We’re rushing into this very short (for us) working gap between two holidays to tell you and show you that we’re not standing still. So what’s new today? Let’s hurry up and see!
Rad Moves
Our animation department never sleeps. Let us clarify: we're not holding anyone hostage in the basement—it's all strictly voluntary and out of love! The results of this fruitful work are not only new event animations, but also renewed Spine-animations of characters. This time it was a goblin’s turn. He’s armed with a whole arsenal of a real bomber. I wonder if he’s a distant relative of the bandit we’ve already met in the Heathlands? Their styles seem to be very much similar.
Updating Our Heroes’ Closet, Picking UI
We’re preparing an update for our heroes. It won’t be a simple update, but a very interesting one—we’ll tell you more about it later. Meanwhile, our artists temporarily turned into haute couture designers, simultaneously testing the best UI options for choosing heroes’ appearances. We’re eagerly sharing the very first sketches with you.
Still Life
When walking around the swamps, keep your ear to the ground and your ears peeled. You also better not touch anything. However, there are always some who won’t mind the boots on the unfortunate person below. Although he’s not that unfortunate, if you think about it—we’ve updated the event art and animated it. Yet another event is finished!
The Winds Of Change During the game, you can encounter side effects that cause changes in the hero's characteristics. Of course, that requires visual representation, otherwise this important moment can go overlooked in the heat of battle. Our animators have prepared a couple of rough drafts; we’re still choosing the most fitting one. What do you think? Which of the effects do you like better? Share your opinion in the comments; this is extremely important to us.
How About Some Chit-Chat?
Hey everyone, this is Andrew aka Innrey, the founder of RedBoon. I‘ve stopped by just to say a few words. Holidays are holidays, but work doesn't stop, and we have a lot to accomplish.
As part of preparing a major patch, our whole team had a mass stream and tested the update on a closed developer branch. Periodically, we organize such events to collectively assess the overall results of our work, identify issues, things that we like and things that stand out, and at the same time we catch bugs. One head is good, but a whole studio is much better. I must say, the stream was productive and useful. Right now, we're making the final tweaks and finalizing what's left to prepare. I really hope that we'll be able to bring you an update soon.
In last week’s diary, I mentioned crunches, and players expressed their opinions on that in our Discord server. Honestly, it's very heartwarming, friends, that you care and worry so much about us and our game. Your care actually gave us more energy :) In turn, I'll tell you that we'll try our best to get by without much overtime work, but I can't promise to avoid it completely. Time is an extremely valuable resource, and it has a way of slipping away unnoticed. And we have less and less of it.
I think next week will bring you more varied news. We wish everybody that has a holiday ahead a good rest and for those that don’t we wish you to have a great weekend!
We’re glad to see you made it to our first Gameplay Deep Dive where we will be diving into the delicately crafted mechanics that you’ll use as you lead your crew and sail the great oceanic shard. Before we dive in, a little heads-up: You can also catch all the details in our latest Gameplay Deep Dive video, featuring the charismatic narration of none other than our lead game designer, Robert Olsén! So, if you're more of a visual learner (or just love Robert's soothing voice), be sure to give it a watch.
…oh, you’re still here? Fantastic! Let's kick off with a closer look at some heart-pounding gunplay!
Gunning for Victory
Just like its predecessor, the combat in SteamWorld Heist II is turn-based, plunging you into thrilling missions where you'll scrap bots, snatch loot, and strive to emerge victorious (and if possible alive). And yes, prepare for bullets to bounce! Strategically ricochet your shots off walls, ceilings, and even other bots to outsmart your foes and execute amazing trick shots.
But there's more to success than sheer firepower...
Job System
Enter the innovative job system. As captain, it's your duty to fine-tune your crew's abilities for peak performance.
The other robots who inhabit this shard come in all different parts and sizes. Some will aid you and your team on your journey. Recruit them to your crew and use our all new job system to assign roles and abilities.
Each crewmate's job is determined by the weapons you equip them with, and each job has different weapons and abilities, enabling a multitude of different play-styles.
Meet your crew:
Snipers: Masters of precision with laser-sighted weapons showing their projectile's path, leaving no hiding spot safe. Good luck hiding from a Sniper’s eye!
Flankers: Lightning-fast looters armed with powerful shotguns. Enemies better watch their backs!
Brawlers: Heavy-hitters with thick armor and self-healing abilities. Breaking baddies is their thing!
Engineers: Versatile support units, capable of healing (s)teammates, creating cover and setting up devastating combos. And: they always get to shoot twice!
Boomers: Explosive specialists wreaking havoc with utility items. The bigger the boom, the better!
Reapers: Deadly adversaries, granted additional shots upon enemy elimination. But be careful, their thirst for mayhem might get their frail frames into difficult situations…
And the best part? Abilities unlocked through missions stick with your characters, even if they switch jobs in the future. Add to that the wide range of unique weapons and utility items and you’ve got a recipe for endless customisation and specialised builds.
Enemies Galore
Things are not all sunshine and roses in SteamWorld Heist II. The world is in crisis and the vast oceanic shard is filled with high-pressure threats and challenges. Prepare to face formidable adversaries each with their own unique challenges!
The diesel-driven Royal Navy commands the seas with an iron grip, controlling the precious supply of clean water with ruthless efficiency. Their defensive playstyle is bolstered by an array of formidable units, including drones, sharpshooting snipers, and sturdy turrets. Beware the charging guards, capable of breaking through just about anything, and keep a vigilant eye out for commanders who apply Edicts to empower nearby Navy units.
In the bolt-chilling north, you’ll encounter Rattlers! These bone-obsessed cultists roam the frigid wastes of Arctica and manically replace their metallic parts with bone. This questionable practice renders them susceptible to individual scrapping but presents a real challenge in large numbers so don’t get too cocky!
The seas of SteamWorld Heist II are teeming full of steambots both friendly and deadly. So gear up, lock and load, and get ready for the heist of a lifetime!
Stay tuned for our next feature video on May 17 which will dive deeper into the characters and story of SteamWorld Heist II. Until then, fair winds, steam-mates!
Just to let you know - we've issued 500 more keys for the REKA playtest! Please check your Steam libraries to see if you've been granted access.
Your feedback is really helpful to us!
We've expanded this playtest to get even more player feedback, hearing your thoughts is so important to us. If you do play REKA, please complete the feedback form (the link is in the build).
Thank you for all your help so far, and we hope you enjoy exploring REKA!
(The playest ends 8th May, so please play and fill out the feedback form before then!)
We've fixed some bugs!
We've been fixing some of the bigger bugs you've been experiencing in your playthroughs. The latest fixes include:
- Saving and loading is more reliable - The chicken hut walking has been improved - Some of the broken furniture has been sorted - The chest is now available from the start
Please note: You may need to restart Steam and look for v40.012 - Playtest in the main menu. Any issues just let us know.
We've just given access to all players registered for the playtest.
We've made a few corrections to yesterday's Build.
WARNING : Saves from yesterday's Build are no longer compatible with this new version.
Here's the version changelog since the previous playtest:
Playtest V.0.198.27 ▶️ V.0.205.24
NEWS
Cultural outreach added.
This tiered system helps you define your town's progress at each age. It allows you to obtain both short- and medium-term bonuses, as well as bonuses that will allow you to win the game at the end of the fourth age (Age not yet present in the current version).
Add riots and carnival.
Under certain conditions, factions in a neighbourhood can agree or disagree with your politics.
The in-game camera can now be lowered significantly to give a better view of the city. The biggest request from the previous playtest.
Addition of a system of territorial roads.
When certain cultural buildings are installed, it is possible for several roads to connect from this building to existing roads.
3D addition of the Ancient Wonders: Circus Maximus & Forum of Trajan.
Secondary missions have been added to help you discover some of the game's mechanics.
These missions may be refused in order to lighten the pace of the game, but their purpose is to help players discover mechanics that they may not have seen by focusing solely on the main chaptering.
Settings interface added.
You can now modify the game settings to suit your configuration.
The language is now selected by default when you first open the game, based on the system language.
Added keyboard shortcut changes
Added changes to sound and music volumes
Added auto-save (1 every 5 minutes and 5 max)
Added voltage system
This system creates tensions between certain cultures and therefore between certain factions. We'll leave it to you to discover what this means in the game.
IMPROVEMENTS
Rendering
Changes to the 3D housing modelling system to allow more detailed textures to be displayed.
Added grass (texture + blades of grass) when demolishing buildings.
Added animation and improved cart rendering
Added a slight random offset to the ‘front’ facade of houses to catch the light.
Added assets on fields
Added chimneys and smoke to houses
Added flowers to the grass on the ground
Adjustment of graphic settings
Improved terrain rendering
Improved tree shadows
Improved road rendering
Added detail to lakes
Adjust bridges in the north-east of the map
Removal of texture breaks on the ground
Improved scaffolding rendering
Game rendering much less blurred with TTA activated
Added shadows and optimised inhabitants
Improved footprint for buildings
Added floors and courtyards to buildings from Antiquity and the Middle Ages
Retake of building cadastres to make them more consistent at the time of installation
Added roads around ruins
Add random bushes in the terrain
Added birds to lakes
Add rabbits to the map
Add cobbled ground when housing exceeds a certain density
Sound
Added Security Station sounds
Added sounds for the Prospecting Workshop
Added building demolition sound feedback
Added sounds related to Windsor Castle
Added sounds related to the Fontana Maggiore
Added sounds related to the Circus Maximus
Added sounds related to the Forum of Trajan
Added sounds of the ghilda and the senate
Added sounds for the cultural impact panel
Added sounds to the faction expulsion panel
Added sounds related to the lake located to the north-west of the map
Interfaces
Rework of the presentation of events: Action by choice is simplified to one sentence, loss and gain divided into two categories, gains are in a different box and colour.
Shift splash screen
Resource conversion limited + full stock POI displayed
Added return to main menu from defeat interface and end of early access
Improved Marvel panel performance
Improved site construction POI performance
Improved onboarding panel performance
Added satisfaction values to tech tree information (even for satisfaction not yet determined)
Satisfactions are ranked in descending order of importance in the different display panels.
Game Design
New ANTIQUITY chaptering
New MIDDLE-AGE chaptering
Balancing of all buildings (costs, construction time, workers...)
When the workforce no longer meets the town's needs, production buildings are paused with a specific icon.
Price changes to ANTIQUITY and MIDDLE-AGE decrees
Overhaul of production building stocks + Horreum
Changes to the consumption of ANTIQUITY and MIDDLE-AGE citizens
Rework of the ‘Threat of Macedonia’ event
Trade route balancing (costs and resources)
You can now build a building in the area of a watchtower even if it is being upgraded.
A draw is now generated on age overlap zones.
Fields and wasteland are now destructible
Other
Changes to some terms in the game (Watchtower > Surveyors/Surveyors, Conflict > Tension)
Localization update (FR, EN)
FIXES
Fixed sound problems with ‘epidemic’ incidents
Fixed crash in cultural building upgrade panel
Fix error when opening save panel without save folder
Fix disappearing trees in low quality
Fix vfx brazier for buildings
Fix housing barriers
Fix crash when the rampart algorithm doesn't provide a solution
Fix probable crash when upgrading a cultural building resulting from the reconstruction of a ruin
Fix crash linked to ruins
Fixed feelings displayed when changing age
Correction of feelings when upgrading a building (feeling selection panel + feeling addition summary panel)
Fixed feelings displayed on the evolution panel
Fixed incorrectly referenced sounds on various panels (Destinies, Early Access, Repair, Save, Load)
Fixed music when end screen appears
Fixed many roof and generation bugs
Fixed display of badges in House of Grievance panel depending on antagonism
Fixed loca in House of Grievance (right panel)
Fixed display of probability rate
Correction of the impact of decrees on political authorities
Rarity of faction taken into account for impact of decree vote
Correction to the display of purchase costs for cities.
Correction of the city gain/loss calculation.
Corrected the conditions for activating the buy button.
Subdivision of the ‘Know-How’ stage (unlock, build the library then activate 3 know-hows).
Fixed the chaptering display when you don't have enough resources to complete a town centre level.
Removal of the treasure system
Validation of event stages when changing age
Middle-age music fix
Hides the different panels opened during the age transition
Impossible to select until the new town centre is built
Fix Modification of faction satisfaction icons
Fix Deactivate the Town Centre tooltip outside Antiquity
Fix Deactivate the previous town centre upgrade option when changing age.
Fix Ability to close the subtitle window
Fix Text and icon position Macedonian Threat fixed
Fix Refocus camp upgrade validation window
Fix display of ruins window
Fix filter display on raw materials only
Fixed resource drop during first cycle in religious destiny
Fix floor flickering in ‘Castra’ building
V2 defeat sound
Fixed sound conflicts on some buttons
Fixed chimneys not taking into account the height of the house on the map
Fixed grass strip problems
Fixed black screen at startup when launching a build without a settings file.
Fixed refresh rate application
Fixed memory leaks
Fixed POI errors
Fixed errors in generating dwellings
Removed the sub-panel on town planning rules from the faction panel
Fix: Missing translation when validating a production building
Fix : Missing value in the effects of age change destinies
Fix : Wrong reward during the family interlude at the age change (gold -> currency)
Fix : Bad visual background for some sliders
Fix : Mention ‘placeholder’ in the badges of the decrees in the MIDDLE AGE
Fix : The upgrade button when selecting a building opens the correct section in the Building Tree
Fix : Closed the purchase popup in the building tree when leaving this panel
Fix : Double notification at the end of the construction of the senate
Remove : Removed the language change buttons from the main menu and the escape menu
Fix: Add tooltips when selecting a district
Fix : Missing information in decrees in the MIDDLE AGE
Fix : In the parameters, the sound slider was linked to SFX
Added play/pause cycle to parameters input/output
Fix: Trigger defeat sound looped when panel appeared
Fixed fields that could appear in forbidden zones
Partial fix for fields clipping with terrain
Fix: Wrong bonus values displayed in cultural influence interface
Fix : Wrong localization key used for building type satisfaction logs
Fix : Error in the entry for the Scipions family in the satisfaction book
Fix : Possibility to include more fields than the worker cost allows
Fix : Added worker cost to building evolution
Fix : In the Commerce interface, the cost of unlocking in crop points did not appear on the button.
Fix: Updated fields linked to a farm when they are destroyed
Shift in the size of flat roof borders
Fixed roofs not updating when changing RU
Fixed inhabitants disappearing in fires
Fixed workers at 0 when loading a save
Fixed no longer need to wait one cycle after laying the town centre to start laying buildings
Correction it is no longer possible to close the version with Esc
Fixed save order
Fixed fields that could ignore roads
Fix display of ‘more resources’ POI
Correction: upgrade forbidden if the number of construction workers is greater than the number of workers available (resource/cultural)
Waste land can no longer be converted into housing
Fixed an issue of incorrect resolution when starting the game for the first time on non-16:9 screens. Optimized an issue of potential long-term lag caused by leaderboard validation. Added a new option to the Option menu, allowing for using pre-rendered video instead of real-time 3D backgrounds to reduce system load. Optimized the performance of the final spell card.
Enemies have a chance to spawn with shields. There are 2 types of shields: dash and stomp. The enemy is invulnerable until player destroys the shield with an appropriate attack
Prior to the explanation, since there are only two developers in our team, including myself, there is no one in charge of translation. So I'm writing the original text wrote in Korean in a translator for all other languages and revising it. Therefore, please understand in advance that there may be mistranslation as the content of this article is long.
Hello, I'm runinzem in charge of game design and art in this game. We started our first early access on May 1st this year, and we found out from the experience of the users that there is still a lot of lack of content.
In the future, major patches will be updated biweekly. Some patches that not to add contents, such as bug fixes, convenience patches will be mixed with major patches or uploaded regardless of the update schedule.
In May, we will try to do as many patches as possible to secure the convenience of our users. In addition, we will try to produce content that needs to be added as soon as possible until users can feel the complete play experience.
First of all, I would like to tell you first about the improvements we have thought about through the feedback of users.
UI Improvement
Most of the users have sent a lot of feedbacks that the guide does not exist and the UI is uncomfortable. As a result, we would like to reflect the feedback users gave to the update as early as this weekend. If the patch goes as planned, improvements in game guides and interface intuition, addition of screen magnification settings, and full screen capabilities will be reflected in upcoming patches as soon as possible.
The concept of the weapon and the pattern Flare uses.
First of all, I will tell you the planning intention of the Flare unit first.
Flare's weapon concept and pattern concept have been mostly inspired by hololive alternative. The scene where Flare fights Coco with a bow in the teaser video looked cool to me, so I used this concept to plan a unit. Flare initially planned to come out as a initial unit, so I decided that it would be better to have a simple design. so unlike Marine, I tried planned her to have strong benefit on the line clearing. Accordingly, I designed the projectile to a penetrating concept, and the more she upgraded, the more she can attack further range. so I decided to design it as a unit specialized in range attack, and I personally thought that the bow fits well as an attack weapon to implement it. However, I did not realize that the motif of the unit, Flare, had a disliked image of the bow, and we heard a lot of opinions from users about it. Even in our judgment, Flare's current design has many problems, and we have not studied enough about this in making fan games. As a result, the Flare will be temporarily locked in version 0.1.0, which will be patched in the future, and will be redesigned with new patterns and concepts as soon as possible. The reason for the Flare lock in version 0.1.0 is to fill the unit gaps created by the Flare lockout with new units, and the Korone will be temporarily switched to the basic unit instead of the Flare. Once again, I'm really sorry for designing Flare for the wrong direction.
Next, I would like to briefly explain the main updates we have planned in the future. I would like to say that it is difficult to give you the details as we are still in the planning stage.
Update 0.1.0 (scheduled by 2024-05-11)
New units 'Oozora Subaru' and 'Watson Amelia' will be updated.
- Subaru has the concept of using yo-yo to push units in front of her to long distances. However, as it is a powerful ability, we will design her to be difficult to use when simply leaving her not to move.
- Watson has a concept that gives units extra exp points. This ability will enable units to grow faster, and we expect users to be able to clear stages faster.
New boss 'Takane Louie' will be added.
- As she is in charge of stage four, we will design it as a boss that is more difficult to avoid and has a wider range than previous bosses. The main keywords are magic, blood, and 'ganmo'.
Update 0.2.0 (scheduled by 2024-05-25)
The new unit 'Mori Calliope' will be updated.
- Calli will be able to perform wide area attacks using scythe and use additional specification-up ability. She can raise the stat just by killing monsters apart from level up.
The 'Overspec' system will be included.
- For stage 5 to be added, we thought that additional spec would be needed, so we planned a new system. We decided that it would be appropriate to introduce this system in the 0.2.0 update, for the sake of new content to be updated after all stages were added.
Function changes are scheduled for 'Shop' and 'Collection'.
- I received an opinion that it is inconvenient to upgrade units in the collection. Accordingly, when I looked back at the system once again, I noticed that there is an unfriendly design that requires to re-enter the store to see holomoney because the collection also has a system that requires holomoney, while info about it's amount only exists in the store. Accordingly, we are trying to re-establish the functions of the store and collection while introducing the over-spec system.
Incident Report - ████████ Date: ██/██/2024 Location: Global Description: Incident - ████████ is a serial abnormal population abduction event that took place between late April 2024 and early May 2024. Even at the time of writing this incident report, such an event has not been stopped. Further investigation is required.
The first recorded abduction happened on April 27th, 2024. In a city known as Liu in China, security cameras captured agents from an unknown secret organization assaulting citizens and then using a kind of device to subjugate their victims. Then, their victims followed them to leave the crime scene willingly. Local anti-supernatural threat units of the Public Security Bureau immediately started their own investigation, likely enlisting help from the Dragon. Their leads tracked the source of those strange devices to a local commodity market. They quickly arrested some shady merchants and found such devices in their shop inventory. Apparently, such devices have been sold on various black markets globally for a while. However, despite all the efforts, they failed to find the kidnappers responsible for this incident. The cleaners from a hostile organization may be involved to cover up their traces.
Roughly 24 hours later, our undercover in the Public Security Bureau of Liu gathered information and reported that several monks from local Buddhist temples had also fallen victim to the incident. Meanwhile, patrolling police officers reported finding significantly fewer homeless and criminals than usual on the streets and sewers. Not something the local police really care about of course. But, that may also have some connections to the missing population cases.
The incident was not localized in China. On April 29th, our agents in Egypt reported eye witness on a strange group of adventurers taking captive Aten Cultists and Slavedrivers. After double-checking their reports, there was no mistake that even the slave masters of the Aten Cult had fallen victim to their kidnappers and ironically became slaves. It seems they were given a choice after they were defeated in battles. They could either get killed or put on those collars on their necks. Even though the Aten Cult is a hostile group to the Foundation. So far, the Foundation made no comments on such an incident.
In the following days, the kidnapping continued spreading globally. Bandits in Katan, kidnapped and enslaved; Crazed Workers in Unfinished Building, kidnapped and enslaved; The mercenaries hired by the Illuminati, kidnapped and enslaved. An emergency session to discuss such an event was called by the Vatican, yet thanks to the slow bureaucracy process of our European allies, they may spend months voting before agreeing on when to hold the meeting. The noble houses in Hottle increased their security measures to protect their important personnel only to find many of their houseguards on their payrolls were also missing.
Meanwhile, measures have been taken to track down the whereabouts of the kidnapped population.
Our agents learned from the chief of "This is a bar" that, soon after the first few kidnappings, suspective personnel once asked him to butcher some pets. However, when he saw those "pets," they were no doubt human even though they had lost most of their cognitive functions to do anything independently. Of course, he refused to butcher them. This clue led our agents to other butchery facilities in the world. We learned some of the kidnap victims were indeed sent to be butchered. Unfortunately, they didn't meet a butcher who would not butcher them. Our agents collected their remains, ran DNA tests, and verified this horrible truth.
Our agents in Egypt also reported new mutated and fused monstrosities walking out of Dr. Kyofu's lab. Although we cannot confirm those things were once human, our AI gave us a 97.45% possibility after calculation. We also suspect Dr. Kyofu is helping extract the memories of kidnapped people and making memory distills from them so that whoever pays her can gain life experience from those victims without spending time to learn their skills. Such a process is of course lethal. However, due to the lack of manpower in the Middle East under the current political instability in this area, no further action can be taken.
Our agents also sent various reports on kidnapped people working in more mundane jobs such as bodyguards, laborers, or even technicians for their kidnappers based on their experience.
However, among all the reports about the missing population. The most disturbing one comes from Marinas. On May 3rd, we received reports that described "strange people from the sea came and took seemly sleepy girls into the sea, leaving massive fish behind to someone who summoned them." Based on our data, those strangers are actually [Data Redacted]. They will use those girls to [Data Redacted]. As the location is outside our influence, we can only hope the Nise Federation can actually do something to save those girls from such tragic fates.
The Foundation is currently continuously monitoring the development of this incident.
#################################################################### Behind the scene: Hi, everyone. Welcome to this a bit different weekly developer's diary. As you can see above, a large part of this week's content is about capturing many different human characters in the game and turning them into your pets. It all came from someone's suggestion that why can't we have humans as pets? So, here we are. Of course, turning humans into pets will put your victims into a state as "pets." Thus, all functions previously used on pets can also apply to them. However, when something once used on animals suddenly can also be used on humans, sometimes, it feels very twisted and evil. Of course, I will not stop you from doing that. But, now let's think about that. If we call it cruel to do such a thing to our fellow human beings, what about the pets we are used to doing such things to them? The idea seems identical to something some of those animal protection organizations do. But, I will not go too deep on this for this diary is already quite long. I will also not go too serious about this. After all, we are here to have fun. I hope you enjoy this new feature that comes with 16 types of human that can be turned into pets who can come to join you with various battle and life skills based on their previous professions. You can do quite a lot more messed up things such as selling girls to the Deep Ones. But, well, Stellaris is rated 7+ and they have even more messed up things. So, feel free to enjoy yourselves I guess. :) Oh, about the Deep Ones, they are something new to the game. Not many know they actually exist. They want to maintain their secrecy. Thus, the one you can meet on a certain beach is a relatively less fish-like hybrid covered with a big black robe. Don't tell anyone they are real until maybe one day, their lord and savior, Cthulhu wakes up, brushes his tentacles, drinks some coffee, and goes back to work. :)
However, talking about kidnapping. Even though we can make jokes about that in the game, we shall still remember there are still more than 130 hostages held by Hamas after more than 200 days. No matter what you think about Israel and Palestine, I think we shall all agree that, in real life, kidnapping is wrong. We shall also not forget that there are tens of thousands of Ukrainian kids kidnapped by Russia at this very moment.
And that's all for this week. More details and unmentioned features are below.
Full update logs: 20240427 English ############Content############### [Den of Pleasure]The Arena Trainer now sells Lu'en Yu. [Item]New Item: Identity Wipe Collar [Crime]If you have an Identity Wipe Collar in your inventory. After you successfully attack any random citizens in Liu, you can now put the collar on them and turn them into your slaves. As the collar will damage their brain functions, they will be reduced to "pets." [Slavery]Enslaved citizens may come with 2 or 3 random life skills at around level 5. [Wiki]Added a new page about Brainwash/Ensalve: https://neolithia.fandom.com/wiki/Brainwash/Enslave [Item]New Item: Human Flesh (During cooking, Human Flesh functions the same way as strange meats.) [Butchery]As we now have human pets, it's possible that someone wants to butcher them. Thus, they may do so and get human flesh. [Shopping]The following merchants now sell Identity Wipe Collars: Random Shady Vendors in the Commodity Market of Liu, Random Shady Vendors in the Abandoned House in Egypt, and Lao Wang 'the Gentleman' in the Den of Pleasure. (And Lao Wang once again will offer a discount to female customers.) [Den of Pleasure]The Arena Trainer now sells Book of Human Flesh. 简体中文 ##########Content################# 【欢愉之巢】竞技场训练师现在会贩卖《抡语》 【物品】新物品:身份清除项圈 【犯罪行为】如果你携带有身份清除项圈。在你成功攻击疁城的随机市民后,你可以给他们戴上项圈,把他们转化为你的奴隶。因为项圈会破坏他们的大脑功能。因此他们会变成宠物。 【奴役】被你变成奴隶的随机市民会自带2到3种随机的生活技能,在5级左右。 【维基】加入了关于洗脑和奴役的维基界面:https://neolithia.fandom.com/wiki/Brainwash/Enslave 【物品】新物品:人肉 (在料理时,人肉和奇怪的肉效果一样) 【屠宰】因为现在有了人类宠物了。因此,显然会有人想要可以屠宰他们。所以,他们应该可以做出这样的邪恶选择,然后获得人肉。 【购物】以下商人现在会贩卖身份清除项圈:疁城小商品市场里随机出现的可疑的商人,埃及被废弃的房屋中随机的可疑的商人,欢愉之巢中的被称为绅士的隔壁老王。(隔壁老王会按惯例给女性主角打折。) 【欢愉之巢】竞技场训练师现在会贩卖《人类血肉之书》
20240428 English ############Content############### [Butcher]Zhao Sandao now rejects to butcher any human pet if you ask him to butcher. It will also reduce your relationship with him if you even ask. Other butchers currently do not care. [Crime]The first time you visit Marinas, Captain Nameless will now inform you that cleaners cannot cover any crimes you commit in the Nise Federation. (If you have visited Marinas before this version, this information will not display.) [Book]New Book: Book of Unclean Heroines Vol.1 (This is the sexual experience life skill book.) [Shopping]The Book Store in Liu may now sell Books of Unclean Heroines Vol.1. [Loot]Corrupted Books may now drop Books of Unclean Heroines Vol.1. [Liu]Random citizens, random homeless people, and random monks are now using the generic post-combat options after you decide to kill them. [Liu]You can now enslave random monks after defeating them. They will come with a generic Buddhist faith. [Liu]You can now enslave random homeless people after defeating them. They will come with 1 or 2 life skills at about level 3. Liu's police force does not care if you do so. But, the Beggar King does. [Cheat]The cheat nukes are no longer consumed after use. ############System################ Put all human pet tags into an array. Made the post-battle options on random citizens more reusable. 简体中文 ##########Content################# 【屠宰】赵三刀现在会拒绝屠宰人类宠物。如果你要求他屠宰的话,会降低关系度。其余的屠夫目前对此并不在意。 【犯罪活动】在你首次抵达玛丽娜斯时,无名队长现在会告诉你清洁工无法在尼斯联盟掩盖你进行的犯罪活动。(如果你在之前的版本中已经访问过玛丽娜斯了,这段剧情不会播放。) 【书籍】新书籍:『不洁』的少女之书(第一卷) (这个是性经历生活技能经验书。) 【购物】疁城的书店现在可能随机出售『不洁』的少女之书(第一卷) 【掉落物】被腐化的书籍现在可能掉落『不洁』的少女之书(第一卷) 【疁城】随机市民、随机的流浪汉和和尚们现在会在你选择杀死他们后使用通用的选项。 【疁城】你现在可以在击败随机的和尚后奴役他们。他们会有通用的佛教信仰。 【疁城】你现在可以在击败随机的流浪汉后奴役他们。他们会自带1到2个等级3左右的生活技能。疁城的公安不会介意你这么干。但是,乞丐王会。 【作弊】作弊的核弹现在不会在使用后消耗。 ############System################ 将所有的人类宠物的标签加入到了一个数组统一管理。 让击败随机市民后的选项更加具有复用性。
20240429 English ############Content############### [Enemy]Hentai Exhibitionists in Liu's sewer areas will now beg for their life after you defeat them. You now have additional options to spare them or enslave them (if you have Identity Wipe Collars.) instead of just killing them. [Queensmouth]You can now enslave random scavengers. Local survivors will not be happy. They will come with recycling skills at about level 5 and 1 or 2 other life skills. 65% chance to have a generic Christian faith. [Queensmouth]Illuminati Mercenaries will try to surrender after you defeat them. You now have additional options to spare them or enslave them (if you have Identity Wipe Collars.) instead of just killing them. [Queensmouth]Even though friendly Illuminati Mercenaries will no longer attack you, you can now attack them. [Enemy]You can now enslave Aten Cultists instead of killing them. They will come with a generic Atenism faith. [Enemy]You can now enslave Aten Slavedrivers instead of killing them. They will come with a generic Atenism faith and high binding skills. (Isn't it ironic?) [Enemy]Random bandits in Egypt will now beg for their lives after you defeat them. You now have additional options to spare them or enslave them (if you have Identity Wipe Collars.) instead of just kill them. They may follow various faiths. [Enemy]Katan outlaws will now beg for their lives after you defeat them. You now have additional options to spare them or enslave them (if you have Identity Wipe Collars.) instead of just killing them. They may follow various faiths. Your relationship with Katan outlaws will be damaged if you do so. [Wiki]Everything mentioned above has been updated to the game's wiki with additional details. 简体中文 ##########Content################# 【敌人】疁城下水道里的变态暴露狂现在会在被你击败后求饶,除了此前将他们击杀的选项外,你现在可以选择放他们离开或者奴役他们(如果你有身份清除项圈的话) 【王后镇】你现在可以奴役随机的拾荒者。当地的幸存者会对此很不满。他们在加入时会有大约5级的回收技能和1到2个别的生活技能。65%的概率有某种基督教信仰。 【王后镇】光照派的佣兵现在会被你击败后试图投降。除了此前将他们击杀的选项外,你现在可以选择放他们离开或者奴役他们(如果你有身份清除项圈的话) 【王后镇】光照派的佣兵随着剧情发展变得不再敌对,不再主动攻击你后,你现在依然可以选择主动攻击他们。 【敌人】你现在可以奴役阿腾邪教徒而非杀死他们。他们自带阿腾信仰。 【敌人】你现在可以奴役阿腾奴隶监工而非杀死他们。他们自带阿腾信仰。他们会有较高的封印术技能。(这非常讽刺。) 【敌人】埃及的随机强盗现在会在被你击败后求饶,除了此前将他们击杀的选项外,你现在可以选择放他们离开或者奴役他们(如果你有身份清除项圈的话)他们可能有不同的信仰。 【敌人】卡坦法外狂徒们现在会在被你击败后求饶,除了此前将他们击杀的选项外,你现在可以选择放他们离开或者奴役他们(如果你有身份清除项圈的话)他们可能有不同的信仰。此举会导致卡坦法外狂徒们和你的关系降低。 【维基】上述所有内容均已更新到游戏的维基,并且有额外的细节。
20240430 English ############Content############### [Loot]Aten Slavedrivers may now drop Identity Wipe Collars. [Loot]Katan Outlaws may now drop Identity Wipe Collars. [Loot]Crazed Foremen may now drop Identity Wipe Collars. [Enemy]You can now spare or enslave Bandit Berserkers after defeating them instead of killing them, they will be knocked unconscious after a battle. (They may follow various blood god faiths. Your relationship with Katan outlaws will be damaged if you enslave them.) [Enemy]You can now spare or enslave Crazed Workers after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have some levels of blunt weapon proficiency. Low sanity.) [Enemy]You can now spare or enslave Senior Crazed Workers after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have slightly better attributions than Crazed Workers. Low sanity.) [Enemy]You can now spare or enslave Crazed Foremen after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have slightly better attributions than Senior Crazed Workers. Low sanity.) [Enemy]You can now spare or enslave Crazed Survivors after defeating them instead of killing them, they will be knocked unconscious after a battle. (Low sanity.) [Enemy]All those enemies that got knocked unconscious will regain their consciousness after a while and remain hostile towards you. [Wiki]Everything mentioned above has been updated to the game's wiki with additional details. [UI]A character's face image's hue shall now match with their combat image's hue in the group menu. ###########Debug################## Fixed an issue that the hue of the face images of senior crazed workers does not match the hue of their combat images. 简体中文 ##########Content################# 【掉落物】阿腾奴隶监工现在可能掉落身份清除项圈。 【掉落物】卡坦法外狂徒现在可能掉落身份清除项圈。 【掉落物】发狂的工头现在可能掉落身份清除项圈。 【敌人】你现在可以在击败强盗狂战士后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们可能有不同的血神信仰。奴役他们会导致卡坦法外狂徒们和你的关系降低。) 【敌人】你现在可以在击败发狂的工人后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们具有一定等级的钝器武器熟练度。San值较低。) 【敌人】你现在可以在击败高级发狂的工人后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们比普通的发狂的工人属性略高。San值较低。) 【敌人】你现在可以在击败发狂的工头后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们比高级发狂的工人属性略高。San值较低。) 【敌人】你现在可以在击败发狂的幸存者后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(San值较低。) 【敌人】战斗后陷入昏迷的上述敌人,会在一段时间后恢复并继续保持对你敌对的态度。 【维基】上述所有内容均已更新到游戏的维基,并且有额外的细节。 【UI】在队伍界面中一个角色的脸图色调现在会符合这个角色的战斗图色调。 ###########Debug################## 修复了高级发狂的工人的脸图色调不符合他们的战斗图色调的Bug。
20240501 English ############Content############### [Character]Added a new non-playable male character variation. [Enemy]You can now spare or enslave Howard Houseguards after defeating them instead of killing them, they will be knocked unconscious after a battle. (They have some level of blade proficiency. Their masters will not be happy if you enslave those houseguards.) [Marinas]A magic circle appeared on the tourist beach. (Story content to be added later.) 简体中文 ##########Content################# 【角色】加入了一个目前无法使用的男性角色外型。 【敌人】你现在可以在击败霍华德家族守卫后选择不杀他们或者奴役他们。他们在战斗后会陷入昏迷,而不是直接被你杀死。(他们具有一定刀剑熟练度。奴役他们显然会让他们的主人们不是很高兴。) 【玛丽娜斯】游客沙滩上出现了一个魔法阵。(剧情内容等待后续加入。)
20240502 English ############Content############### [Cutscene]New Cutscene: The Stranger from the Sea. [Enemy]The Killer Monk now has his own unique faith instead of using a generic Buddhist faith. 简体中文 ##########Content################# 【过场动画】新过场动画:海中来的陌生人。 【敌人】杀人僧现在有了独特信仰,不再使用通用的佛教信仰。
20240503 English ############Content############### [Marinas]On the tourist beach, you can now get past a water elemental proficiency skill check to summon "The Stranger from the Sea." [Marinas]You can get some information from "The Stranger from the Sea" via various dialog options. [Marinas]You can unlock the Cthulhu faith in one of the dialog options. [Marinas]You can trade [Data Redacted] to gain a lot of big fish and material rewards from "The Stranger from the Sea." [Marinas]You can unlock the cut scene added yesterday by summoning "The Stranger from the Sea." [Marinas]Some of your teammates will not be happy if you trade with "The Stranger from the Sea" if they are in your group during the trading. [Marinas]Of course such action is considered evil. It affects the Karma value. [Poop]The description will now be clearer to indicate the reason why a character cannot be forced to poop on a toilet. ############System################ Refactored the check to see if a character can poop for more generic purposes. ###########Debug################## Fixed a bug that randomly generated fish may have their price become negative. 简体中文 ##########Content################# 【玛丽娜斯】在游客沙滩上,你现在可以通过一个水属性熟练度检定来召唤【海中来的陌生人】 【玛丽娜斯】你可以在和【海中来的陌生人】的对话中获得一些信息。 【玛丽娜斯】其中一个对话选项允许你解锁克苏鲁信仰。 【玛丽娜斯】你可以通过向【海中来的陌生人】提供【数据删除】来获得很多很大的鱼,以及其它的物质奖励。 【玛丽娜斯】昨天新增的过场动画可以通过召唤【海中来的陌生人】来解锁。 【玛丽娜斯】有一些你的队友如果在你和【海中来的陌生人】进行交易时在队伍中的话,他们会对你的行为有所不满。 【玛丽娜斯】显然这是一种邪恶的行为,并会影响你的善恶值。 【便便】对于为什么一个角色无法被强制在一个马桶上便便有了更详细的说明。 ############System################ 重构了检查角色是否可以便便的代码,让其更有通用性。 ###########Debug################## 修复了随机产生的鱼的价格可能变成负数的Bug。
We are excited to bring the immersive world of Vietnam War to you with Good Kill! We are committed to create rich experience absorbing you.
In the meantime, we are experimenting different explosions that will blow your mind - Artillery and Napalm!
Artillery Support
Artillery refers to large-calibre firearms designed primarily to deliver munitions over long distances. These weapons are an integral part of modern warfare due to their ability to provide indirect fire support, which means that they can hit targets that are beyond the line of sight, such as enemy positions, fortifications or vehicles.
Napalm
Napalm is a flammable liquid that sticks to surfaces upon impact and burns intensely. They're used to set buildings, woods and enemy forces ablaze, creating havoc and denying access to an area. Its ability to generate intense heat and spread rapidly makes it a devastating weapon, often used to disrupt enemy operations and infrastructure.
Wait for more!
We will bring more "devastating" content to you. Follow us to stay updated!