Repeated intro
Hello, everyone. Today we give our Christmas present to everyone who contributes to our game. Its been several months since our last endeavours in developing were made, and we can safely say that the first fruits arrived in time for the holidays.
What changed
4 fixes3 additions1 change0 removals
- Fixes
- Gameplay
- Balance
- Performance
changedA long-remaining glitch in our multiplayer code left everyone without the means to play with each other, which was one of the core features of our early builds. As much as desync and bugs still happened, it was possible for players to play freely by creating a room and inviting others for a fight. Today, this has been finally addressed, and our partners at Hyperkinetic worked hard to provide a fix. This has revealed as well that our current code is not up to standards (evidenced by our previously mentioned problems), and not only has the fix been made, but we are now aware of the steps required to upgrade our systems for larger scale playing. Its not realistic for us to make this change right now, as we shifted our focus to single player, but its definately on our radar on things to-do once campaigns are fully implemented.
addedThe update is not without content, tho. We made several grammar mistakes on item descriptions, tweaked a few weapons and added a new type of Long Sword, the Semispatha. Players now can choose between the Hairus, the Spatha and Semispatha as their weapon of choice, each with their own advantages and disadvantages.
addedProgress on the campaign side will remain constant as we slowly but surely add the content required for implementation. Because it takes some time for programmers to understand previous work, the inertia is now broken, and you can expect more constant updates throughout the next year.
addedAdded: New Long Sword-class item, the Semispatha. A sword that is light and fast, and even cheaper than other models, but has slightly reduced damage and Parry value due to its lower reach.
fixedFixed: Multiplayer should now work again. Desync issues and bugs related to turn order and units should still happen, albeit at a reduced amount due to code optimization.
fixedFixed: Grammatical mistakes on several item descriptions.
Rise of the Foederati changes
changedA long-remaining glitch in our multiplayer code left everyone without the means to play with each other, which was one of the core features of our early builds. As much as desync and bugs still happened, it was possible for players to play freely by creating a room and inviting others for a fight. Today, this has been finally addressed, and our partners at Hyperkinetic worked hard to provide a fix. This has revealed as well that our current code is not up to standards (evidenced by our previously mentioned problems), and not only has the fix been made, but we are now aware of the steps required to upgrade our systems for larger scale playing. Its not realistic for us to make this change right now, as we shifted our focus to single player, but its definately on our radar on things to-do once campaigns are fully implemented.
addedThe update is not without content, tho. We made several grammar mistakes on item descriptions, tweaked a few weapons and added a new type of Long Sword, the Semispatha. Players now can choose between the Hairus, the Spatha and Semispatha as their weapon of choice, each with their own advantages and disadvantages.
addedProgress on the campaign side will remain constant as we slowly but surely add the content required for implementation. Because it takes some time for programmers to understand previous work, the inertia is now broken, and you can expect more constant updates throughout the next year.
addedAdded: New Long Sword-class item, the Semispatha. A sword that is light and fast, and even cheaper than other models, but has slightly reduced damage and Parry value due to its lower reach.
fixedFixed: Multiplayer should now work again. Desync issues and bugs related to turn order and units should still happen, albeit at a reduced amount due to code optimization.
A long-remaining glitch in our multiplayer code left everyone without the means to play with each other, which was one of the core features of our early builds. As much as desync and bugs still happened, it was possible for players to play freely by creating a room and inviting others for a fight. Today, this has been finally addressed, and our partners at Hyperkinetic worked hard to provide a fix. This has revealed as well that our current code is not up to standards (evidenced by our previously mentioned problems), and not only has the fix been made, but we are now aware of the steps required to upgrade our systems for larger scale playing. Its not realistic for us to make this change right now, as we shifted our focus to single player, but its definately on our radar on things to-do once campaigns are fully implemented.
The update is not without content, tho. We made several grammar mistakes on item descriptions, tweaked a few weapons and added a new type of Long Sword, the Semispatha. Players now can choose between the Hairus, the Spatha and Semispatha as their weapon of choice, each with their own advantages and disadvantages.
Progress on the campaign side will remain constant as we slowly but surely add the content required for implementation. Because it takes some time for programmers to understand previous work, the inertia is now broken, and you can expect more constant updates throughout the next year.