Spiral officially has a release date and we're so excited to finally share it with you! It will be hitting STEAM and XBOX on September 20th, 2024!!
This has been such a long journey, but the team is so excited to get Bernard's story in your hands. We can't thank you enough for your love and support and for sticking with us throughout development. The day we've all been waiting for is nearly here!!
I'm glad to announce to you all today that Krita 5.2.3 (or 5.2.4 on Windows) is finally here for all of our Steam users after an unfortunate, but necessary, delay.
As some of you may know, Krita 5.2.3 was meant to come out for all of our users a couple of weeks ago, and for a short amount of time it did, including right here on Steam. However, during the weekend just after release we started to get a deluge of helpful bug reports from community members letting us know that something was wrong as they were experiencing frequent crashes during normal use on Windows. These crashes were partly the result of our new developer "CI"--a system which automates building new versions for us--and have now been fixed.
But, to put the bottom line on top, we don't ever want users facing frequent crashes with a stable release version. We genuinely try to care about your artwork almost as much as you do, and part of that means creating a good and stable tool that won't crash and won't cause you to lose work.
And so the best course of action as I saw it was to roll the entire update back to the previous stable version 5.2.2 for all of our Steam users, while setting 5.2.3 to be active on our beta branch where some of you who weren't running into problems may have continued to use it. As GabeN once said "Late is just for a little while. Suck is forever", right?
Anyway, long story short, these crashes should be fixed and the latest stable Krita release should now really be equally stable across Linux, Mac, and Windows. The version numbers are slightly different (Windows is 5.2.4, while Linux and MacOS are 5.2.3), but I promise you they are effectively the same in terms of features and performance!
Finally, as you might have known from our recent promotions here on Steam and elsewhere, this summer marked the 25th anniversary of the Krita project! Thank you so much to all of you who have enjoyed and supported Krita in various ways over the years.
Krita is, at its core, a community-driven open source project, and none of this would have been even remotely possible had it not been for all of the people who have put something into it, from code, to money, to constructive feedback and interesting new ideas.
Sorry again for the short delay and thank you for all your support! Emmet, on behalf of the whole Krita Dev Team.
Hi Folks, Daron here from Bad Ridge Games. We're excited to officially announce that Mirthwood will be available on September 11th! We're excited and a bit (ok...very) nervous as we approach the launch, but mostly, we can't wait for you to step foot into the world, and to hear all about your experiences (and feedback!). We plan to support Mirthwood for a long time to come.
Also, while you're here, check out the latest trailer!
Challenges are the big topic again this week and, with another 2 for each Class still to come, there's plenty to run through!
First though, let's take a pitstop to look at some of the new tools coming in Bandit's Talent Packages.
Gun but Don't Run
Bandit is well known for firing things out of his revolver that do not belong there and the [Kitchen Sink] Package will take that a step too far!
Better yet, if you stuff your weapon full of weird and wonderful things you'll get access to a huge payoff Talent - [Guns Blazing]
Shop but Don't Drop
Last update we added a Talent Package that expanded your shop options, even allowing you to have a 4th slot in the shop. Now you can really take advantage of all of that space with the [Online Shopping] Talent Package
Tired of such a limited supply of Talents? Why not expand your options?
There's also a third package coming that will reward using Bandit's abilities with a huge damage payoff, but we'll let you find that one for yourself when 0.14 drops!
Even Moreeee Challenges...
This should be our most challenging update yet. Here's a few of the newest curveballs we'll be throwing your way...
Archer will be getting access to goodies from their very own Shop in the Supply Chain, but instead of relying on Luck you'll need to activate your Bounty Talents to get the big bucks!
Warrior is finally getting access to some range in the Weapon Swap challenge. Just how overpowered would Warrior be with throwing daggers? Time to find out!
Is that... a boss battle? It sure is, every Class is going to get their own Boss Fight Challenge next update, but we'll be keeping our cards close to our chest about that one!
And that's about it for this week! We'll soon be adding the finishing touches to the update so expect a devlog more focussed on balance and bug fixing next time! Until then...
We have some exciting updates for you regarding "Creatures Of War." Here's what's new:
Swamp Level Update
We've fully fleshed out the Swamp level, and it's now ready for the final elements of polish. This means the level is fully playable and just needs some finishing touches to make it perfect.
Cave Level Music Development
Our team has been hard at work developing the music for the Cave level. We're thrilled to announce that the music implementation should begin as early as next week. Get ready for an immersive auditory experience!
Regular Streams
To keep you in the loop and share the development process, we'll be streaming every Monday and Friday. Follow "Creatures Of War" on Twitch to catch all the action live. Don't miss out on behind-the-scenes insights and gameplay previews!
Ongoing Improvements
In addition to these major updates, we're continuously working on regular bug fixes and minor feature additions to enhance your gaming experience.
Stay tuned for more updates and thank you for your continued support!
This features a series of hotfix updates that are live now on all platforms.
If they haven't automatically updated, please close your game and update manually using the dedicated platform service.
Sker Ritual Patch v.1.1.0 - Hotfixes 26/07/2024
NEWLY ADDED - Added changes to the boss fight if engaged after the hidden music objective has been completed in House of the Damned - Added a new mask to unlock if you complete the hidden story after completing the hidden music objective first - All Quick Melee miracles now affect all melee weapons as well - Increased spawn rate of Demon hags in House of the Damned while the objective requires it - Added extra visual hints to the pig step during the hidden objective in House of the Damned - Added the Corpse Grinder to Lucky - Renamed "Head Lantern" to "Mother's Head"
BUG FIXES & IMPROVEMENTS - Fixed an issue causing the dirt decals in House of the Damned to not render - Fixed an issue that caused a soft lock if you interact with the gas levers in House of the Damned earlier than intended - Fixed an issue causing the Elite Maker in House of the Damned to work incorrectly - Fixed an issue causing the area location names to not appear in House of the Damned - Fixed an issue causing the collider inside the well to not work properly in House of the Damned - Fixed an issue causing the shells in Sewers of the Damned to break when playing online if the host isn't in the same area - Fixed an issue causing the miracle points to only be rewarded on the host once all dolls are destroyed in a level - Fixed an issue causing the audio to spam when using reviving another player - Fixed an issue causing the hidden song to get interrupted by the boss music - Fixed an issue allowing you to pick up the Pistolet Stamped SMG through the wall in House of the Damned - Fixed a lot of collision issues in House of the Damned reported by the community - Fixed an issue causing decals to render on top of Mother's Head when walking around - Fixed an issue causing the aim assist to not work on House of Damned enemies - Fixed an issue causing the "Critical Stab" miracle to not work as intended - Fixed an issue causing the "Slice and Dice" miracle to not work properly online for anyone other than the host - Fixed an issue causing the damaged visual effect to be brighter than intended when using specific graphic settings - Potential fix with visual blockers not disabling correctly during the Sigil Destruction objective in House of the Damned
XBOX SERIES X|S ONLY UPDATES - Fixed an issue causing the certain blood impact and explosion effects to not render at all
PS5 ONLY UPDATES -House of the Damned Trophies are now available
Hi everyone, Griffin here, Game Director and Lead Designer for Master of Command: Seven Years’ War. If you like what you see today, don’t forget to give our game a wishlist and follow on Steam. It’s the best way you can support the project. You can also join our Discord, linked here: Master Of Command: Seven Years' War Discord
In today’s development log, we’ll be going over what’s changed since our first dev log, and I’ll be giving you a first look at our brand new battle system. If you want to watch this development log, you can do so here: https://www.youtube.com/watch?v=ZZw0mkIAzxU
Starting Fresh For this project, we started 100% from scratch. None of our code for Fire & Maneuver, our previous game, is being carried over to Master of Command. This means we got to lay new foundations, and our aim is to deliver a polished game. That being said, we are still early in development, so everything you will see here is Pre-Alpha.
What’s New Since Our Last Development Log?
Name Change and New Focus:
The most obvious change is that we’ve retitled our game from Master of Command: Prussia’s Glory to Master of Command: Seven Years’ War, along with a new logo. This name change reflects the new focus of our game, which will now represent the big five nations involved in the Seven Years’ War, instead of just focusing on Prussia.
Our new nation lineup now includes:
The Kingdom of Prussia
Archduchy of Austria
The Russian Empire
The British Empire
The Kingdom of France
Faction-Selection Screen Preview
Here, you can see a preview of our faction-selection screen. Keep in mind that many UI elements and the art are still a work-in-progress. In a future development log, we will go over how our game differentiates each nation in some pretty major ways.
Additionally, every faction will receive its own main theme, reminiscent of what we created for Fire & Maneuver. The theme for Prussia, composed by Jacob Gullion, has already been posted, and you can hear a preview of that track linked here: https://youtu.be/h4zWlLKKFtY?si=EMQifUuxKwMkF6nD
Some new art has also recently been made, including mouse cursors and loading screens.
The Battle System
Let’s get to the interesting part - the battles. This is a very early preview of our battle system. There’s still a lot of time we’ll need to give it more polish, especially in terms of animation, visuals, post-processing, UI, and the AI.
Real-Time Battle System Master of Command utilizes a real-time battle system. There are no tiles, nor turns. Issuing commands is simple: left click to select a unit and right click to move. Everything is quick and snappy, and while our animations are still a work-in-progress, it’s a lot smoother than we had done with 2D sprites in Fire & Maneuver.
Your units can access four different formations:
Closed Order: Decent firepower and melee resilience.
Column: Moves quickly but is vulnerable to enemy fire.
Square: Great to repel cavalry charges but is immobile and vulnerable to enemy fire.
Open Order: Covers a large section of the front but is vulnerable to enemy fire and has weaker morale.
We’re reworking the way we handle formations. In a future log, we’ll showcase a new system that will allow players to determine the exact length and depth of their formation by dragging and holding right click to draw out wider lines. This will give players full flexibility to build their lines the way they want them.
Customizable Units and Flags Each one of our units flies its own regimental flag, which the player can fully customize, including parts of the unit’s uniform color. We’ll go into more depth about that in a future development log.
Combat Mechanics Combat is a work in progress, but the AI currently forms columns to position their troops to the frontline before deploying in line and engaging my troops. The AI has an issue where they group up a little too closely, but we intend to improve this over the next few weeks. We have a developer on our team whose primary job is to focus on AI, so we are making great progress.
User Interface in Combat The white bar displays the reload progress of the regiment. This is especially useful because we have unique weapons for all the nations in our game, and they can be mixed and matched. If you’re leading a Prussian army and beat a Russian force, you can loot their weapons and your stats are updated accordingly.
Above the reload bar, we can see our unit’s strength in green and its morale in blue. We are making morale a really important part of battles, where superior positioning will win a fight rather than just sheer firepower alone. It won’t be uncommon for a defeated force to rout from the battlefield without a ridiculously high casualty ratio like 90% of men lost.
Firing Methods
Players in Master of Command can control the firing method of their troops:
Volley Fire: Requires every soldier to have their weapon fully loaded before being allowed to shoot. This deals higher morale shock to enemies but takes longer.
Free-Fire: Troops will fire as soon as they’ve got their weapon loaded. This deals higher casualties over time but doesn’t shock the enemy with sudden volleys.
Division System Your regiments are all grouped under divisions, led by an officer. These officers can provide passive or active buffs to the men under their command by gaining “traits.” Traits are received after an officer levels up in battle and allow you to specialize your division toward certain playstyles. Players can have up to 5 divisions at once under their command, which means the maximum unit size is 20. This number is best for getting attached to your men, and each unit is unique with no copy & paste stats or uniforms.
Development Progress Overall, we have been making fantastic progress in achieving our goals. All of our core gameplay systems are nearly finished, and it’s just a matter of spending several months polishing and improving off the foundations we’ve laid. Thank you for the support on our previous video, “What Happened to Fire & Maneuver.” I tried my best to respond to as many comments as possible, and I’m hoping to win back your trust and support with a far more polished release than our previous game.
I’m really excited to show you more about Master of Command, especially the real-time campaign system we recently adopted over the turn-based node system previously shown, as well as the customization features we’ve added. Let us know in the comments below what part of our game you want to see next, and hopefully pretty soon we can showcase a full proper battle in Master of Command: Seven Years’ War.
Thanks for reading, and don’t forget to wishlist and follow, as well as join our Discord server to keep up-to-date.