Added tooltips to the spellcasting screen that give a quick summary of what a spell does so you don't have to refer to the manual as often. They'll appear when a spell button is hovered over with the mouse or has keyboard focus.
Made an adjustment to the camera field of view and added a field of view slider to the escape key settings menu. It can be adjusted from 75 to 105 degrees, with 90 as the default, and is a computer-specific setting.
Added more things to the City of Assassins (buildings, furniture, etc).
Changed the ring of swiftness quest reward to be usable by all (was previously Monk-only).
Updated the end-of-combat gold drop message to be accurate (it was still showing the amount of gold per character rather than for the full party).
Improved the rendering code. Large zones with many buildings, like the Grand City, will perform better on older hardware now.
Added messages to the demo version to make it clear when an exit to another zone is only available in the full version.
The latest update, Version 0.5.16, is now live on Steam! This update focuses on refining the gameplay experience through crucial bug fixes, comprehensive balance adjustments, and the addition of new localization options. Here’s what’s included:
Bug Fixes:
Turret Upgrade Purchase Bug Fixed: Resolved an issue where players were unable to purchase the turret upgrade.
- Localization Bugs Fixed:
Corrected font display issues.
Ensured proper text rendering in all pop-up windows.
Analytics Update:
General Improvements: Updated our analytics to better track player progress and game performance, allowing for more informed decisions in future updates.
Balance Adjustments:
- Wave Balance Changes:
Difficulty progression now follows a geometric curve, eliminating sudden spikes in enemy strength.
Debuffed projectile speed Worm and Stinger enemies.
Debuffed enemy group sizes - Blobs, Zombies, and Worms, making encounters more easy.
- Debuffed Beetle Boss:
Adjusted boss phases, previously, the boss phase changed the Beetle lost 800HP; now, it changes every 1000HP.
Extended attack window for the Boss's aerial attack, giving players a fair chance to dodge.
- Shotgun Enhancements:
Added a reload speed upgrade to improve combat efficiency, allowing players to maintain a higher rate of fire.
Localization Update: The interface has been localized into the following languages:
Ukrainian
English
French
Italian
German
Spanish (Spain)
Polish
Swedish
Portuguese (Brazil)
Chinese (Traditional)
Chinese (Simplified)
rusian
Korean
Enjoy the enhanced gameplay and fixes in Ocean Keeper's latest update. We appreciate your continued support and look forward to hearing your thoughts on these new changes.
A new weekly report featuring the latest from the last week's developmental cycle. Let's dive into it:
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Our artist has begun preparing various assets for new Henosis content, including Caly's new gig at a certain special 'establishment' 😏
Speaking of new content, a new scene, menacingly named "Caly’s Revenge" has been green-lit and is now being sketched. They say, "Hell hath no fury, like a woman scorned.". Wonder what or who incurred Caly's wrath..
Also for the newly launched monthly poll - Your vote is in and we have heard your choice! The sketches for July's pin-up are now in progress, with fantastic artwork to look forward to at the end of the month.
The new cut-ins for the Tripteen boss battles are now complete.
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Recently, our writer has been exploring concepts and ideas to expand the relationship path between Caly and Vas. Stay tuned for more exciting (and potentially touching) relationship development and bonding moments for these two characters.
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New Quest Log entries, covering the remaining quests that didn't make it into the game by the time of VoidBound's Steam release, are now being added.
To aid navigation and immersion, special sparkle animations for key events are being integrated during questing to ensure players stay oriented and spend less time being lost and more time being engaged.
More maps have been added under the Nameplate System, offering players comprehensive navigational aids and a better, more easier way of remembering where they need to go.
We've also implemented some new updates to the animation system, something we'd love to showcase in the future.
Finally, a new sound effects system has been prototyped, with trials now underway. Details are still being hashed out, but we hope the end product will enrich your sci-fi auditory experience.
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And that wraps up this week’s progress report. Thank you for taking the time to catch up with our latest developments and we'll see you in the next one.
Mighty warships, deadly defenses, superior strategies… Welcome to the universe of Sins of a Solar Empire II! In this latest installment, we delve into the heart of the game’s eXterminate phase, where tactical brilliance and strategic foresight are your greatest allies.
eXterminate: The Ultimate Objective
In Sins of a Solar Empire, the 4X elements—eXplore, eXpand, and eXploit—culminate in the ultimate goal: to eXterminate your rivals. This involves winning decisive fleet battles, dismantling enemy defenses, and capturing their colonies. In this episode, we’ll explore the significant improvements in both tactical and strategic warfare from Sins of a Solar Empire: Rebellion to Sins of a Solar Empire II.
While eXterminate is a vast topic, we’ll focus on the highlights, giving you a taste of the enhanced warfare mechanics that await you.
Tactical Combat: A New Era
The tactical simulation in Sins of a Solar Empire II has seen substantial upgrades. From destructible missiles to gun-turret tracking speeds and body blocking, the changes are extensive. If you missed our previous videos, we recommend checking them out for a more detailed breakdown.
Tactical Combat Mechanics
Gone are the days of hidden damage modifiers that made Sins Rebellion’s combat a bit of a puzzle. Sins of a Solar Empire II introduces a new system governing damage to ships, making tactical combat more intuitive and engaging.
Warships and defensive structures now feature a mix of Shields, Armour, Hull Points, Durability, Armour Strength, and Hull Regeneration. This complex interplay of stats ensures that each battle is a test of strategy and skill.
For instance, the Kol Battleship is armed with two powerful gauss cannons, four medium autocannons, and three light autocannons. Each weapon type has its own strengths and weaknesses, making positioning and tactical decisions crucial. The gauss cannons, with their high Pierce value, are deadly against heavily defended enemy Cruisers and Capital ships but less effective against smaller, nimble ships.
Durability and Armour Strength add layers of complexity to damage reduction, while Shields can employ a Shield Burst ability for instant replenishment. This makes for dynamic battles where knowing when to engage and when to retreat can make all the difference.
Capital Ships, Titans, and Starbases
Capital Ships, Titans, and Starbases now have a Crippled Hull state, allowing them to survive longer in battle even when their Hull Points are depleted. This forces players to make tough decisions about resource allocation during combat.
The new tooltip system in Sins II provides all these combat statistics at a glance, with additional information available by holding the Alt key. This keeps the interface clean and user-friendly, allowing players to focus on strategy.
Items and Abilities
Capital Ship, Titan, and Starbase Items are a new addition, expanding your fleet’s repertoire of special tricks. From Radiation Bombs to Rapid Reloaders, these items add a new layer of tactical depth.
Crowd control, focused firing solutions, and area-effect buffs and debuffs transform the battlefield into a dynamic combat space requiring forethought and careful planning. The changes to weapon firing arcs, turret tracking speeds, and deployable Item systems open up a whole new dimension of tactical play.
Strategic Warfare: The Bigger Picture
Beyond tactical combat, Sins of a Solar Empire II introduces significant improvements to strategic warfare. Ships can now be constructed directly to a fleet out on campaign, eliminating the need to manually search for a free shipyard. This feature allows for rapid fleet replenishment, while an auto-threat avoidance pathing system ensures incoming replacements avoid hostile systems.
The Selection Window makes it easier to control ships, particularly useful in multiplayer games where pausing can be limited. Defensive structures and Starbases can be rotated around the gravity well, deactivating their functionality while in transit. This feature is essential for adapting to shifting phase-lane connections and unexpected enemy attacks.
Planetary and Starbase Items
Planetary and Starbase Items add a new dimension to strategic warfare. For example, the Traders' Garrison Recruitment Center commissions idle factories to produce an automated garrison fleet, which does not contribute to your overall Supply limit. These ships can defend colonies or roam neighboring gravity wells to clear out enemy outposts.
Other useful Planet Items increase Military Orbital Slots, weapon range, or damage in the gravity well, and summon defensive fleets. These additions make strategic planning more nuanced and rewarding.
Minor Factions
No Sins of a Solar Empire II strategy is complete without considering the Minor Factions. In exchange for Influence points, these factions can be coerced into aiding your military efforts. Whether purchasing Scout Vision sensor data or paying the Aluxian Resurgence to hold a vulnerable flank, the Minor Factions offer invaluable support.
Sins of a Solar Empire II is a war-focused 4X game, and the changes to the eXterminate aspect of gameplay are unique to each faction. Stay tuned for future videos where we’ll cover race and sub-faction specific features, including unique ships, items, technologies, and abilities. Until then, sharpen your strategies and prepare for interstellar warfare!
Hello corn enthusiasts! It's been a while! We've been hard at work on Zardy's Cave (previously known as Zardy's Maze 2). So we thought we'd take this time to drop some quick news with you all!
We recently released a new 2 minute trailer on the Steam page for Zardy's Cave!
The trailer is also available on YouTube in 4K resolution! Steam only supports up to 1080p for some reason...?
Click this YouTube thumbnail image below to check it out!
Alongside this, for those of you who missed picking up the Zardy Plush from a few years back, we FINALLY were able to get this spooky fella back in stock for a limited time with Makeship! So if you missed him before, you can grab him here!
The time to open your first tavern is near: the Tavern Keeper DEMO is coming on July 22nd! 🎉🎉🎉
It will be available here on our Steam page during SimFest for a whole week until the 29th - or maybe a bit more, we shall see! 👀
In the demo, you’ll be able to play a short story not available in the full game that will take you to explore two taverns:
One in Halflington, already busy with patrons…
And the other is in Riverbottom, where you can open your very first tavern and start honing your tavern-keeping skills!
You’ll also be able to earn your first tavern star! ⭐️ The game progression stops there in the demo to give you a little taste of your upcoming adventures as the Tavern Keeper. 😉
The demo will be available in 14 languages with beta translations (and yes, feel free to send us your feedback!) and full English voiceover! 🎙️🎵
We can’t wait for you to try it out and enjoy a bit of what we’ve been cooking all these years!
After a long journey, thanks to you, I can now use the term "developer" for myself. Falling Flower has finally sold 100 copies!
It may seem like a small number to some, but to me, it is an invaluable achievement.
Despite the game's lack of visual appeal and its complex explanations, I am deeply moved that there are people who sought out new games and gave mine a chance. Truly, thank you so much.
I hope you continue to support DO NOT TOUCH.
I am preparing my next project. I will come back with a richer game next time.
We’re pleased to share that In our most recent patch, you should hopefully see a few bugs resolved and feedback points implemented!
When running the lobster trap tutorial, you should now be able to progress regardless if you have unlocked the motorboat or not.
Benches in town should now be sittable!
During a cutscene with Lily, the duplicate renovation sign has been removed.
In the final chapter, you should now be able to sit on the bench at the centennial.
Game crashes have now been fixed when trying to save photos, during the photo quest line.
💙 As always, thank you for sharing all of your feedback and any bugs you encounter. 🐟 Please do continue to share your bugs and feedback with us by commenting on this post.
- Optimized the volume of background music and sound effects. - Enhanced the attack attributes of ranged enemies. - Improved the late-stage balance of certain levels. - Performance optimizations and other adjustments.