Bugfix: - Fixed a bug where you could get two demonic essence from the Bandit King Fight - Fixed a wrong tag on a bard song - Fixed a bug where 10 Revelation Stacks did not give the BP it should - Fixed a bug where in the Quest "The Divine Hunt" where the game would give you the wrong text when saving the girl, if you only had 3 turns to save her - Fixed a bug where using the continue would not work sometimes when first booting up the game
Gameplay Changes: - Elites will no longer get bonus levels but their stat multiplier has been increased from 30% to 50%. This should make elites easier to handle in the early game without reducing their strength too much - Elite Skill Iron Skin will now add 3 Bonus Physical Resistance per level instead of a flat 100 - Elite Skill Magical Void will now reduce Arcane/Divine damage by 4% per level up to 70% - Reduced Multistrike Scaling from 60% to 40%
Quality of Life: - Added a warning if you click on continue after a battle if there is still loot to be collected - When failing a single person skillcheck, you will no longer automatically accept the result with the interact key
Misc: - When first starting a quest, you will immediately try to spot for traps
It's been a very long time since we posted something here, but those who backed us on Kickstarter will know that we are working tirelessly on the game and are going above and beyond to polish it and get ready for the Early Access release!
Yes... You heard it right, we are getting close to releasing Mortal Rite!
In light of this, you will start to notice some changes on the Steam page and our Discord server, good changes, of course. We want to share the latest features and development progress so you guys are all caught up on everything. In addition, we want to give you a glimpse of what the Mortal Rite has to offer!
Finally, we want to send our heartfelt thanks to everyone who has backed us on Kickstarter or has been with us since the beginning!
Now let's jump into today's Dev Log…
One of the first things that comes to mind when designing a soulslike game is enemies, how they are going to react to you, what their abilities are, how difficult they can be, how they look, and so much more. So today, we want to share with you two of the cool things that we added to our enemies to make them more engaging.
The first one is AI Vision.
When we started working on Mortal Rite, we discovered very quickly that making enemies that work well and meet or exceed the “AI'' in other established games was an order of magnitude taller than Shold (our tallest character).
So, to begin with, what is AI vision? Enemy vision is what determines whether an enemy can see a target or not, and it’s trickier than we initially thought.
What does AI Vision do exactly? Enemies need to be fair and predictable so that players have a good gaming experience. This means that a player should expect an enemy to acquire their character as an attackable target when it is in line of sight (LOS) and within a certain range.
Easy enough, the AI just needs to do a line trace to see if a target is visible (e.g.: Not blocked by something that should block sight). Trace from the location of the enemy’s eyes to the location of the potential target. Record whether the target is in line of sight, and that helps determine if the enemy should attack that target or not. With a lot of attackable and destructible things in the game, including players and walls, a question came up to solve this issue: what is hostile to what?
We used the team's system built on Unreal Engine to control what is hostile to what. Entities on the same team are friendly. Entities on different teams are hostile. There are roughly two types of targets that an AI should worry about:
Characters – Other enemies that are hostile or players that are hostile.
Destructibles – Objects in the world that can be destroyed (such as barrels, obstacles (walls potentially)) that are hostile.
By default, all destructibles are hostile to all characters. Characters are fairly easy because we maintain a list of the characters in the world that the enemy’s “AI” can iterate through and choose the hostile characters. EZ. Destructibles are fairly easy to get as well. I chose to use a sphere trace so that each enemy only needs to worry about destructibles within its attack range. Originally, we used a sphere trace for Characters as well, but that’s silly when we have a curated list of characters at our disposal.
One of the things that is related and has to go alongside the Enemy vision is Multiple Target Point Evaluation.
We determined that it was necessary to have multiple target points for larger targets such as the Constructor Boss. It was bad that players could only lock on to a single point on the Constructor Boss because it caused bad camera interaction. The solution was to add multiple Target Points, and Alex updated player lock-on logic to allow smooth cycling through those Target Points. It sounded like a good solution, but honestly, it wasn’t something that I (Jensen) thought I would like. But I do like multiple target points, and I am happy that we have them.
What it means for the enemies is that their “AI” can also have access to multiple target points for targets that are large. Since everything is modular and target points are defined by the Lock On Interface, it’s really simple to add N Target Points as needed.
LOS is only half of the “Can the AI attack a target” equation. The real question is, “Can the AI see a target, and can that AI get to a location that allows it to attack that target?”. The AI has two types of attacks at a really high level: Melee attacks and Ranged attacks. When an AI decides what it can do, it needs to know if it can use a melee attack or a ranged attack against a target. Part of AI Vision Logic is determining if a target is Melee Reachable or Ranged Reachable.
Melee Reachable: True if there is a pathable location that is within the AI’s attack range to a target. Ranged Reachable: True if the target is in LOS and within the Missile Range.
It might be becoming clear that all of the above AI Vision logic talk was really just scratching the surface of what the AI is actually doing, but I felt I needed to cover all that to set up a foundation for the real problems that I’ve solved recently.
A problem caused by needing to be within range of a target in order to attack it is that for large targets that have one target point, the AI may or may not be able to get within range of the target point, but it can get in range of the target’s location. This looks like the AI should be able to attack the target, but the AI, trying to be smart, is overthinking the situation and rejecting the target because it can’t reach the target point.
Multiple Target Points allow for the AI to better see targets that it could not see before due to a single target point being obstructed and also partially address the reachability issue because multiple target points increase the chance that a target point will be in range for the AI (optimization for static targets would be to place fewer target points in better places than to just have a bunch of target points. Don’t worry: we’re not going to be stupid about the number of target points we use because performance is important).
It was because everything was working better that a new problem appeared: there can be obstacles on the ground that make a target partially unreachable for melee attacks.
In a setting where there is debris on the ground or anything that blocks a direct path to a target that is reachable in other ways, the AI would still decide not to attack that target, which is bad and makes the AI look dumb. And we don’t want dumb AI.
(Nav blockers do not block LOS to Target, but do prevent the finding of a reachable location within range of the target)
The solution that I’ve put in place for this is to test a half circle of reachable locations from the chosen target point. This means that in the above case additional reachable locations would be tested to the sides of the red location.
(The Ai can now reach the target due to the extra testable locations. As expected)
Conclusion. Finally.
This has become a long post, but hopefully interesting. Now for the system in action and potentially the TLDR of the whole post.
One more thing to add before we say, see you in the next Dev log.😉
DESTRUCTIBLE ENEMIES? KIND OF
When you hit an enemy, it’s fun to see that you really smacked that enemy.
Hit Reactions: Done.✅
Blood splattering: Done.✅
Effects when you hit the environment: Done.✅
Removing armor is also good. Let’s do that.
All characters have the concept of Health Thresholds that can be set up to trigger things happening. In the case of Sword Knights, Health Thresholds are used to trigger when their armor comes off.
(Health Threshold Configuration. There are more than just one for the Sword Knight.)
We can choose to set up any enemy to lose armor or anything visual based on their current health, but today, I am focusing on The Sword Knight.
The Sword Knight’s armor has been set up with different material sections so that we can hide each section whenever we want, and we’ve chosen to do this when the Sword Knight’s health reaches certain thresholds. At the same time that the armor is hidden, we also set off a Niagara effect that shows his armor flying off and landing nearby.
Now it's time to say see you in the next Dev Log, wishlist Mortal Rite if you haven’t already, and make sure to follow us on socials; we release content there quite frequently.
Thank you, and see you next time. ~Round Toast Team
First Aid Tent: Manual selection of the target unit to heal is now possible
Balancing:
Two more uncompleted, free fires on each side of the map to make it easier to escape from the cold weather/blizzards and to make wood chopping more attractive.
Increased healing speed of the First Aid Tent by 50%. Increased its cost from 75W to 100W.
Completed woodpiles generate now 100 wood over time to avoid that they are being used to rush: 1w per second for 100 seconds until they disappear.
Reduced dynamite costs from 20W to 15W.
Only players with the same patch level can join a multiplayer game.
A few years ago, back when we here at DP3 Softworks were all young and full of burnout, we made the rather abrupt decision to cancel development on Lust For Lucre. It turns out that in hindsight, this was kind of a dumb idea. After revisiting the project over the last year, we started to see the potential that Lust For Lucre had, and we think it can truly be glorious!
Now to the first-person update! I'm going to be continuing development of this game, and we're shooting for a release date somewhere in the realm of late 2024 - early 2025, but the game will be ready when it's ready. You can keep up with the development of Lust For Lucre with me on Twitch at https://twitch.tv/reyjakai if you want to be kept up-to-date on the progress!
All the enemies for "Act 1 : the Forest" have been implemented. Please greet : - The Blossoms : specialized in ranged attacks and populating your deck with pollen cards. - The dragonflies : specialized in mobility. - The Dummies : specialized in melee combat,
we can't wait to see all the strategies you will utilize to best defeat these enemies,
New shop :
Shop room has been rework to be in 3D
New chest :
Chest room has been reworked to be in 3D :
Next Fest preparation :
At the time of this patch, we are preparing for Steam Next Fest on June 10th. From now on, the demo will be a trimmed down version of the final game. This demo version that will be playable for the whole fest contains only the first act. Future content will be tested on the community discord.
We need your feedback! Share your thoughts and comments. This is crucial to helping us improve the game and make Spellbound Shuffle the experience you deserve.
It’s been two weeks since the release of Episodes 4 & 5 “Moving Out” and we wanted to take some time to review the launch and be transparent about what happened, our actions so far, and our plans going forward.
We understand this wasn’t our smoothest release and many of you experienced bugs and other issues after downloading the double episode, including game crashes and laggy sex scenes. (Both have now been fixed.)
The reality is that I (Steve) faced some personal health issues during production and we have been playing catchup ever since. We wanted to avoid delaying the announced release dates any further so as not to keep you guys waiting, but unfortunately that led to us not catching important bugs that should have been fixed before the release.
In order to make things right, we’ve been working hard to fix any and all issues since, so here’s a full list of all fixes we’ve made since launch:
Fixed server infinitely retrying connection causing lag during H-scenes
Added title cards to clearly communicate where Episode 4 ends and Episode 5 begins.
Added Episode 5 to Path Builder.
Various changes to in-game dialogue.
Various optimizations to the phone and to Character classes.
Fixed an issue with the scene gallery where ep5 scenes were not showing.
Fixed scenes not playing when they were supposed to.
Fixed animations not playing when they were supposed to.
Fixed bugged scenes sending players back to the beginning of the episode.
Fixed game looping with Lauren at the karaoke bar.
Fixed issues with the phone (missing contacts, messages, kiwii posts and applications).
Fixed player's name randomly being changed to "Wolf".
Fixed various save compatibility issues.
Furthermore, we’re going to be adding additional content to Episodes 4 & 5 “Moving Out”, free of charge for any existing owners. This includes new sex animations, new scenes, Kiwii posts, and phone conversations to make sure we address any content related feedback.
Going forward, we’re going to reserve additional time for internal testing before a launch which will include a bigger emphasis on your guys’ input pre-release as well. We want to ensure that we’re putting fans in a position to talk about the episode itself and where College Kings 2 can go next, rather than having to talk about the bugs and issues they encountered.
We will continue updating and improving the double episode as necessary, just like we’ve done with our previous episodes. One of our core values as a team is providing long term support to the CK series through working directly with our community, and we take it very seriously.
Once the double episode is in a good place we will move the majority of our efforts to episode 6. We've got some exciting plans for the next episode, so keep your eyes peeled for more updates soon!
Lastly, we wanted to say thank you to our community for your support. Your feedback and reviews on the double episode have been hugely helpful in making sure what we're offering is the best it can be! We're able to give CK the love and attention it deserves thanks to the support of our wonderful community, and so we want to ensure that you all feel listened to, and that CK is moving forward in a direction that works for us and our fans!
If you’ve faced any bugs or issues recently we’d love for you to give the episode another try! We appreciate any thoughts and feedback you have to offer, whether it's in the form of Steam reviews, discord messages or comments on our posts.
We are excited to announce that the demo for Recycling Center Simulator is available earlier than expected! ♻️
Dive in now to start building your own recycling empire and experience the unique gameplay our game offers. This demo version is designed to give you a taste of the game, and we have much more content planned for the full release.
Please note that this is a demo version and you may encounter some bugs. There will be more content and improvements in the full release.
We are looking forward to your feedback to help us make a better game.