Today we bring you a small patch, but a larger one is almost ready. There are some minor changes and bug fixes, but the most important update is the new Profile system. You can now have different profiles with different progress on each one. Unfortunately, you'll lose your current stats with this patch. We hope you enjoy this new update!
New
New Profile system. You can now create different profiles on the same account. Unfortunately, current stats will be erased. However, your progress is safe.
3 New relics.
2 New quests related to the new relics.
New rune added, which grants Armor Penetration.
Balance
You no longer get knocked back when the Arcane Shield breaks.
Miscellaneous
Reduced damage by armor is now displayed above enemies' heads. Previously, it appeared as a gray number in parentheses, which wasn't clear enough.
The interaction between luck and props has been adjusted.
Bug Fixes
Fixed a Bug related to the quest board.
Fixed a bug where enemy arrows would fly backward.
Fixed several issues related to using a controller in the pause menu.
Fixed a bug where extremely high luck always resulted in passives of the highest available rarity.
Fixed a bug where DPS at the end of a run was several times higher than it should have been. Goodbye to those 60k DPS numbers—let’s see if you can hit 15k now!
New Releases since Monday, 19th of August 2024 Torrents of the Spellhoarder Publisher: Elderbrain, Inc. System: 5E Compatible Type: Adventure https://store.steampowered.com/app/3161330
Starfinder 2 RPG - Starfinder Playtest Society Scenario #1: Shards of the Glass Planet Publisher: Paizo Inc. System: Starfinder 2.0 Type: Adventure https://store.steampowered.com/app/3161470
Starfinder 2 RPG - Starfinder Playtest Society Scenario #2: It Came from the Vast! Publisher: Paizo Inc. System: Starfinder 2.0 Type: Adventure https://store.steampowered.com/app/3165630
Pathfinder(R) for Savage Worlds: Archetype Set 3 Publisher: Pinnacle Entertainment Group System: Pathfinder for Savage Worlds Type: Accessory https://store.steampowered.com/app/3049660
-fixed bug that prevented a Tome of Power from being looted if the quest wasn't active -fixed bug where map would toggle when entering a custom name in character creation
Get ready to rumble! From August 21st to 27th, we're slashing prices with a knockout 50% discount on Punch Club 2: Fast Forward, the soundtrack, and the artbook! 🎸💥
Dive into the awesome and world of cyberpunk fighting, complete with a killer soundtrack and stunning art - now at half the price! 🥊💪
If you’ve been holding out or know someone who has, now’s the perfect time to jump in!
Hi everyone! Here comes our first major update: “Uwando’s Mysteries” !
With this update, we wanted to polish some features that are already present in-game (such as Weather and Effects) while adding more content and variety to the game.
Weather
We have made several retakes on the weather system. Here are the weathers you can face in Uwando:
Sunny
Drought
Scorching heat
Fight: No effect. Explo: No effect.
Fight: Increases Fire damage, reduces Wind damage. Explo: The soil and plants dry up.
Fight: Greatly increases Fire damage, greatly reduces Wind damage. Explo: Soil, plants and animals slowly die.
Rain
Downpour
Caustic downpour
Fight: Increases Water damage, reduces Fire damage. Explo: Water soil and plants.
Fight: Greatly increases Water damage, greatly reduces Fire damage. Explo: Water levels rise.
Fight: Greatly increases Water damage, greatly reduces Fire damage. Units take damage each turn. Explo: Wells turn acidic. Caravaneers receive damage when they move.
Strong winds
Storm
Hurricane
Fight: Increases Wind damage, reduces Water damage. Units have a 25% chance to be moved at the end of their turn. Explo: Vision reduced by 25%.
Fight: Increases Wind damage, reduces Water damage. Units have a 50% chance to be moved at the end of their turn. Explo: Vision reduced by 50%.
Fight: Greatly increases Wind damage, greatly reduces Water damage. Units have a 75% chance to be moved at the end of their turn. Explo: Vision reduced by 75%.
Weather can now change at any moment, not just when entering a new region.
Effects
Effects now scale with the launcher’s level, making them much more impactful in the mid-game. For example, applying “Poisoned” with a lvl 2 caravaneer will deal more damage per turn than with a lvl 1 caravaneer.
Quests
Five new quests are available in Musawenkosi, Totong, and Kanic’s settlements of Unum and Fikri.
Monsters & Monster groups
We aimed to create new monster groups and diversify some existing ones.
Predators
Predator groups can now contain up to three different hyenas. They have various synergies with each other, making them unpredictable.
Hyenish Nurse
Hyenish Bully
Gigants
Gigant groups now include a third type, focusing on shield support. This addition reinforces the group’s archetype while varying the threats you’ll face.
Honey Gigant
New group: Limuloids
Hidden in the depths of Uwando, Limuloids are a new threat found in Underground and Palatine Ruins.
Limuloid Harpooner
Limuloid Fisher
New group: Fire Beasts
Though volcanic areas are rare, they are worth visiting to discover these charming creatures.
Sparkling cuttlefish
Blazing slug
New group: Beasts
Beasts are found in the fertile lands of Uwando. They’re not very aggressive but can provide a good amount of meat if hunted.
Plowing rhinopterous
Crunchyrock
Plaincleaver
A new caravaneer: the Swordman
The Swordman can now join your caravan! A born fighter who deals massive physical damage, he’s less tanky than the Protector but can still serve as a decent frontline for your team. He’s called Swordman for a reason
With his upgrades, you can make it evolve either as a damage-dealer or more into a damage/tank mix.
Exploration Abilities upgrade
Your caravaneers’ abilities can now be upgraded, just like their attacks! Over 20 of these upgrades are included in this update.
Traits
12 new traits are now available for your Caravaneers.
Traits can now be leveled up if a caravaneer obtains them multiple times during a run, amplifying their effects.
Bugfixes
Fixed many broken localization keys.
Improvements of performances and loading times.
Various minors fixes.
Known issues
Effect damage calculations may occasionally be incorrect.
In specific situations that we cannot yet reproduce, some attacks may heal enemies instead of dealing damage.
Hope still does not impact Shield.
What’s next
As the whole team returns from vacation, we’ll address the known issues ASAP in patch 1.1.1, which should be live in early September. This patch might also include some content that wasn’t ready for the 1.1 release.
We’re still on track to release version 1.2 by the end of September. We’ll keep you updated!
Firstly, we want to express our heartfelt gratitude for your incredible support during our Early Access launch month!
Brian and I have been working tirelessly since launch, determined to fix everything, and we’re happy to present today’s update. Our forth update adds a lot of polish, improvements, some new features, and the last of the bug fixes.
To help celebrate our first major milestone in this Early Access journey - RKW is going on a 20% sale for the rest of August. If you were on the fence about jumping in on day 1 of Early Access - this is a great time to join us, with RKW finally in a good stable place and this amazing discount.
Later next week, we'll share our road-map for the entire early access development cycle, and release another large update fixing the last remaining bugs and adding the majority of quality-of-life and feature improvements requested by our players on our Steam Forums and Discord.
With that complete, we`ll be able to start pushing ahead with updates to art, animations, performance, and major new features.
With that said - let's take a closer look at what our update #4 (game version 0.38) brings to the table. And please note that we are only listing larger changes here:
World map now remembers what target the Army was tasked with - like a city or enemy army, and will initiate attack/transfer on arrival
World map - centering map on the army when initiating unit transfer
On the World Map - Military window - players can now see which AI armies are heading to attack players' cities
Military window shows armies heading to the player in red, at the top of the list of active armies
Melee units can now attack and destroy enemy buildings in RTS mode
Reworked major elements of RTS battles regarding units withdrawing from combat
AI will no longer task retreated forces to attack the player
During combat, players will no longer see retreated units running all around the map
Fixed a major exploit in RTS with Herbalists and Hospitals sometimes instantly healing player units
Rebalanced all healing in-game
Redesigned level design for all army and siege camps - they no longer have spike barriers that were affecting pathfinding
Another round of massive performance improvements on the world map
New notification window when a player becomes an outlaw or regains the King's favor
New notification window for when a player's Lords rebel or return to the fold
Reworked Army vs. Army attack AI - it's a lot more aggressive now, but doesn't build up its army camp as much
Reworked AI constructing buildings in RTS - it's now slower and properly balanced
Fixed a major balancing issue where AI would have overwhelming troops protecting its Town Hall
Capturing large towns from AI is much easier now
AI no longer spawns unlimited units during campaign battles
Balanced AI rates of building construction and unit spawn in all game modes
Fixed issue with melee and mounted units taking forever to kill siege weapons
Melee combat got a full rebalance
Melee units are much better at killing ranged units once they are up close
Melee fights are, in general, 25% faster now
Not enough resources dialogue improved and no longer shows decimal points for missing resources
Fixed various issues with Reward Window not properly closing or being shown on the loading screen
Scaled down portrait and heraldry for War/Peace window
Mounted Dragoon unit now shows correct name instead of Chevalier
Corrected historical error and changed the city name from Istanbul to Constantinople
Various polish to the first prologue scenario
Various improvements to the build-up-the-town prologue scenario
Campaign map cinematics no longer have ridiculously long fade-outs to white
Town Hall can now be destroyed by melee or ranged units
Major performance improvement during the November to March period on world map and RTS mode
Properly hiding camera button in the first prologue scenario
Thanks for your support and if you want to share your feedback - please do so on our Steam Forums or on our Discord.
As always - we are forever grateful for your support!
The demo version of Dystopia is almost ready! The first wave of closed playtests is currently underway, which helps identify various bugs, observe the behavior of regular players, and determine what works and what doesn't. The first wave includes family members and friends. I understand that such a selection usually has a positive bias since they know you and might overlook certain issues. Therefore, shortly after the first wave, there will be a second wave, which will include random people.
What have I noticed during the playtests?
Highlight everything
Absolutely every object in the world that can be interacted with should stand out clearly. A variety of methods can be used: particles, highlighting, dialogue, and anything else that can attract the player's attention.
UI improvement
Some UI elements that are obvious to the developer can often be unclear to regular players, so work has been done on that as well.
That's all for now. After the first wave, work on translation will begin, because the game was initially not written in English. After the translation, you will be able to participate in the second wave of playtests, so stay tuned!