Extremely Realistic Siege Warfare Simulator - Neverland Entertainment
1. Added 2 new maps: At Swords’ Points, and Flying Arrows. Neutral siege equipment is added, too. 2. Added a new map created by players, War Box. The map’s default save file can be found in workshop. 3. Added collision for arrows. 4. Fixed reinforcement errors in In The Desert 5. Fixed errors about the troops that perish on the higher floor when the substructure is destroyed.
The new demo features a huge update in the amount of content over the previous demo. Even speed running the full demo will take around 45 minutes now.
Whereas the previous demo featured only the first level (which is quite large by itself), there are now 3 levels of the same size, plus 3 optional hidden bonus levels which are shorter challenges. In each of the 2 new full levels you'll unlock another special ability as well. There are also 2 secret exits to find and a total of 35 prism shards to collect. There is a tracker added to the world map if you want to try to 100% the demo.
A number of other cool things have been added including a world map, a save system with up to 10 file slots, a cut scene, more npcs, and a small shop.
Numerous small adjustments have also been made compared to the previous demo but I won't list them all here.
Pre-stable is a release that will come to a stable branch after some testing in the beta first. Normally stable patches will only contain bug fixes and no new features, but I found some critical bugs after already implementing some features. So I don't want to wait for the next stable to patch them.
Color, Palette, and canvas nodes now use global color.
Interface
Loading the already opened project will close the current project and refresh the file.
New file explorer panel
New Histogram panel
Add version number in the crash report.
[Color Panel] Improve UI visibility.
[Color Panel] Add an option to disable the alpha, palette.
[Color Panel] Add hexadecimal value display.
[Preview Panel] Increase maximum zoom to x1024.
[Graph Panel] Dragging a junction from a node inside an inline group will create a new node inside the same group.
[Graph Panel] You can now connect junctions of the same IO type (output to output, input to input) to transfer the connection from one junction to another.
[Graph Panel] Ungrouping the node now centers the ungrouped nodes around the original group.
[Inspector Panel] Add the ability to copy color hex code directly.
[Inspector Panel] Improve palette and gradient widget.
[Animation] Hold alt while scrubbing the timeline to use a decimal frame.
[Add node, palette panel] Use Ctrl + Scroll to resize the item.
Node
New Directory Search node.
New Array split node.
New Normalize node.
New Cross section node.
New Atlas to struct node.
Bilinear, Bicubic, and radsin interpolation now apply alpha compensation to reduce dark edges when blending with an empty pixel.
Add node annotation.
All seed values now come with a randomize button.
Collection-based loop is deprecated, inline loop is now the default way to loop values.
Dynamic input nodes now use dummy junctions for adding new data.
[Supporter] New Pentagonal tile node.
[Glow] Add inner mode.
[Outline] Add angle filter (works best with widths 0 and 1).
[Lua] Lua error now shows up as a notification.
[3D] The Rotation tool will now be disabled in the Euler unit.
Blade Chimera was originally planned to release in Spring 2024, but in order to further polish the game and improve on its quality, the release date has been postponed to August 2024. The game is chock-full of story and gameplay content alike, and Team Ladybug's signature pixel art is being further refined. We're terribly sorry for the delay, but we hope the improved Blade Chimera will be high-quality and be able to entertain a wide audience.
The newly released trailer showcases many new boss battles and gimmicks, all painstakingly designed by Team Ladybug. It offers a sneak peek into the world of the game... but in order to let more players get their hands on the actual game experience, Blade Chimera will be joining Steam Next Fest in June (next month!) with a public demo. Please check out the demo too when it releases!
Please wishlist the game and look forward to release!