May 16, 2024
Shields of Loyalty - MajesticBlue
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Greetings, noble warriors and esteemed inhabitants of Mantaria,

As we approach the exciting launch of Shields of Loyalty, we are delighted to introduce DevLog#9, showcasing our commitment to creating a gaming experience that is truly immersive and fun. Join us as we delve into the depths of our latest developments, introducing the fiery landscapes of the Lava Island and strategic UI innovations that will shape the destiny of our world.


Upgradable Buildings: Knight Faction Stables

Witness the evolution of warfare as the Knight Faction unveils their upgraded stables. Enhance your cavalry units and unlock new tactical options with these fortified structures. Prepare to charge into battle with renewed strength and determination.



Sneak Peek: Warlord Faction Mounted Units

Behold the majestic prowess of the Warlord Faction's mounted units, including Centaurs, Deer Riders, and Bear Riders. With unmatched speed and ferocity, these mounted warriors will dominate the battlefield, striking fear into the hearts of their foes. Prepare for an unstoppable cavalry charge like never before.



New Animation GIFs

Immerse yourself in the dynamic world of Shields of Loyalty with our latest animation GIFs. Witness the fluid movements and fierce combat skills of both old and new units as they clash in epic battles for supremacy.



In Closing

Join us as we continue our journey towards the launch of Shields of Loyalty, where legends are forged and destinies entwined.

Until next we meet, may the stars guide your path and fortune favor your endeavors.

The Shields of Loyalty Team

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Naval Action - Gamelabs
Captains.
Here is the information on the Forthcoming Large Update: named Naval Action Reborn!

The list is not complete but will provide you with general overview of improvements.

Planned Changes

1) Focus on core activities
The game will only focus player attention in the following 4 areas.
  • RVR - Capturing and defending ports provides access to resources and NSM rewards through events
  • Exploration and Trading - player traders will roam the world and look for rare resources not available anywhere else.
  • PVE - will provide diverse meaningful loot and mostly relaxing combat experience
  • PVP - will provide adrenaline and excitement for hunters (as usual)

All other activities that just cause time wasting and unnecessary clicks will be removed or completely cut.

2. Ship crafting and general crafting changes
  • Shipyard will allow improvements of the ships that you own.
  • Materials rebalanced and redundant materials cut from the game.
  • Unnecessary steps in crafting will also be cut.
  • Ship permits will be abandoned
  • Resource production in buildings will completely change.
3. Spawn Changes
All captains from across the world will arrive in the Caribbean through Nassau. Nassau will be made a free port. Bahamas will be made a Safe Area. Nearby deep water areas will also have safe zones. All other areas will be fully capturable (including former capitals).

4. Map Changes:
Map is too large and there are a lot of redundant ports and areas. Map will be made smaller and the number of ports will be reduced. This with changes in the starting area will allow much better distribution of NPC ships, and PvP in other areas.

5. National changes:
All flags will be incorporated into 4 alliances
Britain - British Alliance - Britain, Russia
France - French Alliance - France, USA, Denmark, Sweden
Spain - Spanish Alliance - Spain, Prussia, Dutch
Pirates - Pirates
The distribution is not final - please provide your feedback in comments.

6. Global chat will return

7. Class based upgrades.
Universal module upgrades will be mostly abandoned. All mods and upgrades will be class based and will provide bonuses and alternatives to fit outs. All upgrades and books will be meaningful and useful.

8. ALL servers will have partial reset this time: (all servers will be wiped with minor exceptions)
  • Due to significant final changes to economy, spawns, ship crafting and looting all economic elements of the game and map ownership will be reset on ALL SERVERS. This means there will be a full economy and map reset on all 3 servers = War and Peace and Caribbean
  • XP will NOT be reset up to the maximum admiral level
  • Investments of NSM - naval service medals - will not be wiped. All NSMs used for investments will be refunded to the money chest
Future resets - we are currently considering the fate of resets and their need. Please let us know your thoughts on wipes in comments.

9. Combat mechanics:
  • Based on all experiments in the past the final combat model will be deployed. It will provide more enjoyable and exciting combat between classes and will have predictable working thickness and smaller HP difference between classes); a-la something that existed in 2017. This will greatly expand combat options especially against bigger ships (both in PVE and PVP). Overpowered boarding meta will also be fixed.
  • Leaks - all problems with inconsistent leaks have been fixed and every ships checked and waterlines adjusted. Heel was balanced on all vessels and leaks will now be only created if you hit the heavily heeling ship.
  • Masts - all issues with masts have been fixed and every ship checked - for example some ships had shorter or longer colliders or thicker or thinner mast collision models. This all been cleared
10. Ship insurance

  • Ship insurance will allow you to insure the vessel and return it intact if your ship sank in combat (without guns and mods)
  • Ship insurance will block the enemy from ship capture (insured player ships can only be sank by players)
11. Events and races will be improved and reward tiers changes to provide better experience to all participants.

12. Improved and rebalanced raiders

Raider fleets, their targes and their frequency will depend on the number of ports controlled by players. Raiders will pick targets more smartly and will no longer target only poor ports. The goal of raiders will be to provide loot and large battle opportunities on PVE server and also will act as a natural check on weird port battle timers.

13. New ships will finally appear in the game.

  • Duke of kent - event ship
  • Galeon - Spanish shallow water DLC trader.
14. Multiple other changes
Armored Warfare - Silentstalker
Commanders!

Today we’ve prepared the following items for you:
  • ZTZ-20 Tier 10 Premium Main Battle Tank
  • Panzer 87-140 Tier 10 Premium Main Battle Tank
  • M-95 Degman Tier 8 Premium Main Battle Tank
  • Type 96B Tier 8 Premium Main Battle Tank
  • M1A1 Storm Tier 7 Premium Main Battle Tank
  • MBT-70 Tier 6 Premium Main Battle Tank
  • Treasure Trove with 10.000 Gold
  • Europe's Edge Boosters
Between May 16 and May 23, 2024, the following items will be available:

 
ZTZ-20
 

The ZTZ-20 is a fictional Chinese Main Battle Tank for the 21st century. It combines western influences with some ideas taken from the T-14 Armata. You can read about its (real and fictional) history in our dedicated article.



In Armored Warfare, the ZTZ-20 is a Tier 10 Premium Main Battle Tank. On its own, it’s a beast of a machine and one of the most powerful vehicles in the game, featuring both a powerful gun and thick armor. It does have a special feature though – its missiles can cover a wide area with burning White Phosphorus that reduces enemy vehicle camouflage and deals damage to anyone entering the zone.

The ZTZ-20 MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

 

 

 
Panzer 87-140
 

The Panzer 87-140 is an experimental version of Panzer 87 (Swiss Leopard 2A4), fitted with a RUAG 140mm smoothbore cannon and an armor kit called WE. It was developed in the 1980s and early 1990s to counter the next generation of Soviet MBTs, but with the collapse of the Soviet Union, the project was shelved, only to resurface around 2005-2006 but never passing the experimental stage. You can read more about it in our dedicated article.



In Armored Warfare, the Panzer 87-140 is a Tier 10 Premium Main Battle Tank. Much like other Leopard series MBTs, it’s a long-range fighter with an extremely powerful gun and the ability to fire with pinpoint accuracy. Even though its armor leaves much to be desired, at long range, this MBT has few equals and can be considered one of the best snipers of its class.

The Panzer 87-140 Tier 10 Premium MBT is available in our Web Shop via Loot Crates. Collect 100 blueprint pieces from these crates to obtain the vehicle.

 

 

 
M-95 Degman
 

The M-95 Degman is an advanced Croatian prototype MBT, developed during the 1990s and 2000s. It is based on the previous Yugoslavian project, the Vihor MBT, which in turn has its roots in the improved T-72M series produced in former Yugoslavia. You can read more about its history in a dedicated article.



In Armored Warfare, the tank is relatively fast and fairly agile while carrying some potent firepower for its Tier. In fact, its owners can choose from two powerful guns:
  • 125mm 2A46 Russian-style smoothbore gun, known from many Russian MBTs
  • 120mm CTG NATO-style smoothbore gun that you know from the Challenger 1 Falcon MBT
It’s worth noting that the 120mm shells have higher penetration values and the gun can also fire Falarick ATGMs while the 125mm gun has higher damage per shot. Both guns will feature good handling as well as overall performance to offset the vehicle’s weakness, which is its mediocre armor. The Degman must rely on its mobility and firepower to survive, making it an ideal vehicle for aggressive, daring players.

This bundle is available in our Web Shop.

 

 

 
Type 96B
 

The Type 96B MBT, as its name suggests, is an evolution of the Type 96A, featuring such elements as an upgraded fire control system and a much more powerful engine, resulting in considerably better mobility and speed. Unlike the Type 96A, however, the Type 96B is a prototype, designed for the Chinese military team to use during the annual Tank Biathlon event in Russia. In 2017, the Chinese team won the second place, being defeated only by Russia. You can learn more about its history in our dedicated article!



In Armored Warfare, the Type 96B is a Tier 8 Premium Main Battle Tank. Gameplay-wise, it’s very agile and fast for its class and uses advanced ammunition, making it highly suitable for players who prefer mobility over armor protection, even though it can take a lot of punishment as well.

This bundle is available in our Web Shop.

 

 

 
M1A1 Storm
 

In 1985, the Abrams was upgraded with, amongst other things, the 120mm M256 smoothbore cannon. Over 5000 M1A1 tanks were produced until 1992. This tank participated in Operation Desert Storm, which forged its legendary reputation.



In Armored Warfare, the M1A1 Storm is a Tier 7 Premium Main Battle Tank. The M1A1 Storm look was inspired by Operation Desert Storm, including a gorgeous camouflage net model. But, more importantly, this tank is equipped with a massive frontal dozer blade, adding extra armor and ramming damage to the long list of its advantages.

This bundle is available in our Web Shop.

 

 

 
MBT-70
 

Germany and the United States cooperated in the 1960s and 70s to create the ultimate Main Battle Tank to replace the aging Patton tank series in service. The MBT-70 prototype tank was the U.S. result of the development program. It was exceptionally well armed with a 152mm gun, capable of firing guided missiles and equipped with cutting edge technology, but high costs and endless delays in development led to the cancellation of this project and the subsequent adoption of a more reasonable design – the Abrams.



In Armored Warfare, the MBT-70 is a Tier 6 Premium Main Battle Tank. Several features make it quite unique – it has a large caliber gun that, while slow to reload, delivers tremendous damage with each shot. It can also fire devastating guided missiles and while its mobility levels aren’t the best, it can devastate its opponents with well-timed shots, relying on its armor to keep it alive while it reloads. And last but not least, this vehicle has a hydraulic suspension available, allowing it to tilt its hull to improve its gun depression and elevation.

This bundle is available in our Web Shop.

 

 

 
Treasure Trove
 

Today, we have a special offer for you. A veritable treasure trove of 10.000 Gold awaits you at a discounted price.



Please note that this item can only be purchased once per user. You can find out more about Gold and its uses in our dedicated article.

This bundle is available in our Web Shop.

 

 

 
Europe's Edge Boosters
 

This week, we are offering you an opportunity to boost your Battle Path progress and get that main prize you know you want – the KF51 Panther Tier 10 Premium MBT!



The following Battle Coin booster bundles are available:
  • 5 Battle Coin boosters (15% off)
  • 10 Battle Coin boosters (30% off)
  • 15 Battle Coin boosters (40% off)
  • 20 Battle Coin boosters (50% off)
Please note: In order to use boosters, you need to obtain the access to the Europe's Edge Battle Path.

This bundle is available in our Web Shop.

 

 

We hope that you will enjoy the offer and, as always:

See you on the battlefield!
Puropu Defense Squad - CLem
**Puropu Defense Squad - v0.35 IS LIVE!** - PATCH NOTES:
+Community Request: Added range bubble indicator around turrets when building
+Community Request: All the enemies' weak parts size have been reduced, but the damage bonus to weak parts is now 100%
+Improved Saw traps enemy detection and attack animations
+Damage of Saw traps increased
+Fixed a bug where coins would be picked up multiple times
+Fixed shop hard to target when barricades are built in front of it
+Fixed turrets sometimes hard to target when traps underneath
+Broken Battery item: Now the puddle of poison appears on the ground for all players
+Fixed when players would get hit, everyone would received the "get hit" visual effect
+Increased interact range of players
+A Dozen of small bug fixes and quality-of-life improvements
+SawTrap T1,T2,T3 balancing (price,damage)
+FIXED: Player buys an item when entering the shop
+FIXED: Hero damage bonus not calculated properly

Thank you for your help and support on our Discord and Steam forums! <3

Stay tuned and subscribe to our newsletter! (max 2-3 e-mail per year)
May 16, 2024
Airships: Conquer the Skies - Zarkonnen
Fixed an issue on Linux that prevented people from being able to see ingame news and register their coat of arms.
May 16, 2024
Nordic Ashes: Survivors of Ragnarok - Noxfall Studios
Hello!
Today’s patch-notes are as follow:

Improvements
  • KAOS can now keep Ascension crystals ːNA_Crystalː instead of being forced to use them.
Fixes
  • Fixed a navigation bug related to the ESC key in constellations.
  • Fixed a bug related to Gnöki’s gold poop where you weren’t able to fetch it in some cases.
  • Blud’s health bug is now fixed.
  • Talkor’s THE Coin first ascension description is now displayed correctly.
  • Fixed a bug related to hiding UI and not showing after opening the constellation.
Translations
  • Translation improvements: French and Russian
  • Minor fixes related to other languages

Cheers! ːNA_Gnokiː

If you have any suggestions, issues or any kind of feedback, don't hesitate to contact us:
🔸 Discord.
🔸 Steam Community.

https://store.steampowered.com/app/2068280/Nordic_Ashes_Survivors_of_Ragnarok/
Sanctuary in Time - Novus Operandi Games

Greetings, one and all!

We've got an exciting update this month with the addition of champions to the offworld event of Arena Victoria; these are highly-skilled, unique opponents your followers can now challenge and defeat for greater glory & prizes. Plus, skin colors can now be altered in the Gene Lab, and we've got balancing updates, bug fixes, and more!

So, dive in, check it out, and let me know what you think of the changes. Feedback is always greatly appreciated. But, remember...

Above all else, have fun!

Max (Novus Operandi)

***

Feature update: Champions added to the arena!
A new champion now stalks the grounds of Arena Victoria. They dare all comers to test their worth in a deadly, one-on-one confrontation. Will any of your followers answer the call?
  • A champion now resides in the arena. If a follower completes enough rounds to reach them, they can challenge the champion in a one-on-one duel for higher rewards.
  • After defeating the current champion, a new champion will later take their place, only more powerful and even more difficult to reach.
  • Champions are procedurally generated (for infinite variety) and are highly-skilled, special individuals, such as deposed kings, disgraced generals, and even the occasional outcast anvil.
  • Followers who defeat these champions will be celebrated themselves as champions, and though they may choose to forgo the fame & fortune of that position to remain at your side, they’ll still be recognized during inspections for their champion status, as well as for the number of championships they win in your name.

Feature update: Skin colors now changeable in Gene Lab + new colors available!
  • A follower’s skin color can now be changed under Advanced Genetics options in the Management interface. (However, the options available are still limited by their ethnic type.)
  • New skin colors have also been added to the game: ‘freckled,’ ‘sun-kissed,’ and ‘sun-bronzed’ have been added for Caucasian ethnicities, while ‘sun-bronzed’ has also been added for Chinese & Middle-Eastern. Plus, more expensive “unnatural” options have been added to the Gene Lab for all ethnicities of ‘copper-flecked,’ ‘bronze-flecked,’ ‘silver-flecked,’ and ‘gold-flecked.’

Feature update: Blueprints for War College & Temple of Eros are now “discovered” during game!
Previously, the buildings for the War College & Temple of Eros were simply available to be built as soon as the game began, but this arrangement didn’t turn out as satisfying as I would like, so I’ve decided to reveal these buildings to players in a different fashion.
  • When the game first begins, the buttons normally used to build these structures will instead be labeled as ‘Collapsed Ruins’ or ‘Broken Rubble.’ If you click on them, you’ll get a brief pop-up message describing these disheveled areas.
  • When at least one follower in the settlement has achieved a level of ‘skilled expert’ in combat or courtship, a brief narrative event will launch soon thereafter in which Eva discovers the blueprints for the War College or Temple of Eros, respectively. After the event in question closes, the ‘BUILD’ button for that structure will then appear in the main interface and will function as normal afterwards.
  • The facilities section of the weekly turn report has also been updated so that current status for these buildings is only displayed once their blueprints have been discovered.
  • If the War College or Temple of Eros have already been constructed (or are currently under construction), they will not be affected by these changes. Only unpurchased buildings will be affected.

Gameplay balancing:
  • Updated the stat checks used during the solo, “risky assignment” events in which a follower requests advice on whether or not to undertake a potentially challenging assignment. Previously, these were stat checks on the collective strength / persuasion of the settlement as a whole. Now, these are stat checks on the individual combat / courtship skill of the follower undertaking the assignment. Difficulty levels for these events will be randomly chosen from a list of easy to moderately high challenge levels.
  • Slightly increased the number of turns that must pass between occurrences of a follower becoming infatuated w/ the player.

Accessibility updates:
  • When selecting the buttons to load the Citadel, War College, or Temple of Eros on screen, the game will now automatically shift interface focus to the room tabs for that newly loaded building, and TTS will audibly report this shift in focus (if TTS is enabled).

Misc. updates:
  • Realized that after recent updates to the inspection dialogue, npcs were now willing to engage in hands-on/intimate inspection options prior to being ‘Very Trusting’ in Devotion. This was unintended behavior. I have corrected this so ‘Very Trusting’ Devotion (or ‘Infatuated’ Love) is once again required to access these more intimate choices.
  • Realized that arousal increases caused by follower undressing actions could be exploited during inspections, by having the follower redress & then undress repeatedly. Addressed this by placing a limit on these arousal increases, so they can only occur if npc is not yet fully aroused.
  • Made adjustments to certain events so their options for intimate acts are only shown when requirements for them are met (rather than showing a disabled option w/ unmet requirements cited). The events updated are: follower is awake at night after a bad dream, follower is feeling homesick out in the settlement, and the voyeuristic activity where a follower can be seen taking a shower.
  • Added new variant scene that can occur randomly while examining breasts during a follower inspection. This has a more brusque flavor to it, in which the player examines a follower’s breasts by gently bouncing them.
  • Placed new condition on follower inspections so if a follower’s health is below a certain threshold (currently <= ‘Very Unhealthy’), they will be unable to report for an inspection, regardless of their current devotion or love levels. A brief scene will now display under this condition, describing them as being “unable to report for an inspection due to poor health.” (However, the followers can still be observed from a short distance away.)
  • Added a couple of new weekly activities that combat trainees can be witnessed performing (in the text of the weekly turn report). These are primarily exercise-themed, with the possibility of seeing a follower running laps, doing pushups, sit ups, etc., with differing results depending on the fitness of their muscles.
Battle Poet - JesseCalder
Version 0.4.1

Feature
  • You can now replay the tutorial from the main menu
Visual Upgrades
  • Enemies now float around at randomly increasing and decreasing speeds, making them feel more alive.
  • Dialogue during encounters fades in more quickly.
  • Enemy turn animations are snappier, looks more aggresive.
  • Many minor improvements to fade in quality on art assets.
Audio
  • Added sound effect for applying status effect
Encounters
  • Reduced amount of health on the Trapped Dai's corruption.
Bug Fixes
  • Audio change not applying when switching between run and tutorial.
  • Status effects not fading in when effect is applied.
  • Poetry lines being unusable when switching between run and tutorial.
  • Attributes not appearing in run after going into a run from tutorial.
  • Recite buttons appearing in front of death screen.
  • Poem effect preview not disappearing when game is reset.
  • Enemy visual effects not being reset between playthroughs of run.
  • Player attributes not being reset when switching between tutorial and run.


Going Medieval - SeVerin
Greetings medievalists!

Update (0.19.1) is now live on all platforms on the experimental branch. Please save your progress and restart your game client to update. Once it is properly tested, we will push it live in the official update! Here are the notes for what awaits you in this version, but first, a warning:

Disable Mods if you have them
Please note: if you are using unofficial mods you might experience crashes or even an inability to start the game. If you do, turn the mods off before starting the game. If the problem persists, be sure to delete everything in the steamapps\common\Going Medieval and then verify the game files.

Now, onto the update:

Player Triggered Events
Up until now, all of the events that occurred in Going Medieval were reactive. Meaning, you would just wait for them to happen. With player-triggered events, you will decide when certain events will occur. Right now, you can only plan Feasts, Sermons and Rituals, but we plan to incorporate more as game development progresses. Here is what you need to know about each event.

Feast
  • The feast event is triggered by selecting a table (medium or large) in the Great Hall room. Upon selection, a “Hold event” option will appear - selecting this will allow you to schedule a feast.
  • Once the participants reach the table, the event will start and all the planned food and drinks will appear at the location.
  • You can choose who to invite, whether a bard will be playing at the feast, and what food and beverages will be present at the event. All these factors will affect the event's score and effectiveness.
  • The score represents the quality of the event and its value will influence settlers’ mood and stats (mood buffs, entertainment buffs etc).
  • NPCs can be invited to feasts as well.
  • You can choose not to invite a settler and that settler may feel left out and be sad because of that.
  • Rotten food can be served if you wish to make a terrible feast and make the guests vomit.
  • If invited to a feast with alcohol, NPC merchants will get drunk and lower their prices up to 30%
Sermon
  • The sermon event is triggered by selecting the Restitutionist Lectern (new building) in the Church of Restitution Chapel room.
  • You can choose who to invite but Oak Brethren settlers are not invited by default. If you choose to do so, it will result in bad mood modifiers for Oak brethren settlers.
  • Bread and wine can be added to the sermon to increase its quality.
  • Depending on the quality of the Sermon, settlers may get or lose religious alignment because of it and also get nice mood buffs. They might even switch sides.
Ritual
  • The ritual event is triggered by selecting the Ritual Circle (new building) in the Oak Brethren temple room.
  • You can choose who to invite but Devout Restitunionist settlers are not invited by default. If you choose to do so, it will result in bad mood modifiers for Devout Restitunionist settlers.
  • Animals can be sacrificed in the ritual. The type of animal determines the quality of the sacrifice. So, sacrificing a rat may even negatively affect the outcome.
  • Depending on the quality of the Ritual, settlers may get or lose religious alignment because of it and also get nice mood buffs. They might even switch sides.
There are some general rules that apply to all of these player-triggered events:
  • Each event has a cooldown time that lasts a specific amount of days (depending on the event). For instance, the event's quality suffers if you trigger 2x Feasts on the same day.
  • You can remove any participant from the event during the event. Selecting a settler will show the “Leave Event” button in the bottom right part of the screen.
  • Events can be canceled at any point (the same way you triggered it, but now the “End event“ button will appear) and the result will be calculated by the percentage of the completion of the event.
  • Events have 2 phases: gathering and the event itself. The gathering phase is the process in which a settler will try to get to the room where the event is held. If some settlers can't get to the spot during the gathering phase (they are locked, unconscious or something else), then they will not participate in the event.
Settler Roles
You can now assign roles to settlers in your community. The roles available for now are: Bard, Chaplain and Druid. Here is what you need to know about them:
  • You can have only one of each role in your settlement.
  • A role can be given by selecting the settler, clicking on the Biography tab and selecting the button next to Role.
  • The roles have their requirements so if they are not met the button will be inactive.
  • Assigning a role to a settler will result in a permanent mood boost and will also change job preferences (they start disliking doing some job types).
  • A new hour type has been added for Role Duties in the Schedule tab. During this time, the settlers with roles will perform duties that are specific to them. Bard will go and perform in the great hall resulting in a nice mood and entertainment for settlers that are in the great hall with them. Chaplain and Druid will join their respective ceremonies and boost religious needs for nearby settlers.
  • Events can be boosted even further if a settler with a role is invited as a special participant.
  • NPCs with roles from other settlements can visit your commune and can be used in events to make their quality even better.
Job Preference System
Previously, settlers had passion for certain skills as indicated by yellow stars next to them. Now, they’ll be able to have passion for any action, but they are able to dislike stuff, too. Keep this in mind:
  • Passion stars are tied to skills and actions. This means that settlers can now be passionate about bartering. Or passionate about hauling etc.
  • Character background, perks and roles influence job preferences.
  • You can’t hand-pick job preferences with the advanced character creator.
  • Red stars indicate a settler's dislike for actions and skills. One red star indicates “Unwillingness” while the two red stars indicate “Resentfulness”
  • Unwilling and/or Resentful settlers will get negative mood modifiers when performing something they don't like.
Negotiation before Raids
Extortion is a new event that will appear before a raid, allowing you to deal with the potential attack in an interesting way. What this means:
  • Factions may appear at your doorstep asking for a certain amount of resources so they don't attack you. They will send a person to the edge of the map who will act as a negotiator.
  • Send one of your settlers by selecting them and right-clicking on the extortionist and choosing to negotiate.
  • You can give the extortionists the goods and thus avoid the conflict, or you can choose to say no and suffer a friendliness penalty or even an attack.
  • Obliging to extortionists may result in some settlers getting negative mood modifiers.
  • The type of resources they will take differs from faction to faction.
  • You can choose to attack the negotiator and that way send a nice message to them. :) Attackers may spawn immediately as a result.
  • Runaway events have also gotten the negotiation treatment. Now, you may choose to give resources to the attackers in exchange for them to not pursue the runaway anymore. Some factions will not do this and you will not be able to barter for the runaway's freedom in that case.
Even neutral and friendly factions may attempt extortion. It’s a ‘dog-eat-dog’ world out there.

Reworked Notification System
The way we notify you with new information in-game has changed a bit.
  • The game will not always pause and pop up a panel with info like it did before with all of the events.
  • News notifications will appear beneath the game’s date and time (similar to tutorials) and you can choose to read or close them all together.
  • News of a settler's death also appears in this section. Now, when a settler dies, you will get a news popup instead of a text that passes quickly.
New Structures
  • Restitutionist Lectern (Religious Structure 1 in the Research window, appears in Leisure building category). For planning a Sermon event.
  • Oak Brethren Ritual Circle (Religious Structure 1 in the Research window, appears in Leisure building category). For planning a Ritual event.
  • Large Restitutionists and Oak Brethren shrines (Religious Structure 3 in the Research window, appears in Leisure building category). For improving aesthetics and event qualities.
  • Fire Pits (Furniture 3 in the Research window, appears in the Furniture building category). Used for warmth and decorative purposes. Can be circle or rectangle shaped.
  • Wardrobe (Furniture 3 in the Research window, appears in the Furniture building category as a chest variant). Used for storing 6 resources - apparel, warfare and/or coins.
  • Musical Instrument Shelf (Decorative structure 2 in the Research window, appears in the Misc building category as a decoration variant). Used for decorative purposes, improving aesthetics and upgrading for the bard role.
  • Half-a-window variation. If you select a Limestone block or a Clay Brick Window structure, it will show you its half window variant. The functionality is the same, the change is only visual.
  • Chandeliers, Torches and Braziers now have Silver and Gold Variation.
Bugs and Fixes
  • Fixed the issue where a settler would get stuck when trying to construct ladders that are in the water.
  • Fixed the issue that prevented settlers from construing while being in the water, if that water was deeper than one voxel.
  • Fixed the issue where the pile structure would never be installed if that pile was hauled off at any point since the order was made.
Quality of life changes
  • Settlers have an Art skill, now.
  • Fishing is now a separate job in the Jobs panel. Previously, it was a part of the Animal Handling job.
  • Alchemy is now a new job in the Jobs panel. It is used for making healing kits. Will be used for other things later on… like gunpowder.
  • Hunting Job is now 100% a Marksman skill. Previously, it was a mixture of Animal Handling and Marksman skill which made it confusing.
  • Butchering is now part of the Culinary skill. Before it was tied to Animal Handling skill which made it confusing as the butchering was a cooking job but not tied to culinary skill. Yeah, we get it.
  • We added disabling and enabling of settlers Stats. For instance, perks like Iron Stomach now disable Stomach stat making it impossible for them to vomit.
  • Disabled Stat does not give mood modifiers. So, if a settler has a disabled Alcohol Stat that means that the settler will never get positive or negative buffs from that stat.
  • We added Locked Stats as well. A locked stat means it will not be affected but will keep its mood and other effects. For instance, after a high quality feast the participants will have their entertainment needs filled and locked for a few days meaning that their entertainment needs are full during that period.
  • Right-click menu will show information on what job the action is tied to.
  • Right-click menu will show messaging on why the production can’t be prioritized if it’s not working.
  • Right-click menu will show a skill level of a settler for some actions (like bartering).
  • Tooltips are added to hour types to have a bit more explanation what each hour type is for.
Known issues
  • Some text keys are missing.
  • Player-triggered events don't have sound effects
  • The calculator of player-triggered events score is still work in progress.
  • Merchants who are invited to feasts will lose their overhead marker and will not get it back even when the feast ends.
  • Settlers will not refuel torches if there is no floor/ground beneath them.
  • Settlers will not choose the closest production building (if there are more of the same type), but the one that has a production set first in the global list of productions.
That’ll be all for the update notes. New patches and improvements will be deployed accordingly. As always, use F10 and/or the experimental bug subforum for reporting experimental issues. If you want more dynamic/direct communication - head over to our Discord server. Even though we might not reply, we are reading everything. Thank you!

DISCLAIMERS:
⚠️ We decided to keep Dev version of the game on the experimental branch, and that means that a Dev log with red text will appear from time to time. This will help us get more info from your side when crashes and bug reports occur.
⚠️ Also, at the moment, the experimental and the main branch are very different. You should not play saves from the experimental branch on the main one as it can cause various bugs - please avoid doing this.

Foxy Voxel

Dungeons 4 - Lunareiya
Snotcast #1 - Unicorns are trying to infiltrate the army of evil!

Welcome to a new week of „Snotcast – Evil News for the most evil servants!“

This week, we have a grotesque theory for you:
Rumor has it, that the Banshee’s little ghosts are secretly just unicorns in disguise, sent to infiltrate the armies of evil and weaken our forces from the inside!
They are disguising their bodies with magic and loose white sheets, while glamouring their horns into metal spikes to not raise suspicion!

And considering they are working closely with the Banshees, could they too be working for the forces of good?! All that shrieking does appear quite suspicious, now that one thinks about it more closely. A distraction so you don’t get too close to them and figure out their little ghosts‘ disguise, perhaps?!
What is their final goal, you ask? Who knows! Those disgusting forces of good work in mysterious ways. Maybe the want to smuggle enough spies in so they can destroy the Dungeon heart? Maybe they want to disable our carefully placed traps, or open the doors for their annoyingly stubborn companions, the dwarves?

We will have to investigate further. Rest assured, that you will find any hot new information right here!




Disclaimer: The Ultimate Evil would like to clarify that this is purely snot shitposting, and in no way an announcement of any evil content
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