Dorateen
Arcane
I like the information screen you posted as part of the update. Reminds me of Corak's notes on the different locales in Might & Magic III
In the meantime you can use this cheap substitute I have drawn myself during development (warning, it can be considered a light spoiler) :DDigital distribution was what I had in mind. While an artistic map might be a bit excessive for this project, I think seeing the zones of Amberland all fit together including points of interest, would be pretty cool.
What's the codexian consensus for the latest versions?
(after clicking the "Release" button the emails always start to flow :D)
Exactly! That's exaclty how it is to click the "Release" button I could not explain it better :D
Version 1.00 released
1 AUG @ 7:19PM - CHRIS KOŹMIK
Finally, the game leaves Early Access. After several years of working on this (when I add up all the abandoned prototypes, rewrites, reuse of older code and so on, this would be the longest in development game I made), the game is going to be released. I'm quite happy with the state of the game, of course one could always improve something and could do it for another 10, 20 or even 30 years and one still have the filling something more could be added or improved. But one need to call the end one day and push it out of the door for players to enjoy.
What's next. First there are some minor things (linguistic check was not fully completed yet, a few images are still missing and some other cosmetic things need to be done, it will be done in versions above 1.00+ during the next 3 months). So please overlook the minor things during next few months, I'm aware of those and those will be dealt with. But other than that the game is complete. There might be some balance tweaks if needed (especially for Hard and Insane difficulties), interface improvements and other minor things, but I will not touch gameplay (quests, story, world, etc), the game is complete in this regard.
Version 1.00 is mostly polish and last minute changes. There is one important change, monsters can't move through doors now, I believe it adds another layer of thrill and tactics plus it solves some minor problems and inconsistencies.
- [feature] Monsters can no longer move through doors. It is more interesting gameplay wise (danger of monsters preparing an ambush just after the player passes through the door, adds some thrill and more meaning to doors), it's also more consistent with how the player moves.
- [balance] The last boss made stronger.
- [balance] The Red Knight made stronger.
- [misc] Files cleanup (removed test files that were used during Early Access, this makes the package smaller).
- [design] Watchdog castle enlarged.
- [gfx] New icon for the application.
- [interface] Adjusted checkbox button (made it pixelated like the rest of the UI).
- [fix] Occasionally monsters being able to move through walls.
It's an easy one (I broke it with the last release because I added some plaques in that location), will be fixed in the next version (probably next week or so). Thanks!About an hour in and I'm loving it. I'm pretty sure I found a bug. When you enter Lord Ambirgton's castle, there's a plaque on the left side that says "ERROR! Plaque not defined."
Yes, though Hard seems a bit easy still.Has it been made harder since the complaints in this thread?
Yes, after that post back then I significantly uppeed difficulty (several times :D). Still, for Codexians I would recommend to start with Hard difficulty, Normal might be a bit too easy for you.Has it been made harder since the complaints in this thread?