Students,Faculty, and Friends of the Visual Arts Dept. of Lakehead University
Genre: Action, Indie, Simulation, Strategy
Release Date: 3 Apr, 2017
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1.2.15 WINDOWS RELEASE:
- removed insta-death event for less difficult modes in regular game play and endless mode entirely.
- balancing: domina challenge event is less difficult, shorter in length, and severity of loss is scaled to take into account game options > difficulty
- fixed: chariots/hoses/behemoths being selected for champion challenges because look sometimes a man just wants to challenge a horse to a fight, i think its wrong personally but lets not judge Romans by our refined sensibilities - placed in the proper context, horse punching might be better than, say, going to war? so like, if you have a festival of games to prove which community is stronger, then that community's place in the hierarchy can be determined by feats of strength, challenges, etc, rather than having to go to war with the other community, commit mass murder and genocide. No. Instead, we pit our champions against each other to see which prevails. The best of ours against the best of theirs. Games are better than war. Punching a horse is better than mass murder. I dont condone cruelty to animals but in a context of triage, what is more important: The lives of thousands, millions of people? or a man punching a horse and then getting trampled to death because, I mean, I'm in awe of the lad - an absolute unit this horse just TRAMPLES him.
- fixed: gladiator drag/drop is now disabled while deck is open
- fixed: doctore card drop placement issue
- new Jupiters Blessings for domina, magistrate, legate
- new: cleaned up UI (notably for extended mouse-hover info and card display)
- new: ludus pause screen is now obfuscated in harder modes. NO THINK-TIME FOR YOU.
- balancing: endless mode resets regional championships but the new champions are a bit more challenging each year (more HP, more training, more defense) and rewards go up each year also. (havent tested this for many years so.. results may be ridiculous...)
- MOAR OPTIMIZING: if game options > quality is not on FULL setting, smaller audio sounds start being filtered out (ie: foot falls, chains, some crowd reactions, weapon impacts, etc)
- fixed: crowd always ended up booing Domina even if her performance was good T_T
- possibly fixed: if a dude manages to get out of bounds (which shouldnt be possble but hey, we do the impossible all the time here at dolphin barn) he'll recieve damage until he either moves back into the known physical universe, or dies. ¯\_(:D)_/¯ (NOTE: FIXED AGAIN, FROM BETA 1.2.14)
- balancing: more crowd coin
- fixed: stop deck spamming with "deck full" alerts...
- new: mouse scrollwheel will now zoom in/out cards in the deck for easier management (zoom out and "lookit all the space for activities!!!")
- new: gladiators can be ejected from private rooms, so limited secure space can be redistributed
- balancing: baseAttack/baseDefense stats for all gladiators have been increased for heavier gladiators
- fixed: jupiters blessing animation bugs (various)
- fixed: medicus emeritus - impediment healing bug would not heal strength correctly (would mark defense as healed, but keep healing strength)
. Update - Aug 9:
Just wanted to post a quick update since I haven't put out any patches or news lately. I took more than a week off... you know how that goes...
Still working hard on the game. Can't discuss details, but hope to have "proof of concept" done soon on some pretty cool DLC nuggets.
Would anyone have objections if I were to test some of the DLC on the beta branch of the main game? I only ask because it might mean that you suddenly have a bunch of content and then the next day, its all gone again.
Would that feel like you're getting ripped off, or would it feel like you got some special time-limited freebies? (broken AF with missing features, but freebies!)
Let me know in comments.
And thank you for your continued support,
- reduced clusterf**ks: gladiators can only strike 1 target per attack (many-v-many battles last a little bit longer now!)
- new: increased chance of bonus reward slaves, for each individual you lose in battle
- new: increased rewards for matches that appear less likely to turn in favour of the player
- whats old is new again: re-introduced chance of getting a trained/equipped slave as reward
- fixed: opponent generator not providing any gladiator at all (if ludus contained only 1-2 gladiators, or contained only slaves with DEFAULT loadout)
- note: exhibition matches require no less than 2 gladiators, NOT SLAVES (defined loadout stream of thraex/murmillo/retiarius). 1.1.20 BETA / RELEASE:
- increased logging for twitch chat debugging
- fixed: weapon/attack overtraining was broken if agility overtraining was not also trained.
- fixed: doctore emeritus > deeper humility I/II was not interrupting exhibition matches properly
- disabled gamepad support by default as it was causing some lag issues on systems that were not using gamepads (can be enabled manually in Game Options but please note that GAME MUST BE RESTARTED AFTER ENABLING IT)
- increased logging for magistrate/legate inventory crash
- balancing: medicus emeritus impediment healing 2X faster. no one likes a dude limping around for the whole game. dudes just gotta get over it sometimes, you know? wounds heal. plenty of fish in the sea, right? she's happy, thats the main thing. who am i to complain, she'd be miserable with me anyway cause look... im always working on this damn game or trying to have a nap or make the best egg salad sandwich the world has ever seen. whos even got time for netflix let alone time for chill.
- balancing: max stat gain for battles is now capped at 25 (larger battles especially in endless mode could basically train up a newb from 0 to 200. not even one of my patented egg salad sandwiches could provide that much stat gain so lets be realistic. be realistic. set your sights a bit lower. thats it, aim low. low expectations has got to be the way to true love. anyway, enjoy this seemingly arbitrary stat nerfing.)
NOTE: Please do not put new support requests in the comments. Email firstname.lastname@example.org or post on the forum.
- fixed: nets with zero HP / infinite hp
- fixed: stupid faber not stupid upgrading any more cause stupid dev
- fixed: horse instant training
- fixed: behemoth throwing a dude who surrenders, the dude would sometimes get back up and keep fighting hahaha DEDICATION TO HIS ART.
- fixed: behemoth trapped in net at end of battle might stay trapped in net, even in ludus
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