New Content: - Added a custom option to skip the internet cafe match. - Added some sound effects for Finlay.
Fixes: - Fixed the issue where Cubey sometimes wouldn't trigger Accelerated Metabolism upon reaching evolution level 6. - Fixed the issue where the card Summon Herald would not deal damage to defense towers. - Fixed the issue where monster kills would count towards breakthrough missions. - Fixed the error where defense towers participating in battles were displayed as heroes in the end-of-match summary. - Fixed some issues related to screen resolution.
Myth of Empires will undergo scheduled maintenance from 22:00 June 27 - 00:00 June 28, 2024 UTC, lasting for 2 hours. Please manage your gameplay time accordingly to avoid any unnecessary losses. The exact time of server opening will depend on the progress of maintenance. We appreciate your understanding.
Optimization
1. Adjusted the maximum Civilization level from 30 to 20 2. Added more descriptions on how to acquire civilization progress
Bugs Fixed
1. Fixed when one of your character's proficiency hits 900, you can not get other proficiency quests 2. Fixed some of the materials you bought from the guild shop, which will become character-bound 3. Fixed wrong character status at hot, cold, and miasma regions 4. Fixed several known issues that are causing server crashes
Seasonal Servers
1. Fixed the missing items listed in the seasonal guild shop 2. Fixed the wrong shield durability consumption
Offsprings of the first men, once again, welcome back to another update! ːthetreeoflifeː
We're excited to celebrate the Steam Summer Sale with a new update and a special 20% discount on Steam for newcomers to TFM’s Early Access journey. ːreexcitedː
As we press on with content enhancements for the upcoming major update, we invite you to preview the changes in progress. Please be aware that, due to the extensive overhaul still underway, some aspects of the game might seem outdated until the major update is complete. ːnewquestː
Let’s continue with the changelog to see the detailed list of additions made until the last update.ːFistpumpː
Changelog
◆ [Content] Complete overhaul of BASE buildings implemented, integrating Crafters and Combat Characters into the base section of the build panel, each building now linked to specific game mechanics. ◆ [Content] Streamlined Tinker’s activity list by removing all trees except those designated for future aura benefits. ◆ [Content] Overhauled Tinker’s rewards, removing outdated content and optimizing both wood collection and experience gain mechanisms. ◆ [Content] Introduced a new crafting activity for the Enchanter, utilizing Trees and Paper to create enchantments. ◆ [Content] Revised the Transmuter's role, now collecting Dust—previously known as Magic Dust—a Tier 0 and colorless resource. ◆ [Content] Renamed Hunter’s Tent to Hunter’s Hut and Fishing Hut to Fisher’s Hut, enhancing their functions and integrating them as Tier 0 colorless structures. The Hunter's Hut now supports hunting and carving activities with outcomes like Game, Hide, and Bones, and allows for crafting traps. Both Hunter’s Hut and Fisher’s Hut can be rewarded by Tinker and Cook, each costing 20 Wood and 20 Seeds. ◆ [Content] Executed a comprehensive overhaul of the Farmer, Cultivator, Orcharder, and Fermenter buildings, alongside a major revision of the harvesting activities and rewards for Wheat, Corn, Strawberry, Tomato, Eggplant, Potato, Sugarbeet, Cabbage, Carrot, Turnip, Celery, Pumpkin, Hemp, Tobacco, and Cotton, which now result in replanting these crops. ◆ [Content] Introduced the Cultivator's Hut, a new building where Cultivators harvest Silk from Whildwheats and manage additional industrial crops. Silk has also been added as a new item. Tinker and Craftward can now select the Cultivator's Hut as a reward, costing 20 Wood and 20 Fiber. ◆ [Content] Introduced several new professions and corresponding buildings to enrich settlement dynamics: Mason at Mason’s Hut, Miner at Miner's Hut, Tanner at Tanner's Hut, Carpenter at Carpenter's Hut, Animal Husband managing livestock, Gardener at Gardener's Hut, and Resinier, each specializing in essential resource collection and management activities. ◆ [Content] Updated the Beekeeping system: renamed Honeycomb to Honey and introduced the Queen Bee item, necessary for creating new Bee Hives, which can be tamed by the Beekeeper. ◆ [Content] Overhauled agricultural fields and the Orcharder's operations, balancing crop outcomes and fruit tree yields to enhance the farming experience. ◆ [Content] Executed a complete overhaul of woodworking activities, rewards, and resources, ensuring a robust and rewarding crafting system. ◆ [Content] Revised content related to Gem and Salt mining, optimizing resource extraction processes and aligning them with overall game balance. ◆ [Content] Thoroughly revamped animal resource yields and world drops from killed animals, streamlining resource collection and utilization in the game. ◆ [Content] Undertook a complete overhaul of the Livestock animals, introducing a diverse range of new animals to the settlement including Cows, Bulls, Ewes, Rams, Jennets, Jacks, Hens, Roosters, Ducks, Drakes, Mares, Stallions, Nannies, Billys, Vixens, Reynards, Does, Bucks, Sows, Boars, Queens, Toms, Bitches, and Dogs. ◆ [Content] Updated the Animal Husband's role, now rewarding him with the ability to spawn new livestock animals for the settlement. ◆ [Content] Refined the resource drops from critters and beasts, now exclusively dropping Game, Hide, Bones, Silk, Feather, Ichor, Venom, Ivory, Horn, Tail, Chitin, and Fur. Over a hundred less relevant resources have been removed to streamline gameplay and resource management. ◆ [Content] Conducted a complete overhaul of the Adventurer rewards and introduced a series of new feats. ◆ [Content] Implemented a complete overhaul of the Cook's rewards system, allowing for the preparation of newly added foods using fresh resources, enriching the culinary experience within the game. ◆ [Balance] Reduced frequency of Hygiene needs for settlers to once after activities and once after combat. ◆ [Balance] Overhauled woodcutting mechanics; Thorns now consistently drop wood, enhancing resource gathering. ◆ [Balance] Adjusted Armswright's experience gain to better align with gameplay progression. ◆ [Balance] Reduced the durations for pregnancy, infancy, and childhood to 45, 150, and 450 moons respectively, streamlining life stages. ◆ [Balance] Elders now generate Divine Favor during their decay phase, albeit at a faster decay rate. ◆ [Balance] Updated Paper to a Tier 0 item and elevated the Transmuter to a Tier 0 trait, simplifying early gameplay. ◆ [Balance] Updated Armswright and Hunter traits to Tier 0, streamlining early gameplay progression. Additionally, removed outdated rewards from the Hunter database to maintain a clean and relevant rewards system. ◆ [Balance] Implemented a new limit on the maximum number of consecutive babies from the same gender to two. ◆ [Balance] Updated invasion logic, refining defense and attack strategies within the game for improved challenge and engagement. ◆ [Balance] Modified the randomness of drops from clearing thorns, making them more predictable and rewarding, thus improving the early game progression for the settlement. ◆ [UI/UX] Implemented fixes and improvements to the Track button. ◆ [UI/UX] Enhanced the Map view with new legend icons and visual upgrades, including fresh images for newly added objective types and other visual elements of the Map view. ◆ [UI/UX] Improved several Tutorial images and refined the user interface for the Party UI block, ensuring a more intuitive and visually appealing experience. ◆ [UI/UX] Enhanced functionality of the Inspire button, enabling immediate activation for new professions to streamline professional transitions and actions. ◆ [UI/UX] Updated tooltips for the Inspire, Draft, Disband, and Encamp buttons, improving clarity and usability for better player guidance and interaction. ◆ [Fix] Enhanced elder character mechanics to decay every 30 seconds. ◆ [Fix] Resolved an issue with the Goldmane Tavern of Lindaris. ◆ [Fix] Corrected the display name for the Caretaker’s Nursery and addressed issues with the Armswright’s leveling rules and path rewards. ◆ [Fix] Ensured all world characters now correctly engage in designated activities, restoring functionality and interaction within the game. ◆ [Fix] Resolved a persistent issue where characters would cease movement when attempting to engage in Downtime activities due to these activities having a zero weight assigned in the database, which previously halted character actions. ːFistpumpː ◆ [Internal] Conducted a cleanup and removal of outdated building rewards, streamlining reward structures for current gameplay relevance. ◆ [Internal] Addressed over 5000 traits to resolve "key not found" issues, preventing disruptions in database workflows and enhancing game stability.
Here is a brief rundown of what’s ahead: We’ve nearly finalized the content overhaul, transitioning from one set of features to another—a challenging task, but we've managed to complete the hardest part! Our next goal is to introduce many new meaningful resources, objects, and rewards into the game. Once this phase is completed and we have fully functioning systems and content in sync, we will announce the major update! ːkrlvlupː
Following this, we plan to return to creating new stories and maps, which was the original inspiration for starting work on TFM. We can't wait to bring new adventures to you all, continuing through and beyond Early Access! ːkrheroesː
Enjoy the Steam Summer Sale, and we wish you many more hours of gaming, adventures, and fun!
Have a fantastic summer, and we'll see you in the next update! ːSmallRedHeartː
You can set your world to be creative mode from the world menu. Do note that opening a world in creative mode will PERMANENTLY disable achievements in that world. This wasn't too difficult to add. Ever since the early days of development, I have been building up an arsenal of cheats to aid with testing. So most of these can be transferred over. You can press F1 to bring up the item spawn menu, which also let's you access various cheats. You can also press the L key to fly.
Maps
This is the most requested feature I have added in recent memory. The Map is a default item given on spawn, just like the Rock and Torch. You can open the Map by clicking while equipped. You will see a real time top down view of your surroundings. As well as three coordinates, your current world location, your last death location, and your saved location. You can set the saved location by clicking the button at the bottom of the Map.
Soundtrack
So importunately, I was going to talk about what would have been the release of the Wild Omission Soundtrack on Steam. But due to delays in the review process (outside of my control) the release date has passed. But I will make an announcement post when it becomes available.
Small Changes/Bug Fixes
Added Note to server browser about a known bug.
Whats Next
At this point we are nearing the end of the alpha phase of the game, but here is a list of some of my planned upcoming features for alpha. Let me know which ones you would like to see sooner than others, that will help me prioritize them.
Clothing/Armor
Skins/Item Packs
Steam Workshop Integration
Community Spotlight
Long time supporter of Wild Omission Tyce, has started his own YouTube channel. You should check it out.
Want to be featured here? Produce content related to Wild Omission, and send it to me in the discord server. I will showcase any content I find interesting.
Check Out My Music Too
As well as making Wild Omission, I release music under the name Restless Orbit.
Discord Server
If you would like to take greater part in the Wild Omission community, get previews of updates before they are released, and more, you should join the Telephone Studios Discord Server.
Hi everyone! Bringing you the next step of the Cop AI series of updates!
When cops are in Incident mode they will now put bodies into body bags as part of dealing with a crime scene. Once quarantine mode is established they will stop doing this as they are prioritizing response to the outbreak, but it does tell more of a story of what has happened in the city when certain areas have body bags.
I'm going to be adding AI updates where the cops will take the bodies and line them up, but I also need them to clear vehicles and civilians away from crime scenes to make room for this.
The other thing I want to do is to have civilians and cops organising bodies in areas they are holding out in. The difficult part is choosing when to make cops prioritize corpse disposal over something more important like dealing with zombies. I also want soldiers to do something similar, possibly involving body burning.
I've spent a lot of this week also fixing some important bugs I encountered while adding this new feature. One of them is a crash bug that happens when the police station was unassigned but cops were still trying to go there. This is now fixed.
I also discovered a bug in the overall system of how corpses are spotted and dealt with where corpses that didn't have ammo or weren't infected were actually being ignored by AI. This was quite a significant bug which causes a lot more correct reactions to corpses being encountered.
Thanks for playing and see you in the next update!
Ahoy surveyors - today the brand new Architect and Accuracy update has made its way from the Evolving Beta branch into the main game - and been implemented both here and across all other platforms!
Take a look at the new features, visual improvements and more in the trailer!
This update focuses on making the combat feel punchy, tighter and more rewarding, whilst altering how resources and population work along with brand new high tier Faction buildings, all combining to give more options when it comes to painting your civilisation across the Great Ursee.
Full patch notes can be found here :
New Architecture Content
● The Mancer Order have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Mancer population of 2500 and higher. ● The Mancer Order now have floodlights on some buildings as a flourish. ● The Mancer Order’s leader, ‘Lord Illuminator’, palace building has been improved. ● The Imperial Remnant have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have an Imperial population of 2500 and higher. ● The Imperial Remnant now have flags on some buildings as a flourish. ● The Bannerless have a new alternative second citadel type. ● Bannerless round walkways and foundations now have faction props. ● The Bannerless have new top-tier buildings that house a lot more population, unlock if you install their leader, align with them, or have a Bannerless population of 2500 and higher. ● The Bannerless now have flaming braziers on some buildings as a flourish. New Mechanics ● Commanders and Captains unlocked within a scenario save are now available in free build. ● Demolishing buildings now recycles resources. ● Resource access is taken into consideration when workers build their houses. ● Workers will downgrade their houses if resource access is lost. ● Workers will upgrade their houses if resource access is gained. ● Special buildings give 40 splinters. ● All trade ships now give 1 splinter per journey, and merchant Princes give 30. ● Requirements for higher-tier houses are now more stringent (Stone cannot be built upon wooden foundations for instance) ● 1 splinter is given per population increase into your treasury. ● Splinters from trade and population growth can be added to your treasury from within the inventory or it’s automatically collected after dawn. ● Splinters from trade and population are shown separately in the inventory. ● Captains and Commanders from vassalised factions will work for you, but not if a rejected Captain is assigned to the same route. ● Turrets can be individually destroyed on a ship or airship. ● The ‘I’ key, LB or L1 buttons now open the inventory. ● The worker cost for command towers is now only applicable when a commander is installed. It is equal to the tower's “power” and related to the number of units it spawns. Balancing and Accuracy ● Late-game combat splinters should now always be at least 200 splinters. ● Hostile or neutral settlements have a reduced impact on trade-route security. ● Rebuilding surveyor cost has been reduced to 500 splinters. ● Speed and trigger distance have been increased for projectiles to improve accuracy/lethality. ● Unit amounts have been increased for most Commanders. ● Unit repair cost halved. ● Combat Captains have an increased impact on trade-route security. ● Traderoute length has an increased impact on trade-route security ● Ballistics prediction has been adjusted to aim tighter on the target (less predictive) to account for closer distances and higher projectile speed. ● Turrets re-acquire targets in front of their sights rather than general vicinity (less downtime). ● Turrets no longer fire when obstructed by friendlies. ● Turrets will engage with an enemy if it is firing directly at them (defend themselves). ● Enemy raid formations have been tightened to ensure that they stay closer together. ● Turrets part of a hostile settlement are double-checked as targets (prevent them from being targeted). ● Reduced the chance for Bannerless houses to spawn. ● Several Captains have expanded cargo manifests to help in managing large colonies. ● Unrest amongst factions will only lead to war if you have a sizeable war battlegroup, with the Bannerless being the easiest to trigger and Mancer the hardest.
Steam Deck
● Improved readability on Steamdeck. ● Steamdeck starts with an increased UI scale. ● Twitch integration has been removed from Steamdeck.
Visual improvements
● Horizon clipping is set further in the distance to prevent an ugly cutoff. ● Minor post-processing and sky colour changes. ● Increased bloom and AO a bit. ● Houses may sometimes have a tiny amount of tilt.
Improvements
● The Soultree now has a golden colour when you align with a faction. ● Increased the size of the tier 1 pirate foundation. ● Skybridges no longer block ships from moving. ● Patrol units spawn higher up. ● Improved the Bannerless citadel foundations to spawn houses better. ● The Advisor now explains extractors when one is selected when resource flow mode is enabled and disabled. ● Ships are no longer blocked by small obstacles. ● Ships move to one side if near other ships. ● The scenario menu now fades out when exiting to the main menu. ● You cannot build for half a second after a menu to prevent accidental builds. ● Houses younger than 30 seconds cannot be de-populated or upgraded by the system.
Bug Fixes
● Trade posts no longer accidentally give resources without the appropriate Captain. ● Fixed that NPC settlement houses don't despawn over time. ● Trade harbour connections no longer get removed when in the scenario menu. ● Fixed resources not being transported along pathways more than 20 towers away (due to trade routes for instance). ● The Advisor no longer pops up in the settings, controller, game help or Twitch menus. Splinters aren't shown or triggered in freebuild. ● Houses don't upgrade or downgrade in free build dynamically. ● Removed some conflicts in the resource network, where superior resource access wasn't given to a tower because it was closer to a lesser resource route. ● Prevented a half-working pause menu from appearing over the scenario selector menu ● The descriptive text of the inventory screen is now correct and shows text for all extractor types. ● Rewind animation in photo mode now doesn't affect the population. ● Removed advisor saying "new units available" when the battlegroup is full.
That's a lot of updates! Thank you all for your feedback from the evolving beta branch that helped shape this update - and we can't wait to see what you create with this new sandbox!
Tomas will be looking to update the Evolving Beta branch with start of the next big 'Naval Command' update in the near future, we'll let you know when you can dive in and see how The Ursee is getting even bigger! As always, continue to share your creations with us on all the socials, be sure to join Tomas Discord, and keep that feedback coming!
■ Official release schedule The First Descendant will be released on July 2, 2024 (Tue) at 00:00 PDT. Please refer to the image below for the time of release in different regions!
■ Official release schedule The First Descendant will be released on July 2, 2024 (Tue) at 00:00 PDT. Please refer to the image below for the time of release in different regions!