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forgottenworkshop

[Download, DEC25 "Silverwing"]Thank you all for your support! The link below will grant you acces...

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[Release : JAN25 - Silverwing] (int v0.411)

Dungeons got a big overhaul in this patch! Art's still largely missing from the new stuff but mechanically it's starting to get pushed in. This was a mostly polish-and-bug-focused release. Hope y'all enjoy and happy new year!

Added

  • New Spell: "Grasp Fate". In Dungeons, this spell allows you to search for nearby events and reveal them.
  • Whenever you click or press select a little ripple will occur on the interface.
  • Boss Music for the Redqueen (and other Final Confrontations)
  • Investigators now have their own pain/hurt sounds for both physical and mental damage.
  • You can now collapse the News report into the side of the screen.
  • Lootables now actually provide and process their loot.
  • New Dungeon: Hospital
  • Unique events for the Hospital
  • New Dungeon: Sewers
  • Unique events for the Sewers
  • New audio tracks for the Homebase

Changed

  • [World Event] The Vanished no longer appears in The Sewer to prevent permanent disabling of that location.
  • Investigators are now more diverse. Different starting consumables, rest actions, spells, and stats.
  • Dungeon locations now have their own layouts, names, and flavor texts.
  • Player Pawn has been updated so that it hides itself while on maps to ensure that it doesn't block interactions.
  • Loot can now include stat-affecting conditions and itemeffects
  • Loot Screen now pauses for user confirmation when drawing cards and on cards being dealt.
  • Lootables can have multiple copies of the same lootable to bias the chance of getting a particular lootable.
  • Floor intro screen for Dungeons does not display for Dungeons which are not multi-floor. If they are multi-floor, only shows on the second floor and further.
  • More impressive hit effects

Fixed

  • A typo prevented the Mystery Selection process from finishing due to an NRE.
  • Missing logic prevented the in-game quit buttons from functioning; logic repaired.
  • Dungeons were not receiving what they should spawn.
  • Combat would fail to resolve if the investigator fell in a Dungeon due to the Confrontation failing to finish
  • Defeat would attempt to spawn you into a Dungeon; however, the default Dungeon is not properly set up. Now you are pushed into the Hospital in all cases.
  • Dice incorrectly reported as 'passed' when they had failed (e.g. a rolled 4 without Blessed dice)
  • Dice DCs were being incorrectly set, becoming dramatically more difficult than intended.
  • Challenge stats/DCs were being ignored in Dungeons.
  • Challenging Fate now correctly provides an extra bonus die if you succeed (and subtracts a die if you fail, to a minimum of 1)
  • Attempting to avoid a monster now correctly uses their Avoidance DC instead of a default Hard check.

Known Issues

  • Combat does not advance investigations generally, even if done in the right location
  • Scrolling is currently broken for game events
  • With the new dice display in, DCs throughout the game should be listed but aren't yet.
  • The Redqueen encounter is presently very difficult to complete before Terror hits 100.
  • If Terror hits or exceeds 100, the Slaughtered God does not descend.
  • Investigators do not get their Saving Grace and immediately perish instead.
  • Both options in KO do not work as advertised just yet.
  • Attempting to Banish the Slaughtered God goes to a debug scene.
  • If the test enemy is defeated in the Attempted Banishment, the confirmation button locks the game.
  • Successive pages of events displaying text display text faster and faster.
  • Tiles which have been encountered, revealed, and defeated in the Dungeon still show as present.
  • Escaping from a Dungeon will put you out in the Residential District, regardless of which Dungeon you entered.
  • When returning from some situations/locations the map will be zoomed completely out and unhooked from the PlayerPawn.
  • DungeonCardDeck duplication is completely broken at this time. Only the master copy can be used. (Engine Bug)
  • The Challenge Fate minigame's first stage can optionlock if a mine was revealed by accident.
  • The Avoid button for encounters in Dungeons rolls twice
  • The default encounter has [Dbg] in its name. (Intentional but will be replaced)

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forgottenworkshop

Re:tooling

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forgottenworkshop

[Download, DEC24 "Bluedawn"]Thank you all for your support! The link below will grant you access ...

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[Release : DEC24 - Bluedawn] (int v0.41)


Happy holidays!

# Added
- New store item: [Grey Candle] <Consumable> Allows the player to escape (most) dungeons. (Visual Effects WIP for this)

# Changed
- Item descriptions altered to be clearer on their purpose/when they can be used.
- Autoscroll in game events has been disabled for now to prevent annoying behaviors.
- If an encounter has a custom tapetrack for it, play that instead of the generic combat theme.
- The Redqueen's stats have been adjusted to consider the new consumables and spells.

# Fixed
- If a World Event is on a Location that has a Dungeon, the Dungeon becomes inaccessible
- On first entering a Dungeon, the Region is not grabbed from the starting tile
- World Events persist after their manual end event trigger but close on automatic
- Terror could be modified to go underneath 0%

# Removed

# Known Issues
- Combat does not advance investigations generally, even if done in the right location
- Scrolling is currently broken for game events
- With the new dice display in, DCs throughout the game should be listed but aren't yet.
- It's highly likely the Sewers are not completable presently.
- The Redqueen encounter is presently very difficult to complete before Terror hits 100.
- If Terror hits or exceeds 100, the Slaughtered God does not descend.
- Investigators do not get their Saving Grace and immediately perish instead.
- Both options in KO do not work as advertised just yet.
- The interaction in Downtime for Rituals does not function properly at this time.
- Successive pages of events displaying text display text faster and faster.

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forgottenworkshop

Release: DEC-24_SilverDawnThank you all for your support! The link below will grant you access to...

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Ver proximas publicações (6 / 12)

Estatisticas

12 publicação

Objetivos

$0.00 of $500
per month
At this level of support, I will be able to put a lot more time into the games the Workshop produces and should have enough money to start contracting work out to other developers, greatly speeding the projects' development.
$0.00 of $2,000
per month
At this level of support, I will be able to switch over to working on Forgotten Workshop's games full-time, which should help immensely on launch times, feature updates, and more.
$0.00 of $5,000
per month
If we can get here, this will allow me to start growing the studio properly and bring other developers in to the company itself. Having a dedicated staff working on the game will add rocket fuel to the workshop's ability to build games.
$0.00 of $10,000
per month
This impossible dream would allow me to not only pursue my dream-games but give me a wide field of money to draw from to help build them. With this much support I'll be doing much more than just building games -- I'll be building an entire company that builds games.

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