I'm writing a quick post to let you know that It gets so lonely here has been translated into Brazilian Portuguese by Fepulo! I hope you will enjoy the update, and that even more people can enjoy this story!
As always, if you find any issues with this update, please let me know, and I will try to fix things when I can.
Thank you for all of the continued support, and thank you everybody who read Lonely and who left a review. I'm glad this story was able to reach so many people, and that you all seem to enjoy it!
A Revitalized Valley - The entire valley has had its foliage update with new biomes. These all have a different atmosphere and break up the map instead of seeing the exact same tree throughout the entire map. From your standard forest, to a birch meadow, or rolling hills with many flowers and the large trees of the pine forest. Be on the look out.
POIs - The north-west has been populated with new locations for the player to explore and areas to set up a base on. From a large forgotten hotel, to a ravaged police station and a new town or two.
Dynamic Random Events - For now, you will start to hear an explosion or two when exploring the world and at these locations you will find a crashed helicopter. These will spawn at random times throughout your playthrough and give good loot. More will be added, stay tuned.
New Survivor Settlements - When you spawn into the world in one of four locations on the map a new safe zone will spawn. These safe zones also have a settlement officer who will hand out classified laptop quests for a price. In future updates, mechanics for these settlements will be expanded.
Removing trash piles - Starting with this update you'll be able to remove certain piles of trash in the world. Go up to them and smack them with the required melee weapon and they'll disappear. With following updates, dependent on player feedback more piles will be made destroyable.
New Recoil System - A new recoil system has been made for SurrounDead. This system is now smoother than the last one making shooting a varied amount of weapons, much less annoying and more fun.
Now when the player is aiming a weapon and decides to check around a corner you will now be able to lean around it and get a better angle!
New loot options: 'Legendary Weapons' and 'Legendary Gear'
New items:
Scar-H
Scar-H mag
G36
M1911A1
M1911A1 clip
M1911A1 extended clip
Clothing cupboard
Shelf
Decontamination shower
Weapons case
Large weapons case
Riot police jacket
Riot police armor
Riot police pants
Riot police gloves
Riot police boots
Hawaiian shirt
Swimming trunks
Slippers
New vehicles:
Swat Van
Resort Van
Slightly increased max XP per each level
Change to loading screen and when it removes the loading screen
Max XP a level can go to is now set to 200,000
Like modular building foundations; walls and fences will now remove nearby trees and rocks
Improved inventory and context menu UI
Reworked map system
You can now scale the size of markers you place
When looking downwards when attacking with a melee weapon, it will use the animation that will hit crawlers more easily
Player spine now rotates to the direction you're looking in (Up & down)
To pick up a buildable (Ones without the context menu) you now have to actually hold down the interact key until it reaches 100%
Radio music now has its own audio setting
Removed automatic door opening for locked doors when you were stuck behind them as this led to issues. You now interact with the door and it'll open as normal if you're behind it
Changes to first person ADS camera position
Changed UI location of medical effects
50 cal and 300 Winchester rounds have had their stack size increased to 100 from 25
You can now stack razor wire, intel laptops and horde beacons
Zombie sprinters (Roamer archetype) are now faster but do less damage
You can now correctly see headwear shadows, etc when in first person
Reduced zombie boss damage
Reduced amount of fuel vehicles spawn with and slightly increased health they spawn with
You can now increase zombie spawns up to 10x (Can cause performance issues)
You can now craft rarer ammunition at the Weapons Bench
You can now see a containers magnifier icon from further away but not from behind an object
Zombies cant see behind themselves as much now (Sight peripheral set from 100 to 90 degrees)
Recued human AI accuracy however sniper AI and boss AI still have higher accuracy
Improved ladder detection (Especially when you're at top of one of them)
Rotating a buildable is now more precise (From axis of 10 to 2)
Increased possibility to find the oil rig keycard at the oil rig
You can now free look in first person
Ability to hide all markers when viewing the map
You can now place a wooden roof top onto a roof piece and it'll line up with the roof piece on the opposite side
Simplified fishing controls, you no longer have to right click to stop fishing just left click as normal
Reduced selling price of harvestable materials
Improved code for checking if a wall is in front of the player when aiming
Random bullet hole rotation
Airdrop locations should be much more random and be located across nearly anywhere on the map
Changed unequip location for katana
Slightly reduced noise made when crouching
Reduced range around human AI where it'll alert others
Buildables that can remove foliage will now remove stumps, etc
Water and sand aren't as bright
Lightning can now spawn closer to the player and is more frequent
Optimizations to world objects, buildables, vehicles, etc
Optimizations to zombie AI
You can now hide cursor in photo mode again
Fixed an issue that caused the player to never spawn and loading screen infinitely stay on screen
Fixed issue with containers not resetting loot correctly
Multiple clipping issues with first person fixed
Fixed an optimisation issue with inventory item textures
Fixed objects still being powered after the generator in the vicinity was removed
Fixed bugs to do with transitioning between first and third person (Climbing ladders, ADS, etc)
Fixed being able to damage an explosive barrel even though you're not near it
Fixed player placed traps causing issues with shooting when near one
Fixed player placed crafting bench displaying wrong amount of crafted items in stacks
Fixed scoping in with a weapon, binoculars, etc sensitivity being heavily increased compared to normal sensitivity
Fixed being able to shoot through buildables
Fixed damage numbers covering up crosshair area
Fixed adding an attachment to a headwear piece while in first person causes the mesh to be visible in front of the player's eyes
Fixed splint not fixing broken bone
Fixed player level not showing correctly after respawning from a death
Fixed after death player max XP is incorrect of what the level should really be
Fixed inventory UI issue where icons weren't centred to their inventory box
Fixed multiple issues with ejecting rounds and muzzle flashes
Fixed dropping portable lights turns into a lamp
Fixed projectile rotations
Fixed passive skill UI not showing when loading up a save
Fixed in a new save passive skill levels showing as "50" and not displaying correct info until its updated via XP getting added to it
Fixed water well being infinite if it somehow gets more than 2000 water
Fixed some zombie types not making any footstep sounds
Fixed hangars sounding like you're walking on metal
Fixed shooting a landmine sometimes doesn't attract any AI
Fixed zombie hound making a normal zombie sound on death
Fixed entering photo mode when aiming messes with field of view
Fixed wooden half wall not dropping an item and instead spawning itself again
Fixed AI moving around landmines
Fixed when opening map it shows "Zoom: " instead of "Zoom: 1"
Made a change that could hopefully fix the random issue where you can't open the map
Fixed FNFal mag clipping
Fixed mag clipping on AK74
Fixed some in engine issues with vehicle fuel, etc
Fixed Saiga-12 scaling
Fixed 50Cal muzzle flash
Fixed some ladders showing a second ladder model
What's Next before the "End Game Update"?
The 'Infected Deadzone' - A large destroyed town where no ones go and no one really knows what is happening on the other side of the irradiated water.
New dynamic random events - Helicopters are in for now and more events will be added, from some sort of distress beacon, to a crashed survivor vehicle or a horde of zombies. There are quite a few possibilities here.
Surfers are likely to put this demo at the top of their list for games they would like to try, which is awesome, but don't forget that this game, in addition to a very unique and cool surfing simulator, is also an adventure game too. So it's worth checking out and playing the demo to get an idea of what is to come even if you are not a surfer.
There have been more than 4000 downloads of the demo in the first 3 weeks which is really encouraging. I am grateful that so many players are interested in this open world surfing themed adventure game. Of course most players have a backlog of many games, so it is expected that it would not be played by everyone. Only a fraction of the downloads have been played. Whether or not you have played it yet, I have added a couple of links, so you can give feedback and join the Discord.
In the main menu, there is a link to Discord, which is a service that allows for a webpage like space where players can chat, get more info, and participate, talk to the dev and watch videos and see what the full game will be like and get updates. Come and join and participate if you are interested.
As you exit the game there is an option to quit and give feedback, which will close the game, and open a short simple form where you can let me know how your game play went. Painless simple form that you can fill out and say whatever you like, and I will be able to take your suggestions or problems and turn them into game play for the full version. Well, fix the problems and make the rest game play.
The offer to win the full version by getting a 10 in the demo is still available. See the discord for more info. Here's a link to the Discord...https://discord.gg/tNpXVeJS84
Give it a play through and let me know what you think. Thanks everyone.
Hello everyone, and welcome to devlog number 22 for Tales of Elondria! This marks the first devlog for version 0.2 of our 2D single-player RPG.
Debug Console
I’ve been working on some behind-the-scenes tools to make development and testing more efficient. One of the key additions is a debug console. This tool is incredibly useful for quickly triggering game events like changing the weather, spawning NPCs, adding items, and altering the player’s stats on the fly. This will streamline testing various game mechanics and ensure smoother development going forward.
Combat System
The combat system is arguably the most significant feature added in version 0.2, and it’s a major milestone for the game. Here’s how it works:
Collision Triggers: The combat system is initiated when the player collides with another living entity, such as an NPC or a creature. This collision detection is the first step in starting a combat encounter.
Encounter Panel: Upon collision, a panel appears on the screen displaying information about the encountered entity. This panel provides the player with options to either attack or retreat.
Combat Choices: Attack: If the player chooses to attack, they proceed with combat. Retreat: The ability to retreat is determined by the player’s dexterity stat. Higher dexterity increases the chance of successfully escaping from the encounter.
I hope to lay the foundation of the combat mechanic with these implementations. I’ll continue with the combat system (it seems AT LEAST for a month) so stay tuned for more updates as I continue to develop and refine the game 🙂
We've uploaded the demo update that adds the magic system to the game. It includes the new Enchanter crafting class with the corresponding equipment. There are also new variations of enemies that have elemental magic and drop spellcrafting materials when defeated.
We plan to add more types of spells and their modifications in the upcoming patches, including summoning magic.
Here is the full list of changes in the update:
Magic System
Added six Magic Arts:
Ars Goetia - fire magic that is focused on attacking spells and boosting the character's parameters.
Ars Theurgia - frost magic that is focused on defensive spells and slowing enemies.
Ars Paulina - poison magic that is focused on dealing damage over time and debilitating enemies.
Ars Almadel - lightning magic that is focused on high burst damage and AoE spells.
Ars Necromia - chaos magic that is focused on summoning and durability spells.
Ars Notoria - holy magic that is focused on healing, dispelling, and utility spells.
Added basic craftable and customizable spells for all Magic Arts.
Added perks unlocked by leveling Magic Arts. They can provide various bonuses to selected spells.
Added a Magic Sigil which allows slotting spells and perks to improve their efficiency.
Added adjustable spell parameters:
Intensity - each point changes parameters like spell damage, minion strength, or barrier amount by 5%.
Magnitude - each point changes parameters like maximum projectile range, size, or AoE by 10%.
Momentum - each point changes parameters like speed, duration, or tick rate by 10%.
Efficiency - each point changes parameters like spell cost by 7.5%.
Added materials for spell crafting: Soul Shards, Glyphs, and Runestones.
Combat
Added a hotkey for toggling aiming mode, defaulted to "F" button. It can be remapped in the Settings. This feature enables aiming mode even when using melee weapons, making it useful for spell casting.
Increased the base Focus Regeneration value from 0.3 to 0.8 FP/sec.
Significantly reduced the casting delay for Strong Attacks, making them execute almost immediately.
Further reduced delays after executing Fast Attacks by 0.1 to 0.2 seconds.
Parrying can now also be activated while blocking by pressing RMB again. The parrying window has been increased.
Increased the base value of Physical and Elemental Block from 30% to 50%.
Removed staggering from enemy Fast Attacks.
Added buildup status effects:
Bleeding - Periodically deals damage based on the target's current health and reduces health regeneration.
Stunned - Stuns the target for a short period of time and increases the poise damage.
Ruptured - The target receives damage while moving, which scales based on the distance traveled.
Staggered - Knocks down the target for a short period of time and reduces the resistance to staggering.
Burning - Deals damage over time and increases delays between enemy attacks.
Frozen - Freezes the target for a short period of time and then slows down attack and movement speed.
Poisoned - Reduces enemy damage and inflicts damage that gradually increases over time.
Shocked - Increases the critical hit chance against the target and slows down stamina and focus regeneration.
Frightened - The enemy has reduced physical resistances and a chance to fumble an attack, dealing only half of the damage.
Purged - Removes a positive effect from the target and temporarily increases all damage received.
Added immunity to bleeding for Undead enemies.
Fixed an issue where the enemy Charge attack might not be executed.
Fixed an issue where attacks or hotkeys might not work after being staggered by an enemy in some cases.
Fixed an issue where enemy attacks could consume more stamina than intended.
Fixed an issue where negative resistances might not increase the damage received.
Fixed an issue where enemy rotation might be incorrect while casting spells.
Enemies
Added enemies with magic abilities that drop materials for spellcrafting when defeated.
Quests
Added a tutorial quest for basic magic usage.
Implemented additional checks to ensure that the Harvesting Resources quest is always received.
Fixed an issue where disabling tutorial pop-up windows before starting a new game could prevent the initial tutorial quest from appearing.
Inventory
Fixed an issue where equipped items weren't dropped on the ground when they were unequipped and the inventory was full.
Places of Interest
Added Shrines containing elemental Soul Shards and granting blessings that increase experience gained in Magic Arts.
Fixed an issue where some Places of Interest might have incorrect respawn times.
Resources
Added harvestable Enchantment Crystals, which can be used to craft Enchanter's equipment. When harvested, these crystals will respawn after some time.
Automation tools now provide harvesting experience for each collected resource.
Fixed an issue where Stove resource processing was interrupted after the first 2-3%.
Crafting
Added a new craftable item type: Elemental Staves.
Fixed an issue where upgrading an item that was assigned to a quickslot might cause the upgrades not to apply.
Fixed an issue where crafting an item while having a similar one in a quickslot might not update the quantity correctly.
Building
Added Enchanter's tools:
Spellcrafting Workbench - allows creating new magic spells.
Arcane Sphere - allows to apply modifications to spells.
Melting Reservoir - allows salvaging materials from existing spells.
The title screen menu has been updated to include a Franchise Order section. This is because there is now a second game in the series available to wishlist There's Always a Madman: Do Your Worst. This menu change is also made in the demo
At the conclusion of There's Always a Madman: Fight or Flight, there is now a URL for the upcoming game There's Always a Madman: Do Your Worst
You can wishlist There's Always a Madman: Do Your Worsthere right now ahead of the game's release in Q4 2024.
And don't forget to follow the There's Always a Madman series on Steam now that it is a franchise with a second game coming out! You can follow the TAAM series right here.
I'm so excited to let you know that you can now play the game that we worked so much for the last couple of weeks!
Big thanks to Buried in Insanity and IgresiX.exe for giving us great feedback, ideas and information already on the day one of demo being released! Some of the stuff is already fixed and improved and published in the demo update!
Please, let us know what do you think about Survivaluck!
Tidying up a few things from the big v0.21 update:
Improvements
adds a loading animation to the start screen so you know it is still loading and hasn't crashed
changes Ace in a Hole to be a Diamond
changes Queen of Wonderland to not be able to target cards with a value of 0 (to match how Break Limits works)
adds a (left to right) clarifier to the pile order text
removes references to "play pile" in favour of "played cards"
fixes missing apostrophes for things like "opponent's side"
Glitched Card
fixes a bug where a Glitched Card copying King of Space and Time would softlock the game
fixes a bug where a Glitched Card copying a Jack would not count as a Jack for King of Space and Time
fixes a bug where Glitched Card would say that it could be Exploited when it couldn't if the previous card copied had Exploit
fixes a bug where Glitched Card wasn't copying "on bust limit exceeded" effects
Other bug fixes
fixes some buggy interactions between XVIII The Moon and 0 The Fool
fixes a bug where zeros didn't count towards possible negative card rewards
fixes a bug where Queen of Drag didn't have tooltip for "create"
fixes a bug where King of Space and Time listed the Rounds Up keyword
fixes a bug where Baseball Card adding Card Sleeve and Old Baseball Card to player's deck was not unlocking those cards in the Collection
fixes a bug where the windowed multiplier setting was sometimes usable while in fullscreen mode
fixes a bug where cards played via an opponent's SD Card would not trigger their on play effects
fixes a bug where saving to menu and then continuing while on the Collector or Lounge Gambler encounters would add extra copies of the cards they start with due to the previous event
fixes Master of One being at the end of the Collection, instead of at the end of the Face cards