 pixel would reset the pgdn/pgup index Fixed a bug where immortal units could gain hunger multiple times Fixed similtaneous win/loss scenarios leading to infinite loop Fixed a bug where a spell could appear multiple times in the end of level summary Fixed Volcanic Eruption flow range upgrade doing nothing Fixed Heaven Call upgrade not returning charges between natural and buffed max charges Fixed Prince of Ruin not getting damage bonuses Fixed many, many tooltip/help/intro text typos, ty to all who reported these!