Amerzone: The Explorer’s Legacy (1999) - Saltmander
Hello Explorers,
We are one month away from the release of Amerzone - The Explorer’s Legacy on April 24th! Let us celebrate this by sharing another amazing news: the game’s wonderful soundtrack, composed from scratch by both Inon & Ori Zur to make the Amerzonian experience sound like never before, is now available on Apple Music, Spotify and YouTube Music!
We are one month away from the release of Amerzone - The Explorer’s Legacy on April 24th! Let us celebrate this by sharing another amazing news: the game’s wonderful soundtrack, composed from scratch by both Inon & Ori Zur to make the Amerzonian experience sound like never before, is now available on Apple Music, Spotify and YouTube Music!
First off, happy Spring!!!! Also happy Winter to our Oceania folks!
Part one of the Nature Update is now live!
ヾ(・ω・)メ(・ω・)ノ Thank you all so so so much once more for being here with us as we further develop the game - everything has been so helpful as we continue to develop the game.
This update includes new features such as an overhaul to the UI and lighting, new buildings and citizens, mutant tuskars, the greathammer, a lantern and more! There are also a bonkers amount of changes that we have made to the game based on everyone's feedback and suggestions!
The Mutant version of Tuskars have powered there way into Overthrown! These big boys will mutate from their smaller versions, and are much angrier than before.
Greathammer
Greathammer is the newest weapon to the game (and made even bigger thanks to everyone's amazing feedback) that can cause knockout and stun enemies. Also it gives you extra cool points because who doesn't want to carry around a ridiculously large hammer?
Lantern
His name is Igni and he is everything. Igni the Fire Elemental lives within your Royal Lantern and can set fire to anything you smack your lantern with so you can commit arson. Igni loves crime.
Overhauled UI and Lighting
It's here! We've been working on replacing the UI in the game - and while there is still a lot more to do, it's definitely starting to come together and should give way more clarity to the game!
So what happens next?
The Nature Update ended up being much larger than we initially anticipated, and we're working on a second part that will release in late spring. Part 2 will have a polluted biome, new creature nests, new takedowns and more! We'll share more information in the future.
Something Break or Have Feedback?
( ͡• ͜ʖ ͡• ) For any bug reports, you can gently reach out to support@brimstone.games or slide on over to the Brimstone Discord and toss your report in the Bug Reporting section! We'll also be checking the Steam discussions.
Patch Notes
Features
✿ Gameplay
New creature: Mutant Tuskar
Tuskars who have been alive for a full day will mutate
Mutant Tuskars are stronger and capable of uprooting and destroying buildings!
New equipment: Greathammer
Slow to attack, but deals massive Wrecking damage as well as stunning and knocking down enemies
Unlocked by the Fortifications research
New off-hand equipment: Lantern
Illuminate your surroundings! RMB on mouse and keyboard or LT on controller, by default, to raise the lantern
Commit arson! Attack while raising the lantern to swipe it, dealing a small amount of burn damage and setting entities on fire
Unlocked by the Incendiaries research
New resource: Entertainment
A luxury good that citizens can consume for a happiness bonus
New building: Theatre
Employs a Bard and produces Entertainment from Coin
New building: Farmstead
Employs a Farmer who sows and harvests crops
New building: Forager’s Hut
Employs a Forager who extracts and gathers wild plants
Removed the Pantry building, as its functions have been separated to the Farmstead and Forager’s Hut
New decoration: Frog Chair
New decoration: Workbench
New decoration: Scarecrow (2 variants!)
Physics collisions no longer deal damage or stagger, stun and knock down characters under most circumstances
Physics collisions where one of the colliding entities was charge thrown deal massive damage and knock down NPCs
Physics collisions where one of the colliding entities was dropped or thrown using a non-charged throw can still stagger, stun and knock down characters
Physics collisions that destroy, absorb or knock down an entity (e.g. sawmills absorbing trees or a boulder destroying a tree) no longer impede the other entity's movement
Enemies thrown using non-charged throws will no longer be knocked down immediately, and will land upright
NPCs can now take fall damage
Any thrown friendly NPC will not take fall damage
Enemies thrown using non-charged throws will not take fall damage
✿ Quality of Life
Stopping a charge run on ground while holding movement input will now immediately enter a dash run rather than regular run
✿ UI
Replaced various placeholder HUD elements with updated visuals
Updated all resource icons
Updated all Equipment icons
Updated all HUD hotkey icons
The total amount of stored food is now listed in HUD by the clock, with its color changing to indicate whether food supply is low
The amount of soldiers in the kingdom is now listed separately from civilians in the HUD by the clock
When citizen spawning is paused, a pause icon is now shown on the citizen counter in the HUD by the clock
A popup banner is now displayed whenever the main objective changes
✿ Graphics
Fir tree foliage visuals have been updated
Fir bush visuals have been updated
Added VFX to creature mutation
Added sleeping VFX for all NPCs
✿ Sound
Added a sound effect to creature mutation
Added sound effects to Weaving Mill rooting, uprooting and operation
Added sound effects to Bakery rooting, uprooting and operation
Added sound effects to Alehouse rooting and uprooting
Added a sound effect to Well rooting
Changes
✿ Gameplay
The Town Hall’s citizen spawn rate now increases with average citizen happiness, and spawning is paused while average happiness is non-positive
The max citizen limit (settable in the Population menu) has been increased to 200
A setting has been added to the Population menu to toggle whether or not the citizen limit is set automatically to the amount of available jobs
Military buildings, and buildings that employ workers who gather resources from the world, now provide housing for their employees
The Town Hall no longer provides any citizen housing
The Population menu now lists the various housing structures and their occupied and full capacities
Commoners can construct blueprints and repair damaged buildings again, but will prioritize taking a job first if available
Burning now decays naturally for characters over a few seconds. Burning them again resets the decay timer
Added “Pioneer Spirit” as a happiness bonus to citizens when the kingdom’s population is small (below 16). This bonus is reduced by 1 for every citizen in the settlement
The Unemployed and Homeless happiness penalties for citizens now scale over time, up to a cap
Added tooltips to these penalties in the Citizens tab of the Population menu to indicate how long a citizen has been homeless and/or unemployed for
Bushes now drop Fuel instead of Fodder
Sunflowers now drop Fodder instead of Grain
Outlaw raids can now trigger on any day of a season except the first (excluding the first season, during which no raids will trigger), and will only trigger once per season
This is only relevant for the Aggressive world hostility difficulty setting, since outlaw raids are disabled for any other hostility setting
If there are enough outlaws at the start of a day for a raid to occur, they will attempt to launch a raid that night
During that day, an objective will appear and count down time until the raid begins, as well as inform the player how many outlaws need to be defeated for them to cancel the raid
There are now fewer initial progression objectives, containing more sub-objectives instead
Removed various emergency/fallback objectives (e.g. “Rebuild Town Hall”), which are now shown in the issue tracker instead
Issues will now be shown in the issue tracker when stored food is below the amount needed to sustain the current population for 1 day, 3 days or rest of Winter, replacing removed objectives
Removed the Carpentry research and updated Frontier Settlement to be the initial research unlocked by default
Certain buildings unlocked by the Frontier Settlement research will only be available in the build menu once the relevant objective is reached
Builders are now civilians, rather than soldiers, and no longer costs Coin to recruit
The Builder’s Barracks has been renamed to Builder’s Workshop, and its roof recolored blue (from red), to reflect this
The Builder’s Post banner has been recolored blue (from red) to reflect this
The shield bash attack is now triggered by attacking, rather than interacting, while blocking with the Shield, matching the controls for the new Lantern swipe
The new Citizens tab in the Population menu displays effects affecting all citizens’ happiness (currently, Pioneer Spirit and Crownless)
The Seaside Cliffs level has been reworked to be more mountainous and slightly larger
✿ Quality of Life
The “Show Resources” key (T on mouse and keyboard and D-pad up on controller by default) can now be used while in map mode
✿ UI
The Population menu now has separate Citizens, Creatures and Needs tabs, to display information more clearly
The player’s health bar is now hidden while they’re not in combat if it’s full
Map mode icons with special statuses now flash the status icon more quickly for better clarity
Renamed the “Block” key binding to “Use Off Hand” under the Controls tab of the settings menu, as it is now also used for the new Lantern
✿ Graphics
Updated light and colors for all times of day
Tweaked fog density for all times of day
Updated daytime light with softer shadows
Updated night visuals for a more fitting overall atmosphere
Tweaked some underwater lighting
Updated Grassland grass color for all seasons
Updated Forest grass color for all seasons
Updated Highland grass color for Autumn and Winter
Tree foliage now fades out partially based on camera and player proximity, rather than the entire tree’s foliage all at once
Tweaked how tree foliage fades out in map mode to look nicer, making use of the new partial fading
Outlaws’ faces have been updated to better differentiate them from citizens (and give you a bit more of a 😡)
Recolored the Weaving Mill’s roof to blue (from dark grey)
Recolored the Soaper’s Workshop roof to blue (from dark grey)
Ferns now drop a dry variant of their fodder loot during Fall and Winter to match the look of the plants themselves
✿ Sound
The sound for burning entities is now differentiated better for entities of different sizes
Balancing
✿ Gameplay
Removed the 50% damage bonus crowned players used to receive, and instead slightly increased base damage of all weapons
All weapons’ final ground combo attack deals significant bonus damage
Generally decreased the costs of later research nodes, and reduced the amount of nodes that require Components to research
Reduced the percentage of outlaws who started a raid that needs to be defeated to cause them to rout
Slightly increased the initial amount of stored Wood when starting a new playthrough
Increased the Composter’s work radius
Fixes
✿ Gameplay
Fixed being unable to load any save after failing to load a save once
Fixed Mutant Woolies loaded with a save being unable to move at all, and not disappearing after being defeated
Fixed NPCs being entirely unable to execute attacks anymore after defeating another NPC with an attack
Fixed Tuskars being able to get stuck in place during their charge attack
Fixed human NPCs often failing to jump onto terrain that’s higher than the water surface. They will now climb ledges at those heights, rather than attempting to jump onto them
Fixed wet entities being able to burn from effects that apply burning immediately, such as Powder Keg explosions
Fixed jumping next to tall bushes causing the player to float
Fixed being able to root existing objects or build new ones partially inside castle arches
Fixed being able to raise terrain into arches using the shovel
Fixed demolishing arches leaving any entities that were rooted to them rooted in midair
For all the players who were enjoying this exploit to create incredible builds: we love you, so you can now enter
disableFoundationLossUprooting true
in the console to disable objects being destroyed or becoming uprooted when the foundations they're rooted to are destroyed or altered. If you’re unsure how to use the console, you can refer to our cheat guide here: https://steamcommunity.com/app/1133500/discussions/0/601889972151212260/
Fixed Builders being unable to construct castle block blueprints (as well as Commoners, now that they’re allowed to construct blueprints again)
Fixed thrown NPCs being able to pass through other NPCs under some circumstances
Fixed player charge run and Tuskar charge attack impacts not pushing friendly NPCs out of the way
Fixed thrown entities being able to collide with the thrower, causing their trajectory to deviate
Fixed fruiting apple trees not dropping apples if destroyed due to being uprooted
Fixed apple trees sometimes being able to create floating apples that can’t be interacted with
Fixed some jarring camera field of view transitions when charge and dash running
Adjusted all NPC water buoyancy heights to look better, also taking individual character height into account
✿ Graphics
Fixed burning Mutant Woolies having their flame VFX obscured almost entirely due to their size
Fixed build mode grid not adjusting its height to castle blocks built and demolished on top of terrain in some cases
Fixed Z-fighting between some overlapping terrain tile types, causing them to flicker back and forth
Fixed small fir tree foliage impostors (which replace the tree models when seen from far away) having their Summer and Spring colors swapped
Fixed player movement VFX not matching snow and Highland grass
✿ Performance
Fixed performance degradation during long play sessions
Reduced autosaves’ impact on framerate
Improved performance in worlds with lots of farmland, infrastructure and/or buildings
Implemented castle block LODs for far castle block columns, improving rendering performance
Implemented dynamic reduction in the accuracy of throw trajectory preview calculations to drastically speed them up for large, complex objects like oak trees. This will be further optimized in the future to allow for less accuracy loss on such objects
Reduced the duration of every level load by a few flat seconds
✿ Bonus Super secret sneak peek at Content Udpate number 3
We are one month away from the release of Amerzone - The Explorer’s Legacy on April 24th! Let us celebrate this by sharing another amazing news: the game’s wonderful soundtrack, composed from scratch by both Inon & Ori Zur to make the Amerzonian experience sound like never before, is now available on Apple Music, Spotify and YouTube Music!
More news from Missouri has just arrived! In today's blog, we would like to show you the new routes for Special Transport in the Show Me State along with one brand-new oversized cargo. Do you have what it takes to take on this challenge?
Only the most skilled drivers will dare to handle these massive hauls. With Special Transport coming to Missouri, our map designers prepared three routes specifically chosen to suit the huge cargo you will be able to haul there. But don't be fooled, it won't be an easy drive!
Think you have what it takes? Let's check out the cities where you'll be delivering these oversized loads to. The owners of the Special Transport DLC will be able to take on these jobs along the following routes:
Kansas City to Rolla
Cape Girardeau to Springfield
St. Louis to Kirksville
But that's not all! We are also updating this DLC by giving you a new free cargo to deliver - a huge underground electric loader. This machinery is used in the underground mining industry where it can operate fast in tough conditions. You will not only be able to transport it in Missouri but also in the ATS base map and some other map expansions.
Make sure to enjoy this upcoming map expansion to the fullest and explore new challenges with the Special Transport DLC which you can get on Steam!
The dead may rest, but your work is never done. We're excited to announce brand new content coming soon to Serial Cleaner! So get ready to move swiftly once again, as this is a mess only The Cleaner can handle.
The Blood & Confetti DLC brings three brand-new levels packed with chaos, crime, and a touch of festival fun as you help track down The Fest-Evil Killer across three crime-ridden celebrations - Chinese New Year, Día de los Muertos, and Mardi Gras.
Expect new bodies, fresh bodies for Bob ‘The Cleaner, clean up’ and a sinister cast of enemies to outmanoeuvre.
Launching on April 28th - Be sure to stay tuned to the Serial Cleaner store page and the new DLC store page for more information. It’s time to sweep up the evidence… before you become part of it. 💀🔥
Senpai, something spicy and hard to resist is coming… 😏💦
This week is packed with mind-blowing H-scenes, irresistible waifus, and epic rewards. Whether you're here for romance or kinky fun, we've got you covered.😈
Clear your schedule, because once things heat up, there’s no pulling out… Join NOW!💖
Lucy Drop Rate Up Summon Event: March 24th ~ 29th. Scarlett Fragment Pack: March 24th ~ 3rd. Giselle's Love Forever: March 26th ~ 6th. Amina’s Cosplay Event (Race queen): March 27th ~ April 6th. Zoey Lucky Wheel: March 28th ~ 30th. Christina Skin Pack: March 28th ~ April 5th. Winni Drop Rate Up Summon Event: March 29th ~ April 3rd. Monthly Carnival Event: March 30th ~ April 17th. Elva Lucky Wheel: March 30th ~ April 17th. April Pack: March 30th ~ April 8th.