Hi, everyone. Welcome to another week's developer's diary.
Continuing from last week's update, we keep exploring other aspects of flesh and meat.
Let's get down to the contents:
First, let's see something mundane. 1, Zhao can now teach you cooking. As we got Zhao appeared in the relationship menu last week, the relationship value shall have some actual usage in the game. So, here we are. We all know even though he has anger problems, he is still a good cook. Thus, of course, he can train you to be as good as him. It's free. But, each time you learn from him, he will enter a cooldown so that you can't just stand there farming cooking skill experience. With a higher relationship with him, you can gain more experience from him, and the cooldown will be shorter.
2, More Butchers. The butchery system has been changed to be fully reusable in the code. Thus, we can get other butchers in the world other than Zhao. One interesting example is the doctor in Katan, namely Dr. Butcher. He got his infamous title because of never used anesthetic when he operated on his patients. Local folks called his hospital a slaughterhouse and him the butcher. But, can he really be a butcher? Well, you can ask him about that.
3, Butchers shall have different skills. If butchers cannot produce more meat than you directly hunting animals in the wild, then why bother? Thus, I changed it so that butchers may give you multiple portions of meat depending on their skill levels. For example, Zhao is quite skilled. Thus, sometimes he may give you three pieces of meat instead of one if you get lucky. However, there are other butchers even though not so skilled, who may still yield better outcomes than directly hunting animals in the wild.
Those are the continuous development of the butchery system. Now, let's go for something spiritual. 1, Pescetarianism Of course, eating a lot of meat or even only eating meat is quite unhealthy, thus, some people try to avoid eating land-based meat while consuming fish instead. Some others do the same thing but for cultural or religious reasons. Such is the Pescetarianism. Historically, it was a common practice in ancient Japan.
2, Veganism Going one step further, in order not to harm or exploit any animals, we get Veganism. It further limits the food source one can take to be in line with this tenet. Certainly, it provides more health benefits. In the game, it's shown as negative effects resistance. However, here is a catch. During my research, I found a recent study from Stanford University this year revealed: " Women who switch to vegan diets see their libido levels increase by up to 383%." Wow! That's something unexpected and interesting. So, I added a slight bit of horny resistance reduction here just for some nasty thinking that came into my mind. :P
Followers of both Pescetarianism and Veganism will lose devotion if they eat food against those tenets. However, this is just a soft cap, not a hard one. The game will not fully stop you from eating meats if you add them to your customized belief system. In the secret war against unspeakable horrors, there are desperate times. Maybe you are just a few health points and one good meal away from taking down some cosmic horrors. You can always save the world first and make amendments to your faith later. But, what if someone wants to go all the way down to a darker path? Let's continue our spiritual searching.
3, Ritual Cannibalism (Updated!) In previous versions, this tenet only affects the skill of "devouring corpse." Now, as our system expanded and covered more types of meat (which of course includes human flesh) and the dishes that contain those types of meat. The faith tenet has now been updated with more features. It now covers all food sources that are considered human flesh. Meanwhile, many enemies such as the Possesseds and the fire imps may now drop religious books that can unlock this tenet. (Previously, the tenet can only be unlocked if you have tasted the flesh by yourself.)
Yet, all those are nothing compared to what comes next: The updates on Dr. Kyofu! It has been a while since she got new content the last time. Why now and what is happening? 1, She now sells potions and other interesting items. Well, that's not very exciting.
2, Among those items, she sells Butcher Machines! It's a new furniture item. Thus, you can carry it around deploy it anywhere, and use it any time. Basically, you get a pocket butcher that allows you to do the butchery on the run. However, the machine may not be as skilled as certain butchers. Thus, it may give you less meat.
3, Memory Distiller Consuming the flesh is too mundane for your taste? No problem, with some dark science from our mad doctor, we can achieve much more! This dark machine can extract the memory of its victim, and turn that memory into a kind of liquid that you can drink. By drinking it, you can relieve part of the memory of its victim, the pet you sacrificed, and gain experience from it. I am not just talking about the common experience, you can also gain weapon proficiency experience, and elemental proficiency experience, and there may be more to come! There are many use cases of these devices. Some wild creatures naturally have some levels of certain experiences such as those undead Russian skeleton soldiers that may come with some firearm proficiency, you can distill them right away, and drink them to enhance your or any of your teammate's firearm experience. You may also find better pets during the game, you can now use this device to make them level up much faster by sacrificing some old pets you no longer wanted. More details can be found on the game's wiki page. It's ruthless but efficient. The choice is yours.
However, all powers may come with some costs. When you experience the lost memory of the victim of the distilled memories, there may be side effects. Meanwhile, if you butcher too many pets or turn too many pets into those liquids, you may find your karma slowly drifting to evil. Even if you only do it once, you will no longer be qualified to adopt pets from an animal-loving organization. All choices come with consequences. Are you ready for that before going down this dark path?
Some other updates of this week include a connection between certain ingredients and the dishes made from them regarding applying and removing special effects. It's not widely used right now. But, the system is in place and will be useful in the future. We also have some small content updates in Hottle with more background history of this town and some other small content updates in Katan that prepare for what will come next.
That's for this week. Once again, Bon appétit.
The full update log of this week: 20240406 English ############Content############### [Zhao Sandao]If you have a good relationship with Zhao, you can now learn cooking skills from him. There is a cool-down. [Zhao Sandao]A higher relationship value with Zhao can increase the cooking skills EXP you can gain from him each time. [Zhao Sandao]A higher relationship value with Zhao can decrease the cool-down time between each time you can learn cooking skills from him. [Zhao Sandao]He can no longer teach you cooking skills if your cooking level is higher than 50. [Katan]You can now ask Dr. Butcher if he can actually butcher animals. You will get a positive but much darker answer. [Katan]After taking that dialog option with Dr. Butcher, he can offer a service similar to butchering your pets. ############System################ All butchery functions can now be reused. 简体中文 ##########Content################# 【赵三刀】当你和他有较好的关系的时候,你现在可以向他学习料理技能。但是有一个冷却时间。 【赵三刀】和他的关系越好,你每次能从他那里获得的料理经验越多。 【赵三刀】和他的关系越好,每次向他学习料理之间的冷却时间就越短。 【赵三刀】如果你的料理等级超过50,那么他无法再教你更多的料理有关的知识。 【卡坦】你现在可以询问屠夫医生是否真的可以屠宰动物。他会给你一个肯定的,但是更黑暗的回答。 【卡坦】在你选择上面那个对话选项后。屠夫医生可以向你提供类似屠夫的功能来宰杀你的宠物。 ############System################ 所有和屠宰有关的功能现在可以重用。
20240407 English ############Content############### [Faith]New faith tenet: Pescetarianism [Faith]If your core faith is Shinto, the cost of applying Pescetarianism is halved. [Katan]Slightly expanded the Den of Pleasure. ############System################ [Faith]Added a function with a mod interface that manages how certain faith tenets can gain/lose devotion based on item usage. 简体中文 ##########Content################# 【信仰】新信仰信条:鱼素主义 【信仰】如果你的信仰核心是神道教,加入鱼素主义的价格减半。 【卡坦】欢愉之巢地图略微扩展。 ############System################ 【信仰】加入了一个新的带有Mod接口的函数来管理信仰信条在物品使用时获得或失去虔诚。
20240408 English ############Content############### [Faith]New faith tenet: Veganism [Faith]If your core faith is Buddhism, the cost of applying Pescetarianism is halved. [Cooking]If meats can apply or remove a special state effect, the dishes made with them shall now inherit such a feature. [Cooking]If fishes can apply or remove a special state effect, the dishes made with them shall now inherit such a feature. [Cooking]If eggs can apply or remove a special state effect, the dishes made with them shall now inherit such a feature. [Katan]Added an entrance to a mine. (Interior areas are still working in progress. Thus, it's inaccessible right now.) 简体中文 ##########Content################# 【信仰】新信仰信条:素食主义 【信仰】如果你的信仰核心是佛教,加入素食主义的价格减半。 【料理】如果一种肉可以施加或移除一种状态,使用它们制造的料理现在也会继承这种特性。 【料理】如果一种鱼可以施加或移除一种状态,使用它们制造的料理现在也会继承这种特性。 【料理】如果一种蛋可以施加或移除一种状态,使用它们制造的料理现在也会继承这种特性。 【卡坦】加入了一个矿井的入口。(由于内部还在施工。因此,目前无法进入。)
20240409 English ############Content############### [Map Tileset]Added additional content on the "commercial club" tileset. [Hottle]Added a new NPC in Howard Commercial Club to provide some background information about this town. [Hottle]You can now purchase MP5 and FAMAS from the local Illuminati Field Office. [Howard Commercial Club]Added more decorations. ############Debug################ Fixed some tileset bugs that cause people can stand on chairs in Howard Commercial Club 简体中文 ##########Content################# 【图块】在【商会】的图块上加入了更多内容。 【霍特尔】在霍华德商会加入了一个新的NPC提供更多关于这个城镇背景故事的内容。 【霍特尔】你现在可以在当地的光照派商馆购买MP5和FAMAS。 【霍华德商会】加入了更多的装饰物。 ############Debug################ 修复了一些会导致角色可以站到霍尔特商会的椅子上的Bug。
20240410 English ############Content############### [Faith]The "Ritual Cannibalism" now grants devotion when its believers consume anything that contains human flesh. (Previously it only granted devotion to those consumed corpses.) [Book]New Religious Book: Book of Human Flesh. (It teaches the "Ritual Cannibalism.") [Loot]Corrupted Books may now drop "Books of Human Flesh." [Loot]The possessed may now drop "Books of Human Flesh." [Loot]Fire Imps may now drop "Books of Human Flesh." 简体中文 ##########Content################# 【信仰】【仪式性食尸】信条现在会在其信徒食用任何种类的人肉制品时均提供虔诚。(此前只有在食尸时才会提供虔诚。) 【书籍】新的宗教书籍:人类血肉之书。(解锁【仪式性食尸】) 【掉落物】被腐蚀的书籍现在可能掉落【人类血肉之书】。 【掉落物】被附体之人现在可能掉落【人类血肉之书】。 【掉落物】火焰小鬼现在可能掉落【人类血肉之书】。
20240411 English ############Content############### [Butchery]Skilled Butchers may now give you multiple pieces of meat from one pet you gave to them. [Butchery]Zhao Sandao may now give you 1~3 meat per pet. [Butchery]Dr. Butcher may now give you 1~2 meat per pet. [Dr. Kyofu]She now sells potions. [Furnitue]New Furniture: Butcher Machine. [Butcher]Butcher Machines always give you 1 meat per pet. [Dr. Kyofu]She now sells Butcher Machines. [Dr. Kyofu]Her procedurally generated quest may now involve four new types of pets. [Wiki]Added a wiki page about the butchery system: https://neolithia.fandom.com/wiki/Butchery [Wiki]Added a link to the butchery page on the pet page. Moved all butchery-related content on the pet page to the butchery page. 简体中文 ##########Content################# 【屠宰】有经验的屠夫现在可能从你提供给他们的宠物中给你提供更多的肉。 【屠宰】赵三刀现在可能会每只宠物给你1~3块肉。 【屠宰】屠夫医生现在可能会每只宠物给你1~2块肉。 【恐怖博士】她现在会贩卖一些药剂。 【家具】新家具:屠宰机 【屠宰】屠宰机总是会每只宠物给你1块肉。 【恐怖博士】她现在会贩卖屠宰机。 【恐怖博士】她的过程生成任务现在可能包含4种新的宠物。 【维基】加入了一个关于屠宰的页面:https://neolithia.fandom.com/wiki/Butchery 【维基】在宠物的页面上加入了前往屠宰页面的连接。将宠物页面上原本有关屠宰的内容移动到了屠宰页面。
20240412 English ############Content############### [Furniture]New Furniture: Memory Distiller (Thanks to 渺兔's suggestion, this machine can kill your unwanted pets and turn them into Exp Potions. Please check wiki for more information.) [Dr. Kyofu]She now sells Memory Distillers. [Karma]Butcher or Using a Memory Distiller on a pet will now move your Karma slightly towards evil. [Memory Distill] Using a Memory Distiller on a pet now also disqualifies you from adopting any pets. [Wiki]Added a wiki page about the Memory Distill process: https://neolithia.fandom.com/wiki/Memory_Distill [Wiki]Added a link to the Memory Distill page from the Pet page. ############System################ Added an item utility library. Made the check condition for items that can give weapon proficiency exp, element proficiency exp, and life exp more flexibility. It's now possible for an item to give weapon proficiency exp, element proficiency exp, and life exp at the same time. A consumable item can now also directly affect its user's sanity. ############Debug################ Fixed a tile bug in Egypt that allows a character to move to the roof of a building. 简体中文 ##########Content################# 【家具】新家具:记忆蒸馏器(感谢渺兔的建议,这个机器可以把你不想要的宠物变成经验药水。请检查游戏维基获得更多信息。) 【恐怖博士】她现在贩卖记忆蒸馏器 【善恶值】屠宰或对一只宠物使用记忆蒸馏器现在会让你的道德值略微向邪恶的方向偏移。 【记忆蒸馏】对宠物使用记忆蒸馏现在同样会让你无法再领养宠物。 【维基】加入了一个关于记忆蒸馏的页面:https://neolithia.fandom.com/wiki/Memory_Distill 【维基】在宠物页面上加入了一个通往记忆蒸馏的页面的连接。 ############System################ 加入了一个物品操作函数库 使判断物品是否提供武器熟练度经验、元素熟练地经验、生活技能熟练度经验更加灵活。 现在,同一件物品可以同时提供武器熟练度经验、元素熟练地经验、生活技能熟练度经验。 一件消耗品现在也可以直接影响使用者的San值。 ############Debug################ 修复了埃及的一个图块错误,该错误可以让角色移动到一栋建筑的屋顶上。
If you've played the demo, you might have noticed a moment in which you would choose your next Era. This feature was very basic back then. But now, the Eras have evolved and taken their space in Reus 2!
Guide humanity
As time progresses with any of your actions, so does humanity. If you develop enough, you will enter a new Era however you may wonder which Era? It is up to you! Your options depend on how far you are in the game. Once you unlock more of the game, you can pick between different 3 Eras:
One Ancient Era.
One Medieval Era.
One Discovery Era.
The Eras you can select also depends on what your planet looks like!
Gameplay Effects
Each Era has a unique aspect, but also a unique -if optional- Challenger Quest. Reaching these goals can be quite challenging, and you might have to plan your strategy in advance to complete the harder goals.
An example is the Castle Age. This Medieval Era will need 3 cities, which will all want to grow in different directions. Each will build their own castle with a personal effect and your goal is to make them all reach their personal ambition. Not only are they needy, they are also quite jealous! Help a city too often, and the others will hold a grudge against you.
The Challenger Quests is a stretch goal for your planet, and you can progress regardless of whether you complete it or not. If you clear the Challenger Quest, you will be rewarded with extras unlocks, resources and a little cinematic for conclusion of the Era! Can you balance their needs without turning them against you?
Humanity is Crazy
This Castle Age is an example of an Era that seems mundane however for Reus 2, we wanted humanity to go where it has always dreamt it could go.
So who knows what kind of ending you might find for humanity? There is an endless stream of ideas we got from the community, so we hope to keep making Reus 2 Eras for a long time!
- Greetings from Adriaan and the Monks at the Abbey
Несмотря на то, что изначально мы планировали выпустить совсем другое обновление, убежище и идеи по его усовершенствованию перетянули на себя наше основное внимание.
- Всплывающее окно показателей
Улучшено всплывающее окно. Помимо краткого описания, игроку предоставляется полная информация о сооружениях и объектах, влияющих на данный параметр. Учтите, на подсчёт характеристик всех сооружений/построек понадобится немного времени.
- Изменена механика топлива
Вместо постоянного потребления необходимых предметов в обновлённой версии игрок вправе сам "заправлять" важные постройки в нужный момент.
- Строительство, ремонт и улучшение
Ремонт, улучшение и другие процессы строения теперь требуют времени. Также одновременно только в одном строении могут протекать ранее описанные процессы. Если вы строите или ремонтируете несколько сооружений, все кроме одного встанут на паузу.
- Уровни убежища
Улучшая и возводя новые постройки, ремонтируя сломанные коммуникации и разбирая завалы, вы повышаете уровень убежища. В свою очередь каждый новый уровень открывает новые важные сегменты убежища.
Уточним сразу: данная механика это — "механика на вырост". Только спустя несколько обновлений данный игровой элемент раскроет свой потенциал.
- Новая секция в убежище: Технический блок
И даже в подземном сооружении есть место для нижних этажей.
- Обновлён декоративный ряд склада
На полках и на стеллажах лежат предметы
- Новые постройки и сооружения в убежище
- Хлам, строительный мусор и завалы
Строительный мусор, разбросанные доски и куча коробок — всё это захламляет убежище и это необходимо убрать.
- Улучшения и усовершенствования
Улучшение построек — важное нововведение этого обновления. В TDZ крайне редко будет встречаться поэтапный апгрейд, вместо него, игрок будет вправе выбирать нужное для него улучшение.
Как правило, улучшая постройки, вы открываете новые рецепты для крафта или изменяете параметры и свойства самой постройки.
- Добавлены новые предметы и обновлена добыча (лут)
- Исправлено отображение предупреждения об отсутствии энергии. - Исправлено некорректное время строительства сооружений/построек в бункере. - Исправлена ошибка из-за которой ресурсы для строительства/ремонта сооружения в бункере частично оставались после начала строительства. - Исправлена недоработка из-за которой можно было взаимодействовать с постройками ушедшими на кд. - Исправлена ошибка из-за которой при добавлении предмета в инвентарь он не стакался с аналогичными предметами.
Hello again, Commanders! We know it’s been a while since our last update, and we have much to cover.
First, we’d like to thank you for your patience while we were radio silent. Since our announcement in December, we’ve been very hard at work on Tempest Rising, and we are so excited to share everything we’ve been working on with you. From here on out, we will share updates regularly again.
In December, we initiated a comprehensive overhaul of our working processes to ensure we are as efficient as possible with our production schedule and developer time. This was not a trivial effort, but we are happy with the results across our teams.
This included a detailed overview of what we will be able to deliver at a high quality by our launch. While, for the most part, this will result in higher quality content, we had to make the hard choice not to have our 3rd faction playable at launch. Mechanically, we are very far along with their implementation and plan to showcase them in the coming months. Still, we want to be sure that what we deliver to our community is the highest quality possible. While this was a difficult decision to make, we determined it will be for the best in terms of launch quality for the game as a whole. We plan to add them in a future update to ensure the best results in balance and polish both for the GDF and Dynasty at launch and for the 3rd faction once added to the game.
Now, let’s take a look at what this choice is enabling us to focus on for the rest of development. We would like to thank our community for their feedback on our demo, as it has helped us prioritize our development efforts: many of the improvements we are currently working on are based on your feedback.
First and foremost, we’ve comprehensively rebuilt the navigation and movement dynamics for units in the game. Players were rightly frustrated by some of the rough edges of our movement system in the demo, and we are so pleased to be able to show off our new system. At a fundamental level, we think the game feels much better to control now, and we are very eager for players to get a taste of this in action.
We are also reviewing the game’s UI to improve readability, menu flow, and in-game usability. We’re not quite ready to show the results yet, so stay tuned for future updates!
Over the past four months, one of our major areas of focus has been ensuring that our campaign is fun, deep, beautiful, and compelling. We’ve optimized our Advisor segments in terms of quality and smoothness. Our set-dressing and level design teams are iterating on our campaign missions with an eye for pacing, environmental storytelling, challenge and computer player behavior to ensure that our missions are beautiful, memorable, and, most of all, just plain damn RTS fun. Our systems and AI teams are likewise working hard to improve the behavior of enemies in the campaign.
We are also happy to officially reveal the inclusion of neutral garrisons that players can use in campaign, skirmish and multiplayer to keep their infantry safe from vehicles. Players will also find neutral buildings on the map to capture to gain tactical advantages. We will share a more in-depth look at these in a future update. And we are finalizing the addition of building rotation into the game, which was another much-requested feature!
And of course, we aren’t overlooking multiplayer or skirmish! We have a dedicated team working on improving our Skirmish Computer Player behaviors, and we've come a long way since December. We have Glicko-2 matchmaking and unranked matchmaking in testing, too, so we can provide these as part of a full-featured launch.
In addition, we have a team working on creating new skirmish and multiplayer maps to ensure we have a good selection ready for release. We look forward to bringing you map overviews of several of our favorites as we get closer to beta and launch.
So, where does this leave us?
We’re still not ready to reveal our release date. We do have a target date in mind and will share the date closer to that time. We are also gearing up to remove the existing demo from the Steam page as it doesn’t represent the game’s current level of visual or gameplay quality. It will remain there for a couple more days for those who want to give it a last try.
On the horizon for us are upcoming beta tests; more gameplay videos, including more multiplayer matches and Unit Showcases; deep dives into previously unexplored systems like the Combat Loadout from the campaign and our Doctrines system; an increased focus on our unique gameplay systems such as Specialists, Dynasty Plans, GDF Intel; sneak peeks at campaign missions; and skirmish AI. And did we mention beta testing?
We’re excited to be back and to have you on this journey with us. Let’s kick some ass together and forge a future in the world of Tempest Rising.
v2.4 P5.4 Update - Normal note highway update and fixes - New 3D note highway - New eKit drum pads - MIDI interface update and fixes - Physics5.4 update
Those of you who are interested in the lore of our game know that "The Last Duty" DLC for 112 Operator presented an alternative timeline that showed the beginning of the apocalypse of a deadly virus that turned people into aggressive Infected. This story was to be continued in the Infection Free Zone.
We are super happy to announce that Infection Free Zone is now out in Early Access!
Launch Discount
What's more, all the 112 Operator fans have two discounts that they can take advantage of! The Infection Free Zone has a 10% Launch Discount for the next 2 weeks and is available in a Bundle with 112 Operator and The Last Duty DLC which provides another 10% discount. If you already own the 112 Operator and the DLC, you can buy the game with a solid discount!
What to fix: 1. Fixed the issue where player-built units may not be added within the scope of the management station. 2. Modify the NPC to collect materials and put them directly into the corresponding boxes. 3. Repair the skills used by NPC for watering and fertilizing 4. Repair the problem that planting seedlings will directly reach the maturity stage 5. Repair some possible errors in plants 6. Repair possible errors in the compost pit 7. Fix errors that may occur during background updates 8. Fixed the problem of abnormal display of completed tasks 9. Fix the problem of NPC following AI to eat. 10. Fixed the problem with the drying racks in the old file after the number of drying racks was increased. 11. Solved the problem of some buffs not taking effect
Adjustments: *1. Combat values are adjusted. The attack and defense of creatures and players are no longer affected by physical fitness, reducing the impact of physical fitness on the difficulty of combat. 2. The shovel adds the function of expanding the shoveling range according to the tool level. 3. Combination weapons also have a numerical impact on QTE 4. Farmer AI optimization, farmer animation speed is affected by abilities. 5. The minimum value of physical recovery has been increased to avoid the problem of physical non-recovery due to accumulation of buffs. 6. When there are too many items in the map, merge the items 7. Add scroll wheel page turning function to quick item selection UI 8. Cancel the strokes of bugs and items to save performance 9. Acacia trees can be dug up