Ave Aspirants! Here's a quick new update! We put a lot of effort into upgrading Draft, since everyone seemed to really like the idea. We'll do more with it in future but you can now enjoy quite a list of improvements and expansions already.
In this update we are introducing a brand new culture, the Dormorii. This is a culture of warriors based in Dormorum, which is known for being a fishing industry hub. Between land disputes and control over the river Terant, the Dormorii are a long-time enemy of the Empire of Hania and routinely raids their border around the city Terantia.
For now these have gotten some basic equipment, enough to create a new faction for Draft! We will expand the Dormorii later. Can you spot the inspirations of real life cultures we mixed together? Drop a comment!
The second major goal in this update was combat balancing, especially the new dominant strategy of just holding sprint and backtracking, to avoid almost all possible damage. The new dynamic combat is working out great, but obviously too strong: anything overshadowing other playstyles is not great - it makes even dashing pointless for example. So we did a list of changes to both AI and player to bring some lethality back into the game. We also did quite a bit of general balancing after all the great feedback on The Spectacles Update, and of course, as usual, many bugfixes.
Draft
Draft now has reinforcement based spawning
New Draft Faction: the Dormorii
New Draft unit: Captain
Main Draft units split into 2h and 1h/Shield
Visual overhaul of Draft field battle map (the city background, grass and foliage overhaul, lighting and scene improvements)
New Draft variation: Sunset
New Draft variation: Rain
New Draft fortification/ballista variation
The battle area in draft is wider, reinforcements spawn closer
Draft now has a better intro sequence with a camera fly-over
New waves on Draft are indicated with a text prompt
Audio improvements on Draft
Draft no longer rewards fame for combat performance
Draft equipment per faction has been balanced more, some adjustments
Drastically reduced memory footprint of Draft map
Made the map border indicators a bit less... ugly
Ballistae
General improvements to ballista efficacy (likely still to improve later)
The ballistae now also auto rotate down and upwards
The range of the ballistae on Draft is increased
The range indicator decals for the ballistae are removed on Draft
Balancing / Other
Combat balance - Player
Your character now immediately and continuously rotates to the camera aim when attacking, improving aim (esp on Spear, but everything)
Fixed bug where when targeting the forward attack aim was way off to the left (oops)
Reduced up and down aiming min and max (esp on Classic)
Reduced the minimum speed debuff going backwards (so moving backwards you are now faster, both sprint and walk)
Increased the range of the "backwards" debuff, so now when moving sideways you are slowed down quicker
Slightly increased stamina cost for sprinting
Stamina Regen minimum (at 0 skill) is increased slightly (meaning more Stam regen the start of a run)
Attack stamina cost is now scaled more with attack speed - attacks cost less than before when at low stamina
Slowed down skill experience gains to compensate for longer fights and to make training gear more useful
Combat balance - AI
AI will now sprint more (using the new mechanic as player, also a bit more dynamic)
AI will now sometimes continue their movement towards their target during an attack reducing attacks that got nowhere near you (harder to just backtrack and be safe)
AI will now aim predict further on left moving targets to compensate for their weapon being in their right hand
AI will back off less often when in attack range
AI will now have a cooldown for picking up shields so they don't run off immediately and there are more openings for the player
Reduced friendly fire damage
Prophet fight now has 2 additional minions
Owakhan Twins now wield slightly better weapons but have slightly lower skill (to give a better reward for a difficult fight)
Added new item: the Dormorii Daka (A falx like 1h sword)
Added new item: Dormorii shield
Added new item: Dormorii Kalas Helm
Various small tweaks to existing equipment (Myrodon Mace, Bong mace is now a Dormorii mace, ...)
Destroyed weapons are now removed during the fight, optimising the game
Early- and mid-game maps have a chance to re-appear on bracket levels 20 and more
Removed the 50% cut on the bet rewards for the Slave backstory
Bugfixes
Fixed an issue where on 2h weapons, the physics state did not reset properly (causing undesirable very floppy attacks sometimes)
Fixed issue where shield could disappear after a Uniformed matches
Fixed a bug where Wildcard was not properly increasing in level
Fixed a bug where the AI sometimes walked to their target instead of running
(most likely) Fixed bug where your armor could still take damage during Uniformed (Draft) and Insurance matches
Removed some of the NPC movement/rotation jitter
Polearm bash no longer drains a lot of stamina
Multihits no longer cost much more stamina as regular hits
Fixed issue with the ballistae where the loaded weapon would not allign correctly
Fixed issue where the ballistae would continue to shoot after the fight
Fixed issue where player could not navigate to certain scolo upgrades with gamepad
Fixed issue where enemies in the Great Pit could not get passed certain points in the map
Fixed issue where event Unforeseen Damage damaged weapon when coming back from a battle with battle uniformed trait
Visual fixes on the Great Pit
Fixed issue where return button could be pressed multiple times after battle
Fixed issue where the bet win with x% amount of favour would not pay out
Fixed issue where the bet 'surviving allies' was not registering on tournaments
Fixed issue with battle trait impatient crowd where it would use a different time than communicated on the battle panel
Fixed issue where audience favour was locked after round 1 tournament
Fixed bug where the player feet would sometimes continuously rotate in place when targeting
As usual, probably missed stuff, so go find out in-game! :)
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We who are about to die salute you, Jordy
Bonus! We Who Are About To Die is set in a new universe I created years back for a roleplaying campaign. The original version was closer to the middle ages, but for WWAATD I started exploring that same world in its antiquity. Here's a first look (ever) at the full(?) world map. The red marked area is the main landmass of the Empire of Hania, and the arrow points to the city of Terantia - city of wine and games, where the entire game takes place. Draft battles -- for now -- happen just outside Terantia.
Nonozle's color theme system and theme editor have been totally reworked.
Prior to this update, the game had three built-in themes and a hard limit of five custom themes that couldn't be renamed or shared. With 3.02.00, themes are now like puzzle packs: you can rename them, sign and export them, and add as many as you want.*
The five existing custom themes will be imported into the new system on first startup. But the theme you had selected as your current theme prior to 3.02.00 will not be recalled because the method of saving and recalling which theme is the current one has been changed.
Twelve new included themes
This update includes twelve new built-in themes. Click below to see previews of them.
[expand type=details] Forest Green
Deep Sea Blue
Purple
Ice Blue
Orange
Light Blue
Computer Terminal
Green-blue
Rose
Print
Black and White
White and Black [/expand]
Additionally, the three original built-in themes (Light, Grey, and Dark) are still included but have been somewhat reworked.
Primary color differences
Prior to this update, you could choose from multiple different primary colors for the built-in themes Light, Grey, and Dark. But because of how the theme system has been reimagined, this is no longer the case. Each theme has just one primary color associated with it, and directly changing the primary color of a built-in theme is not possible. You can copy the theme to create your own version of it and thus change the primary color that way, but you would also likely want to change a few of the other colors that are often related to the primary color, such as the puzzle select button background and hint highlight colors, because those are now settable color types of their own instead of directly using and modifying the primary color. So the process is a bit more involved now.
Theme select
Instead of using a MultiOptionSelector to choose the current theme, there's a new screen (with a layout like that of the user puzzle pack lists) where you can scroll through the list of themes. From here you can pick the current theme, create a new theme or copy an existing theme, edit your own themes, and delete themes (except built-in ones). The items in the list use their respective theme's color instead of the current theme's colors as a quick preview, and all colors in the theme are shown in a row of color swatches.
Theme editor
The theme editor has been completely reworked. Instead of showing a list of the colors, color types are accessed by using a drop list. A preview of how the current theme looks is shown, and the screen being shown in the preview automatically changes to make sure that the currently selected color type is visible. You can see in real time how every color looks as you change it.
The color selector has been changed; instead of simply putting the red channel on the slider, the green channel on the x axis, and the blue channel on the y axis, the selector is now based on hue (slider), saturation (y axis), and value (x axis). This change makes finding and picking colors much more intuitive. Additionally, the granularity has been greatly increased, with 256 units along the x and y axis instead of 25, and 360 units along the hue slider, giving much more precise control over the colors you can pick. Because of this, directional movement with gamepad or keyboard on the color picker now has acceleration added to it.
The ability to copy and paste colors remains as before, including the ability to do so between themes.
Sharing themes
Custom themes can be exported and shared by directly sending the theme file (.THM) to someone else, who can then drop the theme into their Documents/Nonozle User Themes folder to have access to the theme in-game. Despite originally planning on it, I decided not to include Workshop theme sharing. I don't think the game's Workshop sees enough use for the extra effort to be worth it. But I'm willing to consider changing my mind if, like, more than one person requests it in the Steam forum. No promises though.
New color types, new color assignments
Several new color types have been added, and the colors of several elements in the game have been reassigned to different color types. The list of color types has also been reordered. Click below to learn more.
[expand type=details]
New color types
"Button and credits background", which buttons and the credits screen now use as their background color instead of just using the "Background" type
"Dots" color type, which page dots now use instead of the "Text" type they used before
"Hint highlight" color type, which hint highlights now use instead of simply using the primary color with a lower opacity
Removed "Hint highlight opacity" as an option and concept in themes
"Puzzle select button background" color type, which puzzle select buttons now use instead of using a variant of the primary color
As a result, puzzle select buttons now no longer change color slightly when selected
Added "Selected square border" color type, which the selected square in a puzzle is now outlined with when the "Outline/border color" option under "Puzzle appearance" is set to "Themed"
Renamed color types
Dropped "color" from the end of all color types
"Main color" to "Primary"
"Faded text color" to "Faded hint" to reflect its new singular purpose
"Highlighted hint fade color" to "Faded hint (highlighted)"
"Arrow and X button color" to "Arrow, X button, slider handle" to reflect its new use
"Input color" to "Highlighted text" to reflect its varied uses
"Five-line alt. color 1" to "Five-line alternate 1"
"Five-line alt. color 2" to "Five-line alternate 2"
Color type reassignments
The puzzle select button checkmark now uses "Primary" instead of "Puzzle title text"
The slider UI element now uses "Border" for the bar and "Arrow, X button, slider handle" for the handle instead of using hard-coded grey colors that didn't change with the theme
The outline around actionable row/column hints now uses "Text" instead of "Faded hint" for greater visibility
The background color behind UI elements in the main menu now uses "Puzzle grid background" instead of "Background"
"A game by HopefulToad" and the version number text now use the primary color instead of "Text"
The icon box on the title screen now uses "Puzzle grid" instead of "Border", which is how it should have been in the first place
The toggle square on toggle buttons now uses "Text" instead of "Primary" for maximum visibility regardless of the theme ("Text" will always be highly visible against "Button background" in a usable theme, but "Primary" might not be)
Additionally, the toggle no longer specifically changes color when it's disabled (other than the overall fade applied to the entire button)
Checkmarks and signatures in the puzzle pack select screen and URLs in the credits now use "Highlighted text" (previously "Input") instead of the primary color to ensure visibility
Disabled buttons now fade using a partially transparent "Background" rectangle overlaid over them rather than using "Faded hint"
Percentage bar colors and appearance have been reworked; see "Other miscellaneous changes" below
[/expand]
New UI element: DropList
I created a new UI element specifically for the new theme editor: the DropList. Like the MultiOptionSelector (button with arrows on either side), its purpose is to pick one particular option among several. But instead of having to scroll through the options one at a time without being able to see them all at once, the DropList does exactly what it sounds like. When you click it, a drop-down (or up) list appears showing all the options at once, and you can then pick one.
Many of the options that used to be contained within MultiOptionSelectors are now in DropLists. Click below to see the list.
[expand type=details] Square overwrite behavior Border/outline color Window mode Horizontal resolution Vertical resolution Font Filling animation Removing animation Puzzle solved animation Title/menu track [/expand] The ones that have been left as MultiOptionSelectors are either because there's only two options for the setting or because the options are sequential in nature.
Puzzle layout changes
I reworked puzzle grid sizing and placement. Again. This should be the last time, though. The method of determining how to best fill up the screen space with the grid has been improved and greatly simplified. Specifics are somewhat out of scope for these patch notes, but if you're curious, drop a thread on the forum asking about it and I'll do my best to explain.
The "Puzzle incorrect" warning label's location has been moved to directly below the "Menu" button instead of directly below the puzzle grid, freeing up more vertical space for the puzzle.
A new setting has been added that changes the placement of the puzzle grid on the screen. The setting can be found at Settings > Puzzle > Puzzle appearance > Puzzle centering style. There are three options.
The first, Grid, tries to place the puzzle grid itself as much in the center of the screen as it can, ignoring hints except to the extent that it won't allow the hints to be offscreen or overlap other elements.
The second, Hints and grid, considers both hints and the grid as one whole to be centered as much as possible. Imagine a rectangle drawn around and encompassing all the hints plus the grid. This rectangle is what is centered (as much as it can be). This is the type of centering the game did prior to adding options.
The third, Golden mean, places the grid at a point exactly between the two other options as a sort of compromise. I've found that, to my eye, this one looks the best, and it is the default now.
The puzzle editor grid's positioning and placement has similarly been simplified and improved. It is now always centered horizontally, whereas before this update it could sometimes be horizontally off-center at some aspect ratios or resolutions. The above-mentioned option doesn't affect it as there are no hints to display in the editor.
Bug fixes
Click below for the list:
[expand type=details]
Fixed rumble bugs
Fixed UI-movement type rumble occurring in puzzle pack selection, pack editor, and virtual keyboard screens even when it was toggled off.
Removed an extra rumble on puzzle restart that shouldn't have been there
Added back in the big rumble on puzzle solve which was mistakenly missing
Fixed a minor visual bug with the fade animation in tutorial puzzles that became more noticeable when I was trying out new themes.
Fixed a bug where the puzzle title shown in the solved puzzle screen would not update when the puzzle was renamed (until the game was restarted)
Fixed bugs where UI reconstruction and primary color changes were not propagating to exported (other user) puzzle packs that weren't currently loaded into the reusable puzzle select scenario
Fixed a bug with the puzzle solved animation that was only visible when the background and puzzle grid background colors were different
Fixed font index and scaling settings not changing when all settings are reset to their defaults
Fixed a bug where having empty inputs in multiple control categories (universal controls + one or more others) would be considered a conflict due to empty being considered the same input as empty
Fixed an issue where elements of the puzzle solved screen would pop into view instead of fading into view when the puzzle solved ripple was disabled
Fixed a resolution change being triggered twice on startup when it didn't need to be
Fixed tutorial puzzle hint highlights being drawn over the puzzle grid instead of behind it
[/expand]
During initial load, the game occasionally gets stuck waiting for a Workshop query to finish that never does. There's not much I can do about that on my end, unfortunately. However, this update adds code to time out the query if it takes too long; that way the game can finish loading instead of being stuck. But when that happens, some of the Workshop items will have failed to load, so the game shows a notification warning you about happened and recommending you restart the game to properly load the Workshop items.
Other miscellaneous changes
"Extra 2," another puzzle track disabled by default, has been added into the game. It was a track I composed at the same time as the others but didn't initially include with the game.
The game now remembers the most recent puzzle you had selected within a puzzle select scenario in-between sessions. For instance, if puzzle B-45 was the last selected puzzle in the original puzzle pack at the time you close the game, when you start the game again and go to the original puzzle pack, it will start with that puzzle selected still. The only exception to this is with puzzle packs by other users due to their dynamic nature. They will instead automatically navigate to the earliest as-yet-unsolved puzzle.
The UI of the puzzle validation screen has been simplified. Instead of two separate buttons ("Skip solve animation" and "OK") where only one would be enabled at a time, there's now just one button that changes its text and function as needed—it starts as "Skip solve animation" and changes to "OK" once you click it or once the animation has played out. Also, the back input now skips the solve animation and exits the validation screen, allowing you to intuitively mash either the select button or the back button when you're impatiently repeatedly tweaking a puzzle trying to get it to be solvable.
A certain puzzle in the original puzzle pack has been renamed to "Ice Pops" because the prior name is actually trademarked and I'm scrupulous.
Once the DLC comes out, "Ice Pops" will have the honor of being the only puzzle title to be used twice among any of the puzzles I've published, though the two puzzles are not identical.
Because the puzzle grid can now be closer to the bottom and right edges of the window/screen than before, it transpired that in certain cases the counting label would be partially off-screen. To rectify this, the counting label is now moved to the left side of the selected square when at the right edge of the puzzle and moved to the top side of the selected square when at the bottom of the puzzle.
As mentioned under "New color types, new color assignments" above, a new option has been added to the "Border/outlined color" setting: "Themed." With this option, the selected square (and optional row/column outlines) will use the "Selected square border" color from the current theme. The other five options for that setting still do what they did before, but "Themed" is the new default and recommended option.
The percentage bars representing music and sound effects volume and gamepad rumble intensity have been reworked visually. Previously, with the button inflation animation disabled, it was impossible to tell they were the currently selected button when full. To fix this, a buffer was added that surrounds the bar, so you can see the color of that buffer change when the button is selected versus when it's not. Mouse input involving the bar has thus been modified to account for the buffer. Additionally, the bar itself is now uses the "Selection" color type rather than a partially transparent "Primary." This addresses visibility issues with some of the new themes that weren't apparent with the original three built-in themes.
All MultiOptionSelectors that contain only two options have been made non-wrapping for consistency. In fact, there are no longer any MultiOptionSelectors that wrap, because the only ones that used to wrap were two-option ones.
All references to "visual theme" have been changed to "color theme" instead.
Tutorial select buttons now ignore the puzzle transparency and solved puzzle border settings, displaying with the former and without the latter no matter what. It didn't really make sense to apply those settings to them in the first place.
The default puzzle solved animation option has been changed to "Shuffle."
The hint highlight on single-row tutorial puzzle examples has been removed as there's not much point in highlighting which row is being modified when there's only one row.
The opacity of tutorial puzzle row/column highlights has been increased.
The "Only aggregate ones" option is now disabled when hint aggregation itself is disabled.
The positions of the music and sound effects volume bars have been swapped.
The slider handle size is no longer determined by the number of units the slider has. Also, how the position of the slider handle is determined, including when using the mouse, has been modified.
The number of disparate progress sections in the game's initial loading screen has been reduced to ten.
DLC puzzles out soon!
I had 100 new puzzles I was planning to release in a DLC pack to coincide with this update. Unfortunately, it didn't occur to me that the DLC page would have to be reviewed by Valve before it could be made public, so it'll have to wait a bit.
*Admittedly, I haven't tested how well the game handles having a thousand themes, but why would you want that many anyway?
The ninth weekly update for 'Shell of a King' is here. As always, if you find any bugs, especially game-breaking ones please let me know via the official discord! I can always revert to an earlier update if something breaks. Not many changes this week, been mostly working on controller support stuff. 1.0t Change List:
Make Big Snakes in Queen of Sacrifice boss fight transparent when covering up the stage
Make FPS counter look better and update faster
Make dragon statues 'unlit'
Make poison and slow indicators easier to see in darkness
Make some of the cringe lore less cringe
Add walls to dragon statues in Construct boss room
Add some more tiles to Swallowed Caves
Add more shadows to ending cutscenes
Add shadows to some more barriers
Improve dragon statue lighting
Improve performance in Swallowed Caves
Adjust some of the moving waters
Align menu buttons to the top of the screen
Fix some erroneous tiles
Fix water snakes able to leave poison
Fix bug where you could pick up the Wavy charm again
Fix sludge water being over poison/slow indicators
The New Boston streets are buzzing with rumors of updates, rumors of new bristling weaponry and mods, rumors of new UX improvements, rumors of more! With today's update, we've made some exciting balance changes to Contact Limit Breaks, rolled out 3 new service upgrades for Gun Runners, added 2 new Contact Types that purchase Item Blueprints and completed a series of UX upgrades and Steam Deck improvements to help everyone using floor Talents, inspecting matrix terminals or checking the pause menu for keybindings.
Thank you all for playing, posting and leaving a review! We're a very small studio working hard to polish and improve the game as much as possible in this Early Access - so please consider taking a moment to share our work with other gamers by clicking Review!
Contact Limit Breaks: Go for Services!
We've made a big balance chance to how Contact Limit Breaks picks what to upgrade. Too often, the Limit Break would end up with a less exciting upgrade which simply wasn't as fun or exciting. Now we've pushed the weighting to be more in favor of taking Service Upgrades if they are available. If a Gun Runner can upgrade with their Influence to sell you better guns, then they are going to be significantly more eager to pick that choice from the weighted table. They still have their other options - Traits and temporary Traits - and more will be coming online too, but prioritizing service upgrades can really help ensure that you're getting more actionable Limit Breaks for your Contacts early on.
We've also fixed a bug with how the Contacts were drawn for Limit Breaks. They were always being pulled in the same order, basically sorted by their age, and the young ones were always picked first if they had a break. This led to some Contacts who were even created during new game sort of being stuck "at the end of the line" ... looking at you, Potato :eyes:.
Gun Runner Service Upgrades
To pair with the improvement to Limit Breaks focusing on services, we've added 3 new service upgrades with Update #105:
Gun Runners can upgrade their Street Guns service up to level 4, which adds 8 total new weapons at Power Level 4 across the spectrum of types.
Gun Runners can also upgrade their Weapon Mod service to Power Level 3 which adds 7 new mods, focusing on ARs, Snipers, Blades and with one for Shotguns.
Imported Weaponry from your Warner-Braun connected Gun Runner can upgrade to Level 4, at which time, you'll be offered a new Blade and new Assault Rifle in addition to what was already there.
More Blueprint Buyers
We've further expanded the options for selling Blueprints - with Dopers and Bio-Tech Researchers joining the pool that is now interested in purchasing Item Blueprints. This should cover a wider range fo groups that have different starting characters or made different story choices so far.
Floor Talent Clarity
Talents that target a specific location on the floor - like Lure, Glitch, Slashslide and Overwatch - have long lacked the standard display for Talents within the game. We've adjusted that with this update to include the AP bar (so you know you're spending 0, 1, or 2 AP, etc) as well as the keybinding hint (click for desktops or (Y) as default for controllers). This is a big help especially for players new to the game to understand how this class of Talent is used compared to others, and even more helpful for controllers.
Photo Mode Remembers
Photo mode now correctly remembers the last location and exact rotation between uses. So, if you hit (P) and setup the perfect shot, you can hit ESC - either by accident or because you want to go back to playing - without losing "your shot." Hit (P) again and the photo mode will resume exactly where you had set it up before.
Control Scheme & Steam Deck Improvements
With Update #105, we've fixed an issue where (A) or (spacebar) was being used to trigger terminal inspection. This didn't cross very well with planning and executing a movement to the terminal as you might trigger inspection by accidentally hovering over it. We've switched this to (H) or (right-stick click) which is usually Toggle Outlines, but in the context of hover over a terminal, triggers inspection.
Steam Deck Updates
For Steam Deck and controllers, we've also improved the transition from one scheme to the other by only showing the controls that are bound in the game's pause menu. We've also tuned up the detection of the switch to be faster and more accurate. We're still working on situations where it can get stuck in one mode or another but this is a marked improvement.
We've also hidden the controller white dots cursor whenever a window comes up and fixed a bug where playing with a mouse and Edge Scrolling on didn't work great when swapping to a controller.
Simstream Token Display
The Simstream Trainer gathers tokens to allow you to respec your crew. If you're using them, then knowing when they are ready or sitting idle is important. The Simstream Trainer had missed having the token display added but now that is fixed. Thanks to the community for the F10s on this!
v1.7.21 - 7/5/2024
- Big increase in weighting to pick Service upgrades whenever available for Contact Limit Breaks - Improved sequencing of Contact Limit Breaks - some Contacts were stuck waiting in line - Gun Runners can further upgrade Weapon Mod service to PL 3, adding 7 new mods across AR, Sniper, Blade, Shotgun - Gun Runners can further upgrade Weapon service to PL 4, adding 8 new weapons across types - Improved W-B Imported Weaponry service upgrade to include new AR and Blade at PL 4 - Additional Contacts - Dopers and Bio-Tech Researchers - are interested in buying Item Blueprints - Added missing AP bar and keybinding hint for Talents that target floor - Lure, Overwatch, Slashslide, etc - Added token tag for Simstream Trainer to show its token generation - Improved keyboard bindings for renaming / text box windows - now correctly ENTER to save - Improved photo mode - remembers that last position, rotation and restores it when toggling in with (P) - Correctly refreshed right side of inventory/market if you sold the last item - Fixed bug with some filters and sorts (highest level gear) if you started removing weapons/armor - Fixed issues with mouse cursor + edge scroll when using a controller
+ Wishlist today and stay tuned for updates leading up to the game's release!
No longer threatened by the mafia organization Almata, the people of Calvard have returned to their peaceful lives. But one day, a shocking series of murders involving a mysterious crimson beast sets the wheels of fate in motion once again. Various factions spring into action – both those who abide by the law to uncover the truth and those looking to capitalize on any new developments wherever possible, no matter how sinister.
With chaos once again looming on the horizon, the spriggan Van Arkride receives an unexpected visitor, prompting his own investigation. Who is behind the murders, and what is their goal? The sands of time bring old and new faces together for this thrilling second installment in the Trails through Daybreak saga.
STORY
Year 1209 of the Septian Calendar.
The threat posed by Almata has passed. Peace has finally returned to Calvard. And, for a time, that peace goes uninterrupted—until a CID special forces unit is slaughtered by an unknown assailant.
With authorities working to contain the situation, criminal forces take the chance to make their own moves.
Meanwhile, a spriggan by the name of Van Arkride begins his own investigation—after prompting from an unexpected visitor.
Who could be responsible for this massacre? What was their objective? And how does it all relate to Agnès' search for the eighth Genesis?
A crimson beast's roar. A chance meeting with a boy and girl, both embroiled in a mysterious search. These are the circumstances that lure Arkride Solutions down the trail of an inescapable fate.
SYSTEM
Battle System The game builds on the seamless transition between field battles and command battles introduced in the previous game with new mechanics that can be used in both: Cross Charge & EX Chains! Mastering the use of these two combo mechanics can provide you with overwhelming firepower to use against your opponents. - Cross Charge If you manage to Perfect Dodge an enemy's attack during a field battle, the Cross Charge icon will appear! Pushing the correct button while the icon is on-screen will swap in another party member, who will simultaneously execute a charge attack on your foe! As a bonus, the party member that you swap in will have enhanced attack power for a period of time.
- EX Chains EX Chains can be activated by fulfilling specific conditions during command battles. Once these conditions have been met, using a craft or normal attack against a stunned enemy will automatically activate an EX Chain! This allows party members with SCLM activated to launch a simultaneous attack that will also impact nearby enemies, dealing massive damage.
Choose Your Chapters Van and his collaborators will not always travel together during the events of Trails through Daybreak II. At times, some of the group may split off in order to take care of tasks in different areas of Calvard concurrently. Because of this, each act contains multiple chapters you can play in any order. Progress the story in the order you choose! Each chapter features a different cast of characters as we see their side of the act's story play out.
Once you've completed your chosen chapter, the next one will start up automatically.
Unique Missions Certain chapters will feature missions that utilize the unique skillsets of the characters in that chapter's party. For example, directly controlling the holo core AI, Mare, to hack the orbal network, or using Swin to silently tail a suspicious individual.
CHARACTERS
Van Arkride The man at the head of Arkride Solutions. A lover of sweets, saunas, and orbal cars. Due to his job as a spriggan, Van has a tendency to take on legally-questionable jobs. However, the fact that he occasionally walks on the edge of the law does not preclude him from doing good by others—as is evidenced by his numerous personal contacts. While tracking down the Oct-Geneses at Agnès' request, Van developed the ability to transform into an armored form known as the Grendel with the help of Mare, the holo core installed within his combat orbment. It was with this new ability that he was able to fend off the mafia group known as Almata. Having once terrorized the entirety of the Republic, Almata was eventually brought to its knees by the Arkride Solutions team during the fight for the Oct-Geneses. Upon the quelling of this threat, however, they decided to temporarily go their separate ways. Now left to himself in a less-than- lively office, Van is free to return to his lone-wolf lifestyle once more.
Agnès Claudel A first-year at the prestigious Aramis Academy who currently serves on its Student Council. Despite her polite manner of speaking and at times meek demeanor, Agnès has shown great strength and determination while employed at Arkride Solutions—especially when facing off against the seedy underbelly of society. Agnès first met Van while searching for eight prototype orbments known as the Oct-Geneses, which she inherited from her great-grandfather. As thanks for taking on her request, she began working as one of Arkride Solution's part-time assistants. At present, Agnès has recovered seven of the eight Geneses. Unfortunately, while continuing her search for the last remaining Genesis, she's had no choice but to also divide her time between preparing for the Aramis Academy Festival and periodically helping out around Arkride Solutions. Regarding her relationship with Van, she both respects and admires him as her employer. However, she seems to be harboring some more amorous feelings for him as well...
Elaine Auclair An A-rank bracer affiliated with the Calvard branch of the Bracer Guild. She is occasionally referred to by the moniker 'Beauty's Blade.' Due to her dignified beauty and masterful skill with a sword, Elaine tends to catch the eye of the media more often than not. Unfortunately, this also leads to talent agencies offering her contracts for modeling and acting—she always declines. Outside of being the poster girl for the Bracer Guild, Elaine has no present interest in joining the world of entertainment. During her high school years, she enjoyed a brief and fleeting romance with Van before he suddenly vanished without so much as a word. It was only recently, after seven years, that the two were able to reunite. Although their lingering feelings for each other have left their current relationship a bit tense, their time fighting Almata together was able to strengthen their bond once more. Some time after the events involving Almata and the Oct-Geneses, Elaine received word that the Central Intelligence Department's elite Gamma Squad had been brutally murdered by an unknown assailant, and that a 'crimson' monster was spotted at the scene of the crime...
WORLD
The Republic of Calvard A large country located in the central region of the Zemurian continent. Its current leader is President Roy Gramheart. Due to the unfortunate circumstances created by the desertification of eastern Zemuria, Calvard has a substantial history of receiving both immigrants and refugees. The resulting mixture of cultures and ethnicities has made the country into something of a melting pot. One hundred years ago, Calvard was under the heel of its monarchal rulers. It was only after Sheena Dirke and her compatriots brought about a democratic revolution that the nation was transformed into a democratic republic. Though in constant conflict with Erebonia over the control of bordering regions, Calvard has recently been on the receiving end of reparations from the empire following the Battle of Jormungandr. These reparations enabled Calvard to enter a period of rapid growth and development, leading to its eventual overtake of Erebonia as the most powerful nation on the continent. Regarding the region's recreational interests, recent technological advancements in orbal vehicles and filmmaking have caused a boom in both the motorsports and orbal cinema industries.
Messeldam A moderate-sized city located in the north of Calvard. Due to its long-standing role as one of the Northern Sea’s major trading ports, Messeldam was often tasked during the days of monarchal rule with the delivery of imports to the capital of Oración—along with fresh seafood, of course. Although the port remains active to this day, developments in airship technology have greatly diminished its significance. The city itself, however, remains an important gateway to Remiferia and its surrounding nations. Unlike Langport, Messeldam possesses very few tourist destinations. That being said, the townscape's architecture tends to be quite popular with visitors, as its design has seen little change in the past century. The city’s Eastern and Central Eastern populations are fairly meager due to its geographical location. As such, it lacks a community that values cultural traditionalism. This has, fortunately, been a boon for Messeldam, as new art movements and customs are accepted with relative ease. It was this very attitude that led to the city serving as the venue for the Orbal Film Festival for a number of years, until its relocation to Tharbad in 1208.
+ Wishlist today and stay tuned for updates leading up to the game's release!
No longer threatened by the mafia organization Almata, the people of Calvard have returned to their peaceful lives. But one day, a shocking series of murders involving a mysterious crimson beast sets the wheels of fate in motion once again. Various factions spring into action – both those who abide by the law to uncover the truth and those looking to capitalize on any new developments wherever possible, no matter how sinister.
With chaos once again looming on the horizon, the spriggan Van Arkride receives an unexpected visitor, prompting his own investigation. Who is behind the murders, and what is their goal? The sands of time bring old and new faces together for this thrilling second installment in the Trails through Daybreak saga.
STORY
Year 1209 of the Septian Calendar.
The threat posed by Almata has passed. Peace has finally returned to Calvard. And, for a time, that peace goes uninterrupted—until a CID special forces unit is slaughtered by an unknown assailant.
With authorities working to contain the situation, criminal forces take the chance to make their own moves.
Meanwhile, a spriggan by the name of Van Arkride begins his own investigation—after prompting from an unexpected visitor.
Who could be responsible for this massacre? What was their objective? And how does it all relate to Agnès' search for the eighth Genesis?
A crimson beast's roar. A chance meeting with a boy and girl, both embroiled in a mysterious search. These are the circumstances that lure Arkride Solutions down the trail of an inescapable fate.
SYSTEM
Battle System The game builds on the seamless transition between field battles and command battles introduced in the previous game with new mechanics that can be used in both: Cross Charge & EX Chains! Mastering the use of these two combo mechanics can provide you with overwhelming firepower to use against your opponents. - Cross Charge If you manage to Perfect Dodge an enemy's attack during a field battle, the Cross Charge icon will appear! Pushing the correct button while the icon is on-screen will swap in another party member, who will simultaneously execute a charge attack on your foe! As a bonus, the party member that you swap in will have enhanced attack power for a period of time.
- EX Chains EX Chains can be activated by fulfilling specific conditions during command battles. Once these conditions have been met, using a craft or normal attack against a stunned enemy will automatically activate an EX Chain! This allows party members with SCLM activated to launch a simultaneous attack that will also impact nearby enemies, dealing massive damage.
Choose Your Chapters Van and his collaborators will not always travel together during the events of Trails through Daybreak II. At times, some of the group may split off in order to take care of tasks in different areas of Calvard concurrently. Because of this, each act contains multiple chapters you can play in any order. Progress the story in the order you choose! Each chapter features a different cast of characters as we see their side of the act's story play out.
Once you've completed your chosen chapter, the next one will start up automatically.
Unique Missions Certain chapters will feature missions that utilize the unique skillsets of the characters in that chapter's party. For example, directly controlling the holo core AI, Mare, to hack the orbal network, or using Swin to silently tail a suspicious individual.
CHARACTERS
Van Arkride The man at the head of Arkride Solutions. A lover of sweets, saunas, and orbal cars. Due to his job as a spriggan, Van has a tendency to take on legally-questionable jobs. However, the fact that he occasionally walks on the edge of the law does not preclude him from doing good by others—as is evidenced by his numerous personal contacts. While tracking down the Oct-Geneses at Agnès' request, Van developed the ability to transform into an armored form known as the Grendel with the help of Mare, the holo core installed within his combat orbment. It was with this new ability that he was able to fend off the mafia group known as Almata. Having once terrorized the entirety of the Republic, Almata was eventually brought to its knees by the Arkride Solutions team during the fight for the Oct-Geneses. Upon the quelling of this threat, however, they decided to temporarily go their separate ways. Now left to himself in a less-than- lively office, Van is free to return to his lone-wolf lifestyle once more.
Agnès Claudel A first-year at the prestigious Aramis Academy who currently serves on its Student Council. Despite her polite manner of speaking and at times meek demeanor, Agnès has shown great strength and determination while employed at Arkride Solutions—especially when facing off against the seedy underbelly of society. Agnès first met Van while searching for eight prototype orbments known as the Oct-Geneses, which she inherited from her great-grandfather. As thanks for taking on her request, she began working as one of Arkride Solution's part-time assistants. At present, Agnès has recovered seven of the eight Geneses. Unfortunately, while continuing her search for the last remaining Genesis, she's had no choice but to also divide her time between preparing for the Aramis Academy Festival and periodically helping out around Arkride Solutions. Regarding her relationship with Van, she both respects and admires him as her employer. However, she seems to be harboring some more amorous feelings for him as well...
Elaine Auclair An A-rank bracer affiliated with the Calvard branch of the Bracer Guild. She is occasionally referred to by the moniker 'Beauty's Blade.' Due to her dignified beauty and masterful skill with a sword, Elaine tends to catch the eye of the media more often than not. Unfortunately, this also leads to talent agencies offering her contracts for modeling and acting—she always declines. Outside of being the poster girl for the Bracer Guild, Elaine has no present interest in joining the world of entertainment. During her high school years, she enjoyed a brief and fleeting romance with Van before he suddenly vanished without so much as a word. It was only recently, after seven years, that the two were able to reunite. Although their lingering feelings for each other have left their current relationship a bit tense, their time fighting Almata together was able to strengthen their bond once more. Some time after the events involving Almata and the Oct-Geneses, Elaine received word that the Central Intelligence Department's elite Gamma Squad had been brutally murdered by an unknown assailant, and that a 'crimson' monster was spotted at the scene of the crime...
WORLD
The Republic of Calvard A large country located in the central region of the Zemurian continent. Its current leader is President Roy Gramheart. Due to the unfortunate circumstances created by the desertification of eastern Zemuria, Calvard has a substantial history of receiving both immigrants and refugees. The resulting mixture of cultures and ethnicities has made the country into something of a melting pot. One hundred years ago, Calvard was under the heel of its monarchal rulers. It was only after Sheena Dirke and her compatriots brought about a democratic revolution that the nation was transformed into a democratic republic. Though in constant conflict with Erebonia over the control of bordering regions, Calvard has recently been on the receiving end of reparations from the empire following the Battle of Jormungandr. These reparations enabled Calvard to enter a period of rapid growth and development, leading to its eventual overtake of Erebonia as the most powerful nation on the continent. Regarding the region's recreational interests, recent technological advancements in orbal vehicles and filmmaking have caused a boom in both the motorsports and orbal cinema industries.
Messeldam A moderate-sized city located in the north of Calvard. Due to its long-standing role as one of the Northern Sea’s major trading ports, Messeldam was often tasked during the days of monarchal rule with the delivery of imports to the capital of Oración—along with fresh seafood, of course. Although the port remains active to this day, developments in airship technology have greatly diminished its significance. The city itself, however, remains an important gateway to Remiferia and its surrounding nations. Unlike Langport, Messeldam possesses very few tourist destinations. That being said, the townscape's architecture tends to be quite popular with visitors, as its design has seen little change in the past century. The city’s Eastern and Central Eastern populations are fairly meager due to its geographical location. As such, it lacks a community that values cultural traditionalism. This has, fortunately, been a boon for Messeldam, as new art movements and customs are accepted with relative ease. It was this very attitude that led to the city serving as the venue for the Orbal Film Festival for a number of years, until its relocation to Tharbad in 1208.
+ Wishlist today and stay tuned for updates leading up to the game's release!
No longer threatened by the mafia organization Almata, the people of Calvard have returned to their peaceful lives. But one day, a shocking series of murders involving a mysterious crimson beast sets the wheels of fate in motion once again. Various factions spring into action – both those who abide by the law to uncover the truth and those looking to capitalize on any new developments wherever possible, no matter how sinister.
With chaos once again looming on the horizon, the spriggan Van Arkride receives an unexpected visitor, prompting his own investigation. Who is behind the murders, and what is their goal? The sands of time bring old and new faces together for this thrilling second installment in the Trails through Daybreak saga.
STORY
Year 1209 of the Septian Calendar.
The threat posed by Almata has passed. Peace has finally returned to Calvard. And, for a time, that peace goes uninterrupted—until a CID special forces unit is slaughtered by an unknown assailant.
With authorities working to contain the situation, criminal forces take the chance to make their own moves.
Meanwhile, a spriggan by the name of Van Arkride begins his own investigation—after prompting from an unexpected visitor.
Who could be responsible for this massacre? What was their objective? And how does it all relate to Agnès' search for the eighth Genesis?
A crimson beast's roar. A chance meeting with a boy and girl, both embroiled in a mysterious search. These are the circumstances that lure Arkride Solutions down the trail of an inescapable fate.
SYSTEM
Battle System The game builds on the seamless transition between field battles and command battles introduced in the previous game with new mechanics that can be used in both: Cross Charge & EX Chains! Mastering the use of these two combo mechanics can provide you with overwhelming firepower to use against your opponents. - Cross Charge If you manage to Perfect Dodge an enemy's attack during a field battle, the Cross Charge icon will appear! Pushing the correct button while the icon is on-screen will swap in another party member, who will simultaneously execute a charge attack on your foe! As a bonus, the party member that you swap in will have enhanced attack power for a period of time.
- EX Chains EX Chains can be activated by fulfilling specific conditions during command battles. Once these conditions have been met, using a craft or normal attack against a stunned enemy will automatically activate an EX Chain! This allows party members with SCLM activated to launch a simultaneous attack that will also impact nearby enemies, dealing massive damage.
Choose Your Chapters Van and his collaborators will not always travel together during the events of Trails through Daybreak II. At times, some of the group may split off in order to take care of tasks in different areas of Calvard concurrently. Because of this, each act contains multiple chapters you can play in any order. Progress the story in the order you choose! Each chapter features a different cast of characters as we see their side of the act's story play out.
Once you've completed your chosen chapter, the next one will start up automatically.
Unique Missions Certain chapters will feature missions that utilize the unique skillsets of the characters in that chapter's party. For example, directly controlling the holo core AI, Mare, to hack the orbal network, or using Swin to silently tail a suspicious individual.
CHARACTERS
Van Arkride The man at the head of Arkride Solutions. A lover of sweets, saunas, and orbal cars. Due to his job as a spriggan, Van has a tendency to take on legally-questionable jobs. However, the fact that he occasionally walks on the edge of the law does not preclude him from doing good by others—as is evidenced by his numerous personal contacts. While tracking down the Oct-Geneses at Agnès' request, Van developed the ability to transform into an armored form known as the Grendel with the help of Mare, the holo core installed within his combat orbment. It was with this new ability that he was able to fend off the mafia group known as Almata. Having once terrorized the entirety of the Republic, Almata was eventually brought to its knees by the Arkride Solutions team during the fight for the Oct-Geneses. Upon the quelling of this threat, however, they decided to temporarily go their separate ways. Now left to himself in a less-than- lively office, Van is free to return to his lone-wolf lifestyle once more.
Agnès Claudel A first-year at the prestigious Aramis Academy who currently serves on its Student Council. Despite her polite manner of speaking and at times meek demeanor, Agnès has shown great strength and determination while employed at Arkride Solutions—especially when facing off against the seedy underbelly of society. Agnès first met Van while searching for eight prototype orbments known as the Oct-Geneses, which she inherited from her great-grandfather. As thanks for taking on her request, she began working as one of Arkride Solution's part-time assistants. At present, Agnès has recovered seven of the eight Geneses. Unfortunately, while continuing her search for the last remaining Genesis, she's had no choice but to also divide her time between preparing for the Aramis Academy Festival and periodically helping out around Arkride Solutions. Regarding her relationship with Van, she both respects and admires him as her employer. However, she seems to be harboring some more amorous feelings for him as well...
Elaine Auclair An A-rank bracer affiliated with the Calvard branch of the Bracer Guild. She is occasionally referred to by the moniker 'Beauty's Blade.' Due to her dignified beauty and masterful skill with a sword, Elaine tends to catch the eye of the media more often than not. Unfortunately, this also leads to talent agencies offering her contracts for modeling and acting—she always declines. Outside of being the poster girl for the Bracer Guild, Elaine has no present interest in joining the world of entertainment. During her high school years, she enjoyed a brief and fleeting romance with Van before he suddenly vanished without so much as a word. It was only recently, after seven years, that the two were able to reunite. Although their lingering feelings for each other have left their current relationship a bit tense, their time fighting Almata together was able to strengthen their bond once more. Some time after the events involving Almata and the Oct-Geneses, Elaine received word that the Central Intelligence Department's elite Gamma Squad had been brutally murdered by an unknown assailant, and that a 'crimson' monster was spotted at the scene of the crime...
WORLD
The Republic of Calvard A large country located in the central region of the Zemurian continent. Its current leader is President Roy Gramheart. Due to the unfortunate circumstances created by the desertification of eastern Zemuria, Calvard has a substantial history of receiving both immigrants and refugees. The resulting mixture of cultures and ethnicities has made the country into something of a melting pot. One hundred years ago, Calvard was under the heel of its monarchal rulers. It was only after Sheena Dirke and her compatriots brought about a democratic revolution that the nation was transformed into a democratic republic. Though in constant conflict with Erebonia over the control of bordering regions, Calvard has recently been on the receiving end of reparations from the empire following the Battle of Jormungandr. These reparations enabled Calvard to enter a period of rapid growth and development, leading to its eventual overtake of Erebonia as the most powerful nation on the continent. Regarding the region's recreational interests, recent technological advancements in orbal vehicles and filmmaking have caused a boom in both the motorsports and orbal cinema industries.
Messeldam A moderate-sized city located in the north of Calvard. Due to its long-standing role as one of the Northern Sea’s major trading ports, Messeldam was often tasked during the days of monarchal rule with the delivery of imports to the capital of Oración—along with fresh seafood, of course. Although the port remains active to this day, developments in airship technology have greatly diminished its significance. The city itself, however, remains an important gateway to Remiferia and its surrounding nations. Unlike Langport, Messeldam possesses very few tourist destinations. That being said, the townscape's architecture tends to be quite popular with visitors, as its design has seen little change in the past century. The city’s Eastern and Central Eastern populations are fairly meager due to its geographical location. As such, it lacks a community that values cultural traditionalism. This has, fortunately, been a boon for Messeldam, as new art movements and customs are accepted with relative ease. It was this very attitude that led to the city serving as the venue for the Orbal Film Festival for a number of years, until its relocation to Tharbad in 1208.
+ Wishlist today and stay tuned for updates leading up to the game's release!
No longer threatened by the mafia organization Almata, the people of Calvard have returned to their peaceful lives. But one day, a shocking series of murders involving a mysterious crimson beast sets the wheels of fate in motion once again. Various factions spring into action – both those who abide by the law to uncover the truth and those looking to capitalize on any new developments wherever possible, no matter how sinister.
With chaos once again looming on the horizon, the spriggan Van Arkride receives an unexpected visitor, prompting his own investigation. Who is behind the murders, and what is their goal? The sands of time bring old and new faces together for this thrilling second installment in the Trails through Daybreak saga.
STORY
Year 1209 of the Septian Calendar.
The threat posed by Almata has passed. Peace has finally returned to Calvard. And, for a time, that peace goes uninterrupted—until a CID special forces unit is slaughtered by an unknown assailant.
With authorities working to contain the situation, criminal forces take the chance to make their own moves.
Meanwhile, a spriggan by the name of Van Arkride begins his own investigation—after prompting from an unexpected visitor.
Who could be responsible for this massacre? What was their objective? And how does it all relate to Agnès' search for the eighth Genesis?
A crimson beast's roar. A chance meeting with a boy and girl, both embroiled in a mysterious search. These are the circumstances that lure Arkride Solutions down the trail of an inescapable fate.
SYSTEM
Battle System The game builds on the seamless transition between field battles and command battles introduced in the previous game with new mechanics that can be used in both: Cross Charge & EX Chains! Mastering the use of these two combo mechanics can provide you with overwhelming firepower to use against your opponents. - Cross Charge If you manage to Perfect Dodge an enemy's attack during a field battle, the Cross Charge icon will appear! Pushing the correct button while the icon is on-screen will swap in another party member, who will simultaneously execute a charge attack on your foe! As a bonus, the party member that you swap in will have enhanced attack power for a period of time.
- EX Chains EX Chains can be activated by fulfilling specific conditions during command battles. Once these conditions have been met, using a craft or normal attack against a stunned enemy will automatically activate an EX Chain! This allows party members with SCLM activated to launch a simultaneous attack that will also impact nearby enemies, dealing massive damage.
Choose Your Chapters Van and his collaborators will not always travel together during the events of Trails through Daybreak II. At times, some of the group may split off in order to take care of tasks in different areas of Calvard concurrently. Because of this, each act contains multiple chapters you can play in any order. Progress the story in the order you choose! Each chapter features a different cast of characters as we see their side of the act's story play out.
Once you've completed your chosen chapter, the next one will start up automatically.
Unique Missions Certain chapters will feature missions that utilize the unique skillsets of the characters in that chapter's party. For example, directly controlling the holo core AI, Mare, to hack the orbal network, or using Swin to silently tail a suspicious individual.
CHARACTERS
Van Arkride The man at the head of Arkride Solutions. A lover of sweets, saunas, and orbal cars. Due to his job as a spriggan, Van has a tendency to take on legally-questionable jobs. However, the fact that he occasionally walks on the edge of the law does not preclude him from doing good by others—as is evidenced by his numerous personal contacts. While tracking down the Oct-Geneses at Agnès' request, Van developed the ability to transform into an armored form known as the Grendel with the help of Mare, the holo core installed within his combat orbment. It was with this new ability that he was able to fend off the mafia group known as Almata. Having once terrorized the entirety of the Republic, Almata was eventually brought to its knees by the Arkride Solutions team during the fight for the Oct-Geneses. Upon the quelling of this threat, however, they decided to temporarily go their separate ways. Now left to himself in a less-than- lively office, Van is free to return to his lone-wolf lifestyle once more.
Agnès Claudel A first-year at the prestigious Aramis Academy who currently serves on its Student Council. Despite her polite manner of speaking and at times meek demeanor, Agnès has shown great strength and determination while employed at Arkride Solutions—especially when facing off against the seedy underbelly of society. Agnès first met Van while searching for eight prototype orbments known as the Oct-Geneses, which she inherited from her great-grandfather. As thanks for taking on her request, she began working as one of Arkride Solution's part-time assistants. At present, Agnès has recovered seven of the eight Geneses. Unfortunately, while continuing her search for the last remaining Genesis, she's had no choice but to also divide her time between preparing for the Aramis Academy Festival and periodically helping out around Arkride Solutions. Regarding her relationship with Van, she both respects and admires him as her employer. However, she seems to be harboring some more amorous feelings for him as well...
Elaine Auclair An A-rank bracer affiliated with the Calvard branch of the Bracer Guild. She is occasionally referred to by the moniker 'Beauty's Blade.' Due to her dignified beauty and masterful skill with a sword, Elaine tends to catch the eye of the media more often than not. Unfortunately, this also leads to talent agencies offering her contracts for modeling and acting—she always declines. Outside of being the poster girl for the Bracer Guild, Elaine has no present interest in joining the world of entertainment. During her high school years, she enjoyed a brief and fleeting romance with Van before he suddenly vanished without so much as a word. It was only recently, after seven years, that the two were able to reunite. Although their lingering feelings for each other have left their current relationship a bit tense, their time fighting Almata together was able to strengthen their bond once more. Some time after the events involving Almata and the Oct-Geneses, Elaine received word that the Central Intelligence Department's elite Gamma Squad had been brutally murdered by an unknown assailant, and that a 'crimson' monster was spotted at the scene of the crime...
WORLD
The Republic of Calvard A large country located in the central region of the Zemurian continent. Its current leader is President Roy Gramheart. Due to the unfortunate circumstances created by the desertification of eastern Zemuria, Calvard has a substantial history of receiving both immigrants and refugees. The resulting mixture of cultures and ethnicities has made the country into something of a melting pot. One hundred years ago, Calvard was under the heel of its monarchal rulers. It was only after Sheena Dirke and her compatriots brought about a democratic revolution that the nation was transformed into a democratic republic. Though in constant conflict with Erebonia over the control of bordering regions, Calvard has recently been on the receiving end of reparations from the empire following the Battle of Jormungandr. These reparations enabled Calvard to enter a period of rapid growth and development, leading to its eventual overtake of Erebonia as the most powerful nation on the continent. Regarding the region's recreational interests, recent technological advancements in orbal vehicles and filmmaking have caused a boom in both the motorsports and orbal cinema industries.
Messeldam A moderate-sized city located in the north of Calvard. Due to its long-standing role as one of the Northern Sea’s major trading ports, Messeldam was often tasked during the days of monarchal rule with the delivery of imports to the capital of Oración—along with fresh seafood, of course. Although the port remains active to this day, developments in airship technology have greatly diminished its significance. The city itself, however, remains an important gateway to Remiferia and its surrounding nations. Unlike Langport, Messeldam possesses very few tourist destinations. That being said, the townscape's architecture tends to be quite popular with visitors, as its design has seen little change in the past century. The city’s Eastern and Central Eastern populations are fairly meager due to its geographical location. As such, it lacks a community that values cultural traditionalism. This has, fortunately, been a boon for Messeldam, as new art movements and customs are accepted with relative ease. It was this very attitude that led to the city serving as the venue for the Orbal Film Festival for a number of years, until its relocation to Tharbad in 1208.
Today I bring you a revamped task system for the staff, as well as new tasks for the coffee area! Feel free to join our Discord Server and help with bug reports, ideas or even just to chat!
Game Changes
Staff
Previously, each employee had a single, player-defined task. There is now a priority system within each area of the supermarket.
Employees can now be assigned to a specific area. For now, Supermarket or Coffee.
Employees can now have different priorities for each task inside their area:
High
Standard
Low
Disabled
Quick explanation: The employee will check which of the high priority tasks needs to be done and is more urgent. If there is nothing to do, he will check the default priority and repeat the process until he reaches the low priority. It is worth mention that employees can still be assigned to a single task. For example, assigning an employee to the cash register while blocking all other tasks will make the employee stay in the cash register until his priorities change or he gets tired.
Two new tasks have been added to the coffee area:
Serving - Includes handing out menus, taking orders and fetching/delivering food to customers.
Cooking - Includes making food or drinks, cutting and sorting in food displays where possible. If you find some wrong behavior in this new tasks or want to provide feedback on how to improve them, feel free to send me a message! 😁
A new tab has been added to the employee application, where it is possible to check all priorities of all employees at the same time and define their priorities for each task.
Employees will no longer take into account other objects that are being interacted by other employees. This means, no more 5 employees trying to restock the same shelf. 🥳
Employees will now prioritize litter, paper, and dropped bags that are closer to them.
Employees will now prioritize trash bins that are more full.
Employees will now prioritize chairs that are more comfortable and closer to them to take a break.
Employees will now properly handle products left on the street. They will move the products to desired racks and eventually to racks with empty spaces.
Customers
Customers will now start to leave if the store is about to close. Be careful, because closing the store abruptly can cause all the customers to rush to the cash registers to pay and leave.
The customer's coffee product interface will only appear when the player is close enough to the customer. This avoids the crazy icon madness when you have multiple customers in the coffee area.
The coffee products delivered to the customer will disappear from your head instead of having the product there with a check mark. This should further help with the mess of product icons that appear when customers are too close to each other.
Others
Updated engine version. Should fix some crashes and issues.
Moved Apple Juice category to Drinks and Bottles.
Temporarily removed the delivery kiosk from the store. It will come back in the next update fully implemented with the delivery services.
🪲 Bugs Smashed
Fixed an issue where the employees were not going to the cash register with more customers at the checkout waiting.
Fixed an issue where employees would start restocking the same shelf all together after some minutes in-game.
Fixed some weird pathing of customers and employees when moving around coffee tables and chairs.
Fixed an issue where products in delivery guys hands were counting as available products for recipes in coffee area.
Fixed some wrong scaling text in some languages.
Fixed some wrong/missing translations.
For the next patch, I'll be focusing on adding new items and products, as well as the long-awaited delivery services! Also will be taking a look at performance issues reported!
Stay tuned and hope you enjoy the update! 🔥 Nero Games