All previous fixes from version 1.0.5 are present here, but the game doesn’t INSTANTLY CRASH ON BOOTUP. The reason this was happening was because it would DELETE the file that stores all of the dialogue in the game on startup, total bonehead move on my part. If you have v1.0.5 on Steam make sure to update and “validate” the files so it can ensure you have the “library.csv” file.
Thank you all so much for your continued patience!
- we added an equation for the color mixing at the top in every level - the equation shows the actual colors in the following manner: "already existing line color" + "ball color" = "new line color" - you can hover colors in the equation to highlight the color in the color circle - in addition we changed to ball color to always show to color of the player character carrying the ball - the throw button now shows the actual ball color, the line on the button shows the line color after the throw.
- Preventing the removal of savegames in case of a death before the THRESHOLD. - Fixed a collision issue. - Fixed a visual issue in the Capital Chambers. - Fixed a script issue with Mo.
Here is another update, prior to the upcoming major update. Please read what it includes.
*v1.6.1.4*
Added a new difficulty level “Beginner” which should be ideal for those seeking to learn the game or just play in a more relaxed way. All the difficulty levels now affect the AI aggression and the tension dynamics. Your ongoing saves should not be affected drastically, at least for the “Normal” difficulty levels. Those who play harder difficulties should notice the increased aggression and tension dynamics which lead to a more challenging experience (in a manageable way). There are new parameters in config which can be used by modders.
Fine tuning of shell ballistics.
Overpenetration calculations improved, making it harder to over-penetrate an angled ship but if there is overpenetration the damage is even bigger, simulating the passing through of the shell inside multiple sections (this mechanic existed before but now is working better).
Flooding mechanics improvement so that the flooding in the bow and aft of ship plays less role but flooding in the middle due to citadel penetration will result in even more heavy flooding of water.
Fixed a very rare bug that could be caused when the player had for his division ships doing an auto-evade torpedo maneuver and at the same time he detached the ships and turned them with manual rudder. This action resulted in ships to lock their turning to the frontal direction.
Fixed a rare bug that caused a crash when the player ordered the first ship of a follow formation to follow the last ship of the formation.
Various map border fixes thanks to the help of modder "the Baron" (o Barão).
Further Battle AI optimizations.
Uploaded optimized build including: - Fine tunings in the damage model and new overpen mechanics. The overpenetration's damage will be even larger when the shell passes through the bow of the ship and less when it passes perpendicularly to the ship plus other improvements. - Fixed error that prevented major nations from consistently fighting the minor nations' fleets which were dispatched to defend their provinces. - Improved Minor Nations logic to scrap obsolete ships so their fleets are more competitive. - Fixed map issue not allowing nations to pass from their own channels. - Auto-Resolve improvement to be consistent with the actual value of ships in normal combat mode. - Fixed some old issues of formations that made the division leader to lock its turning while auto-evasion was on and retreat was enabled. - Fixed some minor issues in hulls and parts that were reported. - Fixed some minor issues in the UI. - Other minor fixes. You need to restart Steam to get this update fast
Uploaded optimized build x2 including: - Hotfix addressing turn freeze when moving minor nations vessels. You need to restart Steam to get this update fast
Uploaded optimized build x3 including: - Improved further the auto-resolve to be more consistent according to the combat value of ships. - Removed "Delete Design" button from the refit constructor environment. It should not be there, it could cause bugs when players used it. Fixed "Delete Design" inconsistency not applying the delete when you deleted designs from the constructor environment, until you passed the next turn. Those fixes can prevent issues which could be caused when designs were not deleted on the current turn and players kept using them, only to disappear in the next turn. - Fixed "Shared Designs" not being usable for human player in Custom Battles. - Minor nations will now scrap their ships more efficiently. - Fixed very rare issue where mission radius could not be generated resulting in being created in the center of the map. - Minor UI improvement to show the mark of weapons in the Ship Design info panel. You need to restart Steam to get this update fast
Uploaded optimized build x4 including: - Slight battle Fps performance improvement. - Shell ballistics fine tuning. - Fix of LOD for British Style quad guns (was a temp error due to ongoing work for new parts). - Other minor fixes and improvements. You need to restart Steam to get this update fast
Uploaded optimized build x5 including: - Fixed issue which could cause ship designs and their related ships to become deleted. It was a rather rare incident that could be caused when you have saved a design and on the same turn you tried to make a refit and exited without saving. Other issues some players report: ships disappearing from task forces, or not appearing on map are not bugs. Ships may leave task forces to get repairs (and will return if the Task Force is active) or they may not be visible due to low visibility and poor tower spotting. - Fixed a minor issue that could not allow a design to become valid if the tonnage was absolutely equal with the technology limit of tonnage for a ship type. - Auto-Design further optimization: Auto-design will build, on average, even more effective ships with less frequent the spamming of too many secondary guns. You need to restart Steam to get this update fast
Uploaded optimized build x6 including: - Further battle fps optimizations. You should notice a better frame rate overall. - Land Army mechanics improved. The army will support the borders more effectively. Minor nations will not be able to expand as much as before, because their army will be strictly dependent on their home population. The minor nations which lose their home territory will now attempt to retaliate and take it back (previously they would not respond unless they were allied with a major nation). Many other fixes and optimizations on the system make the land army interaction much more consistent. - Fixed some other, rare issues which could result in components' reset on refitted ships. Hopefully no other fix on this will be needed. - Fixed issue which could make AI task forces get stuck on map. - Increased desirability of minor nations to trade older/obsolete ships when mothballed and not scrap them too soon. - Other minor fixes and improvements. You need to restart Steam to get this update fast
Uploaded optimized build x7 including: - Final fix for components, guns, techs resetting due to a refit error. This bug came with v1.6 and was happening often when players made consecutive refits of refits on the same turn. - Fixed an old bug of ship constructor which caused a "mount 2" error of part placement. - Battle AI optimization. The battle AI should be more human, opportunistic, try for the maximum gain with minimal losses, and retain a more effective firing distance. - Fixed minor allies attacking their own major allies when they owned any of their homelands (temporary issue of previous update). - Other minor fixes. You need to restart Steam to get this update fast
Uploaded optimized build x8 including: - Now you can enforce a special mission to defend against a minor nation that attacks you. You must have a strong fleet in the area to trigger this mission. - Fixed issue which could cause zero army to some minor nations. - Other minor fixes. You need to restart Steam to get this update fast
Uploaded hotfix build x9 including: -Fixed issue which could cause turn freeze during building ships in campaign. If you have again such a problem, please make an in-game report as you did. You need to restart Steam to get this update fast
The new update introduces a new type of NPC and a new employee, along with some fixes:
Vandals
These ill-intentioned NPCs just want to cause trouble; they enter the Arcade only to break machines. The higher the Arcade's popularity, the greater the chance they'll appear. They break 3 machines and then leave.
Guards
New employees who patrol the Arcade. When detecting a Vandal, they run towards them to scare them away, becoming essential for your Arcade's safety. To hire a guard, you must first research them in the Research Tree. Depending on the Arcade's popularity and the number of vandals appearing, you may need to hire more guards, but be careful with their quantity as they have high salaries!
Guards and vandals are not available in the Demo or tutorial.
Other fixes:
Fixed an issue where machines remained on after being used.Fixed an issue where mechanics wouldn't repair certain machines.Adjusted employee hiring costs.Fixed maximum players for the Arcade machine to 1.Reduced rotation speeds for the claw machine and ATM.
As we promised, We are here for you and we hear you. We have gathered some bugreports and feedback about game difficulty. The game is quite unforgiving for first months and it can be really challenging. We hear your feedback and we made some small tweaks, what can help you during the first months of your survival. You reported as the biggest problem the morale drop. And if your morale dropped, you men abandoned you. It was mostly caused by not enough food and since you havent convinced your allies you are good enough, they refused to send you more help. So we made few tweaks. We have put an extra trait (entertainer) to one of your new recruit (Alwin Groot). He will provide some entertaining to your men and it gives them some small morale boost. That should help with harsh conditions at the beginning and your men will not suffer morale loss so fast. And we added some extra food to your warehouse too. Hopefully these small tweaks will make the game a bit easier for you at least at the critical first months. Once you accomplish few successful missions, the allies will trust you and they will help you from there.
We will be still reading your comments and your wishes (and of course your bug reporst). We are here for you.
And now here is a list of all fixes in this update:
-Recruits outside of base could get infected -Added "Entertainer" trait to Alwin Groot -Slightly nerfed Entertainer morale bonus -1m jumps on ConcentrationCamp updated due to incorrect AP cost -Soft lock on mission start fix -ESC during knife throw soft locks the game fix -Cemetery FPS issues -Cemetery lighting and postprocess adjustments -Wrong fire particles on Cistern Army truck -Fixed recruitable unit found on a mission getting recruited even at full capacity -Fixed expeditions locking out story characters out of story missions -Expedition & Weapon Dealer button now set header title text on hover -increased starting food -Fixed Max possibly getting indefinitely stuck outside of base camp because of an expedition -Localization and text formatting updates -Fixed black screen freeze after credits -Fixed czech subtitles not being enabled in outro cutscene -Updated guardian description -German subtitles in cutscenes now display correctly
In addition to the 5 keys that are already in the game, you can now upgrade your items into ancient artifacts! There is a section in the progress log that has been added to explain how to do this. Ancient artifact upgrades allow your equipment to no longer have durability, so they can be upgraded infinitely, but you are only allowed to have 1 ancient artifact item on you at a time!
Upgrade
Improved 10 visuals for some buff skills.
Added a merchant to the guild, there will now be a merchant specializing in selling upgrade component items for gold coins and another for honor points.
Balancing
The prices of upgrade components have been reviewed and harmonized by rarity, they are generally more expensive.
bug fix
Changing the stats of necklaces no longer crashes the game.
The skills mana explosion and energy explosion correctly do damage.
The Lich (Necromancer) skill now correctly passes projectiles through and all similar buff skills have also been modified to ensure that they do not have the same kind of problem.
Projectiles with “explosion on hit” are only actually activated once, the bug occurred on skills that had explosion + Pass through.
The quest “Improve an item” (Rank 2 advancement log) also works if you only have 1 consumable in the stack currently in use.
The talent icons that allow you to place specific ailments have icons corresponding to the skill.
The value of the equipment statistics “Bonus level on spells” and “Bonus level on buffs” works correctly.
We hope you're okay! Wow, Forgotten Mines has been out for nearly 4 months now, time flies fast!
As promised in September 2024, we've been working on new content for Forgotten Mines, and while we're still working on it, we have some news about it!
The Fur & Flames Update
After the release of Forgotten Mines and seeing how many players loved the game (THANK YOU AGAIN), we knew we wanted to keep working on the game to make it even better and bigger. Soo we got a BIT ambitious with this next update, but we hope you'll like it!
The 1.1 Update for Forgotten Mines will be called "Fur & Flames Update" and will bring new races, new equipments, and new areas! But let us tell you a bit more about it. Please keep in mind that the update is still being worked on, so there are still some things that might be different from what we're announcing here, but the general idea will stay the same.
New races
3 new races will be available in the 1.1 update, increasing the roaster even more!
Northern Dwarves, who conquered the inhospitable tundras and mountains of the far north of the continent. They have grayish skin with different bluish tones and, in contrast, very red eyes. They are experts in the use of northern weapons and capable of great feats in battle.
Plasmoid: Single-celled creatures from another dimension. It has a central nervous nucleus, its only organ, visible in the center of its head. It is believed that Plasmoids adhere to the humanoid form as soon as they enter the material plane.
Jenguren Folks: Humanoid felines, slightly larger than humans. They occupy the forests and plains at the foot of the Dorvgrad mountains. They mostly worship Jenguren, to whom they attribute their creation and motivation in life.
New areas
We'll add new areas to the game!
Beasts' Path
A forgotten and wild piece of Verdant Halls. Beasts of all sorts took shelter here throughout the centuries of abandonment. Atrocious animals and even magical beasts can be found, without much effort in searching. The place is a jungle inside the mines
Elemental Caves
Rifts to the outermost elemental planes have been heedlessly opened for decades by the Elemental Cults of Dorvgrad. The result is an absurd population of Elementals of all types and powers roaming these caves. They say that in the most desolate parts of the Elemental Caves, some ancient elementals live.
After you finish the Elemental Caves, you'll go to the usual third area, which is the Ancient Prison. As you can see in the screenshots, there will be new enemies in those new areas and new bosses!
Also, we're working on bringing 68 new equipments, including weapons, armors and accessories!
As you can see, this is a VERY ambitious update, with a million parameters to take into account for the balancing, new assets to produce, testing...
This means that we're now aiming to release this big update for early 2025. We apologize for the delay, and hope you'll enjoy it!