With the help of a player who experienced the same loading bug issue as others, we might have pinpointed the problem. I've uploaded the build to the main branch and hope this helps the players who were experiencing issues. From now on, the loading text will also indicate what the game is currently doing during the loading process, which should make it easier to identify any further problems if they may occur.
Today we’ll be releasing the new 1.31 build to our default branch. This update address some issues, adds some really cool items and does some background priming for our upcoming builds that will feature some big game changing mechanics.
1.30 and 1.31 Devlog and Catchup Video
The Flamethrower!
We’ve really wanted to add some new weapons for a bit now. We’ve really, really wanted to add a flamethrower. Andre has in 1.31 and it’s a whole mess of fun. It accepts propane (propane filling stations coming soon). It sets stuff on fire, it stops zombies dead in their tracks and you can totally use it to light fireworks, stoves, campfires etc.
Military Truck
You’ll now find a big ol' flatbed at the military base. This vehicle handles off-road well and has a large bed for storage.
Military Truck
Cargo Area
Community Spotlight
We’re always happy to see some great content come in from all kinds of folks, some on our discord, YouTube and our Steam workshop. With every update we’ll try to feature some community content for everyone to check out.
YouTube credit: Fossum
After Dark Scenario credit: IndieMaze
Screenshot credit: alway (Steam)
Screenshot credit: M1CH0 (Steam)
Patch Notes - 1.31
Weapons
Added flamethrower!
Traps
Propane tank now has 200 resources
Propane fire trap uses resources 10x faster
10 resources are added/removed at once when adding/removing resources from the fire trap.
Melee
Reworked melee to improve hit detection and overall 'feel' of the system.
Vehicles
Added new military flatbed truck.
Added 4x4 military jeep variants.
Prison bus no longer flies away.
Improved interaction with vehicle wheels.
Inventory
Fixed duplication issue with containers
Zombies
30 zombies can now chase the player instead of 25.
Tweaks to zombie behavior when there are more than 20 chasing the player.
Hordes no longer come while at POI's
Crafting
Removed airhorn from airhorn trip wire trap.
Environment
Fixed several floating rocks in the environment
Aligned chimney on house variant 4.
Moved the generators in the military facility so they can power the doors with out the needs of meter/breaker panels.
Fixed visible spawners in the drive in movie theaters.
SFX
Improved commercial generator sound
Props
Tools and weapon drops no longer cast shadows when on the pegboards.
rear of the pegboard is no longer invisible.
Textures for the 9mm ammo crate now shows correct ammo type.
UI
Updated splash screen.
Admin
Added god mode and invincible indicator lights.
If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support! :)
Rumors are never in short supply in the Wasteland. And yet, there's talk of a lone wolf sniper roaming the wild, hunting any prey that gets in his sights and pillaging sacred sites and tombs. But now that the Freemen are out to get him, and the hunter may yet become prey…
Explore stories of Salma, Ivy, and Rose in the upcoming event! Check out Rose's new scene and chat with her in DMs ;)
The event starts on April 19 and lasts for 1 week.
Complete quests, collect tokens and use roulettes to gain event mercenaries and other precious rewards! But beware, after the end of the event all tokens will disappear.
As our journey with "Monolith: Requiem of the Ancients" has evolved, so too has our vision for this epic adventure. Today, we're thrilled to share a significant milestone in our game's journey – a new chapter that brings our hero's story into the spotlight!
Introducing Astor: Blade of the Monolith
This change is more than just a new title. It's a reflection of how Astor's journey has truly become the heart of our adventure. Rest assured, all the elements that have made this game special remain. The vibrant world of Gliese, the thrilling combat, and the profound mysteries are all there, now with a title that truly reflects its hero's journey.
We're incredibly excited for this next step and grateful for your continued support and enthusiasm. In the meantime, join our new Discord and stay tuned for more updates.
We'll be revealing the release date very soon!
Follow our socials to get the latest updates on Astor:
Changes in the new version: * The game has replaced some quest icons to better indicate the tool or weapon needed. * The game has replaced the merchant icons to better indicate the type of items in the store. * The game has improved bartering with a multiplier. * The game has fixed a number of minor bugs and translation errors. * The game uses a new engine with more effective and in some cases sharper rendering. * The game no longer supports custom user profile names (old profiles will retain their names). * The game uses Steam API v1.55. * Windows version requires Windows 10 or higher. * Windows version no longer supports 32-bit executable. * Windows version uses DirectX11 instead of DirectX9 with greatly increased efficiency. * Windows and macOS versions have better support for windowed mode, and the game window can be resized. * macOS version requires macOS 11 Big Sur or later. * macOS version has universal binary and supports both Intel x86-64 and Apple Silicon. * macOS version uses Metal instead of Open GL when running on Apple Silicon. * macOS version uses AVFoundation instead of Open AL when running on Apple Silicon. * macOS bundle is signed and notarized.
The old version of the game is still available under "legacy" beta branch. The old version can be run on Windows XP and higher (64-bit as well as 32-bit).
The tavern is an establishment managed by your troop. It allows you to earn krowns, discover new cooking and brewing recipes, obtain some unique and powerful dishes on a daily basis, help your companions gain job experience, and increase the number of bounties you can accept simultaneously. It also provides exclusive rewards.
The tavern can be accessed at any time from your camp, regardless of the troop’s location.
Its progression and benefits are calculated after each rest.
The tavern will grow alongside your troop, through daily improvements and fine-tuning.
The content & features are best enjoyed as an addition to your routine.
This DLC is designed to be played both with your current playthrough as well as a new one. Although a long-term commitment will be rewarded, it is also possible to visit the tavern less frequently, or to focus solely on it if you’re already in late game.
Housing
Just like in the camp, you can arrange tools & furniture on the tavern’s floor, as well as hang decorations on the walls.
As your tavern gets more clients and manages to keep them satisfied, you will earn prestige. And having sufficient prestige will allow you to unlock new tools for your tavern and the ability to upgrade them.
You’ll even have the opportunity to move to a bigger tavern. Twice. Going from a humble shed in Tiltren to a huge establishment in Gosenberg.
Each of these taverns can be customized, with several types of walls and floor that can be adapted separately. You can also change the color of your tavern’s draperies.
Finally, some special events will allow you to unlock exclusive equipment, furniture & decorations.
Staffing
You can either transfer companions from your troop to the tavern or recruit civilians. These two options can be combined or used exclusively depending on your preference.
The tavern relies on a variety of workers:
The Tavern Keeper is the obvious one. You can’t welcome any patrons if you don’t have a Tavern Keeper.
Cooks are assigned to the stove to produce food. Some recipes can be sent to the troop daily
Brewers are assigned to barrels in the cellar to produce and age alcohol.
Bards increase comfort, sales odds and prestige by performing in your tavern.
Bouncers maintain security. You’ll need more of them as the number of clients increases.
Thieves can blend in amongst clients and help generate profits, but they’ll decrease your security in the process.
For Cooks, Brewers, Bards and Thieves, performance and salary are determined by the worker’s level. But don’t worry about preparing your companions before assigning them: working in the tavern grants experience.
In your tavern, each unit has base traits depending on their stats, and acquired traits that will add up as they keep working.
Customers & Factions
14 different factions can visit your tavern if you know how to entice them. Each one has its own requirements, which must be met before they set foot in your establishment.
They also have preferences: food, drinks, music and decoration determine the proportion of each faction in your tavern.
If you manage to attract 100 clients from a faction, they’ll reward you with a special tool that can be used in your tavern.
But attracting clients is not enough: they must buy something if you don’t want to go bankrupt. This is why matching your menu with your clients’ preferences will be key to making a profit.
Depending on your decoration and staffing choices, your customer base can also vary between working-class and upscale. A working-class customer base can accept a less strict security, while an upscale customer base can accept higher prices.
Rivals & Infiltration
All the taverns in the continent have a prestige score which determines their place in the Tavern’s ranking.
As you get higher in this ranking, you will be rewarded with stars from the Taverners’ Guild. Each star is accompanied by an exclusive gift.
You can send your workers to infiltrate rival taverns. Depending on their role, their missions will vary:
Cooks and Brewers steal your rivals’ secret recipes. Once a recipe has been stolen, an infiltrated Cook or Brewer will simply attract more clients.
Bards bring more prestige to your tavern.
Bouncers cause fights that decrease your rivals’ prestige.
Thieves steal money from your rivals’ clients.
Cooking
Depending on the tavern’s level, an increasing number of scullions can work together on the stove, and each of them can cook several dishes. You can manually set the price of everything on your menu.
Depending on their job level and traits, each cook can be assigned a number of different recipes, and the quantity they’re able to produce will increase.
But they’ll only prepare the food if there’s someone to buy it! Sales odds depend on many factors, including your clients’ preferences, satisfaction, and the item’s pricing.
No need to worry about providing each ingredient separately. You’ll be able to get everything from the Supplier. But their prices may vary: each week, there will be discounts and shortages on a selection of resources.
Specialities
These exclusive recipes can only be unlocked and prepared in the tavern. They are a tavern’s trademark.
When a speciality is on your menu, 1 serving will be sent from the tavern to the troop daily, granting powerful combat bonuses.
Seasonings
Seasonings can now be found in combat or looted.
You can bring these resources to your tavern to increase profits.
Brewing
As you upgrade your tavern, you’ll be able to fit more and more barrels of increasing size into your cellar.
When a brewer is assigned to a barrel, they start filling it with alcohol, producing a certain quantity of it during each rest depending on their level and traits. A large variety of recipes can be unlocked as you progress through the new content. They have different values and brewing time, and appeal to different types of clients.
A barrel can also be stored in the stock and monitored by a brewer so that its content ages and becomes more valuable. This is a long-term, costly process, but it can become extremely lucrative.
Once again, all prices can be set manually, but being too greedy could hurt your bottom line!
Content
New features & systems
11 new cooking recipes
5 cooking specialities
11 new brewing recipes
35+ new tavern-specific tools
2 new tavern-specific pets
50+ new tavern-specific traits
1 new bard song
1 new light helmet with an associated skill
1 new troop title
20 new achievements
Free Update
Brewer profession
Brewing alcohol is now a regular job! This means your brewer can level up, become more effective, get attribute boosts and grant bonuses to the troop.
It is now possible for a brewer to age alcohol and enhance its effects, without consuming additional resources.
The brewing barrel can now be upgraded, twice.
Adjustments to the camp
The new Reserve feature allows you to manage companions when they’re too numerous for your camp.
Companions no longer occupy a slot outside the tent when they’re inside.
Other
The models and descriptions for the Inquisition’s weapons have been replaced.
Don’t forget to let us know what you think of the new content by joining our awesome (and passionate) Wartales community on our Discord server, Reddit page as well as Twitter.
Bugfixes: - Fixed missing text for a decision in an even in Ashenland - Boss fight in the Quest "The Divine Hunt" has now the "All Or Nothing"-Modifier - Fixed missing value for the wolf trophy - Fixed Soul Drain description to state sp and not mana - Fixed Courageous Heart not taking effect - You will no longer get a chain attack prompt if the target is dead - Fixing incorrect composition tooltip for hitpoints
Gampeplay changes: - In the puppy event with several kind characters you can choose now which character should interact
Quality of Life: - Added a warning when ending a day with an adventurer in a bad mood - You can now also see your statgrowth on the character page under stats - increase the handle size of the color sliders - When loading, it will tell you what it's currently doing
Misc: - Assets are now compressed. Uncompressed assets seemed to cause issues for some people when trying to load a quest map. This reduces the game size from 6.4 GB to 3.2 GB.
Created beta-branch "p1-072" for the previous patch
As we continue to expand the world of "Achilles: Legends Untold", our team remains committed to engaging with the game development community and sharing our knowledge and experiences. We are also excited to share some info about the upcoming update.
Engagement with the GameDev Community:
"Kolejna Konferencja" We recently presented our innovative GAIA AI engine at a conference in Poland, sharing insights into how this technology enhances NPC behaviour and interaction.
"DStars Conference" Our team showcased the capabilities of the GAIA AI engine during the Italian conference, emphasizing its impact on creating dynamic and immersive gameplay experiences.
"GPW Innovation Day" At the recent event hosted by "Warsaw Stock Exchange", we discussed our upcoming projects, including "Brightness" and "Project S", providing a glimpse into the future of "Dark Point Games".
We are grateful for the community's enthusiastic support and feedback, which continually inspire us to enhance your gaming experience. You can watch our panel here:
Educational Initiatives: Our commitment to the game development community extends beyond conferences; we continuously offer lectures and workshops on game development at Nicolaus Copernicus University, sharing our knowledge and fostering the next generation of game developers.
We are also excited to announce the upcoming release of Update 1.3 for Achilles: Legends Untold, launching on May 3rd. This update will take you to a new location and test your combat skills against new opponents. We are so FIRED UP 🔥 to show you what's coming in update 1.3 but you have to wait for next week's announcement!
Prune your feathers, don your finest hats and slide into your comfiest pair of webbed shoes, as we've got featherless to fight. The DUCKSIDE beta has now officially begun, and invites have been sent to all who have applied to participate!
Check out the trailer here
The keen eyed ducks among us might notice some interesting intel in the above video that could prove useful out in the battlefield, so watch very carefully.
If you haven't applied to take part yet, worry not, you can still join the flock! Head on over to the Steam page, scroll down to "Join the DUCKSIDE playtest" and click Request access.
Click the link below to get yourself involved now.
Our long term goal with this game is to work alongside our community to continually improve, iterate and develop with the players feedback and suggestions in mind in order to deliver a game that is enjoyable and accessible for everyone, feathered and featherless alike.
Throughout this beta, we will be collecting feedback both via an in game feedback from, which will pop up when you exit the game and via our Discord, which you can join HERE.
We can't wait to hear all of your thoughts on the game, and thank you all for your participation and interest in DUCKSIDE!
Keep up to date with all things DUCKSIDE by following us on social media: