▷ Missed our February 12, 2025 Twitch Stream with the Mobile Dungeon Game Designer? We have got you covered! The live stream, originally in German, has now been re-released as a highlight version with English subtitles, so everyone can follow along.
Diving into cosplay? Our Nastya guide will help you transform into the most effortlessly cool ichthyologist around.😊 Follow the steps, perfect the look, and get ready for an ocean of compliments!🐬
This is a technical update that fixes many bugs and balance issues, including those pointed out by the community.
I’d also like to say that we will present the roadmap next week, and many exciting changes are currently in internal testing.
Thank you for your feedback and posts.
Gameplay
- Walls: Walls can no longer be placed on tiles inaccessible for pathfinding (e.g., on an island). - Rebellion: Fixed a bug where pigs could participate in cultural riots. In addition, rioters will no longer attack pigs. - Global Map: Fixed a bug where some AI factions could uncontrollably increase their armies. After loading a save, their troops will decrease daily until they reach the intended limit (around 50-60 soldiers). - Global Map: Bandit camps can no longer be bribed to attack if you have a peace or alliance treaty with the faction controlling the camp's territory. - Province: The maniac will no longer remain incognito after being defeated in a bandit camp. - Province: Fixed bugs in the bodyguard system. - Province: The bishop now requires the same number of rings for bribery as the player. If the bishop loses all their rings, they will no longer attempt to bribe. - Action Tasks: Fixed a bug where bribing a peasant for sex cost 2 rings instead of 1, as indicated in the hints. - Knowledge: The "Write" book action is now only available to lords with the knowledge skill. Others will have access only to "Copy" and "Study" actions. - New Game: Talents will now change randomly after character randomization in the family creation menu.
Balance & Mechanics
- Actors: Prisoners will no longer increase in value due to their fertility. - Wolves: Fixed a bug where wolves did not contain meat after death. - Trade: Until the 15th day, the population modifier in an AI city will not affect the amount of goods they purchase. - Actors: The bishop should now bribe less frequently.
Construction & Maps
- Local Map: Constructing or demolishing buildings near water bodies or mountains should no longer alter the terrain in a way that allows buildings to be placed over these areas after loading a save. - Buildings: Fixed a bug where vertically stacked buildings blocked access to the upper building. - Buildings: Fixed an issue where the hall could be placed too close to an obstacle, blocking access to its storage point. - Save/Load: Buildings are now allowed to be placed on impassable tiles upon loading a save for compatibility.
Battles & Squads
- Battle Squad: Soldiers falling behind within a squad column will now speed up, while those ahead of the leader will slow down. - Battle Squad: Improved smoother movement (without stuttering) for squads and individual soldiers on the local map. - Battle: Enemy characters will now destroy fortifications that obstruct their movement (when they are not in a squad). - Battle Squad: Fixed a bug where soldiers joining a squad formation could end up in water or mountains.
Interface & Localization
- GUI: Fixed the layout of the “Loading” window so that long text (e.g., in Japanese) fits properly. - GUI: Fixed a bug in CJK languages where skill hints were incorrectly displayed, forcing everything onto a new line. - GUI: Fixed a bug in CJK localizations where empty lines between text paragraphs were not displayed. - GUI: Fixed a bug where hints with dynamically inserted text (e.g., trade hints) displayed without the inserted text. - GUI: Fixed a bug where the interface with rotation hints and exit prompts was not displayed when relocating a building. - GUI: Fixed a bug where the “Continue Construction” button state did not update when clicked. - GUI: Loyalty will no longer be displayed in the tooltip for characters who do not have loyalty (e.g., the king). - GUI: Fixed a bug where the age of deceased lords in the dynasty menu would continue increasing over time. - GUI: If a dropdown list does not fit on the screen after opening, it will now expand upwards instead of downwards. - GUI: All text boxes now prevent leaving the final field empty by default, and leading spaces in input fields will be automatically removed.
Miscellaneous
- Achievements: Fixed a bug where the “Lone Genius” achievement did not trigger because the fake parents of the starting king were counted as lords. - Global Map: Fixed a bug where not all thoughts were attached after poisoning someone on the global map. - Souls Process: Fixed a crash that occurred when a lesser lord was promoted to a knight between 11:00 and 14:00.
Our fifth dev blog brings to light our intentions in design and gameplay when creating Becoming Saint, and you can find a little summary of the playtests at the end of this dev blog!
Bloody history, light tone
The idea behind Becoming Saint is to merge a strong open-ended narrative representation of 14th century Italy’s political and societal situation with a little strategy funny game of non-bloody confrontations. We want to convey strong messages with a light tone, merging that with “battle” mechanics that are somehow effortless and hard at the same time, absurd and fun.
Just like Bad North, we choose to have short combats that repeat themselves and the reason behind that is very simple: we just love that kind of gameplay! It's a mix of strategic, tactical, and automated action, and it enables both detailed guidance and a “just let them go” attitude in playing; we find it fun and relaxing, and it can be a great experience for very different profiles of gamers while fitting very different styles of gameplay.
Add to this short battles the absurdist and somehow non-violent representation of fights and the auto battler features from TABS as well as the curated narrative content and accessible gameplay-wise of Reigns and you have the recipe of what we were inspired by for our game.
Write your own story with your followers
We want gameplay to be somehow misleadingly simple: the choices are many but always set as simple alternatives, but then the game makes it clear to the player that it is a very hard path to survive.
Everything in the game is in the form of choices, that include the narrative aspects. You decide every aspect of your creed, how to manage, earn, and distribute food, which believers turn into followers, which towns, and which power to challenge.... The world is partially generative, but randomness hardly plays any role in the game; how it will go depends on your choices and your skills in managing “battles”, which we call confrontations.
Choosing which places to try to convert relates to both your food and power needs; so if you have a lot of food and are not strong, you may decide to march to a faraway town that is not very guarded, hence consuming more food but having higher chances of converting it. A smart strategy is that conquering adjacent towns reduces your food needs in marches, so that too is a guiding principle.
A divine journey that is still ongoing
Nothing much changed in the main loop of the game since the first iteration of Becoming Saint, but a lot changed in the design of each step. The game loop is about making choices concerning what is your political and religious program, getting or losing followers, marching toward a town to convert, and finding a way to feed all your followers.
What changed mostly during our different iteration on the game is keeping a fine line between strategy and auto battler, how much control to give the players during “battles”, or how many opportunities to give in managing the balance between food and charisma, there we made many, many changes at each iteration and we are still improving on it thanks to the feedback we received during the playtest.
A holy thank you to our playtesters!
Our first semi-public playtest is closed and you were true saints! It was fun to see all of you enjoy the game and listen to your feedback and questions. We will continue to work on improving the game's experience thanks to your help. We hope to have a new playtest in the future if you want to take part in it and discover the new additions, but we'll keep you informed!
Thank you for reading this dev blog! If you're curious about watching someone play the game during the playtests, here is the super cool video of Olexa:
Today I would like to go through the upcoming changes on Micros in the upcoming Micro Kingdom Update! I will go through the design goals first, and then move to the new system!
Design Goals
We love what Reus 2 has to offer, and we often play it ourselves as well! But two things have always stood out as a problem. If we could just fix those, we feel Reus 2 would be in tip-top shape!
Micro Slog The first is that placing Micros is not fun enough. They can be fun if you need to squeeze some extra juice out of your Biotica when you're trying to hit a goal. But when you secured your 3 stars, using all your Micros quickly becomes a slog. This also hurts the fun of getting highscores.
Unused Content Too often I hear players stick to their reliable combo. We have over 300 Biotica to play with, but I often hear about giants that just put down a Sequoia or Uranium in all of their games. The game doesn't really help you to try new strategies. There is Horizon Draft, but many have found this not being strict enough.
New Features
In the upcoming Micro Kingdom Update, there are going to be some big changes targeted at these problems.
Micro Rework First, Micros will no longer be bought in booster packs of 3, with random outcome. Also, it won't be Giant dependent anymore.
Instead, the Micro ability of a Giant opens the "Micro Shop". You will start each game with 2 random common Micros you can place. Unlike before, you don't consume the micro. As long as you have charges, you can place multiple Worms, Flies or Mushrooms! Some Micros increase in cost every time you use them though, so be careful!
Every Era, you gain 1 new Micro option, at least 5 at the final Era. Each Era has a theme:
Starting Micros will have 1 flat boost, and 1 percentage booster.
First era Micros will play with a specific rule, and could be specific to one of your biomes.
Second era Micros will have a strong flat boost and could add Tags to create more combos.
Third era Micros are finishers: they give a massive boost to a specific type or resource, but increase in cost!
You will gain more Micro charges for having different biomes, but your charges will be lost when going to a new Era. You won't be able to hoard charges as well as before! Hopefully this will make Micros a more integrated part of your gameplan and reduce the slog at the end!
Emblem Rework But Adriaan, what about the Emblems? Well, those have been changed as well! Instead of getting something similar to a Micro, Population now grants a global minor power that becomes stronger with more population. For example, having a large population for the Inventor will boost the Science gained by unique biotica with a flat science yield.
This means that strategically increasing the population might become a bigger boon for your planet. Finally a good reason to raise the Miner's population to 50!
Max Horizon & Profiles Finally, Max Horizon will replace Horizon Draft as the default Draft Mode. It's so obvious, I hit myself on the head for not coming up with it earlier! Max Horizon is like Horizon Draft, but with 3 Biotica of the highest level (one for each starting biome) instead of 1 of each level. The drafting has also become more strict on higher difficulties.
You will also be able to select a fitting playstyle at the start of the game. By now, the settings were running out of hand, so we cleaned it up a bit!
Hopefully these changes will keep the game fresh and exciting for all you giants! And if you're wondering when this rework update will arrive, you will soon have your answer as our Roadmap is finalized and will be shared in the coming days! We're looking forward to all the new combinations you come up with!
Our main efforts this week have been removing friction from the training area, but we also managed to get rid of a few bugs. Many thanks to all the players that reported them so diligently!
Gameplay changes: - When creating a new world you are taken to the roster page instead of the gameplay settings page. - Replaces traps in the training area with less lethal variations. - Moves the turret in the training area from the room with the well to the armory. - You cannot disable the turret if you haven’t learned about fortune tests first. - Adds more sparks to the start of the training dungeon. - You can investigate the automatons in the training area to get more information on how to deal with them. - You can investigate the sky source in the training dungeon to learn more about its purpose. - The floaters for parrying and blocking attacks are more prominent. - The number of sparks you have are reset after the tutorial to what you had when you started the tutorial.
Bug fixes: - Damage done to enemies by creatures you summoned counts as damage done by you. - Prevents shallow water planes from spawning on top of stairs. - Chests no longer trigger the smart camera. - The smart camera is not triggered when an interactive is being framed up-close. - When a dialog starts, any pop-up is automatically closed. - The random that is used to determine how you recover from wounds and weariness uses a fixed, time-based seed so you cannot quit the game to force a reroll. - Encounters that need a ‘traveler’ spot to spawn, spawn more consistently at cave locations.
Dear friends, Fisher Online team hastens to remind you that winter is over!
Therefore, we invite you to participate in a new event
Spring Festival!
Very soon the warmth will come, water bodies will be cleared of ice and snow, and it will be possible to return to your favorite types of fishing on open water.
For the participants of the event we have prepared something new - the ability to grow plants in the game!
The mechanics is new and experimental, so we are waiting for your feedback and suggestions about this game event. It is possible that your wishes will influence the team and how this content area will be further developed.
And also, only for the duration of the Festival, on sale is a spring feeder kit with for 16 kg.
Don't forget to click on the Event button in the game to see the event description and other details. During the event the location Switzerland: Alps will become available, where you can take quests to get Plant Boxes. The event is scheduled to be completed on March 10th during a scheduled server reboot.
Other than that in the update:
Updated model for Tench and Gold Tench species
Fixed a bug with the amount of line on the spool of the reel
Changed mechanics of carp nibble, now they really like feed places.
The winds of change sweeping through the lands of Silveria have arrived in the game! ⚔️ With this update, Silveria's visual richness is being reimagined, with many structures from siege buildings to archer towers completely revamped.
In addition, the Gate Locking System has been introduced to make the gaming experience smoother and more controlled, and numerous bug fixes have been implemented to enhance overall performance. Every detail has been carefully crafted to offer players a more seamless and enjoyable experience!
Let's dive into the details!
Silveria Update Now Live! Whats New? From siege buildings to cavalry barracks, infantry barracks to archer towers, many structures have undergone revolutionary changes!
Catapult buildings have been revamped.
Cavalry buildings have been revamped.
Infantry buildings have been revamped.
Archer Tower has been revamped.
Ballista Tower has been revamped.
The colors of walls, ballista, and archer towers are now more harmonious!
Improvements and Bug Fixes
To further enhance the gaming experience, many new features and improvements have been introduced. Most notably, the Gate Locking System has been added, allowing players to defend their castles more strategically. Now you can control castle gates more effectively in both RTS and TPS modes!
Gate Locking System
Automatic Mode (Default) Gates open automatically when friendly units approach and close when they move away. Warning! Enemies can sneak in when the gate is open. Locked Mode Gates remain closed at all times, preventing any unit from entering. Gates will only open again when switched back to Automatic Mode
Control Methods
RTS Mode Select the gate and use the toggle button in the interface to switch between Automatic and Locked modes. TPS Mode Approach the gate and press the "Tab" key to switch between Automatic and Locked modes.
Other Improvements
Added sword collision effects.
Mounted units will slow down when taking damage.
Improved visual effects for commands given in TPS mode.
Enhanced visual effects for target points emerging from military buildings.
Added randomness to group members' enemy detection mechanics.
Optimized Arena and Battle modes for single-player gameplay.
Improved the building preview system.
Tower structures have been completely revamped.
Fixed navigable area issues on Barren Dunes and Serpent Pass maps.
General improvements and bug fixes applied to all buildings.
Troop grouping panel added.
Bug Fixes
Fixed wall positioning issues.
Resolved the bowstring issue for the Veridia main castle archer.
Corrected localization errors in Silveria faction technologies.
Fixed Tutorial UI issues.
Solved the main castle progress bar problem.
Addressed Multiplayer Battle Mode login issues.
Fixed UI issues appearing when gates were destroyed in Strategy Mode.
Corrected Norvion faction building preview errors.
Solved group movement issues for Elephant Archers.
Fixed Silveria faction material problems.
Resolved the issue where burning effects on structures would not end properly.
Addressed the problem of not being able to build walls near towers in the Veridia faction.
Fixed network connection issues.
Resolved minimap errors.
With this update, brand new adventures await you in the world of Eyes of War! It's time to make your mark on the battlefield with strategic depth, rich visuals, and an enhanced gaming experience!
Prepare your army, set your strategy, and take the first step toward victory! 🚀
Updated to this version of Ren'Py to fix some bugs, which includes some text not appearing correctly.
Story Progress
The first segment for Part 3 will be Secrets of the Fire Fae. Currently outlined, this will go to the conclusion of Bria and Eric's portion of the Fae Storyline for this particular VN. Thus far, I have completed three scenes and continuing to go strong. :)
Made a change to the creative process to hope to organize it better. By outlining, I am adding a bunch of #TODO into the script. :) This allows me to put placeholders of what I intend to be there as I structure the story. So far, it is going faster than my previous method. ;)