Real Time with Pause is the king of all RPG combat systems. It was great pausing in the middle of a dodge in Neverwinter Nights 1 and flying the camera around the character in circles like some Tolkienian Matrix fight. NWN1 also had amazing modding tools, which are keeping it alive to this day. Only problem was you could only control a single character.
And thus I present Warlordocracy, with the full party control of Baldur's Gate 1+2, along with the modability of NWN. You can import/export your entire party, inventory, and reputations into new stories, unlike NWN that only let you import a single character.
Warlordocracy also comes with the Brigand promise that when a character dies, he is dead. No bullshit like Game of Thrones or the Bible where a character dies and magically comes back to life, rendering the entire story pointless and killing all tension and suspense. Your party members will have tons of branching dialogue, motivations, dreams, and potential romances that you will never see if they get whacked.
Still on vacation for another 3 weeks, but when I get back I'll start on Ch.4.
Some of the major updates include:
-Completed magic system with over 60 spells (plus new script commands to accommodate). -New "Parry" stat grants melee resistance from the front (making flanking more important). -New Animal Taming ability that you can learn from Chapter 2 on. -Monsters with no attack frames now lunge at target briefly. -Tons of new monsters are ready for Chapter 4. -Tons of new original music from Sonic Kitchen. -Fixed a ton of bugs.
In the v0.4.2.6 patch updated a few hours ago, the development team received feedback from some players about anomalies in their cloud saves. After careful consideration, we have decided to roll back this v0.4.2.6 update to the previous v0.4.2.5 version. We will conduct thorough and repeated tests to ensure the best possible gaming experience for our players.
If any players have encountered anomalies with their game files before this rollback, please report the details to the following email: lostcastle2@hunterstudio.cn.
We sincerely apologize for the inconvenience and the impact this has had on your gaming experience!
Fixed issue where the "Full Closet" achievement wouldn't trigger until you got another gift after getting each of the gifts at least once. Players who should have already gotten the achievement should automatically get it the next time they launch the game.
Updated a reference in Story B to being able to explore the gardens when Zuleika doesn't have the correct personality type.
Updated a few instances of Nefferon saying "Well done, Princess" instead of "Well done, Princess." (with proper punctuation).
Removed a couple references to hiding screens that don't exist.
Looked into a reported issue with the "Great Detective" achievement but couldn't reproduce. If you've encountered this issue or any other suspected defect, please send a detailed report to support@anigramsproductions.com. Thanks!
1.Fixed the issue where the scroll box was difficult to scroll with the mouse wheel. 2.Added an option to hide character models, enabling a pseudo-first-person perspective. 3.Removed the opening subtitles in the Simplified Chinese version. 4.Added Easter eggs.
Another small update containing some changes and fixes
This will probably be the last update for awhile as we want to work on getting the project converted to UE5 and some more stuff added.
Additions: New sound effect when under police light Updated catch meter visual icon to an eye
Fixes: Stun particle effect now always displays when a player is swiped Police and players can no longer move around after the game ends The caught 'eye' indicator no longer fills up before the counter has reached 100 The clocktower's hands now tick for all players The selected map in the lobby menu now updates for clients who connect after the selection Host no longer receives multiple post game end screens when playing with others Tutorial camera is back to normal stats now register for other maps not just south dock yards police progress bar is no longer visible after game ends score board is no longer off center Railway colliders stop you from going on the tracks
Changes: Can now see cat hats through walls Improved light in end screen Increased size of map select text Fixed bug where you could see fog and through level geometry in main menu Removed old fog system from rooftops Updated player movement and capsule to improve step height Caught meter is now 0-100 text is now bigger on map select slightly increased player step height
Thank you all for playing we are keen to see what you guys think!
Greetings comrade! We have a minor update here including some perk rebalance and contract adjustments. Now you have much higher reward when picking lots of contracts, Here's the change: 0-400PT +1%/PT 400-600PT +2%/PT 600-800PT +3%/PT 800-1000PT +4%/PT 1000-1250PT +6%/PT With 1250PT and all the contracts, You can get +370% bonus and won't get less score than lower PT like before.. Maybe!
Happy weekend all! Sending a quick patch of some needed adjustments that hopefully will help alleviate some of the more punishing aspects of the game. These changes should allow you to spend much more time working in the graveyard instead of having to rush and quickly get the body quota complete.
Just keep in mind of your remaining sanity, which can be represented by the painting in the hallway. If it has reached the final stage, you will then risk the chance of being killed.
In an upcoming update this next week, I will be adding and fixing some of the horror events. There are a handful of events that are currently disabled that need to be fixed, and I will be adding many more as well as some new body types and casket variants.
Changes
You can no longer die until you are on the final stage of sanity remaining.
Corruption will happen less frequently.
Corruption can not happen back-to-back after looting a burnt bone piece.
Corruption that is not cleansed and blackens will be less punishing.
The Ankh will no longer trigger until you are on the final stage of sanity remaining.
The Ankh will provide more time when triggered.
Moved the hallway painting to the other side of the wall and added an additional spotlight.
Added a toilet interaction sound effect.
Bug Fixes
Fixed bug with the casket getting stuck when standing too close to it and pushing it.
Fixed Low Quality settings and reverted them back to their original amounts.
Fixed Ultra Quality lighting using an 8192 resolution instead of 4096 for all point lights.
Fixed the skull and pelvis burnt bone being swapped while placing them on the altar or in the mausoleum.
Fixed the battery description not being aligned properly.
Thank you everyone for the continued support. Enjoy the weekend and happy digging! -Austin