"There is only one milestone left to conquer!" Over the weekend, the Dark Zealots have pushed through the fifth and sixth milestones, unlocking a new Avatar and Card Back into the game. Ghallaron and his Dark Zealots push through enemy lines, but there is one more ally left to muster.
Join the raid and fight to unlock Ghallaron's Champion, a new Legendary card, into the Black Legion's collection! Check out the raid announcement web post to discover the ways you can earn Medals in the Raid: https://www.warpforge40k.com/dark-zealots-announcement/
Robin Hood - Sherwood Builders - Ritual Interactive
🏹Greetings, Sherwood Builders!⛺
The "Manufacture Update", our second content addition to the game is now available!
Remember – the update allows you to continue your game with your previous saves!
With the Manufacture Update, we're expanding our building selection for Robin's Village. From now on, there are several new buildings belonging to the decorative and production categories. Now you can do even more to spruce up your hideout! One of these – not entirely a building per se – even comes with a little sweet surprise. 🍎 As for the two new production buildings, they are intended to make your efforts in obtaining certain resources a little easier if you're willing to invest a bit in their construction.
But apart from the above, we're introducing further fixes and adjustments to make your experience with the game more enjoyable – improved lighting and lip-sync animations for characters to make the game's world even more lifelike as well as further changes to combat for better play with, for example, fights that involve blocking and multiple participants.
Here's a comprehensive list of changes in the Manufacture Update, bringing the game to version 4.04.24.01:
Added new Decorative category buildings to the Village Builder (with one rather helpful tree among them),
Added new Production category buildings: the Butcher and the Garden for more convenient generation of certain resources and usable items,
Added lip-sync animation to make the game's characters more lifelike,
Improved icons for buildings in the Village Builder,
Added toggle for point light shadows in graphics settings,
Global adjustments to lighting in the overland and various locations,
Added visual effect that indicates when Robin is hidden in tall grass,
Rebalanced Robin's attacks and enemy abilities, as well as adjusted the mechanics of enemy shields for a better combat experience,
Expanded system of enemy aggro to better work with group fights,
Various AI adjustments and optimizations.
Various enhancements to the game's sound effects, improving the overall audio experience,
Fixed bug related to errors caused by weapon swapping,
Various localization fixes.
Let us know in the comments what you think about our changes. Stick with Robin's Merry Men to see what's to come!
In today's devlog I'd like to show you more progress on the work. Let's start with a new machine - the Table Saw. The player, in the course of his journey on the map, will from time to time find fallen trees. If he decides to cut them into pieces he will gain logs of wood, which after using on the table saw - will turn into a free source of boards! 😄
Another mechanic is collecting eggs :). As we learned from previous devlogs, the player will have the opportunity to raise animals among others - hens. Hens, in addition to earning money by selling them, will give us eggs, which as a player we will be able to find mainly around the hen house 😄 Collected eggs we will be able to put on the shelf in the store and sell which will help us to get additional income.
As we are already at the animals it is worth saying about the cowshed. We will keep larger animals there. But we will also have to clean up after them. With the help of cleaning comes new tools: Forks and wheelbarrows. With them, we will be able to scoop animal droppings into wheelbarrows and haul them away for manure. This will give us natural fertilizer for our plants after time, which will translate into better crops 🙂
The player has more and more tools, and slowly begins to run out of space for them in the carrying inventory, so we have added a wall of tools to the game. On the wall we will be able to leave equipment that we don't happen to use for a particular job, and we will be able to carry only the necessary tools with us.
Also changed the barn - as you can see it is ready for the future renovator 🙂
The last thing we added is the ability to go to bed. If our ordered products do not arrive until the next day, we can speed up the time and take a nap 😉
That's all in this devlog, don't forget to check out our discord! We'll see you in the next devlog 😄
Hello, dear fellow immortals! First of all, wishing everyone a happy May Day holiday! It's time for another update to our development log~
We're planning to update the Steam version of Endless Journey on April 30th. The main content of this version update includes:
[New Content] ·Added the character realm "Crystal Realm," breakthrough materials for this realm can be obtained from Chapter Two stages. ·Introduced item drops for existing stages (including brand-new martial arts drops). ·Added martial arts node functionality in the Dao Path system, allowing characters to be strengthened by consuming martial arts. ·Implemented a total timeline display of character action values during battles. ·Introduced the enemy "Thunder Beast" in Chapter Two. [Adjustments] ·Adjusted the "tier" of equipment, now requiring characters to reach the corresponding realm to equip them. ·Characters can no longer use the Dao Path function before breaking through to the Foundation Building realm. ·Adjusted the drop levels of items in some stages. ·Lowered the difficulty coefficient of early Chapter Two stages. [Bug Fixes] ·Fixed a bug where items were not properly destroyed when quickly selling equipment in the forge room.
In this log, let's delve into the martial arts feature introduced in this update.
After characters reach the Crystal Realm, they can initiate martial arts training in the Dao Path. Players can obtain martial arts books through stage drops, quest rewards, or marketplace purchases. Different types of martial arts books correspond to different attributes, with higher-quality martial arts providing higher values and additional attributes. Placing martial arts books in the martial arts nodes of character paths will grant corresponding attribute bonuses (note: this will consume martial arts books). Additionally, some martial arts have associated counterparts. If characters simultaneously practice these martial arts, they can unlock stronger attribute bonuses! Finally, in future updates, perhaps we can merge two sets of martial arts to create unique and unparalleled martial arts!
That concludes the main content of this issue's log! We appreciate everyone's attention and support for Endless Journey. Until next time~
We hope you enjoyed the last few days of the demo. As we explained, the last demo didn’t match the current game mechanics, so it was time to take it offline. Many of you were wondering what changed, so here’s our Monthly Dev Log, which explains the new challenge system and more:
What has happened since the last time
✨New Challenge System✨
As we mentioned in our last post, we have changed the challenge system. Our primary aim was to respond to feedback that crossroads could be overwhelming with information, and the frustration when you needed to choose a path due to the lack of resources. It’s a bit abstract if you haven’t played the new system, but we’ve tried to break it down:
When you enter a crossroads, you can still choose between two events (e.g. ambush, safe camp). Every path may include a challenge (e.g. stronger rabbit) which adds some difficulty. So why should you choose a path with a challenge? For every challenge you take, you will earn points, which can be exchanged for rewards in the safe camp. Once you have traded them in at the safe camp, the challenges will end. For example, no more annoying rain disturbing your fire! 🙅♀️🌧️
As a result, we don't have to pay as much attention to how challenges influence each other and therefore are freer in the design of new ones. Therefore, more challenges for you to overcome! In addition, as challenges may end in the next safe camp, we can really go wild with this: double the strength of enemies, invisible health bar, torrential rain, and so on.
With a wide variety of challenges, every run you take becomes more different from the last one. In the long term, this influences the replay value of Wild Woods.
Performance improvements🎮
We have improved the games performance. As a result, Wild Woods now runs at 60fps almost all the time, even on the Steam Deck 🥳
Second biome🌊
Back in March, we gave you a sneak peek at the second biome. Even though it looks really nice, there are still some things missing. So we expanded the level and added a boss. Can you guess which animal the second boss might be?
More support for the team🤗
Valeria from Osmotic Studio has joined our visual effects department. Among other things, she has been working on the visual effects of the totems. The additional visual effects should make the totem’s buff more obvious at first glance.
Emotes System😃👍🔥
This was one of the most popular requests from the Playtest: a communication system. We already implemented the basic structure of an emote system, and now we need to polish the aesthetic. Do you have important emotes for communication in mind? 🤔
What happens next
Steam Achievements
Challenge system iterations
Update the tutorial with the new challenge system
Preparation of the next translations
Improve readability and comprehension of game mechanics
Last but not least, we'd love to hear your ideas for challenges. As mentioned before, you can go wild with these. They can also be fun challenges (e.g. Rosie changing color every time you throw something in the wagon). Head over to Discord to share your thoughts.
We look forward to your feedback on the new challenge system. It changes some of the gameplay, but we think it will make Wild Woods even better! 🔥💯🥳
1. Fixed an issue where some air support or bosses would respawn in inaccessible areas. 2. Correct some localized text 3. Fixed an issue where in some situations HP was displayed incorrectly. 4. Smooth the exp required for leveling up 5. Fix the display problem in special resolution 6. Slightly increase the explode range of Ball Lightning. 7. Ball Lightning’s recharge speed is reduced from 3s to 2s. 8. Adjust Ball Lightning’s mod, “Lightning Reload” ball reloaded amount is increased from 1 to 2. 9. Adjust Ball Lightning’s mod "Chain Reaction ". 10. Fix crashes.