This patch contains the following bug fixes and improvements:
Several bug fixes and improvements to the reporting system.
Added missing play by play on G336 and G334 double plays.
Add two new rare plays. Go to the Chart Editor, select the "Board Game Companion Commands" Chart Group, and then click on "Reset All Commands" to enable the new plays.
Fixed a bug with the display of the combined Statis Pro card in the player popup.
Fixed a bug preventing the user from swapping lineup slots with the DH spot.
Fixed a crash when updating an encyclopedia and there is a league without teams.
Fixed an issue with the in-game display on 2880 X 1920 resolution.
The hot key for "Ask the Manager" was changed to coltrol+t because control+a is already a hotkey in Windows (it "selects all").
Fixed an issue with the FD7 shortcut when there is a runner on first.
Fixed an endless "Please Wait" that takes place on some hardware when when starting a game, just after committing the starting pitchers.
Shutdown Steam and Digital Diamond Baseball, then restart Steam to get the update.
We're excited to introduce update 1.2.0 for Stone Age: Digital Edition! Listening carefully to your feedback, we've implemented changes to enhance the app's functionality. This update primarily targets bugs and issues reported by our dedicated community.
[Fix] Fixed missing dialogues in tutorial (Chapter 7). [Fix] Addressed graphical artifacts present during replay and Feeding phase. [Fix] Enhanced application stability for improved performance.
That's all for today! Compete with each other in the Stone Age and enjoy the game! We're always happy to hear from you, so feel free to drop us a comment or leave feedback via the in-game feature! 🎮
We are pleased to announce the release of version 1.7 of Tokaido for PC and MAC platforms! This update fixes issues regarding Chuubei ability when he encounters a Shokunin at an intermediate Inn. Funforge account system has been deleted from the game. You can now play online without it. Your Steam nickname will be displayed in the game when you play online.
Plugins and game engine has been updated to optimize performances and be compatible with new standards.
-fixed an issue with the map loading progress bar (OM Republic logo map loading bar) where the progress of loading would not be correct, and the bar would reset at some point
Added/Changed:
-more adjustments to the victory screen GUI
-various more changes, fixes and optimization to the GUI
-added a slow zooming animation when a new scene is loading
-added a background overlay when a new scene is loading
-made the player not spawn anymore, causing unnecesary loading, right after the Start button was pressed in the pre-game lobby
-made the Kriss Vector vertical recoil almost to null, and to still have it balanced we've increased the horizontal recoil. This way it is closer to real life
-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around
-fixed exit button in one of the pop-up windows in last level -added bug report instructions in pause menu -fixed inventory and pause menu buttons appearing in main menu -made pause menu be accessible by pressing esc on your keyboard -changed wording in tutorial pop-up
It's been a while, I am back from my little hiatus which was back at the real world Fort Dun counterpart!
This time catching fish at the inner moat was in order, repopulating some of the outer moats around the fort with carp! So with that experience in mind I thought it was time to finally make the fishing rod a real object.
The Fishing Rod
Fishing rods work now!
There are several types of fish now for salt and fresh water alike in different sizes!
They can be sold for a specific prizes based on fish type and size!
You can see fish above water based on the ripples they produce, but don't come in running or get to close or they will swim away!
A bit of patience, and voilà!
Patience is key! Sometimes all you get is an old branch or empty 2Can Soda!
Submition by Laxbum25
Submition by Oliver
Exo Suit and Leviboard Extensions
You can now customize your Exo Suit and Leviboard to your liking including custom coloring!
You can add the jet extension to both items! (This removes the jetboard effectively as a craftible item)
You can pack on some heavy armor plating onto your Exo Suit for extra Beefiness/ Strength during melee combat!
Want to be a personal Shield Generator, pretty easy!
With those new features comes also energy consumption. The previously introduced capacitors will control how far you can fly or how strong your shield will be! Top tier capacitors like those from mim will allow you to fly around in your jet pack indefinitely
If your power is null, your suit will become sluggish and you won't be able to move at full speed!
You can toggle your hat/ helmet for every costume by pressing 'O'
You can toggle the exo suit lights by pressing 'L'
ACT 4 News
Before my hiatus I have reached MÎM's base Du Utu, with a first confrontation of the evil doer.
(Hover over black spoiler for image)
There is still much to do, given that I want it to be a proper ending with epilogue where all kinds of stories get resolved, if I were to work every day straight without pause it would take me about a month.
Not counting the load of testing and potential voice work for new Narrator lines.
I thank you for your support over this crucial time, it keeps me going as I see that you eagerly await this new and final entry to the main story line.
Enjoy the update!
God bless -Erathor
April 26th V0.945
Added working fishing rods
Added new fish variants for fresh and salt water of different sizes
Added more greenery to Cape Dun's old city in medieval to be more historically accurate
Added a toggle for hats/helmets in costumes
Added the possibility to upgrade your exo suit with color, armor, jetpack and lights as well as more power
Added leviboards to the workbench moddable items
Added new entries on the 2027 war in the archive file
Bullets now get stopped by water
Fixed the save station in the core during act 3
Fixed the bar keeper at byroad from demanding the wrong currency
Fixed the blocked off elevator in Pine City
Fixed the item duplication when throwing an item right after pressing an inventory button
Fixed the lingual error in the car editor, flip wheel direction is actually steering wheel option
Fixed a bug which would cause the codes for the agent to fly away upon spawn
Fixed the bug which would open the chat box when confirming a name change for boxes
-Fixed some of the procedural nature generation from being random (like sea rocks and the like) p1
Added a hint where Edward tells you to go behind the starting line if you don't
Made the exo suit charging ui less visible
Fixed pond fishes from getting deleted
Fixed the fisher mans texture p2
Some Adjustments for the fishing mechanic and fish ai
this is a fix really, player damage was not quite working as intended. should now notice a huge improvement in damage output, especially vs higher tier npcs.
I’m Felix, one of the co-founders at Tarock Interactive and the vision keeper for Lost Legions.
Our announcement last week really blew us away with your reactions and support—thank you! It’s made us eager to open up more about what we’re doing and why. We’re planning to drop a blog post every week to chat about the game and what we’re up to. That’s the plan, but as a small team, we’ve learned to expect the unexpected.
Today, I want to touch on a few things you’ve brought up since our big reveal:
Quality of Animations and Effects: A lot of you pointed out concerns here. Just to clear things up, the footage we showed is from a pre-alpha stage. We’re on it, aiming for major improvements as we head towards launch. Plus, the positive buzz has opened up new doors for funding which means we can hopefully beef up our resources in this department.
Our Team: There’s six of us, with five of us hacking away down in the pixel mines of development. Each of us has been in the game industry for an average of 12 years, so we know our stuff. We’re small, but that gives us agility and lets us take some creative leaps—don’t expect AAA scope, but do expect some surprises.
Narrative Focus: Lost Legions isn’t just another open world survival crafting game. We’re weaving a strong narrative thread that sets our game apart. This focus on storytelling is why we’re capping multiplayer sessions at four players—it keeps the story tight and engaging for everyone.
Game Design Pillars: Mechanically, Lost Legions is designed around three core pillars: exploration, conquest, and management. We’re excited to tell you more about what that means and how we’re giving each of those pillars a Roman twist.
Big in Japan: Wow, we did not see that coming! We’re thrilled by the interest from Japan and promise a professional localization. We want everyone to feel right at home in the game. Thanks for making this such an exciting time for us. We can’t wait to dive deeper into these topics and more in our upcoming posts.
To make a long story short, I have about a month of work left:
One week to finish all 12 new gear sets and 25 new gear powers.
A week for improving player tracking, with rewards.
A week for the creation of specific missions on the grounds and dungeons.
A week of testing and correction.
0.3 will be a very important update which will profoundly change how you will explore the game, the rhythm of the rewards which will be much more present at the start and simpler to follow than the current quest system that you know which will be completely took of.
0.3 will therefore be for the month of June, I hope at the beginning of the month. For those who want to follow the real-time evolution of the game, I am most active on Discord where I make several posts every week.