It's been a while coming, but now you can finally fight your rivals! Prepare for a brand new challenge, as your rivals not only bring magical attacks your way, but they also bring some interesting defensive challenges for you to face.
We've had a great beta period with some good feedback and squashed some bugs related to Rivals, but now it's officially here! Here's what's in this version...
NEW:
New enemy types to fight: Fire Mage, Ice Mage, Earth Mage, Storm Mage. Each mage type has it's own unique challenges to face
New option to attack your rival when you meet them
Rivals are now more difficult to locate. NPCs will not easily divulge their locations.
Bribe or schmooze Conclave Chapterheads to discover the location of your rivals
New NPC greetings - now NPCs comment on you based on a variety of factors (your appearance, their relationship with you, how long ago they last saw you, etc)
Gain additional legacy bonuses for eliminating a rival
You can now hunt down and kill your primary rival in the Mabren's Tower quest after you've completed the quest
New combat arena - Town Street
Added new magic XP book reward to Innkeeper starter town quest
New death animation over rival portrait after killing that rival
IMPROVED:
Prompt to abandon a quest when talking to a quest giver now shows the name of the quest
Added AP cost to button tooltip on weapons
Additional "do not know" NPC responses
Knocking on doors now actually sound like knocking on doors instead of bashing them down
Made the spell power slider easier to adjust
FIXED:
Fixed VFX glitch when casting Fireball
Fixed a bug with enemy difficult scaling
Fixed some gender-related text generation bugs
Fixed some minor combat background formatting issues
Fixed a bug where abandoning the tower quest wouldn't remove the prompt to abandon the tower quest
Fixed dynamic greeting bug when speaking with Shipwrights, Ship Captains and Harbormasters
Fixed an issue with selecting dialogue options with keyboard shortcuts while services and subject pop-up windows are open
Fixed an issue with creatures not showing up in the subject pop-up
Fixed an issue with notifications (for example, letters from the Chapterhead) being hidden behind US in resolutions higher than 1080p
Fixed a bug preventing the spell power slider tutorial from popping up
There are likely more fixes and additions not listed here that I may be missing :).
As usual, this is our first initial releasable pass at the Rivals / Mage monster-types, so we welcome any feedback on how they play so we can tune them up and make them even better.
Weekly Dev Update:
Here's what the team is working on this week:
Exploration Team:(Mark, James, Michel, Tyler, Nolan) Building a prototype of the updated Events/Encounters system UI Team:(Phil, Jessi, Jonathan, Andrey) Framing the new HUD into the game so we can test it Dynamic Quests Team: (Thomas, Zach) Building a testable MVP quest generated by the Dynamic Quests system
Emily has been helping us getting better organized for running our sprints from here on out, which will hopefully help us move faster and more efficient, and Alex has been hard at work revising our internal QA process and finally help us get a start on a Known Issues list (thanks for asking for it!).
We can't end this news item without thanking Guillaume LAURENT (Ours Productions), who played a huge part in producing both the livestream and the trailer. [Many thanks to him[/b].
Don't miss our first devlog coming tomorrow, featuring LudoNarraCon 2024, the demo and more!
Humans are not that against Lizardwomen - phobos.art
Greetings, Humans!
Good news, everyone!
When we released our community items, something had to go wrong – and it did. The profile background with the lizards was pixelated, and the mini profile backgrounds got flipped.
Some of you spent your hard earned Steam points on those right away, and we felt really bad – but didn’t despair! We contacted support, got help with the backgrounds, and everything’s working the way it should now!
We added localisation support for 10 languages including German, Spanish, French, Italian, Japanese, Korean, Portuguese Brazil, Russian, Turkish and Chinese (simplified). Stayed tuned for a more detailed blog post!
Patch notes: - Fixed several small bugs in UI navigation with the mouse - Fixed a bug where the particle system, whether enabled or disabled, always showed up as disabled in the in-game menu - Modified the leaderboard to allow switching between leaderboards on cube size - Added a new cube size submenu to allow easier switching between cube sizes - Modified help menu to display controls for controller or keyboard, depending on what is being used - Fixed several bugs in the controller test build relating to switching between keyboard/controller
New features: - Added a new tooltip system that will display control tips and gameplay tips occasionally - Added a new animated background map - Added controller support for: xbox, playstation, steam deck, and several controller types adjacent to these three
- Selecting Scenery objects will not automatically update attributes anymore. - Duplicating lights will now correctly duplicate the attributes. - Supports will regenerate correctly when resetting a node. - Gizmos won't lock when leaving the pause menu. - Fixed an issue with saves and coasters.