Let this Summer bring you plenty of sunshine, beaches, and a lot of fun with all the girls of The Entrepreneur
This Summer, embark on a journey to the sexiest Visual Novel experience with The Entrepreneur, now at an irresistible discount for Steam Summer Sale! You will not want to miss this opportunity to get the game in your hands and experience the amazing characters, catchy music, riveting drama that unfolds, and, of course, the sexiest scenes✨
Share this with all your friends, spread the word, and show us some love! Please feel free to join our Discord server and take part in the community activities and fun banter. Thank you for your support, And enjoy the game ❤️
It's been awhile since I've updated the game, but Update 7 brings lot of necessary additions and fixes.
I want to make it clear the names credited at the end of the Main Story is simply me crediting the creators of all the various assets I used to help make this game.
Updates: -updated the alien starting area of the game, made traversing the landscape easier, and added a story component at the end.
-added an additional segment after the starting alien area that expands on the lore of the game.
-added a post story sequence of missions after you get to the bridge where the team catches up with the main antagonist again.
-added a very small additional segment after Mission 3 (where you go back to the GemCo facility with Bri) that briefly expands on the lore of the game.
-getting Bri to open up now allows her to visit and have interactions the restroom area.
-Updated the UI for viewing animations so it can work better with a controller.
-Fixed Phia's Missile Launcher to not immediately explode when fired.
-Changed most areas from a skybox to a volumetric sky and clouds.
-Added an additional butt jiggle setting
-There is now an erect nipple toggle in the esc->settings->options menu (works for Arielle, Maiko and Phia) (does not work on alien missions where Arielle's appearance is pre-set.)
-Certain places you can fall through the floor/wall have been fixed
-The screen now has a red vignette when your health starts getting too low.
-The parked spaceships in the city now despawn when the player is far enough away from them to help with fps
-enabled GPU instancing for various materials in the game to help with fps
-converted some models from A pose to T pose to work better with some of the animations.
-Arielle's title screen idle animation updated
-Fixed enemy alien animations
-added AZERTY compatibility for the racing minigame
-functionality for the abandoned terminal is updated.
-Fixed various typos and small issues.
Controller Support? This game is fundamentally designed for mouse and keyboard use. However if desired, and you don't mind setting it up, this game can be fully playable with a controller via the use of Joy2Key. Joy2Key is program that emulates keyboard and mouse inputs with any controller. It is shareware and available here.
Doggo is ready for sand, sea, and fun! Lost Paws will be 40% during the Steam Summar Sale. The sale starts now and will go to July 11th. During the sale, you can get Lost Paws for $8.99! This is the first major sale we have been in since the major UI overhaul so now is a great time to check it out or get a copy for a friend. You can pick it up here: https://store.steampowered.com/app/2027590/Lost_Paws/
We are continuing to make major additions and improvements to the game. We will add new major systems and locations in the coming months so come along for the journey! Lastly, if you do end up getting the game or already have it, please leave a review since it helps out tremendously. Thanks for reading and hope you enjoy the Steam Summer Sale!☀️
Hey folks! We have a heavily armoured update for you!
What’s New
Armour Updates
We’re excited to announce that we have collaborated with community member Internoto (Project Variety), and are introducing almost 40 new vehicles and AT guns with this update. This includes:
Jagdpanzer 38t (Hetzer) (German)
Sturmhaubitze 42 (StuH) (German)
Panzerwerfer 42 (German)
Ostwind (German)
Sdkfz 234/3 Stummel (German)
Marder 3 Ausf. M (German)
Nashorn (German)
Sdkfz 251/22 (Pak40) (German)
leichtes Infanterieschütz 18 (German)
Sturer Emil (German)
M36 Jackson (US)
Calliope (US)
Sherman M4A3E2 Jumbo (US)
M26 Pershing (US)
M3 Gun Carrier (US)
M20 Utility Car (US)
M1 ATG (US)
AEC Armored Car (UK)
Tetrarch (UK)
Challenger (UK)
Comet (UK)
Valentine Mk XI (UK)
M1919A4 .30cal Willys Jeep (US)
MG42 Kubelwagen (German)
And more!
We have also added some interesting new game mechanics, allowing infantry the ability to ride on friendly tanks, and also to operate mounted MGs on some tanks – adding extra firepower and incentivising combined arms operations in game. Driver-operated smoke launchers have also been fitted to numerous armored vehicles in game, making tanks significantly more formidable opponents.
New Gamemode - Frontline
We gave a sneak peek of Frontline in this preview, and we’re excited to include it in this update!
This mode is still work-in-progress, and will initially be available on three maps as we look to refine it (with your feedback) and roll it out on more maps in future patches. The maps included in this update are:
Driel
Utah
Veghel
Arnhem Range Updates
The Arnhem Range has had a large overhaul to allow it to include a new tank practice range, a driver training track, an updated infantry shooting range (with pop-up targets), a logistics training area, and a kill house, where players can compete against one another to achieve the title of most deadly!
Arnhem range will be able to be hosted on community servers which will allow players an environment in which they can train and compete together, allowing players to get to know each other while preparing for the fight! We hope this will help clans in particular.
It is also our aspiration that players may be able to access the range in future, while queuing for a live server, making servers queue times significantly more palatable.
Map Updates
In addition to all the new content coming, we have also spent time polishing existing maps, with graphical improvements made to several Chapter 1 maps as well as Chapter 3 maps. Chapter 4 maps have also benefited from improved lighting and shadow work to provide a greater immersive environment for the player. We are, however, most proud of the overhaul of Utah invasion mode, which, in addition to graphics changes, now features wave spawning landing craft and scripted events (like dummy landing craft) to provide that next level of immersion.
Additional Updates
Numerous small bugs have been fixed in this update and we hope this will be particularly clear in the use of bayonets and AT guns. Some weapon animations have also been refined and we have aligned weapon sway to relate more to weapon weight, while recoil, bullet penetration, and suppression have been amended to reflect weapon caliber. On top of all of this, we have removed the requirement for rallies to be refreshed after being placed, added faction-specific cinematic end screens and music, created new role icons, and started to put together an up-to-date community drive. This community drive will allow the community to access up-to-date information on all map layers, vehicles, and admin spawn commands.
Changelog
Level Design
Final Chapter 1 graphics amends
Started Chapter 3 graphics amends
Fixed Carentan Geo and refined church area
New lighting for Chapter 4 maps
Disabled distance field lighting on Chapter 4 maps
Added a killhouse to Arnhem Range, with score and time tracking
Added tank-sized targets for vehicle gunnery to Arnhem Range
Added tank and vehicle spawners to Arnhem Range
Added a free-construction practice area to Arnhem Range
Added ANZACs and Greeks to the Shooting Range
Changed Utah beach landing craft to alternative wave spawns, added dummy landing craft
Added new Mechanized and Specialist vehicle spawner categories to all Map Layers
Updated tank decks with new vehicles and rebalanced existing vehicle distribution
Updated Dreil Offensive lattice
Added new Offensive layers to Grave
Added new Skirmish layer to Maginot
Added new POI for Oosterbeek and moved Johanna Hoeve farm to correct area
Added new capture point to Grave (Offensive 04)
Reworked St Mere Eglise Church
Reworked Utah beachfront
Gunplay
Added new animations for the MP40 and 3kg Gebalte Ladung Explosive Charge
Replaced Semi-auto firing mode with a slow fire rate firing mode on the BAR
Reworked hammer animations on the Colt 1917, Webley MK6 and Mle 1892 revolvers so that they fire hammer down, removed cylinder spin animation on the dry reloads
Changed standing and crouching lean left 3P animations to not switch the shoulder, as it is a more modern shooting technique
Slightly decreased recoil on the M1 Carbine, Slightly increased recoil on the G41 and G43 to be more in line with other Semi-Auto full power rifles
Extended M1 Carbine 1-shot incap damage range from 100m to 150m
Extended all MGs 1-shot incap damage range from 150m to 300m
Reduced deviation on Panzerschreck and M1A1 Bazooka by 66%, Reduced deviation on the Panzerfaust and Piat by 50%
Added 50m point blank zero setting for the Panzerschreck, M9A1 and M1A1 Bazooka
Set all handheld sniper rifles magnification to historical values: Springfield: 2.75x; Lee Enfield No.4: 3.5x, K98: 4x, P14: 3x; Lebel: 3x, Ross: 5.2x
All sniper rifles: Increased sway to match their normal rifle counterparts
Standardized sway on all weapons, in general heavier weapons have more sway, crouching has at least 2.5x more sway, standing has about 0.25x more sway compared to previous patch
Increased recoil on the FG42, Bren, BAR, ZB26, Mac24 and STG44
Reduced recoil on the MG08/15
Reduced non-bipod ADS recoil on the LMGs
Reduced hip-fire recoil for the MGs by 50%
Increased suppression trigger radius from 3m to 5m, increased maximum suppression trigger radius from 0.5m to 1m
Set zero on the Ruby 1915 and Webley MK6 pistols to 50m
Reduced camera shake on the Emplaced MG08, St Etienne and Vickers
Set up projectile specific suppression settings that were previously unused, the larger the caliber, the bigger the initial punch and more sway induced. MGs of the same caliber as rifles give more suppression compared to their rifle counterparts
Fixed penetration inconsistency with the Bren MKIII and Lewis Guns that was preventing them from doing much bullet penetration
Decreased penetration on most small caliber pistols (except for anything larger than 9mm)
Fixed .50cal projectile not displaying the correct FX when shattering and ricocheting
Fixed lowered left hand on the M1917 Revolver going behind the character
Increased deviation on the M2 .50cal from 1.5 to 5 to decrease it's accuracy at longer ranges
Added 25cm trace distance to the Anti-Tank rifles to prevent it from jamming into a tank and shooting through armour
Vehicles and AT Guns
Added 33 new vehicles/AT guns - Cromwell Mk. IV (Medium Tank), Churchill Mk. VII (Heavy Tank), M10C Achilles (Tank Destroyer), Sherman V (Medium Tank), Universal Carrier M2 .50cal, Universal Carrier Vickers Mk1 MG, Universal Carrier Boys Anti Tank Rifle, Nashorn (Tank Destroyer), Ostwind (AA), Jagdpanzer 38t (Hetzer) (Tank Destroyer), Marder 3 Ausf. M (Tank Destroyer), Sturmhaubitze 42 (StuH) (Tank Destroyer), Sturer Emil (Tank Destroyer), Panzerwerfer 42 (SPG), Sdkfz 234/3 Stummel (Gun Carrier), Sdkfz 251/22 (Pak40) (Gun Carrier), Jagdpanzer IV L/48 Late War (Tank Destroyer), leichtes Infanterieschütz 18 (Anti Tank Gun), M36 Jackson (Tank Destroyer), Calliope (Support Vehicle), Sherman M4A3E2 Jumbo (Medium Tank), M26 Pershing (Heavy Tank), M3 Gun Carrier (Gun Carrier), M20 Utility Car (Transport), M1 ATG (Anti-Tank Gun), AEC Armored Car (Scout Car), Tetrarch (Light Tank), Challenger (Medium Tank), Comet (Medium Tank), Valentine Mk XI (Medium Tank), Kubelwagon MG42 and Willys Jeep M1919 .30cal variants
Returned the H35 and Char B1 tanks to Chapter 2
AT gun collision reworked
AT gun physics assets adjusted
Tank riding introduced - all rideable seats on vehicles have a 3D HUD icon to show where you can sit. If a tank barrel collides with the riding player, the player gets ejected from the seat
Set M3 37mm AT Gun to use the firing audio as other similar caliber cannons
Added Driver-Launchable smoke dischargers (default button: C) to the Sherman M4A3E8, M4A3, Chaffee, Staghound, Firefly, Matilda MKII, Daimler, Cromwell, Churchill, Panhard, Sdkfz 234, Jagdtiger, Jagdtiger, Tiger, King Tiger, Panther, Vickers MKVI, Bren Carrier, Jagdpanzer IV, Panzer IV H and Panzer II
Set Panther sights to start at the base zero setting
Shortened seat switching for the Kubelwagen and Willys jeeps to 0.75 seconds from 1 second
Slightly raised the camera on the peek-out pose for tank commanders
Set hull gunner turn out FOV to 90 (from 70), to prevent additional zoom for when the character is turned out
Made the .50cal on the Hellcat an infantry-mountable MG, allowing the tank commander to focus on using their binoculars
Configured M10, M18 Hellcat commander to properly turn out
Set all vehicle-based binoculars to have the same zoom as handheld binoculars
Added bouncing animated antenna and tow loops/hooks to all applicable vehicles
Set Hull Gunner turned out position to be able to fire their Hull MG
Added visual ammo box attached to the emplaced and open turret mounted M1919s
Set vehicles with open top access seat positions for their commanders and gunners to enter those seats a lot quicker (Greyhound, Jackson, M20, M18, M10, Sturer Emil, Ostwind, Nashorn, Marder III, Hetzer
Fixed Sherman Firefly's interior firewall modeled in the wrong position
Cut holes for the gun into the turret armour for the Sherman M4a3, Firefly, Stuart and Chaffee tanks, fixing a bug where frontal turret armour on these vehicles was stronger than intended
Reduced Sherman Firefly gun mantle armour to 50mm from 80mm, removed additional armour from the fronts of the old hull gunner and driver positions
Fixed Sherman M4A3, Sherman M4A3E8, Firefly Ammo Rack Historical Inaccuracies
Fixed Jagdpanzer IV L70 having ammo racks too small
Removed extra ammo rack under the turret from the Tiger
Fixed Commander cupola on the Chaffee not rotating with the turret
Reduced Sherman M4A3E8 ammo capacity by 33% for historical accuracy (107 rounds to 71 rounds)
Added turret ammo rack on the Churchill that was missing before
Resized ammo racks to be smaller on the Stug III, redistributed ammo to have more HE on the Stug III A, reduced overall capacity to 44 rounds; Gave more HE ammo to the Stug III G, reduced number of AP rounds
Fixed up frontal armour plating on the Panzer III G to total 80mm of armour
Resized ammo racks on the T17 Staghound
Increased hill climbing capability of the Bren Carrier, increased top speed to 45kph from 30kph
Improved turn handling on the M18 Hellcat, M24 Chaffee, M10 GMC, Cromwell, Jagdpanzer IV, H35, S25, B1 Bis, Panhard, R35
Improved hill climbing capability for the M8 Greyhound, Sdkfz 7, Sdkfz 222, 232, 251, 254, BMW R75 Bike, Kettenkrad, Daimler, M3 Halftrack and Staghound
Increased handbrake strength on the M8 Greyhound, Panhard, Staghound, Cromwell and M18 Hellcat
Fixed intense rumbling when going at high speeds on the M24 Chaffee
Changed British Vickers Periscope from circular telescope to wide rectangular periscope
Changed British Vickers Periscope to be rotatable with CTRL input, and to function like a standard periscope with horizontal-only traversal
Updated ZF14 periscope on the Hetzer, Stuh 42, Stug III G/A, Marder III, Tiger I, Jagdpanzers, Jagdtiger
Added rotating 360-degree rotating periscope to the Panzer 38t and Sdkfz 254 Puma
Fixed a lot of periscopes being undamageable from small arms
Greatly improved visibility on most periscopes by cleaning the glass on them
Made the glass cracking effect on broken periscopes much more severe
Added unique animations for all passengers of the Landing Craft on Utah Beach
Reduced recoil impulse on the Sdkfz 222 to prevent the gun from pushing the vehicle really far back when firing
Updated insignia on all British vehicles
Extended Bren turret traverse angle on the Universal Carrier
Increased turning radius on the commander periscope for the Jagdpanzer IV to +/-90
Updated Panzer III and Stug III Driver and Hull gunner entrance hatches to be on the turret for historical accuracy
Increased periscope traverse on the American M6 periscopes on all US armoured vehicles from +/-50 to +/-90
Aligned tank reloading sounds so that they better match their reload durations
Driving turning tweaking to the Panzer 2, 3 and 4 and 38t to make it more controllable
Reduced penetration of the 40mm APCBC used in the Tetrarch and Daimler guns from 89mm to 81mm
Set 37mm and under cannons to use the smaller Autocannon muzzle flash
Thinned the reticle for the Flak 38
Added spare track armour and camouflage decoration to the Cromwell and Churchill tanks
Set Gunner's rotatable periscope to the Loader's side periscope on the Sherman and Pershing; Set the 1x sight for the Sherman, Pershing and Chaffee to the Gunner's periscope side
Fixed BMW R75 bike steering to the left
Enabled French tank gunner/commanders to fire their turret's weapons while turned out
Fixed crewmen being unkillable while exposed on the M36, M10 Wolverine, M8 Greyhound and M18 Hellcat
Added additional KFF driver periscope view option for applicable Panzers
Set Hetzer, Jagdpanzer IV, Stug III G, Panzer IV's PzGr39 penetration value to 140mm
Set Sherman Firefly's 76mm APCBC and Comet's 77mm APCBC to have the same impact damage type as a 75mm AP, originally was set to 88mm AP
Raised the driver turn out camera on the Panzer IV D
Removed some turret mounted ammo racks on the King Tiger as per doctrine, reduced its ammo by 12 rounds to compensate
Added Fuel tank to the Vickers Mk VI tank
Resized fuel tanks on the M10 GMC, shifted driver position
Increased diameter of turret ring on the King Tiger
Removed APCR rounds from the Jagdtiger for historical accuracy
Staghound Shifted commander position to not clash with the ammo rack; sized down the gearbox to lessen clashing with the driver
Resized Jagdpanzer IV L48 ammo racks
Set B1 Bis tank to not have main gun traverse and the gunner sight position to be where the driver sight is
Fixed mantlet armour on the Cromwell and Churchill tanks
Fixed driver clipping on the Cromwell
Fixed side hatch weak point in the armour on the Churchill tank
Set Daimler to use 35 APCBC and 17 HE rounds, HE is renamed to 'Shell' instead of 'Shot'
Fixed Matilda II driver's legs sticking out the bottom
Set Panhard to use only APCR ammo
Shifted engine and fuel tank positions behind the firewall on the Panzer III G
Fixed Sherman M4A3E8 LOD of the spare roadwheel appears quite close
Set Puma to 6.5s reload time; Set Firefly reload time to 9s; Set Jagdpanzer IV L/48 reload time from 7s to 5s; Set M5 Stuart and M8 Greyhound reload time to 3.5s from 5s
Set 6 pounder APDS penetration to 190mm; Set 6pdr APCBC penetration to 122mm
R35 tank Gunner - Changed the blend in time to not have the character pop out in that pose before going into the proper turn-out pose
Removed visible tracer on tank cannon shot for realism purposes
Added turn-out hatch positions for the Panzer IV Ausf. D and Ausf. H Hull Gunners
Removed ammo box weak points from most jeeps and trucks that don’t have ammo racks
Changed commander binoculars and binoculars used by anti-tank gun crew to look the same as handheld binoculars
Re-worked collision meshes for the Kubelwagen and Willys Jeeps to be more accurate to their visual meshes
UI changes
Added new highly cinematic round end victory and loss screens, with music, specific to each map and faction
Created new unique icons for all roles and kits
Commander asset call in marks on mini map changed
New icons for Radios/spawn tents/supplies on player screen
Updated a large number of selection icons for the vehicle spawning menu
Added toggle-able compass (default/2D/3D) in graphics settings
Re-shot icons for the vehicle spawners for some vehicles
Fixed Discord link in the main menu
Removed extended ammunition names from the ammo name in the Tank Gunner UI, leaving only the official designation for the ammunition
Fixed missing Supply dump icon
Updated minimaps for Chapter 1 and Utah
Tweaked the position of the driving UI, shifted passenger list to the right side
Fixed tank deck close button would get lower then the screen
Fixed tank deck has no option to scroll through the list
Gameplay
Stuka/Mosquito call in point now the middle of the effect
Specialist vehicle decks introduced to allow greater vehicle variety on maps
Introduced proximity spawn tent blocking (2 players within 20m, with player number requirement increasing by 1 every 10m, to 9 players within 90m)
Changed Basic Spawn tent health to previous (easier to hide, but easier to destroy)
Removed requirement to refresh a rally
Changed tank spawner code system
Add new deck spawner for Mechanized and Specialized vehicles
Modding: Add a vehicle spawner option to customize the sign
Gamemodes
Introduced Frontline gamemode
Reworked red zones on multiple offensive maps
Support
Added sentry crash system
Added analytics for performance profiling
Introduced pak chunking to reduce future updates download sizes
Bug Fixes
Fixed Bayonet hit detection getting blocked by overlapping volumes
Fixed vehicle/tank spawners on Arnhem range
Fixed vehicle spawners not detecting trucks blocking vehicle spawn area
Fixed excessive sway on the Lebel Scoped, P14 Sniper and Ross Sniper
Fixed weird right hand pose on the Lee Enfield lowered/rest pose
Fixed bullet premature impact on the Browning HP and Pistole 640b
Fixed Daimler gunner viewport being blocked and in a weird position in the vehicle
Fixed Cromwell Driver exiting into the origin of the vehicle and stuck under the ground
Fixed MG42 Bunker having a very limited angle in which to enter the MG42 gun turret
Fixed 1x sight on the Sherman and Chaffee looking weird in Ultrawide
Fixed metal tracer ricochet to display a more realistic amount of sparks
Fixed missing driver HUD on standalone play
Fixed missing seat count for Panzer III G when spawning the vehicle
Fixed impulse and other collision spheres affecting tanks
Fixed .50cal projectile fails to play Shatter and Ricochet VFX upon impact
Fixed MG tracer projectiles not playing ricocheting VFX
Fixed mesh merging (character faces and hands vary)
Fixed side ammo racks extending below armour on the King Tiger tank
Fixed Gunner head sticking into you when opening/closing commander hatch on the Churchill tanks
Fixed Char B1 and H35 crashing servers
Fixed hand grenades damaging Bren Carrier's engine, as well as some jeeps and trucks
It's getting HOT in here and we are turning the heat up HIGHER! ☀️
The Wired Steam Summer sale is HERE and we have the deals that are scorching! 🔥 The only way to stay cool this summer is to play our refreshing range of Indie delights with discounts of up to 90%.
Dive in and join us to find your new favorite indie game. 🎮
Hey everyone, a new update has arrived! This update features the Daring Duo, who will challenge you with unique mini-game room types! There are also new skins, QOL improvements and balance changes, Please take a look at the patch notes for more information.
Spiritfall will be 25% off for the duration of the Steam Summer Sale, so now is a good time to recommend this game to someone who might like it.
Thank you all for the continued support, and see you all in the next update!
Version 1.3.09 Patch Notes
New Room Types: The Daring Duo
Introducing a new type of room containing the Daring Duo NPCs! They are exceptional warriors, but their powers are ineffective against the Blight. They get a lot of Dust from defeating Blight-infested monsters, but cannot harness their Essence like the Omenforged so the Blight eventually lingers and finds a new host. That’s why they’ll help you out with unique training feats, and give you some of their collected Dust based on how much you impress them.
When entering a Daring Duo room, one of three mini-games will be initiated. Complete it to receive a lot of Dust if you do well. The possible mini-games include:
Target Practice: Plan your route and destroy all targets as fast as possible! B-B-BREAK THE TARGETS!
Damage Contest: Deal more relative damage to the training dummy than the duo within the time limit!
Swift Smash: Targets will spawn and despawn constantly, break as many as possible within the time limit!
New Cosmetics
Outskirts
Viridian
Burrows
Veil
Brink
Kael
Rowan
Target
Challenger
Perseverance
New Enemy: Scout Guardian
A new Guardian can now spawn in the Brink. These enemies are agile but compact, and can spin their limbs to move around and deal damage. Compared to the other guardians, this one is slightly easier to overtake.
Gameplay / Balance Changes
Enchantments changes:
Soaring Launch: Fall slightly slower while charging your Launcher mid-air.
Clap Back: Cooldown advancement increased from 10% to 15% per enemy hit.
Flowing Fist: Cooldown advancement increased from 30% to 40%
High Five: 5th Attack damage increased from 30% to 35%.
Exploding Expiration: Damage increased from 50 to 55.
Late Deliverance: Damage gain increased from 10% to 25% every 0.5 sec.
Split Shot: Projectile duration gain on split increased from 0.5 sec. to 1 sec.
Steadfast Shot: Duration bonus increased from 1 sec. to 1.5 sec.
Aerial Waltz: Damage increased from 50% to 60%.
Cutting Edge: Damage increased from 30% to 35%.
Forced Cross-Up: Damage increased from 40% to 50%.
Furious Followup: Damage increased from 50% to 80%.
Honed Combo: Final hit in Side Attack combo - damage increased from 50% to 70%.
Rocket Rush: Max damage based on range increased from 75% to 120%.
Sliding Slash: Second hit damage increased from 75% to 100%.
Harvest: Damage per enemy increased from 40% to 60%.
Magnetic Drill: Damage reduced from 50 to 40.
Other changes:
Astral Cord Bow (Alternate) Awakened Form: Damage and movement speed bonus increased from 15% to 20%, duration increased from 1.5 sec. to 2 sec.
Powered Up Dark Trinity: Sasumata beam attack in third phase now emmits 6 projectiles (instead of 8), with the first projectile slightly delayed.
A couple of new combat room layouts were added to the Brink region.
QOL / Misc
When picking up Yara’s Mystery Mix, the effect panel will be displayed momentarily without having to enter the Run Stats menu.
Added a visual effect when footstooling (using the Hop skill) on enemies.
Tipp’s Library: Hidden Achievement icons will no longer display as colored question marks, but as the grey version of the achievement icon (text is still hidden until obtained).
Perennial Ashes Collected: More visible in Weapon Forms menu.
Bug Fixes
Fixed an issue that prevented the bonus damage from Dynamic Dive to apply on transition from down-air to down attack.
Fixed a bug that caused Magnetic Drill to deal half damage.
Fixed dash projectiles spawning too low when performing a waveland.
Fixed Rocket Rush bonus damage not calculated properly.
Fixed a bug that caused you to exit out of the control rebinding menu when trying to bind a button that currently has the back / cancel binding.
Fixed a bug that would show two highlighted enchantment slots if you cancel out of the Replace Enchantment menu.
Fixed a few small issues regarding arrows / d-pad navigation during the Replace Enchantment menu.
Fixed a bug that caused Tribute altar rewards to spawn rewards to close to the exit portal in some cases.
As summer approaches here in Sweden, we're excited to bring you our first update since the 1.0 release. And what is a summer without a proper Summer Sale? We are thrilled to join up with our friends at Triumph Studios and Paradox in the Rulers of Realms bundle! For a limited time, you can get both Songs of Conquest and Age of Wonders 4 at an additional 15% bundle discount. If you already own SoC, then you’ll still get the extra bundle discount on top of the ongoing summer sale price!
But, let’s take a look that the new update! It includes much-requested new features, a small balance patch, and some very cool new obstacle modifications. While we've been hard at work on these improvements, we've also begun working on our upcoming DLC Rise Eternal.
In case the pixel art isn’t making it all too clear: This is a traditional Swedish Midsummers scene, with a smorgasbord, pickled herring and flower garlands on the head!
Our latest update introduces a new difficulty level for our Campaigns, tailored for those new to the game and the genre. We've named it "Simple," and it's perfect for when you want to focus on the story and enjoy a more relaxed playthrough.
And the difficulty levels are color-coded too, for convenience!
Another new feature is one that hot-seat players have been eagerly awaiting. Previously, you could catch a glimpse of your opponent's tactics and the map when you pressed the end turn, but not anymore. Now, At the start of each turn, the adventure map is covered with a dark overlay, allowing you to surprise your hot-seat adversary with your brilliant tactics.
You’ve got this, your royal highness!
We mentioned obstacles. We've added a new feature: debris in battle. When most obstacles are destroyed, they now spawn "debris" that prevents new obstacles from being placed or summoned on that hex. However, debris can be freely moved through, clearing it as you go. And added bonus is that it looks great!
This new feature really is a barrel of laughs!
Balance is a tricky thing, especially in strategy games, and Songs of Conquest is no exception. Thanks to our active Community, we receive invaluable feedback on how to improve it. Our latest changes are steps in that direction. Rest assured, this won't be the last balance update. But this is a list of balance changes for now:
Essence shield protection lowered to 25% / 50%
Rigor bonus increased to +3HP / +6HP
Increased Impressive bonus to 15% / 30% / 50%
Increased troop size research of Bones to 3 / 3 / 4
Acid Cloud damage lowered to 20 / 40 / 60
Rupture t3 damage lowered to 220
Cost of Chain Lightning reduced to 13
And is that it? Of course not! The list of changes is a bit too long to detail here, so as always, we recommend reading the full changelog—there's something for everyone! And, if you are looking forward to some more undead experiences, don’t forget to wishlist Rise Eternal which will come out this fall!
As you can imagine, we've been quite busy since the 1.0 launch, but soon it will be time for a brief respite. Even in the cold Swedish north, summer is a time for holidays. We'll now be taking a four-week break, so our responses may be a bit slower during this period. But don't worry, we'll be back soon and ready to dive back into development mode!
Save up to 80% on Train Sim World 4 and DLC in the Steam Summer Sale, running until 11 July.
Summer is here! The perfect time for exploring the rails both in the real world and virtually with Train Sim World. You can find some huge savings of up to -80% on the Steam Store as part of the Summer Sale event. You can browse all offers over on the Steam Store, and read on for some recommendations...
Train Sim World 4: Deluxe Edition (-80%)
Feel the power of simulation in your hands with the Train Sim World 4 Deluxe Edition. Take on the tough Californian canyons aboard the EMD F125 on the Antelope Valley Line, enjoy high-speed thrills across the East Coast Main Line with the BR Class 801 Azuma or Flying Scotsman, explore the Austrian/German border with the ÖBB 4024 in S-Bahn Vorarlberg, and more. Whether you're new to the hobby or a veteran driver, at 80% off, this is the perfect time to pick up Train Sim World 4.
Hauptstrecke Hamburg - Lübeck (-70%)
Experience regional passenger and heavy freight duties in North Germany, linking the country’s 2nd largest city to the commuter towns of Schleswig-Holstein with Hauptstrecke Hamburg - Lübeck. This route includes the DB BR 112, MRCE ES 64 U2 and an array of rolling stock. You can also add to the variety on this route now with the recently released DB BR 218 from TSG. Available separately on the Steam Store this adds more services to both Hamburg - Lübeck and Maintalbahn (-45%).
Fife Circle Line (-30%)
Get ready for the upcoming release of the ScotRail Class 158 from Skyhook Games by picking up Fife Circle Line from Rivet Games. From the Scottish Capital to the Firth of Forth Lowlands, embark on key passenger services over iconic cantilevers and along picturesque coastline with the ScotRail BR Class 170 DMU. If you're enjoying this route don't forget to check out the Cathcart Circle Line, 50% off in the sale this adds another unique Scottish experience - And also has a loco DLC in development with the Class 380.
Amtrak Acela (-70%)
America's fastest train is now 70% off! Race along the famous Northeast Corridor in iconic style with the Amtrak Acela. A marvel of engineering this locomotive carries thousands of passengers each day and you can recreate that experience in Train Sim World as you take the controls and try to keep to time on busy routes. The loco includes scenarios and timetable services for Boston - Providence (-60%) and additional timetable services for New York - Trenton (-50%). Both discounted in the sale.
You can find all of these and many more discounted over on the Steam Store. Offers run to 11 July.