Why did it takes so long, well we have decided to move from Unity to Godot game engine so we had to port (rebuild) everything over. Their is still a few things we have left to put back in which is the milk bottle collection and day/night cycle. We have add a lot of new things as well for this release. Why did we switch over to Godot is that Unity is a bit heavy weighted in which it was slowing me down to develop this kind of game. I have found that port things over and developing stuff is a lot easier than unity and a lot faster too. So you should see more frequent updates in the future, but please be aware I am not working on this like a full-time job so please be patient. Please note that save games from 0.2.2 will not work in this version, sorry. Godot doesn't support XML.
Check the forum for all the goodies of the changelog.
Greetings from the Onigiri Service Team. The details of the 7/11/2024 JST update are as follows:
Update Information
・New Nyankoropon Added!
The skills Ougi: Weight of the Earth - Sublime and Sword Ougi Havi Harr Blaze - Sublime, amongst others, can be found in the Sublime Ougi Nyankoropon, as well as more in the Magatama Nyankoropon!
New Nyankoropon details can be found here. *Japanese language only
◆Nyankoropon Period After maintenance 7/11/2024 JST Until maintenance 7/25/2024 JST
h3]・Purgatorium Dungeon Added![/h3]
During the event period, Assault! Dullahan Purgatorium, has been added to the purgatorium dungeons! Players can obtain not only the regular rewards, but also Purgatorium Treasures from this challenge!
■Concerning Purgatorium Dungeons ・The monsters have high resistances, and attacks other than super effective attacks will be less effective. Additionally, these monsters will have extra strong attacks. ・Clear the dungeon with a B Rank or higher to be awarded Purgatorium Treasures. ・Occasionally when clearing at the highest difficulty, you can get a rare Magatama!
■About Items from the Dullahan Purgatorium dungeon ・The Dullahan Purgatorium Boss will drop the following items:
Normal Difficulty → Headless Warrior's Handguard Hard Difficulty → Headless Warrior's Horn Hell Difficulty → Headless Warrior's Arm
■Concerning Purgatorium Treasures ・Purgatorium treasures can be exchanged with the purgatorium treasure NPC in Onigashima. ・Clear each difficulty of the Purgatorium dungeon once in order to open the Exchange. ・The purgatorium treasure NPC is only available when the purgatorium dungeon is available, and the items available in the exchange vary depending on which purgatorium is available. ・Purgatorium treasures will convert to purgatorium junk when the purgatorium dungeon is no longer available, but the purgatorium junk can be exchanged for treasures with the NPC.
▼Exchange Item Sample
Type
Item
Weapon Recipe
Headless Zanba Recipe
Weapon Recipe
Headless Zanba Corpse Recipe
Magatama Recipe
Headless Warrior Magatama - Soul Recipe
Look forward to many other items as well!
There will also be a furniture achievement available for players who clear the Hell difficulty multiple times.
■Unlocking Purgatorium Dungeons Plater must clear the [To Kishinden] quest and speak to the NPC Chifuri in the Temporal Rift in order to open these dungeons.
◆Dungeon Availability Period
After maintenance 7/11/2024 JST Until maintenance 7/25/2024 JST
・The vanguard Tabu Yaksha Miroku's skill [Sanguine Tabu - Killing Thorn] description has been changed. ※Skill performance is not affected.
・On the Select Box screen, the time text display has been changed from [Server time] to [UTC+09:00].
Thank you for your attention! ※Images are created during development and are subject to change. ※Update details are liable to change without warning and may not reflect in-game.
Revenge can be a tantalizing pursuit for those who believe they have been wronged, but is it the best course of action in a galaxy one vengeance seeker may merely be the target of another’s wrath?
Event Name: Best Served Cold Event Type: Faction Event Start: Thursday, [07/18] at Noon ET (16:00 UTC) Phase 1 End Time: Saturday, [07/20] at Noon ET (16:00 UTC) Event Finish: Monday, [07/22] at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: Y Faction Winner Bonus: Y
Event Crew: Morphing Vadic (New) 5*, Toral, Son of Duras (DS9) (New) 4*, and Bridge Riker (New) 5*
Ranked reward 5* crew: Ibudan (New) - this crew will be featured in the event starting on [07/25].
Bonus crew - high bonus: event crew - small bonus: variants of Vadic, Toral, Riker, and crew with the ‘Vengeful’ trait.
Event Faction Augments, Borg, and Klingon Empire
New crew: Morphing Vadic 5*
FE 1/5, Level 100, ENG 325 (79 - 188), SEC 968 (198 - 420), SCI 652 (154 - 304) FE 5/5, Level 100, ENG 550 (79 - 188), SEC 1358 (198 - 420), SCI 1100 (154 - 304)
"You Gave Me The Ability To Mimic Your Blood" - Boosts Accuracy by 5 - Initialize: 10s, Cooldown: 10s, Duration: 10s - Bonus Ability: +15000 to Crit Bonus - Equipment Bonus: Accuracy +430, Crit Bonus +550, Crit Rating +177, Evasion +250
Community members! We are about to update the game, based on community feedback and reporting. In the previous update, a common crash was introduced which has been fixed today. There's also multiple functionality improvements. We recommend updating your game at the earliest opportunity. Meanwhile, we're still on sale (today and tomorrow) so you may also want to check the current discount:
We've read the reports from the community and immediately set out to find the causes of several reported crashes. The fix for these is now ready. The new multiplayer minimap preview was extremely well received, so we've added it to singleplayer. Do you want to see it in conquest too? Let us know your thoughts, as always.
We also improved the AI; controllability of soldiers, assorted fixes, and a lot more. Check the changelog below.
Thanks to everyone that gave us a detailed report; replication always helps when we're fixing bugs! If ever you experience an issue with Call to Arms- Gates of Hell, we recommend the quickest way to get answers and support - which is our Discord server.
As always, we include a changelog below:
Update 49: V 1.043.0
Change Log
Highlights
Added minimap preview display to single-player page
Fixed crash (ir:update) related to giving move orders
Fixed crash that could occur on some campaign missions in CooP
Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)
Fixed vehicle bar ammo switch being limited to specific ammo types
Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions
Conquest
Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions
Updated research/buy menu icons for Panther Ausf. D and G in conquest
Fixed duplicate localization entries for the new conquest squads
Fixed broken texture transitions on dcg_kylmapuro_winter
Fixed weather setting to use Summer presets on dcg_purple_heart_lane
Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation Conquest maps
Multiplayer
Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
Updated description of Standard, Custom and Test Mode MP settings so users know if they'll earn XP for that match
Updated battlezones for 3v3_trenches
Fixed in MP game modes bot purchased, towed cannons from staying attached to towing vehicle and being able to shoot (desync)
Fixed some missing icons in after action screen in MP
Fixed case where night environment would not load on Liberation maps if night weather option was selected in MP lobby
Fixed MP lobby custom comment preventing ability to change mission/mode by repositioning the comment
Fixed custom bots for Last Stand using the wrong presets
Fixed 1v1_balzerveg by removing grass on roads
Fixed 1v1_balzerweg localization
Fixed missing Stug wreckage on 2v2_monastery
Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation MP maps
Single Player
Added minimap preview display to single-player page
Fixed crash that could occur on some campaign missions in CooP
Fixed some header images for missions
Fixed doubled triggers on 1941_07-rus_smolensk
Fixed Germans using MG42s instead of MG34s SP Skirmish Smolensk
Fixed objects that would float because they were placed on top of carts for Finnish Mission: "The Raate Road"
Everything Else
Updated lights FX for lamp posts
Fixed crash (ir:update) related to giving move orders
Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)
Fixed squad to follow player when controlling actor in 3rd person mode
Fixed vehicle bar ammo switch being limited to specific ammo types
Fixed missing bump map for French shop
Fixed several vehicles to have artillery mini-map icon that were missing it
Fixed roadway_border entities alignment to ground by adding back landpatch
Fixed t3476_41_fin (x and xx model too) polygon issue on hull front part
Fixed BM 82 rockets explosion FX
Fixed rare case when pioneer_1 had too many items in inventory and didn't get a helmet
Fixed various localization issues
Fixed various errors in game.log related to latest UI changes added in last patch
Fixed 2 RUS late war partisan breeds that referenced incorrect rifle ammo for captured K98, causing them to be unable to resupply
Fixed sounds for the updated idle animations introduced in last patch
Fixed case where sometimes unit "talks" would not play for Finnish tanks and cannons due to file structure
Removed old unconditional un-ignore of shooting enemies, only use the new un-ignore if danger level increases (fix move-click getting interrupted immediately)
Rooftops & Alleys: The Parkour Game - TheParkourGame
Multiplayer is making its way to Rooftops & Alleys!
People have been very outspoken about wanting to play with their friends so I've gone above and beyond to learn all about network replication to deliver the update you all want! There's many more things coming to RNA and this is only the beginning so rest assured I'll be back with more news and information about multiplayer and further updates soon!
The call of adventure has sounded, and a new journey awaits every brave explorer. Whether you forge ahead alone or side by side with companions, there lies a legend waiting for you to pen. Log in to the game now and embark on the next chapter of your adventure! We await you here, to explore the unknown and create greatness together!
This is the Sweet Dreams Studio team, François, Argann, and Etienne! We're a bunch of French indie devs, and today we have a fair share of exciting news to share with you! We've just reached a big milestone by launching our Steam page, thanks to all the feedback from our community that helped us make the logo and the key art. Now that our Steam page is up, we have a demo live that you can try right now! We've been hard at work to make it with all the additions and improvements that you suggested during the playtests we held.
Enjoyed it? Then add Dumbino to your wishlist, it's the best way to support us!
Because a lot of things happened under the hood before the Steam page, here's a recap of our latest adventures and upcoming features!
Chapter 1: Launch of Itch.io Page and Playtest 0.2.0-alpha
In our first devblog, we announced the opening of our Itch.io page for Dumbino. This has allowed us to share game versions more easily without the hassle of worrying about expired links. We also launched the playtest of version 0.2.0-alpha, available for free on Windows. This playtest helped us gather valuable feedback thanks to your participation and comments through our feedback form. Thank you to everyone who took the time to test and share your impressions!
Chapter 2: Progress on the Level Editor and Artistic Direction
We've been burning the midnight oil on the level editor, a very important feature to us that will let you create your own unique puzzles and constructions to challenge others! Although it is still in development, we can't wait to show you more!
On the art direction side, François, our "Supreme Artistic Director" (yes, it's a real title), shared the first illustrations of Dumbino. Many of you participated in the survey and chose your favorite illustration. Thank you for your valuable input; we took all precious suggestions and ideas into account to refine the visual identity of our game.
Chapter 3: Demo Preparation and Tutorial
We paused the development of the level editor to focus on a game demo scheduled for the end of June. We've been adding new content, integrating, and testing various features to make sure that you get to play the best domino-based demo ever!
Another crucial addition is the comprehensive tutorial, designed by Etienne, to help new players easily understand the controls and game mechanics in just two minutes. We hope this will make your experience with the game even smoother. Any feedback on the tutorial is greatly appreciated!
Chapter 4: Finalizing the Key Art and Diverse Levels
The key art for Dumbino has been finalized thanks to your input, with a yellow background that was favored. We've made good progress quickly in creating new levels and game mechanics. Our goal is to offer a variety of levels, including complex puzzles, absurd levels, and also creative ones! A bit of chaos is always a nice addition to strategy!
We're also working on the decorations to create an immersive child's room atmosphere, with details like comics, marbles, drawings, and crayons. Every detail counts to create this cozy and vivid setting.
The end of one chapter and the continuation of this adventure!
We plan to organize more playtests in the future to keep improving Dumbino with your feedback and suggestions. The demo is available with the launch of our Steam page, and that's already a way to let us know your thoughts on the latest playable version of the game! We're incredibly excited about this new step and look forward to gathering even more input to make Dumbino the best game possible.
We're extremely delighted to see the reception of Dumbino once we started showing the game to more people. Our community is growing and we've been receiving genuine and constructive feedback that was critical in our progress. Every comment and suggestion helps us refine Dumbino and make it even more enjoyable to play. We have put all our hearts into this project, and your encouragement motivates us to keep moving forward. Thank you for your support, and see you soon for more adventures with us and the development of Dumbino!
Don't forget to follow us on Steam and participate in future playtests. We can't wait to read more of your comments and share this passion project with all of you.
Join our Discord server to chat with us and get information on Dumbino firsthand!