Description color contrast is increased. Current values pass the contrast test, hopefully it's better. Please let me know.
Card: - Obscured cards now display their amount next to their names. - Card amount is also added to the card description. - Card descriptions now show job limits. Pretty much every job is unlimited except Managing and Building/Crafting jobs.
New Shortcuts: - Holding a card + DEL key, destroys a card as long as it is destroyable. - B key now toggles Recipe Menu. - Right click on the game board now toggles Recipe Menu. - ALT + Right click on a Recipe card now duplicates the recipe.
Other: - Recipe Menu now doesn't reset it's recipe type tab when toggled. - Added progression percentage next to the progression rank.
Watch Fisk as he's trying to survive the Open Beta of Level Zero: Extraction!
Level Zero: Extraction is a multiplayer extraction horror with tactical FPS combat and an immersive dark atmosphere. Test your survival skills against rival players and AI enemies during intense raids for valuable loot. Or play as an alien monster that can only be killed with light and make sure no mortal escapes alive.
Add the game to your wishlist now; coming to Steam Early Access in 2024!
Weâre proud to let you all know that Janosik 2 is a part of the Steam Next Fest June 2024! Hereâs a short info on what to expect from the traditional shepherdâs hat-wearing brave who joins forces with a reluctant vampire and burly werewolf to conquer evil minions of nefarious Countess Bathory and her fairy tale minions.
Janosik 2 picks right after the events of the first game, and its story starts with, let's call it: "a date which went terribly wrong". In the updated demo you can check out the first 3 out of 24 maps of Janosik 2 and get a taste of whatâs ahead!
Letâs step into this mythic pixel art land of the Slavic Highlander and see what challenges, threats, and enemies you can expect in the sequel.
Old-school precision platforming
Janosik 2 will require good management of your speed, momentum, and jumping distance, as well as good reaction time. A single mistake can lead to falling into a trap or not reaching a desired spot. A lot of platforming elements are in constant motion so it adds another layer of complexity to traversing the levels.
The encounters in Janosik 2 are varied and require a good deal of bold moves and quick decision-making. You will frequently need to show your platforming prowess to collect shiny treasures and liberate imprisoned companions. Youâll need to keep your eyes peeled at all times because the danger can come from every direction.
To make the challenge of Janosik 2 more manageable, we've added a lot of save points throughout the levels to make the backtracking easier.
During your journey, you will find golden coins, pricy jewels, and hefty treasures scattered around the landscapes. Make sure to fill your gold sack with coins, as some vendors have put a price on their prized possessions such as a throwable Shepherdâs Axe, a Bow, a Shield, or an heirloom that lets you freeze your foes in air. Gold can also help you reach some parts of the levels by unlocking passages when interacting with NPCs or fairy tale wonders like a wishing well.
Janosik 2 will let you explore the beautiful Slavic landscapes in their fullness as some parts of the world are interconnected by doors and passages, closed when approached for the first time. Youâll need to keep playing to see how deep the rabbit hole goes.
Threats on your way
During your adventure, you will face not-so-friendly dogs wandering around, rats lurking in the underground tunnels, nasty fish with sharp teeth hunting underwater, venomous spiders in dungeons and caves, and more. You will also fight many human enemies like the soldiers of the nefarious Countess Bathory, and her sidekick, de Blonde.
In addition to âlivingâ foes, there are also plenty of traps and deadly spots along the way. Youâll need to keep an eye out on all sorts of spikes coming from walls, ceilings, and floors, huge boulders dropping from the ceiling while you rush through corridors, fireball-spitting gargoyles, the shaky and crumbling floor, disappearing platforms, or spider webs that will slow you down a bunch. not to mention that, sometimes, the floor obviously is lava ;)
Underwater exploration will not be easy, as you will encounter various obstacles, menacing creatures, and need to manage the oxygen supply. Collect air bubbles floating nearby to make sure you can reach the surface safely or take a risk diving deeper to grab precious trinkets.
Of course, sometimes you can take it slow and beat some parts of the levels carefully. On the other hand, many sequences combining enemies and obstacles will require constant movement. But you will learn all that soon enough.
Weâre planning a Janosik-packed summer this year, so wishlist and follow the game to stay up to date with all the news. We have a lot of awesome stuff to share in the coming weeks, starting with a Next Fest Demo!
On that note, weâd like to wish you a happy Steam Next Fest, as it is truly a time like no other. There are so many wonderful demos to check out, and we hope Janosik 2 will be on your list of demos to play.
We're pleased to release a new patch for Bootleg Steamer that addresses some of the feedback we've received since the game launched in April.
Patch 1.0.2 Notes:
We've added hotkeys to improve the gameplay experience.
ESC or Q now opens the logbook (pause menu).
M or R now brings up the map.
E or F now allow you to interact with locations.
I now opens a keybind reference sheet.
Number keys 1-0 now activate relevant abilities.
ESC now also allows you to back out of gameplay menus.
The game is now compatible with widescreen monitors.
Bug Fixes:
Fixed an issue that caused some ability tooltips to be missing.
Added a location to sell ore in Ramsey Bend.
Added a location to buy ore in St Mary's River.
Some jet streams have been tweaked to avoid collisions with static ships or the environment.
Fixed an issue that would cause AI boats to cluster on the map and get stuck.
Fixed an issue that would allow players using the Teutonic ship to exit the map boundary.
Fixed an issue that caused crewmate hire costs to not display.
Leonardo DaPinchi's ability now works as intended.
Fixed a UI issue that caused factory menus to overlap when playing the game windowed (5:4).
Fixed an issue that would cause the wrong current region to be shown in the pause menu.
Opening the map or pause menu now also pauses loading, offloading, and factory restocking.
Fixed an issue in the logbook that would show ticks next to captain unlock challenges, even if the player has not yet completed the challenge.
Thank you for all of your reports and feedback! We know there are still some issues and bugs to squash, and we are working hard to fix these in our next patch.
Known Issues:
We are aware that players are still experiencing performance issues when trying to play the game. This is a high priority fix for us that we hoped to release in patch 1.0.2, but it's unfortunately taking longer than anticipated to resolve. Please be assured we are working on it and will release a fix as soon as possible that will improve performance! We're sorry if this has affected your ability to play the game, and we appreciate your patience while we work on a fix.
We're also aware that occasionally coastguards will spawn on land (or sometimes in the air...?!) We'll tell them to lay off the moonshine and get them behaving normally in an upcoming patch.
If you have any more feedback or bug reports, please continue to let us know so we can keep making the necessary improvements to Bootleg Steamer to make it as enjoyable as possible. We have dedicated channels in our Discord for feedback and bug reports.
Thank you again for playing Bootleg Steamer, and good luck with your rum-running adventures!
When starting a new Game you can now choose to venture to an Unknown Realm. At the start of the game all Realm Traits are hidden and are gradually revealed throughout the session. Unknown Realm Traits can also be added to Custom Realms, these traits are automatically replaced with a random trait in-game and hidden until revealed.
Unknown Realms can be started from the Realm Selection
Specific Trait Slots can be filled with Unknown Realms manually
Unknown Realms/Traits are picked based on the chosen Complexity
Unknown Traits are revealed as the Game progresses
New Feature: Combat Takeover With the Control AI Allies option enabled, a Player will automatically take over the units of any AI allied forces during Manual Combat that match the chosen settings. By default any manual combat including Vassals will give control to the Player.
The setting can be found in Advanced Setup > Combat > Control AI Allies
Default is Vassals Only
Players Control the AI Units in separate Turns, so First Yourself, then AI Allies, then the opposing side.
Spells from AI Allies can be cast if the Units belong to another Ruler
Spells from AI Allies cannot be case if they belong to a Vassal or Independent Side
When Multiplayer Takeover is enabled in multiplayer games, players are able to step in and take over AI controlled units in manual combat against other players. If multiple players agree to take over, the system picks one at random, prioritizing the players who have the worst diplomatic relationship with the human whoâs already in the combat.
The setting can be found in Advanced Setup > Combat > Multiplayer AI Takeover
Default is On
This settings forces Observe Manual Combat to Always
Spells from AI Allies can be cast if the Units belong to another Ruler
Spells from AI Allies cannot be case if they belong to a Vassal or Independent Side
Culture Rework: Mystic The Mystic Culture has been reworked and now supports three different Mystic Schools that specialize in particular aspects of spellcasting. The School of Attunement is the default Mystic subculture and is closest in function to the pre-existing Mystic Culture. The School of Potential specializes in experimentation and heavily favors spellcasting over conventional combat, while the School of Summoning instead relies on immensely powerful Astral Origin units to deliver them victory.
Astral Echoes
Changed from a Token to an resource Income
Astral Echoes are gained through pickups as before, but are also gained by completing research.
Astral Echoes are available to Mystic - School of Attunement and Mystic - School of Summoning, both schools use this resource in unique ways.
School of Attunement
World Map Gameplay âEcho Castingâ - Use Astral Echoes to supplement casting points, letting you cast spells you lack the points for in tactical combat, and rush strategic spells as you would city production.
Combat Gameplay âStarbladesâ - Now grants damage based on the affinity of the triggering spell.
Order - Radiant
Chaos - Fire
Astral - Lightning
Materium - Physical
Nature - Blight
Shadow - Frost
New Hero Skill - âOvercharge Castâ
Replaces Combat Casting
Expert Battle Magic Skill
Grant your spells Overcharged for 1 turn
Unit âSpellbreakerâ
Attuned Cast - Changed from an Active Ability to a Passive
New World Map Spell âAstral Divinationâ
Replaces âCosmic Ablationâ
Create & reveal new Astral Echoes in provinces near your Domain.
City Structure âAltar of the All Seersâ - Changed from +20 Mana/Knowledge income per Astral Echoes to +10 Astral Echo income
School of Potential
World Map Gameplay âArcane Inspirationâ - Spells gain a Potential when first cast. This potential can be exploited once the spell has been used enough, locking it away for 10 turns.
Potential of Efficiency - Gain +10 x Spell Tier Mana per turn.
Potential of Advancement - Gain +10 x Spell Tier Knowledge per turn.
Potential of Gilding - Gain +10 x Spell Tier Gold per turn.
Potential of Manipulation - Gain +3 x Spell Tier Imperium per turn.
Potential of Growth - Gain +15 x Spell Tier Food in all cities per turn.
Potential of Control - Gain +10 x Spell Tier Stability in all cities.
Potential of Channeling - Gain +10 x Spell Tier Casting Points per turn.
Potential of Divination - Gain +3 x Spell Tier vision in all cities.
Combat Gameplay âArcane Weaversâ - During Combat Spells are overcharged until cast the first time. When a spell is overcharged it gains a boost to its effectiveness based on its type:
Damage spells - +25% Damage
Healing spells - +25% Healing
Buff Spells - +2 Bolstered Resistance
Debuff Spells - +2 Sundered Resistance
Enchantment Spells - May cast +1 additional spell this turn.
Summon Spells - Gains +2 Strengthened
Combat Gameplay âDissonanceâ - Units inflict Dissonance with their attacks.
Deal 4 Lightning damage per stack when an overcharged spell is cast
Stacks up to 5 Times
New Damage Type âRift Damageâ - Lightning & Frost Damage
Unit âSpellshieldâ - Replaced Stunning Flash with Flash Freeze, inflicting Frost Damage and Frozen instead of Stunned.
New Unit âSpellweaverâ - Tier 3 Battlemage
Replaces the Spellbreaker
This unit specializes in supporting spellcasting, providing an overchannel, inflicting Dissonance and granting additional casting points over time in combat.
New Hero Skills:
Sage Arcanist
Replaces âResistance Trainingâ
Novice Battle Magic Skill
Gain +10 Casting Points in combat
Ciphers of Dissonance
Replaces âAttunement: Star Bladesâ
Novice Battle Magic Skill
Base Magic attacks inflict Dissonance
Overcharge Cast
Replaces âCombat Castingâ
Expert Battle Magic Skill
Grant your spells Overcharged for 1 turn
New Spells
World Map Spell âArcane Studiesâ
Replaces âMagic Shieldâ
Contributes +1 inspiration to a random spellâs Potential each turn.
-50% structure production income
Unit Enchantment âCiphers of Dissonanceâ
Replaces âAttunement: Starbladesâ
Attacks gain 90% chance to inflict Dissonance
New City Structure âAcademy of Potentialâ
Replaces Altar of the All Seers
Grants +1 Inspiration to a random spell each turn
Recruited Battle Mage and Support units gain +1 Rank.
New Special Province Improvement âSpell Arcanist Libraryâ
Replaces âMystic Abbeyâ
10 knowledge income
+3 knowledge per adjacent Conduit or Research Post.
Counts as a Research Post
School of Summoning
World Map Gameplay âEcho Infusionâ - Use Astral Echoes to empower your Magic Origin units. The cost of infusing a Magic Origin unit is based on the remaining XP required to rank up.
Combat Gameplay âAstral Resonanceâ - Magic Origin Units gain Attunement: Astral Resonance, healing and empowering them when spells are cast.
When a friendly spell is cast, gain:
+10 Temp HP healing
+1 Strengthened for 3 turns
Combat Gameplay âAstral Connectionâ - Friendly Magic Origin Units in combat gain +5 Morale.
Damage Type âLightning Damageâ
New Unit âSummonerâ - Tier 3 Support
Replaces the Spellbreaker
This unit is an extremely powerful support unit for its Magic Origin allies and has the ability to summon more of them.
New Unit âAstral Wardâ
A stationary pylon structure that connects to a target friendly unit takes damage in their stead.
New Hero Skills
Spirit Summoning
Replaces âAttunement: Star Bladesâ
Adept Support Skill
Summon an Elemental spirit on the target hex based on the last spell cast by owner
Conjure Astral Ward
Replaces âCombat Castingâ
Adept Support Skill
Summon an Astral Ward adjacent to the target friendly unit
Master Summoner
Replaces âResistance Trainingâ
Master Support Skill
Magic Origin units in this heroâs army gain +10 HP, +10% Damage and -10% upkeep.
New Spells
World Map Spell âAstral Divinationâ
Replaces âCosmic Ablationâ
Create & reveal new Astral Echoes in provinces near your Domain.
Combat Spell âConjure Astral Wardâ
Replaces âMagic Shieldâ
Summon an Astral Ward adjacent to the target friendly unit
World Map Spell âSummon Summoning Riftâ
Replaces âAttunement: Starbladesâ
Create a Summoning Rift at target hex. Summoning spells may always target the Rift or adjacent hexes.
City Structure âAltar of the All Seersâ - Changed from +20 Mana/Knowledge income per 5 Astral Echoes to +10 Astral Echo income
New Special Province Improvement âAstral Manalithâ
Replaces âMystic Abbyâ
+10 Mana Income
+5 Mana per adjacent Conduit or Research Post
Counts as Conduit
Improvements: Unit Viability Weâve done a review of Unit pacing and Culture Presence throughout the game and made several changes to improve Unit Viability and Culture Relevance. In its current iteration, there exists a pretty rigid tier system, which results in higher tier versions of a unit role always outclassing those of a lower tier. The changes we made aim to let Tier 1-2 (and to a slightly lesser extent T3) units be viable options for their roles in the mid/late game with the right investment.
Unit Recruitment is now tied to City Tier Structures.
Town Hall Tier 2 unlocks Tier 2 Units
Town Hall Tier 3 unlocks Tier 3 Units
Town Hall Tier 4 unlocks Tier 4/5 Units
Unit Summoning is now tied to Wizard Tower Structures
Wizardâs Tower Level One:
Now unlocks the ability to cast spells that summon Tier 2 units on the World Map
Increased Costs from 200 Production, 100 Gold and 100 Mana to 300/150/150
Can now be boosted by having 5 population
Wizardâs Tower Level Two:
Now unlocks the ability to cast spells that summon Tier 3 units on the World Map
Now grants Tier 1 Magic Origin Units +1 Rank
Increased Costs from 300 Production, 200 Gold, 200 Mana to 400/250/250
Can now be boosted by having 10 population
Wizardâs Tower Apex:
Now unlocks the ability to cast spells that summon Tier 4 and 5 units on the World Map
Now grants Tier 1 & Tier 2 Magic Origin Units +1 Rank
Increased Costs from 400 Production, 300 Gold, 300 Mana to 550/400/400
Can now be boosted by having 16 population
Unit Ranks have been reworked for all units. Units now obtain stats that make them competitive against units of higher tier as they gain ranks. At Elite and Legend rank units gain a stat boost that makes them equivalent to a unit that is a tier higher.
Soldier
+10 HP
Veteran
+10 HP
Elite
+10 HP
+10% Damage
+1 Armor
+1 Resist
Champion
+10 HP
Role passive (EG +1 Retaliation for Polearm)
Legend
+10 HP
+10% Damage
+1 Armor
+1 Resist
Evolve
Now requires Legendary rank
Units now require less XP to reach Legendary rank
The rank of recruited/summoned evolving units is now capped at Champion. It is therefore no longer possible to instantly evolve a new Unit.
Secondary summons have a separate Rank resource which means they gain +5 HP per rank
Astral Ward
War Hound
Flow Serpent
Fleshling
Splitterling
City Draft structures now grant bonus ranks to low tier units, reinforcing their relevance in the midgame.
City Structure âMagesâ Guildâ - No longer gives +1 Rank to Support units.
City Structure âBlacksmithâ - Now gives +1 Rank to Tier 1 units.
City Structure âArmoryâ - Now gives +1 Rank to Tier 1 and Tier 2 units.
City Structure âSmithsâ Guildâ - Now gives +2 Ranks to Tier 1 and Tier 2 units.
Reviewed and Updated the Cost of recruiting units through the Rally of the Lieges
Tier II - Increased Cost from 75 to 80
Tier III - Increased Cost from 105 to 200
Tier IV - Increased Cost from 150 to 350
Tier V - Increased Cost from 225 to 600
New Content: Pantheon Update Since launch weâve expanded the Pantheon Tree with new thematic Items as well as an entirely separate tree of Item Forge Unlocks. With all this new content in mind weâve done a review of the pace at which Pantheon Unlocks become available and the amount of XP/Points are awarded throughout a session.
Increased Pantheon XP Gained from performing the following Actions:
Empire Allied from 50 to 100
Empire Vassalized from 50 to 100
Conquered City from 25 to 50
Gained level of Allegiance from 10 to 15
Vassalized Free City from 50 to 100
Cleared Ancient Wonder from 25 to 50
Victory Bonus from 200 to 250
Added new actions that reward Pantheon XP:
Forged an Item
Tier I - 15 XP
Tier II - 20 XP
Tier III - 25 XP
Tier IV - 30 XP
Completed a Bounty - 100 XP
Added 4 Eldritch Themed Hero Loadouts:
Lasherâs Sword and Shield
Umbral Warriorâs Greataxe
Umbral Direcasterâs Staff
Demonslayerâs Bow
Improvements: Quality of Life For each Major Update we donât just work on new Content, Balance Changes or Fixes. We always try to dedicate some time to improvements that make the game easier or more accessible to use. With the Mystic Update we have a brand new set of Quality of Life Improvements for you to enjoy.
Item Forge Blueprints Blueprints make forging items easier than ever. Any Item youâve forged during the session is remembered and can be easily accessed to forge again as long as you have the required Materials and Binding Essence. Do Note that this only applies to your current session.
Ruler Filter Developed a vast library of Custom & Pantheon Heroes and do you struggle to find who you want to play with next? Ruler Filters allow you to find exactly the Ruler you want by offering a wide variety of Filter Options, including DLC, Form, Culture, Godir Origin and Personality.
Animation Speed Settings Animation Speeds Settings have been reworked. Now you can select a Default Animation Speed individually for the World Map and Combat ranging from Off to Very Fast. These settings can be found in Settings > Main > World/Combat Map
Interface Updates Weâve improved the UI thatâs shown when Summoning or Resurrection/Raising Units. When Resurrecting/Raising Unit it will now show the Name of the Unit that is used/targeted. Weâve also added Multi-Select to the Load Game Screen to easily clear out your completed sessions and a handy âDo not show againâ eases the flow when dismissing capture or raised units.
Improved AI Movement Logic to reduce Split Stacking of Units
Unit Composition Generator now understands how enchantments like âboon of the wolfâ work.
Unit Composition Generator now picks random subcultures for stacks instead of always using the default one.
Difficulty
Hard AI
Changed additional Unit Ranks from +1 Rank for All Units to +1 Rank for Tier 1 and Tier 2 Units
Very Hard AI
Changed additional Unit Ranks from +3 for All Units to:
+3 Ranks for Tier 1 and Tier 2 Units
+2 Ranks for Tier 3 Units
+1 Rank for Tier 4 and Tier 5 Units
Independent Unit xp gain over gametime has been generally reduced, particularly for higher tiers.
Tier 1 - Reduced the chance per turn to gain XP from 66% to 60%
Tier 2
Increased the chance per turn to gain XP from 50% to 60%
Reduced the gained XP from 2 to 1
Tier 3
Reduced the chance per turn to gain XP from 66% to 65%
Reduced the gained XP from 2 to 1
Tier 4
Reduced the chance per turn to gain XP from 55% to 50%
Reduced the gained XP from 3 to 2
Tier 5
Increased the chance per turn to gain XP from 50% to 60%
Reduced the gained XP from 4 to 2
Combat AI
AI is now less likely to cause collateral damage to its own units with AoEâs.
AI will no longer stop using free buff/debuff abilities when it knows itâs losing.
Lowered AI value of Bolstered/Sundered Resistance/Defense to prevent overvaluing.
2D Art
Added Combat Enchantment icons for Lightning Storm, Astral Storm, and Spell Jammer
Updated Killing Momentum unit property & hero skill icons
Environment Art
Added a new transition piece for Rivers in all Climes
Added a new transition piece for when Astral Void is spawned next to ocean/rivers.
Improved various Environment sets used by:
Fey-Blessed Fields/Endless Fields
Astral Deserts/Barren Oceans
Frozen Realm
Stormwreathed Isles/Hostile seas
Magic Victory Spells
Tweaked the camera settings on the Hidden Wellspring Combat Map
Visual Effects
Improved the Lost Mage Ability VFX
Improved Weapon Enchantment VFX
Reworked music player to pick more relevant tracks based on:
Good / Evil Alignment
Early / Mid / Late Game Phase
War / Peace
Realm Traits
Reworked the SFX system to better support Province Terraforming
Archers can now destroy obstacles that have a new Flimsy tag.
Flying Units that land when not moving (Most big dragons and racial units with Flying transformations) will now get wet when moving over water markers.
If all your units die in battle, but your ally wins the battle, that will now be considered a victory instead of a defeat.
Buff âStatic Chargeâ - Now grants a 30% chance to apply Electrified to enemies.
Debuff âInsanityâ - Now prefers to target Allies
Dark
Unit Passive âCull the Weakâ
Now applies to all Dark non-scout Units
Now grants Ranged and Magic base attacks a 90% chance to inflict Weakened.
No longer gives a stack of Regeneration and instead grants 10 Temporary HP once per turn, when attacking a Weakened unit with a Melee attack.
Unit Enchantment âBrand of Wrathâ
Now applies to Ranged, Battle Mage and Support Units as well
Reaver
Unit Passive âFocused Aggressionâ
Now grants only Ranged and Magic attacks +10% Damage per stack of Marked
Now grants Melee attacks a 60% chance to inflict Marked. Effects are increased for Single Attacks.
Unit âMagelockâ
Fire Heavy Magelock
Changed from a Full Action to a Single Action
Reduced base accuracy from 90% to 60%
Reduced damage from 36 to 34
Now has Breaching
Take Aim
Changed from a Single Action to a Full Action Continue
No longer applies Marked, instead granting 80% accuracy for 1 Turn or on the next attack.
Unit âMagelock Cannonâ
âFire Cannonâ - Now has Piercing and Breaching
Unit âDragoonâ
Harrying Shot
No longer has a cooldown
Now has Breaching
Primal
Improved generation of Spirit Dens
Better distribution of Spirit Dens when there are multiple Primal players on the map.
Better distribution of Spirit Dens to be closer to Gameplay Spaces
Better distribution of Spirit Dens to for players so players will encounter them more frequently and closer to their starting Position
Unit âSpirit Trackerâ
Spirit Finder - Increased Sense Range bonus from +3 to +6 to help locate Spirit Dens
Spirit Finder - Can now sensed Spirit Dens through diggable earth
Unit âAnimistâ
Summon Primal Spirit - Now can only be used Once Per Battle
The vassalage trade option is now increased in value, but the underlying treaties gained from the vassalage no longer have any value so the AI will no longer ask for anything in return for those when becoming a vassal.
Bounties that fail because the player that made the bounty has made peace with the target player or city will now explain this in the bounty failed panel.
Added support for Bounties to target Infestations.
Rebalanced the Population Growth to better align with the intended speed/experience
City Structure âFarmersâ Guildâ - Now also gives +30% Food income.
City Structure âWorkersâ Guildâ - Now also gives +30 Fortification Health.
Outposts
Global bonuses from Society Traits no longer apply
City Cap penalties no longer apply.
City Stability no longer affects Outposts.
The Gold bonus from Ascended Champion no longer applies.
The Mana bonus from Wizard Kings no longer applies
Chaos Skill âImpressmentâ - No longer reduces Unit Upkeep for Tier 1 Units, instead they gain +50% XP.
Materium Skill âMilitary Engineeringâ - No longer grants a free Work Camp, instead it reduces the turn duration of Outpost Upgrades by 1 Turn.
Order Skill âCareer Soldiersâ - Increased XP bonus from +20% to +30%.
Form Trait âMount Mastersâ - Reduced cost from 2 to 1
Form Trait âEagle Mountsâ - Reduced cost from 4 to 3
Form Trait âElephant Mountsâ - Now grants units Large Target
Form Trait âMammoth Mountsâ - Now grants units Large Target.
Premade Rulers
Yaka - Changed the Race Mount from Horses to Lions
Nimue - Changed the Race Mount from Boars to Zebraâs
Wepwatep - Changed the Race Mount from Wolves to Panthers
Heroes defeated by World Map Spells now properly follow the Hero Defeated flow, adding them to the Prison/Crypt.
Hero Background Trait âUnstableâ - No longer includes Frail
Signature Skills
Hero Signature Skill âWarding Bondâ - Increased Damage reduction from 20% to 50%
Hero Signature Skill âRallying Blessingâ
Changed from a Full Action to a Single Action
Increased Bolstered Resistance/Defense from 1 to 2
Hero Signature Skill âVisions of Woeâ - Changed from a Full Action to a Single Action
Hero Signature Skill âReckless Rageâ - Changed from only applying to Melee attacks to applying on all Attacks
Hero Signature Skill âHoly Retributionâ
Increased Damage from 5 to 6
Now applies Condemned to the attacker
Added Item Forge Blueprints
Added two Peasant Polearm visualizations
Ordered all item forge items to make sense instead of being ordered randomly. The order is Base Game > DLC > Pantheon unlocks.
Slayer Infusions are now mutually exclusive.
Base Item âPolearmâ - No longer has Cavalry and Large Target Slayer, instead they have a modifier named Polearm which combines the two.
Base Item âPistol and Swordâ
Pistol Shot - Now has Breaching
Base Item âMagelockâ
No longer grants Quick Stab ability
Now grants the Take Aim Ability
Fire Heavy Magelock - Now has Breaching
Hero Item âThe Magekillerâ
No longer grants Quick Stab ability
Now grants the Take Aim Ability
Fire Heavy Magelock - Now has Breaching
Fixed an issue in the Realm Overview screen while getting kicked from a Multiplayer Session.
Fixed an issue where you could Save/Load a game during Multiplayer
Fixed an issue where advice or tutorials would show up, even though they were disabled in the settings.
Fixed an issue where Independent Turns would take a significant amount of time.
Fixed the Teams option not being applied when the game is launched.
Mod Handling
Fixed Mod list getting duplicated if multiple players joined after a update, before the updated state was saved
Fixed CRC checks passing Mod CRC into Game CRC resulting in CRC Conflicts between Client and Save
Fixed Mod Conflict Dialogue formatting
Soft Locks
Fixed an issue where a session could soft lock if a Quest got declined while the Event wasnât handled.
Fixed an issue where a session could soft lock if a player was offline and attacked
Fixed an issue where automated manual combat would not continue after leaving and rejoining the session.
Out of Syncs
Fixed an Out of Sync that could occur due to Income Resources.
Fixed an Out of Sync that could occur due to Heroes with terrain depended abilities dying
Fixed an Out of Sync that could occur due to Units in Events
Fixed an Out of Sync that could occur due to provinces not correctly checking if any player has vision on them and should therefore meet the owner of the province when they change sides.
Fixed an Out of Sync that could occur due to the trespassing state not refreshing correctly when the diplomatic state with a Free City drops or when the player has indirect open borders through an ally and either their relation with their ally or the allyâs relation with the free city changes.
Fixed an Out of Sync that could occur due to the AI gaining a new province through an Event such as âClash of Claimsâ.
Fixed an Out of Sync that could occur due to quests that fail to spawn not being cleaned up correctly.
Fixed an Out of Sync that could occur due to Siege Damage per turn.
Fixed an Out of Sync that could occur due to armies not being fully done refreshing their vision stats when refreshing their vision.
Fixed an Out of Sync that could occur due to Free Cities not refreshing the trespassing status of armies in their domain when a player gains open borders with the city.
Fixed an Out of Sync that could occur due to the order in which armies are registered to a province. On reloading this order could change and cause different results to happen.
Fixed an Out of Sync that could occur due to Heroes not refreshing their relations when the owning Ruler would gain/lose affinity points.
Fixed an Out of Sync that could occur due to independents taking over a playerâs city
Fixed an Out of Sync that could occur due to annexing a province with hostile stacks in it.
Fixed an Out of Sync that could occur due to Units spawned on water not updating their Movement Points.
Fixed an Out of Sync that could occur due to Rioting Cities being reloaded.
Fixed an Out of Sync that could occur due to Siege Breaker units leaving a Siege.
Fixed an Out of Sync that could occur due to occupying an Outpost that has a Work Camp build
Fixed an Out of Sync that could occur due to income from Vassals not getting updated
Fixed an Out of Sync that could occur due to the list of Bounty targets getting reordered on hotjoining. The list is now always ordered in the same way.
Fixed an Out of Sync that could occur due to failed/completed City quests getting removed on reloading the session.
Fixed an Out of Sync that could occur due to a Vassal City having updated its income.
Fixed an Out of Sync that could occur due to occupying another players vassal
Fixed an Out of Sync that could occur due to an Independents Vassalage state
Fixed an Out of Sync that could occur due to a besieged City not canceling its production.
Fixed an Out of Sync that could occur due to a newly created city not having all its combat spells.
Fixed an Out of Sync that could occur due to the player no longer affording their Magic Material Treaty with another player.
Fixed an Out of Sync that could occur due to armies that had been detected by another armyâs true sight becoming concealed again and stop trespassing.
And that's not it! More fixes (both General and Multiplayer) are available on our Forum!
Enotria has 4 elements: Vis, Gratia, Malanno, and Fatuo which are used by enemies, and the maskless one. Elements cause damage to the receiver's health: the maskless one may encounter enemies that seems especially resistant to an element but extremely weak to others. As an example: inside the Monastery of Maja all the wicked entities are especially resistant to Fatuo, however, they are extremely weak against Gratia.
Masks are crafted automatically upon collecting enough shards; excessive shards are sold automatically giving the maskless one extra memoria every time shards of that type are collected.
Hitting an enemy with a melee attack charge or the lines by a set amount - this amount varies from attack to attack and it's higher with slower weapons. The maskless one can alter its charge speed by leveling up certain virtues, through certain mask passive abilities and the path of innovators. Additionally, upgrading a Line makes it charge faster. It is important to note that lines have different charging speeds, usually depending on how powerful a line is; this is hinted at in the line description (we are also improving the UX for that part so it is more understandable to non-Italian speakers).
Ardore is a form of damage and works exactly as any other elements of Enotria. The difference is that it is always active so it coexists with both Physical and Elemental damage. The quirk of Ardore damage is that enemies are not really able to resist its force, which means that Ardore in a way ignores the enemy defenses and can be extremely effective against tanky enemies. On the other side, it requires a lot of investment from the player in the related virtue/path of innovator. Unraveling is an abnormal status that once it procs makes the receiver exposed to a powerful riposte attack, it is completely detached from ardore damage.
In Enotria there is no difference between a Frontstab and a Backstab: they deal identical total damage even if the animation is different and can only be performed when an entity is exposed from Unraveling. We have them both in the game because the player can either be in front or the back of an enemy and we wanted him to always be able to perform those powerful attacks regardless of where it is.
Enotria has 4 statuses that come from elements (and Unraveling), those are Dizzy (related to Vis), Radiant (related to Gratia), Sick (related to Malanno), Wicked (related to Fatuo). They can be applied to both the maskless one and enemies alike in many different ways including using infusion, using the environment, or simply using weapons or lines that are naturally imbued with the element. Status damage builds up with each hit, upon reaching a threshold it procs and stays active for a set duration of time or until it is cleansed by external effects. Enemies and the maskless one can be affected by all 4 statuses at once, additionally using a riposte with a weapon infused or naturally imbued with a certain element: instantly applies the related status, bypassing the buildup phase. For their effect in more detail:
Dizzy reduces the defenses and increases damage and stamina regeneration: it is a really dangerous status to be afflicted with as it makes some enemies deal a lot more damage than they usually do, on the flip side it also makes you stronger so potentially you can defeat enemies way faster than usual. When applied on enemies it softens them, so it is especially useful against tanky enemies: however, be careful because dizzy enemies also have their damage increased.
Radiant heals the afflicted one over time, however being hit in that state causes a powerful explosion stopping the healing entirely. The explosion has an area of effect so all entities inside that area are affected by the explosion and it is also more powerful the more Elemental Power the dealer has. Most of the time the healing is barely seen because an attack that procs Radiant also immediately triggers the explosion, so be careful when encountering an enemy that builds up this status on you. The most consistent way to take advantage of radiant healing is through the environment or items⌠Iâll leave it as that for now.
Sick causes the receiver to take damage over time, for the maskless one and weak entities this is usually lethal when not treated in time. Also, the affected entity emits an aura near him that builds up sickness to everybody else, and this makes the sickness spread more and more⌠so it is an extremely powerful tool to use with extra care because it can turn against you very easily. One tip I can give: the damage dealt from sickness is malanno damage and that means that everything that improves the malanno defense also reduces the sickness damage received (and there is also a perk in the path of innovators for that).
Wicked vastly boosts the affected entity's elemental power, however, if one is hit while wicked, the damage dealer is healed for a portion of the damage dealt⌠and yes this includes enemies. Be aware of wicked magesâŚ
Infusing a weapon allows the maskless one to inflict the elemental damage and the related status through the melee attacks of the weapon he is currently wielding (be careful: switching weapon removes the infusion) - infusion canât stack and is not reset by subsequent activation so you need to be creative to keep their uptime for as long as possible, also some weapon have attack attacks that temporarily infuse the weapon just for that attack. Being affected by a status simply applies to the maskless one the related abnormal status effect.
Gems modify the parry: upon parrying an attack, depending on the gems you have equipped, the damage is either mitigated or negated entirely, this also changes if the attack was ranged or melee. For example in the demo we have the âUnpolished gemâ that is the easiest to use however it doesnât inflict a lot of unraveling damage and only partially reduces elemental damage even if the parry was perfect. The âhardened stoneâ and âIndaco tearâ are harder to use but more effective at inflicting unraveling, the first is stronger against melee physical damage and the other against melee elemental damage. We suggest reading the item descriptions for those ones as they usually hit at their effects
We are making it so you see the status damage that you would do IF you infuse your weapon (same for element). If the row is highlighted that means that element/status is innate and active by default. If you infuse an innate weapon then you have BOTH the innate AND the infused element/status⌠and if you infuse a weapon with the same element as its innate you get double elemental damage/status
Dodging is easier and is intended to be that way but also doesnât apply unraveling damage and even using the related perk is not as effective as parrying an attack with a strong gem. Also parrying certain attacks allows you to interrupt that enemy and gives you an opening that otherwise you would not have. We believe that players will find the way that best fits their playstyle and adapt over time. We designed the game to allow several ways to effectively approach the same scenario, so feel free to experiment and choose what's best for you!
We are already working on explaining the scaling on weapons. Scaling does exist in Enotria like in other Souls games. Every weapon, line, etc⌠scales in a different way; the slower the weapon/line the higher the scaling (upgrading a weapon/line also boosts the rate of the scaling) Attack Power boosts your physical damage (of your weapon, lines, perks, mask abilities, etcâŚ) Elemental Power boost Vis, Gratia, Malanno, and Fatuo damage Status Power boost Dizzy, Radiant, Sick, Wicked and Unraveling damage Ardore Power boosts Ardoredamage
The same way as regular enemies, no differences. It just takes more time to apply for a status to a boss.
You can use the environment, consume certain items, or take hits from enemy-infused attacks (very dangerous).
After carefully developing âWHAT THE PAK?!â for a couple of months, we are excited to announce that our pre-alpha demo is now available on Steam!
Weâve released a demo at this early stage because we want to hear your opinions about the core gameplay and other aspects before finalizing the mechanics. Your feedback will help us make the game smoother and more enjoyable.
You can easily send us feedback via the in-game report system in the demo. Whether you encountered a bug or just want to share your thoughts, send us a report and weâll do our best to enhance your experience.
The demo currently contains 5 game modes:
Crown Capture
Bomb Tag
Snail Run
Ice Shatter
Falling Blocks
Please remember that this is an early demo, and you may encounter minor bugs and server issues. If you do, know that we are working hard to fix them.
¡ Added some interview questions and answer options. ¡ Added a tree diagram display for club upgrades.
Fixes:
¡ Fixed the issue of having fewer than 5 players after the transfer period. ¡ Fixed the error in the transaction handling interface when viewing player traits after trading players.