v1.0.5 - Corrected Typo - Corrected Russian Translation Mistakes - Fixed bug where you couldn't pickup the fuel - Fixed a bug where one of the endings cut to black if you'd made a choice too quickly - Changed a public domain track that was causing issues with youtube's automated content ID system - Added Polish Translations Ivan_sh6 - Translated subtitles Kociara - Translated letters and UI Przem - Corected typeos and put together the letters AdamŻywicki - Translated story hints Tymon Latacz - UI translation
This is your first look at some of the latest in-game visuals, along with a sneak peek of the intense action Good Kill has to offer. We’ve been working hard behind the scenes, and we can’t wait for you to dive in and check it out!
The countdown is on: Next Fest is just 5 days away! Get ready to experience Good Kill firsthand and immerse yourself in the action. Until then, make sure to visit our Steam page to see the latest updates.
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Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
Fire does slightly more damage to the player
FIXED IN THIS UPDATE:
Crash that could occur if a room got completely removed by a pit
Crash that could occur if you polymorphed a monster over a pit
The fire effect not always showing up properly on monsters when they are on fire
Monsters weren't visibly taking damage when on fire
Some more fixes for you guys.
Progress has also started on 3.1. Grass can burn and torches can fall off of the walls. They just need to be placed intelligently before they can be put into an update. Though I have a pretty long list of things I want to add in 3.1 so It may be a little while.
Please let me know if you find any bugs or crashes! Thanks!
At long last, it is here! The first major update to Archaelund has arrived. Want to join Beta and try it? Here are the instructions. I advise you to not overwrite all of your previous saves, just in case! this is Beta testing, remember.
Here is the provisional list of changes (I'll keep adding and fixing while testing goes along, so definitive 0.8.1 changelog may differ).
New Content & Improvements
-Added a new outdoor region east of the Galeb Peninsula, with a town and a new dungeon to explore. Some dungeons and area sections are still not accessible. -12 new side-quests added (one of them non-completable, marked as such on journal). -Level cap raised to 5! -Many new talents implemented. -Rank III spells implemented only for Impetus and Mentalism Disciplines, the rest are on the way. Please don't raise other Disciplines to Rank III yet. -New companion available after one of the new quests is completed. -New Alchemy recipes (Difficulty 6 & 7), some of which need to be purchased or found. Crafting recipes will come in the next update. -All skills are now implemented and have at least a few checks present in the game, although some like *Maps & Charts* will see new functions added in the future.
Balance
-Talents Beast Mastery and Tenacious Fortitude I, II and III have been improved, please see the new descriptions. -Spell Torment of Needles now deals 1d6+2 damage per round (was 1d6). -Spell Searing Malison instant damage is unchanged, but afterwards will now deal 1d8 damage per round (was 1d6). -Slightly reduced the amount of enemies for certain encounters in the Peninsula. -Talent Herbalist is now adapted to the updated skill system; it was unintendedly giving an extra herb foraged in nearly every case. -Potion of Healing slighly adjusted in effect and price(slightly cheaper and less potent). New potions available via Alchemy. -Ghosts are now more resilient to physical, cold, fire and toxic damage. -Lifeless creature bonuses increased slightly.
Content changes & adjustments
-Added the proper loot to certain chest in the Redaxe Tomb. -Creature type *Spirit* renamed to *Fey* for clarity. -Some outcomes of quests *The Ancient Lantern* and *Wielder of the Red Axe* now also grant Urendale reputation. This is gained retroactively.
Bugfixes
-On some ocassions, a combat spell with zero rounds remaining would linger forever on a character, especially when its caster was killed after casting it. Fixed. -NPCs were not receiving its correct Critical Defense. Fixed.
Dear Masters of Dojos around the World! 🥋 I have improved the performance and worked on the optimization (Forgot to bake the occulusion culling. I did it now).
Please Download the new version if you face a significant fps rate problem. It is time to become a legendary Master with a better FPS rate! 😊
A picture is worth a thousand words, so I’ll just say that the Early Access trailer for Tower Factory is now live. I’ve also just announced the release date for the EA, which will be on November 7th, 2024.
But seriously, progress is good. Almost half way done with the demo. First map is nearly finished, there are 7 houses and one huge garage to rob - the demo will feature about 4 houses.
New store design with user reviews Reviews aren't really necessary but they provide some slight context for what the item can be used.
Session info pinboard Clearly inspired by Phasmophobia - here you can select your next map, difficulty options, invite friends etc. Also it displays important information.
Golden cards These babies rarely spawn on harder difficulties and can be stolen. Once deposited at the delivery box home, they can provide a range of bonuses for the reminder of the run (until you fail). For example, the diamond card lowers store prices by 25%.
All in all, game is looking good, progress is good, just a bit more patience and the demo will be available, featuring co-op up to 2 people. ːsteamhappyː