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Guild Quest The Prestige Update



This is one of those weird updates that got us really excited about playing our game (it happens semi-often). You may have noticed some new achievements showing up yesterday: we're introducing a prestige system to Guild Quest. 

However, unlike most idle games, we're not doing the typical prestige thing. What'll happen here is you get to CHOOSE the difficulty you want. Want to push an early island as far as you can? Take it to Mighty 1! But you're going to have to play it more conservatively the further the islands get. 

The really interesting thing that's made us excited is that there's a lot of experimentation and exploration and DEFEAT happening.

Prestiging is free, you unlock it by defeating all the bosses on an island, and then different prestige difficulties are locked behind your level. You can prestige an island as many times as you want, but it will wipe out all the quests/city upgrades you've currently got built there and you'll need to rebuild. But you won't have to re-unlock quests.

UPDATE--
EXISTING PLAYERS: You'll need to make sure to re-defeat the first boss NINTH QUEST in Westacre with the new update. The next time you go to your map you'll be taken to the prestige tutorial.

There are going to be islands and difficulties that are going to be outside of what you can accomplish for now. We'll keep upping the Level cap and introducing more cards/loot as we go, but this system needed to happen first.

Here are the notes:

Guild Quest The Prestige Update
  • New store bundle (not the same as the Starter Bundle, but permanent). 
  • New HUD element that shows Island name/difficulty. (A personal favourite.)

What's Coming Soon?

  • Better loot drops for higher difficulties. 
  • Chest re-organization and the option to meltdown existing chests towards gems (the first steps towards a transmutation system).
  • Higher level caps. 
  • Dark Knights. 
  • A new island.

Gang Beasts Patch notes for the Gang Beasts 0.5.3 beta

Since the 0.5.2 build was published last month we have been working with Coatsink to patch keys issues introduced in recent builds and recent versions of Unity and are publishing the first batch of optimisations, fixes, and other modifications in the 0.5.3 beta.

The 0.5.3 build has numerous bug and stability fixes but we are still working to fix issues with the multiplayer camera, vents glitches, costume exploits and conflicts, inconsistencies with lift forces and concussion times and expect to push these fixes to Steam for testing in coming builds.

We have also started work on a full rebuild of the UI, localising for multiple languages, and a more standardised testing process (with additional resources working with us to identify and fix issues).

Avorion - Patch 0.10.2.7448 is live!


The patch from the beta branch is now live on the main branch for everybody to play!

You can also expect a hotfix for stations without docks and repairing of destroyed docks very soon, but these fixes didn't make it into this one.

Patchnotes TLDR: Lots of small QoL changes, less crashing, less total war between factions, better multiplayer performance and a lot less disappearing ships, even when a crash happens.
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