Some users have reported intermittent issues with the Free Cloud service being down or taking forever.
This is most likely because of Google's bait-and-switch advertising for their Gemini 1.0 Free Tier, in which they first advertised a very high rate limit for developers, which was praised by the media, and a few days later quietly drastically reduced those limits without notifying anyone.
For now, I've switched Free Cloud to a more reliable service.
Hello everyone! I was off to a games festival for a couple of days, it really refreshed my batteries! So here are more fixes for the bugs submitted by players like YOU.
Changes
Can now suspend your game from any base camp. Just select Go to Main Menu from either New Tully or a base camp on the mountain!
Fix for a bug that would sometimes not save your gems and items when you suspended your game.
Added a new character to every base camp that will allow you to preview which story characters are currently on the mountain. This costs a small fee and will make a certain tough achievement more easy to get.
Made saving behaviour more consistent.
Adjusted spawn positions for a bunch of chunks to make it less likely players spawn in weird positions at the beginning of a route.
Reduced faint timer of Pulse Crystals in Zone 4.
New algorithm for finding a way out when the player gets stuck inside geometry, making it much less likely it could be used to skip large sections of the map.
Fixed a bug that made it impossible to retry the Balloon Festival Mission.
Fixed a bug that would cause a softlock when pressing the Steam Deck button on the bulletin board.
Unlocked character features are no longer all marked as NEW when restarting the game.
Made the hand magnetism work independent of framerate, which would cause weird issues of people flying past ropes/ladders/treebranches on higher framerates.
Made meteorite spawning in Zone 4 more fair.
When you are playing Surmount on Steam, it will show on your friends list in which Zone you are!
You can now buy water tiles that are adjacent to land in the same way as land tiles (with Colonies / Landowners seat)
Removed restriction on Shrines not being adjacent and the adjacency requirements for Cathedrals and the Courthouse line of improvements
Temples now give +1 happiness per adjacent Cathedral
Unit vision is now consistently equal to their movement plus 2
Removed VP cap. Large and Huge maps with few players can now have a victory point requirement of more than 100 VPs on Normal Points to Win setting
The AI now builds fewer units at the lower aggression settings
Programming
AI now takes into account improvements and specialists already being built when evaluating border expansions
AI now saves kills for units that can gain XP, all else being equal
AI now less eager to replace improvements
AI no longer swaps unit positions
AI no longer treats vacant city sites as available to settle unless it has visibility, or unless they are reserved sites
Fixed AI valuation of Divine Rule
Fixed AI effectCity valuation for units that require resources
Better recovery from network games being unlisted from Unity's relay servers
UI
Added a new improvement ping 'Resource' for specifying the location of new resources (i.e. from Riders Import Horses project)
Moved Scenario button from single player to main menu
Added button to start multiplayer scenario games to the scenario screen
World map scenarios now have all game options available
Multiplayer specific game options are now always available for MP scenarios
Moved map options up so that they are next to the scenario dropdown in the MP setup screen
MP scenario setup screen defaults to having the maximum number of teams and players for the scenario, with players assigned to random nations.
Connected foreign cities at Peace now show an icon, its tooltip lists connection yields
Clicking on a gift unit/city notification now pans the camera to the location of the gift
Tooltip behavior when hovering over links now more consistent
Tooltip now warns if a character who's about to leave a job is currently running a mission
Added suitor opinion to marriage tooltip
Moved land unit vision bonuses to effectUnits, so that they are more visible on the UI
VP breakdown now combines endgame techs as one line
Disabled word wrapping for city production button cost line for potential mods with additional costs
History values for military power and yield rates are now set to zero on the turn a player is eliminated so they display correctly on the Records screen after the game has finished
Expanded river clutter splats to improve river visibility in vegetation
Bugs Fixed
Units from eliminated players that are inside another player's borders are bumped before turning into Rebels
Fixed improvement pings producing log entries and sound effects for teammates
Fixed turn style and turn timer dropdowns bug
Fixed hotseat selection cycling
Fixed Fortify and Testudo actions not immediately triggering the relevant unit animation
Fixed default teams on MP Scenario setup screen
Fixed Opulence VPs showing in the VP tooltip if Behind the Throne isn't active
Fixed council conversion ambitions counting council slots from unavailable DLCs
Fixed language mods not displaying some icons on first load
Fixed encyclopedia vision value
Fixed missing links in turn summary and notifications
Fixed portrait editor failing to load portraits on second load
Fixed culture reduction bug in game editor
Fixed Destroy Fleet goal not completing in Heroes of the Aegean scenario 2
Fixed Carthage 2 resource goal not completing
Fixed Carthage 3 scenario Epic victory not being granted if Messana is not owned
Fixed multiple influence icons showing in events and goals in Learn to Play 3
Fixed unset player language causing Unity text asset unload from worker thread
Fixed a nested link issue with council characters
Fixed load save inconsistency
Fixed characters getting dynasty specific traits in Pharaohs of the Nile scenario 4
Modified save system: Now it saves progress upon reaching the target Fragment and after completing the laser puzzle. This way, if there's any issue, you get stuck, or you want to exit the game, you won't have to repeat the entire level again.
Fixed an issue where sometimes the questionnaire wouldn't allow you to directly enter your name without clicking in the area first.
Fixed a bug where the flashlight would remain visible during the cinematic of the first intermediate level if the fear of the unknown was selected and the flashlight was active.
Fixed a bug where sometimes the conversation wouldn't continue after destroying the last wall in the second intermediate level.
Resolved a graphical issue where reflections were not visible or elements were seen below the ground based on the camera's zenithal position.
Applied some minor corrections to elements that shouldn't be visible.
Corrected respawn area placement for falling off certain levels where the position wasn't accurate and didn't apply if you exited a fragment for any reason.
Adjusted the character model in puzzle levels to be more visible from the top-down view.
Added a fade-in effect at the start of levels for smoother loading transitions.
Currently featured in Steam's Endless Replayability Fest, 🚀 Blast into the ultimate sci-fi experience with The Quantum Conflict's Endless Mode! Survive infinite space, unlock dimensions, and explore a universe full of surprises! ✨
Check out the new Endless Mode trailer.
🔥 Wish-list now and be the first to join the Conflict when it launches! 🔥
Hello everyone! I want to share with you a new video from our upcoming game, which features a battle with the Domovoi in the sewer. This monster is one of the most dangerous enemies in the game.
We also present the insignia of various factions that will be in the game.
Great news for all Rogue Realms players! Our latest update is set to shake things up, enhancing the gameplay experience with a focus on pace, balance, and challenge. Whether you’re a seasoned defender or a newcomer gearing up for your first run, here’s what you can look forward to:
Faster and More Fluid Gameplay
We've fine-tuned the game mechanics to make the action feel faster and more hectic. This isn't just about speeding things up; it's about ensuring that every moment is packed with excitement and strategic depth.
Enhanced Balance and Challenge
Balancing a game with so many variables is always a challenge, but we've made significant adjustments to provide just the right level of difficulty. The tweaks aim to perfect the difficulty curve, making the game fair but challenging, ensuring that every victory feels earned and every defeat a lesson.
Visual Upgrades
New visuals for our barbarian hero and goblin.
Stay tuned for more updates, and as always, happy defending!