For this month's (second) patch, we have the quarterly balance update brought to you by the community balance team as well as other fixes.
Client
User Interface
Runes in the Runedock now use full art rather than the zoomed in lower res art by default. This can be changed back to the old style Runedock icons in Options if desired.
Re-added the functionality for clicking on Runes in the Combat Log
Fixes
Fixed an issue that could cause the client to hitch for several seconds when deploying Dragonbark Protector
Fixed an issue where certain visual effects were not playing
Server
Game Logic
Fixed an issue where Terrorize would work incorrectly on 2x2 units and make them move
Fixed an issue where Psychic Conundrum would cause damage even if the unit didn't lose any AP from having Unstoppable
Fixed an issue in which Shattered Peaks shrine terrain was not removing impeding on the Darkmarsh map
Balance Changes
Patch notes for the balance changes can be found on the Pox Nora website at https://www.poxnora.com
It's a little late, but we've accomplished a lot. Let’s get straight to the point.
1. Movement animation
The walking and running animation has been completed. Character Movement Animation Animations for reviving other characters and manipulating objects are still being worked on.
One piece of good news is that we've rewritten the character movement code to reduce the amount of code that was too long. Fixed an issue where the character would be bounced at high speed if caught by an object while moving.
2. New Firearm Code, New Animations
Now you can drop your firearm or pick it up. You can do more while on the move.
And we're introducing new gun animations. I hope you like it.
3. Changed Shooting System
This is one of the biggest changes in ‘Spearhead: Breakthrough’. The reason the development log was delayed was because we were testing various shooting functions. In the previous, 'Spearhead', bullets flew endlessly in the direction the aiming point was pointed. In this 'Breakthrough', bullet hits randomly within an invisible circular area within the aiming point. As you continue to fire a gun, the crosshairs expands and the bullet's hitting range becomes wider. If you fire the gun in bursts or shoot while walking, the crosshairs expand to be smaller. We chose this approach because it allows players to more clearly specify which enemies to shoot at.
If the player is able to shoot, a red dot will be displayed between the crosshairs. If the red dot is off, it means something is blocking it.
4. More objects
We are still working on a lot of objects. When damaged by explosives or numerous bullets, the object's appearance changes. Actually, all that changes is the appearance. There are no other functions. :)
Objects containing supplies have a special marking. This object can be destroyed. Destroying objects will drop items that the player lacks.
5. Throwing an object
Players can pick up and throw some objects. You can use this to push enemies away or use it as cover. However, if you throw an object 3 times, it will be destroyed and disappear.
Throwable objects have a consistent shape. Makes it easier for players to recognize.
6. Tactical Gadgets
Alarm clock grenade to lure enemies Molotov cocktail that burns all enemies within range Canned bombs for establishing defensive positions Concussion grenade that explodes on contact Barbed wire grenades that hinder enemy entry
We are working on 5 gadgets.
7. Sound Recording
We received help from an engine repair company. Thanks to that, we recorded a variety of sounds. Vroom Vroom
This is a first development log of the year. We were behind schedule because we were trying out different features. The next development log will be uploaded in July. I will prepare it as soon as possible. Questions are welcome at any time!
Today, we bring excellent news as Gord has been nominated in two categories at the Digital Dragons Awards in the Best Polish Narrative and Best Polish Audio categories. 🏆
We're thrilled with this news and want to take this opportunity to thank you all for your support! 💜
Gord: The Alliance
ICYMI, we recently released our first DLC for Gord in The Alliance, which brings a wealth of new content to Gord's unforgiving world. This includes:
⚔️ 5 New Campaign Missions (10hrs) 👹 Confront 3 New Horrors 🐺 New Mechanic: Taming Monsters 👀 A Multi-Staged Final Battle ➕ And more!
This update is mostly about oft-requested quality of life improvements, but also adds some new parts to play with.
Mechanical loops
The biggest change is to the way parts connect together. Previously each part had exactly one "prong" that would slot into a socket on another part.
This was often a source of confusion, as the prong isn't visible when you're attaching a part. With this update there are no more prongs. Instead any socket can connect to any other socket and you won't end up with small gaps when you try to close a loop. The gap was there to show the parts weren't mechanically linked, but now they are, so no gap is necessary!
The ability to create mechanical loops opens up many more creative and engineering possibilities, such as more sophisticated suspension systems, or the ability to combine multiple servos or pistons for greater lifting power.
IMPORTANT NOTE: Since sockets will now form mechanical linkages with adjacent sockets, some of your saved vehicles may not work as expected. If you find that something is not moving that previously moved, it's likely because two sockets are now linked. You can fix this by separating the sockets or using different parts that do not have a socket in that position. See below for new parts that have been added for this purpose.
Select pivot point
Since parts can now connect via any socket, it made sense to allow you to select the socket when attaching parts.
This feature can also be used to easily flip servos to have them rotate in the opposite direction.
In-game manual
The game now features an "Engineer's Handbook" that can be accessed from the editor. It explains some of the finer points of editing such as copy-pasting, changing channels, etc, that were previously not explained very well. This feature is a work-in-progress and new sections will be added over time.
Cleaned up part controls UI
The part controls display has been cleaned up and it now avoids showing duplicate prompts for the same part type with the same controls. Previously this could be very messy with a lot of controllable parts. It also no longer shows part controls every time you switch channels.
Grappling hook improvements
When aiming the grappling hook, the vehicle will become invisible in a circle around the target. This makes it much easier to aim without your vehicle getting in the way.
We've also fixed some physics issues with the grappling hook.
New parts
A total of 8 new parts have been added:
Sliders
These are free-sliding linear joints and come in 3 lengths.
New connectors
T-connector, X-connector and corner parts have been added. These are particularly useful to avoid unintended linkages, since they have less sockets than the hub part.
Ribbon
Unlock the ribbon by completing the fair.
Radio
Allows you to play music all the time!
Other changes
The race track now has a lap timer.
The motorised joint part now has a direction arrow.
The dimensions of some parts such as the Telescoping Cylinder, Hinge, Ball Joint, 30 Degree Bend and Angled Connector have been slightly modified to better line up with the other parts. This may cause issues with existing saved vehicles, since the positions of parts might change slightly.
New pivot points have been added to some parts such as the jaws, cone and horn.
The reversed curved panel parts have been removed, since they are no longer necessary as the non-reversed versions can now be used instead by selecting a different pivot.
Controllable parts such as servos and cylinders can now be set to auto-return when no button is pressed. Access this setting in the configure controls tab in the editor.
Editor zoom limit has been increased.
A new setting has been added to disable the input prompts in the bottom-left of the map, editor and menus.
Steam Deck performance has been improved.
Numerous other tweaks and bug fixes.
Thanks for the continued feedback and I hope you enjoy the update! The next update will focus on new content.
We are delighted to announce that The Emperor and State is participating in this year's Eastern Game Fest! The Emperor and State is a turn-based strategy game that simulates the rule of an ancient feudal monarch. It involves the administration, policy adjustment, diplomatic checks and balances, national wars, as well as the emperor's self-cultivation, the cultivation of successors and so on.
To celebrate the event, a brand-new demo is now available to play. The new version of the demo offers only the "Casual Mode." Future Early Access versions will include more modes to cater to different player preferences.
Additionally, the game now supports English, but English localization is still in progress. There are currently many known issues, and we will continue to optimize them soon. We appreciate your understanding and patience.
Features of the New Demo
Significantly reduced game difficulty
Improved existing gameplay
Improved some character portraits
Now supports Traditional Chinese and English (need optimization)