In an effort to improve both the bond with the community as well as increase your knowledge of of the KSP development process, SQUAD is proud to introduce the KSP Development Milestone System.
Through it, the community will be kept informed of every and any development milestone the Dev team hits. You’ll know when development begins on a new patch, when it reaches QA, when the game reaches Experimental phase and finally the instant new versions are released.
Want to know more? Keep your eyes on this very space.
— The KSP Dev Team
Time for an update to our 1.3 series. With the first release candidate to OpenTTD 1.3.1 we even ship a few features related to translations:
The translators of Scottish Gaelic and Faroese have been very busy so we now ship also those translations. Generally there are now slightly improved translations of the base sets.
Of course being a bug-fix release there's also a lot of bug fixes which accumulated since the release of 1.3.0. Notably there's a number of fixes related to sound effects and vehicle speeds.
Your OpenTTD team
3089 has a whole new dynamic accuracy system based on your movement & your weapon's recoil. New players will also be able to reference the in-game "Game Guide'. Many other improvements are also included!
Last year we put together an anthology ebook of stories set exclusively in our Terran Shift universe. The result is a collection of seven stories from five authors, spanning from the high-tech cyberpunk dystopia of the Bio-Tech Era to the Sol-Bect War Era. When we originally released this ebook, we decided to make it an [...]
That's right! We're heading over to Anime North this weekend! We'll be selling our games in the Dealer's Room!
Also ask about our upcoming game that is in the beginning of development. It will bring the Fading Heart's immense freedom of choice, player-driven gameplay style, extremely powerful plot-twists, and player-solvable mysteries to new levels.
Fading Hearts has story-as-gameplay as a feature. Our next project will have break-the-story-as-gameplay as a feature!
Game servers will be down for about an hour in order to do maintenance. We’ll be back up soon and ready to set you all back loose into the skies.
Last year, as some might have seen, we appeared at Gamescom with several of our games. It was an absolutely incredible experience (click here for a roundup post and pictures) and we hoped we’d get an encore at some point. Turns out we didn’t have to wait that long.
Now, what we did last year was awesome, but we thought we could perhaps try doing something radical. Think ninja skateboard robots voiced by Sean Connery fighting Mechagodzilla dancing to Thriller-radical. Except less lasers and chaos and destruction. And more computers.
Being part of the retro games exhibit, we of course need to stick to retro games or games that have graphics bad enough to deceive everyone. But apart from that, for now, there’s no leash. Of course there will be technical, financial and spatial limitations, but for now we have to let our minds roam thinking of the radicalest thing we could do. Like perhaps 8 player Mari0 played superwidescreen on a wall using 3 projectors.
This is where you come in, stranger. If you have some cool idea of what we could pull off that won’t get us arrested, send us an email, facebook or disqus comment, tweet, whatever you whippersnappers use these days. We’ll read every single one.
As you may have seen, Solarus 1.0.1 has just been released. The project is becoming quite big, as it incorporates an engine, 2 games (3 games soon) and a quest editor. With the aim of increasing the project’s visibility, an official logo has been made. We hope it will remind you vintage 90′s video games companies logos. You can freely use it (both png and pixel-art) for your project as it is under Creative Commons license, and download the full pack of logos in EPS and PNG formats on the Solarus logo page.
Consequently, the design for this blog has also been remade to match the logo’s style. It uses the Presswork WordPress theme which is a great theme if you want to build up quite fast and easily a blog. The pages have also been remade with more illustrations to improve navigation and readability.Changes
- New WordPress theme : Presswork
- Responsive design
- Colors and design match the new logo style
- Illustrations, logos and artworks
- Christopho’s tweets (at the bottom of the page)
- Page to download Solarus logo
We hope you’ll like it. And now, here is a small bonus :
Today, we reveal the first part of the new content that will arrive on the game on May 21.
The complete changelog can be read here.
Mortal Bacon: The Dragon Pig, New Ultimate Boss You already met the Dragon Pig yesterday, and it goes without saying that you’re about to take a beating! Only a few days left before meeting him fist to fist!
You can already study your opponent by watching this teaser video, until we publish a Devblog dedicated to this Heavy Weight beast.
Ultimate Bosses rebalancing After getting your face revamped a couple of times by the Dragon Pig, you may find it useful to practice on the easier ones.
All Ultimate Bosses will receive significant modifications. Their gameplay will still be the same, but the random aspect of many fights has been reduced, and even removed in some cases.
To compensate, we of course rebalanced some of their attributes. But overall you should be able to build much more reliable strategies.
And the collectors should also be happy since each UB will now have 4 achievements to unlock, granting you no less than 2 Titles and 1 Model per Boss.
Converting Tokens to Kamas Tired of these tokens using space but serving no purpose? Barter them for Kamas!
As we communicated some time ago, we will now implement a machine allowing you to barter your tokens for Kamas.
You will find it where the Nation Gambling Joints used to be.
And here are the exact conversion rates available:
- 1 Bronze Token = 10 Kamas
- 1 Dungeon Token = Donjon level * 4 Kamas
It’ll now be the case. We now lowered the normal Kama gain but also added and modified some bonuses provided by the CMs.
Each area will now have a bonus linked to this area, additionally to the world bonus:
- Kama gain bonus
- Wisdom bonus
- Prospecting bonus
If no wish is fulfilled, there will be no bonus. If at least one wish is fulfilled, there will be a minor bonus. If all wishes are fulfilled, the bonus will be stronger.
A main square around the Clan Members In order to give better visual identity to all Nations, more visibility and better use to the CM areas, we will reorganize spaces with: Jonks, Tofus and Gobballs, as well as the first area hosting the monster of the Nation.
These locations will now have a main square around the CM, and include the main important elements (Drago-Express, specific Workshops, Trade areas, etc.).
Nation transports We will modify the location of some transports in order to ease your travels.
Each region will now have a main Zaap, and Drago-Express will be moved next to the main elements of each area.
Hunters’ Camps in Nations Many of you set foot on Chillberg Island and got to meet the Guild of Hunters.
Since this Guild will become more and more important along the next udpates, we decided to start implementing it right now. It will now settle in all Nations and will offer you daily quests for the moment.
You will first only have access to a single quest. Once you completed it several times, you will unlock another one, which will then unlock a third one. These quests will consist of resources/seeds gathering or killing the Boss of the Dungeon of the area.
Environmental Quests in the Shhhudoku’s Kingdom For a better coherence between our islands, and because it’s just nicer this way, environmental quests will be added to Shhhudoku's Kingdom. They will of course offer an experience reward adapted to the level of the area.
Costume/Insignia slot Still undecided between wearing this gorgeous Pumpkwin Costume or go for the Guild Insignia of Doom making you so much stronger?
You can now wear both! All cosmetic Insignias will be renamed Costumes and will have their own equipment slot. Insignias granting bonuses will still be called Insignia and use the Insignia slot.
Note that a Costume will always display over an Insignia.
Nation change Not such a patriot after all and feeling like the other Nations would have more to offer?
As we explained in this Devblog, you will now have two options to find your right place in the World of Twelve.
First: A quest repeatable every 30 days. You will only have to visit Astrub and pay 25.000 Kamas to the Ambassador of the Nation you wish to join.
Second: As the Scroll of Absolution, you will also find a Scroll of Allegiance in the Boutique, available and usable once a week per account.
What will it be? Amakna, Bonta, Brakmar or Sufokia?
What about Dungeons? Each week (or almost) we will open a new dungeon. We will announce them with our Dungeons sheets, as we have been doing for the past weeks.
But if you can’t wait and want to know directly, the ingame Gazette will reveal them in exclusivity!
Gazette Don’t forget that a part of the Gazette is now here just for you! Have a small announcement to share? A slogan or false advertising for us? Send your ideas to your Community Manager, we will retain the funniest for publication in the next gazette.
I’ve also noticed we get a lot of views from all sorts of countries I can’t even begin to comprehend. Maybe you’d like to help spread X-COM around the world and contribute a translation or soldier names for your country?
It’s now time to involve your networks! But watch out, new entries are still accepted!
Found your favorite picture? Vote for it, like it and share it!
The Frigostworld Challenge is now completely underway and there has to be the one entry that will receive your vote. Now is time to make it known!
Note however that you can only vote for one picture and one video. If you vote a second time, your first vote will be canceled!
If you didn’t send in your entry yet, you have until June 5th to send us your Photos and Videos and try to win one of the Frigost Snowboards, subscription time, Krosmaster figurines, etc!
Welcome to the second official dev update of Legend of Grimrock 2!
For the past weeks we have been progressing at a steady pace towards our goal looming in the horizon, the first playable alpha. I’ll go through some of the major events that have happened in development.
First of all we got a new team member, YAY!! Welcome aboard, Mr. Jyri #2 aka Jykä! Jykä will be working as an animator and will essentially double our animation content creation throughput. Jykä is already working on his first monster while getting accustomed with our content creation pipeline. We are know 6 men strong which is 50% more than when we were working on LoG1.
Jykä is an especially important addition to the team because he’s the only man who knows how to properly use a coffee maker (an important skill e.g. if you have high profile visitors)
Olli has been helping out Jykä to get up to speed and he’s also been active on the business side by filling blanks on obscure documents for our new accountant. Sometimes the business side of things feel like solving a cryptic Grimrock puzzle and Olli’s getting pretty good at it. Olli’s also found time to complete animations for the very first monster you’ll encounter in LoG2.
In another news, Jyri #1 has been working on new items graphics. We need at least a hundred new items for LoG2 so this will keep him and a few other people rather busy for some time! Jyri has also been modeling new environmental assets and a new puzzle object that Antti will be putting into good use.
Talking about Antti, he’s been working on the levels and we now have about 30% of the playable area in “pre-alpha state”, i.e. mapped out with puzzles and initial placement of monsters. I’ve also helped Antti by creating the first version of the very first introductory level.
Juho has been working on a new monster concept and has also been modeling assets for the first level. He’s also gotten his eyes shot with a laser and he had to take a few days off to recuperate. His new laser-cut eyes will hopefully make him even better as an artist (if that’s even possible!).
On the tech side the refactoring work for the component system is finally done. Some other notable changes are: a new quite deadly trap, and lifting off the restriction of levels having to be 32×32 squares in size. Levels can now be any size up to 64×64 and also non-square. Levels can now also be connected in north-south and east-west directions as well as vertically.
Last weekend Juho and Antti were scouting for a new office space and getting some inspiration for LoG2 by hiking in Repovesi in the vast Finnish wilderness. Here are a few shots from the woods.
Watch live video from qwerty2jam on www.twitch.tv
We’ve had a bunch of new faces join us in the past week and while we know you’re having a blast blowing airships out of the sky. We’d like to show off the more competitive side of the Guns of Icarus. One of our Community Moderators and our official twitch streamer, Qwertyjam, will be streaming the final championship round of the first season of the Cogs, a weekly scrimmage involving some of the best players. It all starts this Saturday at 4 pm EST.
The Icarus Sky Tournament is happening the 25th of this month with prizes for those who manage to fight their way to the top that will and also be streamed by Qwerty2jam.