it's time for the Day One Patch, thanks a lot especially to The FluffeyPanda, Ironman_Isomer and Yrsgrathe for their input, it helped me a lot!
vRelease1.1:
1. The language and the audio volumes are now saved and loaded everytime the game is started. 2. There is now a tutorial, which explains most of the game basics, stats, controls and how everything works. It only starts in new saves but you can click it away. 3. Auto-Save works now correctly. 4. The Golden Fish is buffed, by a lot. 5. The Golden Fish now makes a "cling" sound when it spawns. 6. Fixed a bug where "Save3" wasn't loading. 7. Added the shortcut "D" to the docks.
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Added "late war" squads to all nations in conquest
Added mini-map preview to MP create session and lobby screens
Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions
Updated UI of MP server browser, create session, and lobby screens
Updated UI of Conquest screen to scale wider for larger resolution screens
Updated UI to add preview image of Campaign missions
Fixed vehicle bar ammo switch being limited to specific ammo types
Fixed skipping redundant placement updates (where the interpolated new placement is identical to previous one). This was causing the massive land entity updates on clients in first quant.
Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)
Conquest
Added "late war" squads to all nations in conquest
Updated locked icon for conquest so it is easier to see the locked unit
Updated conquest campaign screen to scale wider for larger resolution screens
Updated visuals of library view window (3d view) of units in conquest
Fixed conquest mod value to be red (instead of version) if mods do not match when loading a conquest save
Fixed some conquest infantry units with wrong tier in the name
Fixed on Conquest maps, that connected factory building roofs will hide/unhide together as if 1 building
Fixed bad mg placement on dcg_rasputitsa
Fixed Finnish conquest maps to play the Finnish music
Fixed some US shermans to have max stage 99 that would be available until the end of the war
Multiplayer
Added 2v2 Mortain to MP (Domination and Battlezones)
Added 3v3 Voronezh to MP (Domination and Battlezones)
Added map "King of the Hill" to Last Stand
Added map "Dubovka" to Last Stand
Added map "Krasny Bor" to Last Stand
Added map "Wotan" to Last Stand
Added ability to apply stage limits to single infantry that defender bot spawns on map
Added mini-map preview to MP create session and lobby screens
Added StG to latewar brandenburger squads
Updated UI of MP server browser, create session, and lobby screens
Updated chat windows to auto scroll to most recent message (bottom of chat screen)
Updated 4v4_Vahikkala industrial area for better pathing and cover
Updated 2v2 monastery
Updated 2v2 Industry map
Updated 4v4 swamp for battlezones
Updated 2v2 Fall Added more buildings, fences, thicker forests
Updated 2v2 Marvie Ridge Reduced size of hill in the middle
Updated 2v2 Monastery added bushes on approach to trench objective & extra foxholes, Changes to height elevation at trench objective
Updated 3v3 Wotan smoothed overall heightmap and added more buildings to the center, Defaulted colormap
Updated 4v4 Hill 331 added small hamlets to either side of the hill for objective substance
Updated 4v4 Hills Smoothed overall heightmap, added extra buildings to the center
Updated 2v2 Balzerweg rework, added new roads, more buildings, reworked art style
Updated 2v2 Countryside, changed ground elevation for the forest
Updated 2v2 Olshanka, Added extra road for spawn and bushes in forest
Updated 3v3 Glushkovo, Smoothed main road, added elevation to one side for fair play, added extra road out of spawn
Updated 3v3 Mortain station, Fixed infantry not able to run over train platforms, added farmhouses near artillery positions for cover
Updated 4v4 Swamp, Added extra road for side objective to main village, elevation on opposite side for flank protection
Updated 2v2 Ivanovka, added more clutter to the middle objective and cover
Updated 3v3 Lahkta increased width of river road to prevent vehicles from getting stuck on rocks
Updated 4v4 Grassland, added extra road from spawn, changed ground texture
Updated 2v2 balzerweg to 1v1
Updated zones for 2v2 fall, 2v2 marvie ridge, 3v3 wotan, 4v4 hill 331, 4v4 hills, 4v4 dubovka, 4v4 swamp, 4v4 grassland
Fixed on several MP that connected factory building roofs will hide/unhide together as if 1 building
Fixed small issues on Sainte marie du mont
Fixed incorrectly placed trees on 3v3_wotan that would cause pathing issues
Fixed pathing issue on the radar bunker on MP Hill 331
Fixed ammo zone on 4v4 sikovitsy "Last Stand" mode
Fixed issue with trees on road on 4v4 Rikila and new foxhole on 2v2 Monastery
Fixed issue on 4v4 Fields
Fixed floating buildable obstacles on 3v3_trenches
Fixed crew count for Finnish early war 47mm pstk39 doctrine buy
Fixed various truck crews to be artillerymen in multiplayer
Fixed some wrong unit number/composition in US squads
Fixed wrong buy menu group of squad_km_rifle_early_sup from being considered tier 1
Fixed early war support doctrine squad_marine_stoss_sup to use right doctrine
Fixed missing icons in after battle report for some doctrine units
Fixed preview of 3v3 Voronezh
Single Player
Updated UI to add preview image of Campaign missions
Updated some conquest research prices
Fixed missing humanskin for pilots in German mission "The Ace of Swords"
Fixed humanskins missing winter tex mods in German mission "Among the heavens"
Fixed terrain under the bridge on German mission "Escaping the Pocket"
Fixed wrong player id# for some units both script and map, and cleaned up mission scripts on German mission "Clash at Narva"
Wotan factory invisible wall
Everything Else
Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions
Added recoil animation for lahti m26
Changed terrain fx tag for HE shells from "he" to "all_he" to support several HE shell types
Changed Medium graphic settings preset to have medium shadows instead of high shadows
Changed minimap icon artillery
Changed double-click speed of wheeled vehicles from 80% to 90% of max speed to match tracked vehicles
Changed two of the worst looking gun-related idle animations and three of the empty idle animations
Fixed issue with squad formation move order sometimes resulting in squad members moving in circles around squad leader
Fixed various other minor issues with human move orders
Fixed coax MG's not firing at human targets as much as they could due to gunner waiting for HE shell to be ready in main gun
Fixed 3kg hafthohlladung AT grenades to break vehicle components by checking for stuff "tags" instead of tagging vehicle on contact
Fixed Panzer Pioneers soldiers that were missing building material to use their pickaxes
Fixed issue with sound for videos playing inside a mission would sometimes not play
Added some left and right rotation to 60cm Karl Thor, so it can shoot better on uneven terrain
Fixed armor value of transmission housings on M4A3(76)W, M4A1(76)W and M4A1(76)W mid
Fixed turret cheek armor on M4A3 (late)
Fixed turret cheek armor hitbox on M4A3 (early) by removing it
Fixed 5th seat on Sdkfz. 7/2 to be considered passenger and not crew
Fixed "camo" problem for Bison
Fixed missing tracks break animation for Panzer3j and Panzer3j1
Fixed missing engine break animation for Panzer3h
Fixed panzer3n gun barrel problem
Fixed panzer4d and f1 gun break animation
Fixed Sdkfz 10/4 wipers animation from playing when glass is folded down
Fixed headlight fx on Panther Ausf A
Fixed 107mm M2 Mortar to have taller sandbag fortification
Fixed USA engineer trucks inventory to contain all items (applies to newly spawned trucks only)
Fixed name of right headlight bone for vfx on several USA tanks
Fixed USA field jumbos track armor that would not tear off when hit/broken
Fixed m4a3_76w FXfire3 bone
Fixed T-35 M1936 track shields changing to xx model when broken
Fixed several edge cases when wheels of vehicles were broken and disabled movement but could still move by toggling engine off/on or crew recovering from stun
Fixed motorcycle class vehicles movement to be disabled when all wheels (3) are broken
Fixed fx/sound issue with ZiS-30 when ammo destroyed
Fixed 3rd person views for Finnish trucks and Sdkfz 7
Fixed panzer742r passenger pose
Fixed jagdpanzer 4 variants engine volumes
Fixed Opel Blitz (2cm Flak) hierarchy problem of gun_rot's fixer mesh.
Fixed gun volumes for nashorn, jagdpanzer4_l48 early, m4a3 76w field variants, m36, m4a2 76w late
Fixed missing distant MG34 shooting sounds for Jagdtiger
Added decals to appear when shooting through tents and other construction entities made of fabric material
Added new texmods for papers stamp
Fixed explosion fx to not play when shells hit fabric material and the shells do not detonate (continue to pass through)
Fixed broken garrison position for russian wooden house
Fixed roof to hide when units inside for large tents
Fixed roof to hide when units inside for factory halls
Fixed roof to hide when units inside for industrial awning
Fixed roof to hide when units inside for factory_variant1
Fixed roof to hide when units inside for factory_compound_ii
Fixed roof to hide when units inside for factory_compound_i
Fixed pathing issues for regel_bau_502
Fixed pathing around watch_tower for small cannons
Fixed some wooden fences that could cause wheeled cannons to get stuck on the edges
Fixed volumes for electrical post standard_wood_rural
Fixed blend issues with doors on shop_store02 and shop_store03
Removed landpatch from roadway_boarders to improve performance, fix errors in logs, and make building sandbags on them more functional
Fixed edge case where ammo cook-off event could happen several times
Fixed ammo cook-off to apply correct tag to prevent AI from recrewing vehicles
Fixed missing sound from open top vehicles on fire before cook-off
Fixed distant sound layers for recoilless rifle
Fixed offmap barrage vFX
Fixed some wooden barrels playing destruction fx too many times when being crushed
Fixed inventory view of ammo for 125mm ampulomet m1941. Was transparent and hard to see
Fixed towing stat on T30 icons
Fixed repairing icon to continue to show over dead humans head
Fixed human interaction code related to burning if they manage to put the fire out through entering water so that they do not continue to scream or have burn vfx
Fixed body volumes of BAR, BAR Bipod, and Browning M19A6
Fixed vehicle damage view for T20 fuel component
Fixed bt-42 missing interior polygons.
Fixed kv2 texture ( added mg hole on mantlet)
Fixed stuh-42 wrong x and xx textures.
Fixed wrong bolt animation on M1919A4
Fixed German Headgear descriptions
Fixed russian localisation of mg42 belt variant
Fixed volumes on various small arms and ammo items
Fixed flare pistols missing mass value causing them to float when dropped by killing humans
Fixed various German soldiers sometimes spawning without helmets
Fixed several vehicle views and medic icons
Fixed wrong FX for M18 recoilless HE shell, also allows proper targeting by AI when HE is loaded
Removed body shaking from fire animation of sdkfz250a_9
Tribes of Midgard is now on sale today at 10am PST/1pm EST at 70% off during Steam's Summer Sale from June 27th to July 11th!
To check out a preview of what awaits in Midgard, be sure to tune into our stream running live on Steam now.
๐ Join our Community
Be sure to to join our Discord here! You can find players to group up with, get help on for any questions you have, and share your favorite screenshots and clips.
๐ Learn More
Is this your first time surviving in Midgard? Well - welcome! If you want to learn more about the game, we also recommend checking out our official Wiki here.
1. I noticed that some quality settings were not set correctly, resulting in an unintended decrease in quality on some systems. This issue is particularly noticeable in the environment ground textures, which become blurry at a very short distance. This is a method for the game to reduce performance load, but it shouldn't happen at a distance where it's noticeable. This update fixes this issue and also raises a few other quality settings.
Bug fix: arenas wouldn't load bosses after floor 50
Arena Bosses in regular fights are now affected by aggro (happens only after floor 50)
Amulet now only adds protection once per turn
Frost Guardians now have the Throttle ability
Flame Guardians now have the Punish ability
Nerfed the Mystical Energy card
Void Fairies now hex Unreachable every turn
Only one card remove per shop allowed
Unmakers now hex Marked on turn 1
You can no longer interact with draw card buttons when magic rainbow is activating
Nerfed the Surge and Roar cards
The Dark Rift treasure now triggers on turn 2 instead of turn 1
Fixed a bug allowing wield effects to trigger when no cards are in the draw or discard pile
5 new card sound effects
The Forbid card no longer removes the Frozen status from the target
Buffed the Sparks card
The Delayed Spell, Sacrificial Spell, Delayed Charge, and Sacrificial Charge cards upgrade to double magic/damage rather than retain
Buffed the Radioactive card
Fixed bug that allowed drawing cards immediately after ending turn before the start of player's next turn
Fixed bug that caused monsters to not load correctly on floors 30 through 32
Capped max health and block at 9999
Buffed the Colossus card
Added the Interrupt effect and four new interruption cards: Block Interruption, Armor Interruption, Speed Interruption, and Mana Interruption
Lots of small balancing tweaks to attack cards
Bug fix: when multiple cards that add more cards to hand are played at the same time, you can now choose the correct amount (e.g. Blitzkrieg plays Disavow and Weaponry)
Buffed the Recaster card
Nerfed the Mystical Protection card
Buffed the Stun card
Bug fix: deck cycle effects like Wield now correctly proc only once each deck cycle, and only when deck actually cycles
Buffed the Gears of War card
Reworked the Explode effect so that it is calculated after all other damage increases are calculated, truly doubling the attack damage
Nerfed the Frost Armor and Flame Armor cards
Buffed the Maelstrom card
Irradiate no longer procs damage from spikes/retaliate
If you've seen our previous post you now know how to gather materials, so we're going to show you what comes next in The Last Alchemist!
We won't give too much away, you should still encounter surprises and fun puzzles along the way as well as additional tools and activities, but we are going to show you some basics!
Say, one day, you're walking around the beautiful mountains and this stubborn pile of rocks is in your way - you will need a formula that will break down this blocker to your path!
This is where your machines and tools come into play. For instance, some constructions can help you break down the materials you gather into essences or help you forge new essences and you can use tools like the sprayer to spray these and help you break the rocks.
To build new constructions you'll need to gather the right resources and then place a blueprint - once all the ingredients are in place you must wait for the construction to finish and then ๐ you have a new machine!
In this case, using the grinder you just built, you can extract the essence from materials you've gathered and then with the fusion machine you can create a new, fused essence that has the quality of both materials to help you break down the stone.
Once you have the essence you need, you must now find away to get this all over the pesky rocks!
However your eyes and hands aren't what they used to be and tools may be too difficult for you to construct now, but have no fear - Hapalo is here to help! The ingenious Agari inventor will use their forge to help you on your journey!
Bring them the required materials and you'll have a new tool in no time! Now you can go and deal with those rocks and continue down the path!
As you progress, the solutions you need may be more challenging to produce and they might force you to venture out further or use new tools, come up with new solutions, but you'll find some additional helping items around the observatory and by working together with the Agari and using your constructions, you'll surely be able to conquer it all as The Last Alchemist!
Are you excited to start building up your workshop? Let us know by joining our discord and wishlisting!
What would a hospital be without a stellar cast of doctors with solid academic training, extensive experience, and impeccable ethics? Well, you're about to find out because the doctors at your disposal in Fable Hospital will be... Well, let's say... peculiar.
Fable Hospital is a management game where you take charge of a hospital in a medieval fantasy world. As a good director, the selection and management of staff will be crucial for the proper functioning of your facility. You might even end up curing some patients, who knows.
Below, we share with you the different types of doctors and workers that you'll have at your disposal in Fable Hospital.
Doctors
Plague Doctor
The only one with knowledge slightly similar to medicine. He cures 50% of his patients and kills the other 50%, a surprisingly better average than his colleagues. He is convinced of the health benefits of bad odors. What a cheap excuse for poor hygiene.
Druid
His favorite remedies are infusions and music. Unfortunately for his patients, his infusions taste like dirt, and his musical abilities are on par with those of a deaf cat. To a druid, magic and gardening are the same thing.
Alchemist
The world's foremost expert in succeeding by failing. The worse his formulas' results, the more likely they are to end up curing the patient. Side effects are... secondary. Who cares if your skin changes color, the number of fingers on one hand isn't usual, or you lose an ear. The important thing is getting cured.
Fortune Teller
She is a master of future knowledge. But she can't differentiate between the important parts and the trivial details. Well, no one is perfect. By the way, her obsession with the evil eye as the cause of all known diseases doesn't help.
Mad Engineer
He is convinced that he will change the world with his next invention. And he certainly will: to a smokier and more explosion-filled place. Skilled like few others in the art of creating things that almost work.
Torturer
When you hear him talk about "alternative therapies," you know what he means. He is the best at making his patients talk, though always in an incomprehensible manner. "If it hurts, it means it's healing" as a way of life.
Friar
Always willing to pray for your soul and your health. A staunch defender of moderation with a glass of wine in hand. He has a tendency to prescribe "a fun afternoon" as a cure for almost everything (this afternoon includes large amounts of wine).
Nuns
Ancient healing methods, recipes with centuries of "proven" effectiveness. They dedicate their lives to caring for others as long as your health improves quickly; their patience runs out quickly (especially if a Friar drinks their wine).
Wizard
He is wise and reflective, always invoking the right magic, though his healing spells produce a slight burning smell in the patients. He dresses like a solemn wizard but his true specialty is card tricks.
Workers
Gatherer Goblins
They work tirelessly and never talk about working conditions. By working, they mean collecting all kinds of things. And by all kinds of things, I mean EVERYTHING, even those with an owner. Their concept of ownership is, let's say... flexible.
Hunchback Janitor
Frighteningly efficient in keeping the hospital clean. His cleaning method inevitably involves scaring the patients. This doesn't make him very popular among them, but he is undoubtedly the favorite of rats and other rodents.
Brewmaster
The most beloved employee in the hospital. He prescribes beer as a cure as lightly as he samples his own brews. His only weak point is his inability to measure the potency of his beer, which usually has more degrees than a stew in August.
Baker
She is capable of turning flour, water, and yeast into a healing miracle. Sometimes she even adds sugar, though no one is sure if it's too much. Most of her bread is so hard that you could knock down a troll with a single blow, but that's a minor detail.
Leprechaun
His storytelling skills reach unimaginable limits: some patients manage to get cured just by listening to him narrate, the rest simply fall asleep. The problem? His fondness for practical jokes. The poor patients who fall asleep often end up with their faces marked.
v0.8 is a major update for the planet's environment. Enjoy the new world generation with vast oceans and container ships to cross them. Open paths with the new dynamite and terrain tools. Get a better overview of your industry with a new zoom that show the atmospheric currents and cloud simulation, and an enhanced and unified view. Visualize ground humidity and choose between the five available trees, each with their own temperature and humidity requirements. Five musics have also been added, and the original soundtrack will be available in a few days (for $5).
I suggest to start a new world to enjoy the new generation, but you can continue your old save. However, it will add a lot of water. If you wish to avoid such change, you can activate the "v0.7.5" beta (in the "beta" menu of the steam properties of the game) to keep playing the old version. Edit: if you have installed a bepinex mod, you might have to remove it, as it could make the loading freeze.
The game will have a 20% discount during the Summer Sale, and then its price will increase from $12 to $14. It was the same with v0.7 and will be the same with v0.9: the idea is that you pay only for what is already done, rather than for promises.
Here is the full changelog:
Plan B - v0.8.0 build 879
Major Improvements:
New world generation with larger ocean, better mountains shapes, improved city and mineral fields locations and size. And faster to generate.
Container ship! transport 336 containers.
New terrain modification items: Dynamite, Pile of dirt, Level and Smooth.
Dynamic clouds (fully visible in the new max zoom out view) that shows moving clouds, shows dark side of the planet with city and industry lights.
Unified enhanced view (keep Alt or Tab pressed) to show terrain altitude, ground humidity, highligted minerals.
Modding in Steam Workshop. Basic lua modding: add or modify items, recipes, levels. Change 3D models, textures, sounds and musics. Creative mod as mod example.
Palm trees, cactus and tropical trees. New life condition, new infos in description & tooltip
Five new musics.
Improvements:
Water, rain and evaporation simulation improved. Water appears more progressively.
Improved drag (dragging over forests, starting drag while building)
move minerals when using terrain modification tools on them, instead of destroying them
Balance:
if more than 0.5 water (50m), prevent building roads/rails and stop vehicles.
Much more water than before (to fill the large oceans)
Max minerals per hexagon increased from 450 to 800. Less minerals fields but biggest fields far away from cities (much more total minerals than before).
Forests life conditions heavy rebalance.
depot buildable when a bit of water (if not too deep)
MK3 depot moved from level 16 to 15.
landmark tower unlocked at level 3
Bugs fix:
Fixed bug that was changing items of depots
Fixed crash with depot & factories popup
Fixed artefacts in zoomed out view
Fixed some display issue with water in contact with dam walls.
Drones/container position at vehicles loading fixed
Minor:
Lot of tooltips or descriptions improved.
modify status bar infos (water in ground, temperature)
display info on viability when planting trees
big translation update from and to crowdin. Don't hesitate to help improving the translations!
HOTFIX on 2024-07-01 :
Plan B - v0.8.0 build 881 HOT FIX
Fixed loading freeze when a default mod was created, and fix issues when removing a mod
Fixed freeze with some corrupted containers dump items