FEATURES - new law "Citizenship and passport" with 2 articles - new laws "National lottery" and "Public libraries" - 2 new articles for working regulation law
IMPROVEMENTS - victory points gaining and distribution - rebalanced many ingame elements - memory and performance improvements
FIXES - fixes to people actions - many fixes to UI and information
Nostradamus - The Four Horsemen of the Apocalypse - Drestsi
From the one of the authors of Nostradamus, Ivan Venturi, a new game is born: KRING!
KRING is a psychedelic hand-drawn game which contains more than 10 different games. Clicker, Shoot'em Up, God Game, Runner, Platform, Beat'em Up and many other genres. A lot of secrets to unlock to discover new gameplay. You are the Kring God! Conquer the galaxy and defeat the Legendary Gods!
Add to the wishlist now, available from 08 Agugust 2024!
So, as you may have read in previous Slormite Chronicles, we've been monitoring The Balance Update (0.9), currently available on the Experimental Branch, that introduced a LOT of changes (Read the Patch Notes here). Since its release, we've made at least a couple of rounds of changes that can be found under the Changelog part.
We're pretty happy with how everything is turning out and are almost done with Balance changes (at least for this update, of course). This means that The Balance Update will soon hit the Live Branch and will be available to everyone.
I've said this before, but if you want to try the update of The Experimental Branch, it will copy your progress from the Live Branch and you will later be able to keep playing on that save as soon as the Balance Update hits the Live Branch, so you can try it out without losing your progress at any point.
The Final Update
The Final Update, as found in the Road Map, will include:
A new endgame mode: The Warlords.
The end of the Story.
Adam Nostrus' Trials Part III.
The Final Boss.
About 120 Legendary Effects (to get to 200).
A Level Cap increased to 100.
This Update should take us about 2 to 3 months, however this is the update that puts an end to Early Acces and that marks the release of The Slormancer in 1.0. This means that we will have quite a bunch of stuff to do before releasing this update, and the game.
This also includes translating The Slormancer in various languages but more importantly, this includes a big marketing campaign to be sure that we make as much noise as possible when we release the game. This as well, should take a couple of months.
This will be a crucial moment for The Slormancer so we will have to be very careful with how we handle the release and pick a good release window. We have a release date in mind but that's still too early to tell.
While preparing the release, we will also be moving The Final Update to a Closed Beta branch so that it can be thoroughly tested before going on the Live Branch.
Legendary Effects
We've already started working on The Final Update and now have a complete list of 120 new Legendary Items, that now need to be properly implemented into the game.
Unfortunately, they are currently in a huge sheet so I have nothing to screenshoot and share. Here's a quick teaser though: We've added Legendary Effects for each Class so that there is at least one Legendary Effect for each Mechanic / Skill and we've also added about 20 Legendary Effects regarding the Ancestral Legacy.
Now here's something new that we've had in mind for quite a while: We're adding a few Legendary Effects for Slorm Reapers. The idea is to boost some Slorm Reapers that need one or more extra effects to make them work.
Price Change
Now that The Slormancer is almost in its final form, we believe that it is no longer correctly priced and we will increase its price by about 25%, altough we're still not quite sure about the final price yet.
We've had our share of Negative Reviews, and we've had feedback on about every single aspect of the game, yet I don't think we've ever seen a Negative Review regarding the price, which is a great. And despite this increase, we would love to keep it this way.
This change will occur in September after our next Slormite Chronicles. This is only a first notification.
That being said, The Slormancer will be on sales as often as possible, including on its release week so if you haven't bought the game yet, do not feel rushed to buy it now.
A new update will be available for Elite Dangerous on Wednesday 7th August.
Release Schedule (All times are in BST)
6AM - In game messages commence 8AM - Elite Dangerous Live/4.0 servers offline to deploy changes 2PM - Elite Dangerous Live/4.0 servers back online and Update 18.08 available to download.
*Please note that these times are estimates and are subject to change.
18.08 ]Update Notes
Features of Note:
Added Lakon Type-8 Transporter for early access
In world holo-screen adverts now present for Type-8 Transporter
Added new pre-built ships: to the store:
Type-8 Transporter Stellar (33,000 Arx)
Type-8 Transporter Standard (16,520 Arx)
Passenger Jumpstart - Beluga Liner (25,500 Arx)
Bounty Hunter Jumpstart - Vulture (25,500 Arx)
Python MkII now included in the general Shipyard stock for Odyssey players.
Engineering Changes Alterations made to the engineering ruleset and systems:
Updated engineer rolls to consistently give a fixed roll depending on the grade of the recipe and the commander rank with the engineer.
Increased Material availability/payout at Grade 4/5 farming locations by increasing sources of materials and in some cases payout per source.
Increased Engineering material rewards across missions.
Up to 24 depending on mission type, material and mission difficulty
Updated unlock requirements for some engineers:
Hero Ferrari - Settlement Defence Plans required = 5 (down from 15)
Yarden Bond - Smear Campaign Plans required = 5 (down from 8)
Wellington Beck - Cat Media, Classic Entertainment or Multimedia Entertainment required = 15 (total)
Contributing to taking a Thargoid controlled or invasion system will now reward engineering materials upon system completion.
All Grade 4 Raw & Grade 5 Encoded/Manufactured engineering materials are eligible as rewards.
Rewards are determined by percentile individual Commander contribution: Tier 1 - Top 25% - 120 Tier 2 - Top 75% - 60 Tier 3 - Bottom 25% - 18
2 materials are picked randomly from each material category (Raw/Encoded/Manufactured) for a total of 6 different rewarded materials. For example, a Commander within the top tier can expect to receive 20 materials of 6 different types, for 120 total.
Materials are randomised per system, so all Commanders contributing to a system will receive the same type of materials when that system is completed.
Rewards will take you to the microresource cap but not over.
Any rewards which would have been over the cap will be lost. Careful monitoring of your inventory and usage of materials traders is advised.
Rewards are issued on an hourly basis and an inbox message will inform you of your achieved tier.
Contributions will be logged from the release of 18.08 onwards.
Contributions will not be reset on the weekly turn, and will therefore carry over between weeks until the system is completed.
Issue Tracker
Fixed LOD issue with Orca resulting in holes in ships model when viewed at distances.
Fix for missile racks not firing correctly
Fixed Python Mk2 hull & integrity being unable to be repaired
Bugs/Adjustments
Fixed a crash while idling in the pre-built ships store.
Updated the new CMDR packages stats to more accurately reflect the content
Release fee for Pre-Built Ships now calculated correctly when ship has been impounded
Fix for luxury cabins not counting as suitable for lower classes of passengers.
Removed power draw from Experimental Weapons Stabilizer modules
Removed SCO mass lock from small planets to be consistent with medium and large planets
Added SCO fuel consumption stat when viewing the module
Fixed an issue where ships could jitter whilst using AutoDock & AutoLaunch
Fixed some visual effects not playing correctly after sabotaging dropboxes at Thargoid spire sites.
Adjusted orbit lines to display cleaner in various instances.
Attention Martial Arts Masters! I've worked hard and released a new update.🥋🥋 Here are the details:
🛠️ Massage Salon Quest: Language issue resolved and quest stabilized.
👥 Student Interaction: Follow or Stop Following commands interface added when approaching our students.
🏠 Massage Salon Area: Adjustments made to the massage salon quest area.
🏙️ Town Visuals: Visual improvements made in the town.
💰 Item Collection: Collecting items like money or potions from the ground is now easier.
🏴☠️ Thief Behavior: Thieves no longer attempt to rob if the character has no money.
👘 Uniform and Belts: Uniform and belt color changes for students now appear instantly on them.
🐞 Quest Bugs: Quest acquisition bugs resolved and stabilized.
🥋 Combat Mechanics: Opponents can no longer block when hit from behind during a fight.
😴 Quest Stability: Sleeping Woman and Underwear quests stabilized.
🤸♂️ Opponent Moves: Opponents now require two blocks during backward somersaults and two consecutive combo hits. You can no longer interrupt backward somersaults while they are in mid-air.
🎮 Gamepad Support: Phase 1 completed, our game now partially supports GamePad controllers.
🦵 Flying Kick: The Flying Kick technique no longer occupies a combo slot, appearing in a separate area instead.
📚 Tutorial: A simple tutorial added to show how to add newly learned techniques to the attack slots.
🦗 Grasshopper Student: Grasshopper student now fights to the death alongside us and does not flee during combat.
After a fantastic collaboration with 11bitstudios, we're excited to have teamed up with Playdigious (the mobile publisher of loved titles such as Little Nightmares, Dead Cells, and Loop Hero) to have made this possible!
Stay tuned for more updates as we get closer to the release date. We can't wait for you to experience Children of Morta in a whole new way!
The game now has a Difficulty menu, where you can set the game's speed and even enable a couple challenges. Right now, you can only access it between levels (at the hub world or title screen). These affect your score, but nothing else. I'm still working on how all of that behaves, and it's bound to change during Early Access. Let me know if you have suggestions!
If you disable full screen mode, you can (or should be able to?) drag the window to resize. It should snap to one of a couple different aspect ratios. I've opted to not automatically scale the UI when this happens, but the option is still available. Let me know if you have suggestions!
There are also some other options in the menu, like gamma adjustment (Graphics) and disabling screen shake effects (Camera). Let me know if you have.. et cetera!
Some other items:
I'm also working on making the very bottom graphics quality run on the lowest of the low-end machines.
If you get defeated five times in a level, an assist item known as the Bubble will spawn.
If you collect a Powerup but don't want it, you can just put it back where it was.
On the Pause screen, there's a POINT OF ADVICE with a hint at the very top of the screen. It's randomly selected, so you can keep pausing and unpausing to see them all. For now. Still working on how this behaves, and I might be able to categorize or contextualize the hints.