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Alrighty, so, whose idea was it to give the Easter Clicker a full re. Set button anyway?
And then I'm on the home Castle Clicker screen. But all I feel like doing is going and putting the kettle back on. Ah well, it's been quite cathartic typing this, to be honest, and I probably do need to reinstall. If you've got to this point, thanks for your patience.
My cat's managed to reset me, and I wish I was kidding.(Sorry, I hit Post too soon!)A bit of backstory: I've had to be away from home for the odd couple of weeks here and there for a few months, and I think the cat isn't happy with me. She's taken to sitting on my tablet whenever I put it down. So, a couple of nights ago, I put my tablet on my bed, she duly sat on it, snuggled down, turned over, stretched out, sat up, and started licking her back paw. I wrangled the tablet from under her (no mean feat) and saw I was back to zero.I think she's more angry with me than she's been telling me thus far.Edit 2: Any chance you could install a 'If you're a cat, do not press this button!' Or a warning on a banner, maybe? You know, like, '100% of all cats who tried to reset this game actually managed to, so buy a hamster instead' or something?
Thanks for playing the Halloween event! I hope it worked okay for everyone. If you'd like to continue progress on the event, I've released a standalone app on every platform called Monster Clicker (except Steam, which should be out in a couple weeks). There was a payment issue with Google play, but if you upgrade to the newest version you should get any purchases you didn't receive.Next up I'll be making some changes to the Christmas event. Also, if Monster Clicker is popular enough, I might add some content, but we'll see we. What kind of monsters like in the depths of hell? Alright guys, I released a new update.
I'm considering the game to be kind of feature complete with all the major bugs fixed. I feel like it's much more balanced in the direction I'd like, which means it's too HARD instead of too EASY. However, too hard is much more relaxing to fix than too easy. So if you feel you get stuck at a certain point, please tell me and I'll see what I can do.Also, I'm going to release an app based on this event called Monster Clicker!
It will be tied into your Castle Clicker save file, so it will be just like playing the Castle Clicker event. However, when you play the new app you'll be required to reset your game, since there's been so many balance changes made. So stay tuned and make sure to give me feedback!
Content. Vulture Valley location.
Scavenger Facility. Blasted Road Leaderboard. Fixed most of the reported bugs. Added few new interface sounds. Reported grammar mistakes fixed.
Enyclopedia updatedWork on this update was bit harsh couse of ending flu epidemy in europe and i unfortunately felt victim to it after resisting it for whole winter. That resulted in forced drop of few features that i wanted to have in 0.95 release, but i guess thats life and not everything go the way it was planned all the time. However i hope this update brings enought of new stuff to be worth of downloading. LeaderboardI was afraid of adding this one to my games for years, as everytime i opened steam api documentation and looked on to leaderboard features i insantly got headache.
Fortunately, i took another try on it why i was still in full condition and to my surprise, implementation took way less time than i expected.Right now there is leaderboard for Blasted Road missions as its easy to measure who reached farthest and its the ultimate endgame mode that everyone should be grinding for best ingame items anyway.Leaderboard can be viewed both on steam page and ingame. Ingame can be displayed if you mouseover scouts base and it ll pop up in a second or it is displayed each time you finish blasted road mission.I know many of you wont be interested in this feature, but i belive it will awake competetive spirit a bit and will give all of the grindin and game progress some meaning. Scavenger slotScavenger slot can be purchased in your base now!
This slot can be used as additional storage slot for your vehicle, however car stationed there will depart each day for its solo mission. That means it will gain some experience and will bring few resources back to the base each day.Meaning of this feature is to level replacement for your main squad in case you lost one of your vehicles, or bigger repairs are necessary and you dont want to replace it with fresh level 1 vehicle.Sure, leveling while stationed in scavenger slot is a lot slower, but coupled with bit extra income from it, it makes 'accidents' with your main group bit less catastrophic as you will have trained reserve waiting for assignment if managed properly.
Blasted Road ChangesVulture Valley Oasis was added as one of the checkpoints. It can be visited by reaching terror 40 and making your way to next checpoint. Nomad trading caravan is stationed there and they will gladly throw permanent upgrades on to your weapons.In addition spawn tokkens calculation for enemy spawner was altered so the encounters should be much shorter right now, even at higher terror levels resulting in faster runs.Thats it friends!
I know, this update is missing new loot and all that shiny stuff you are all after, but i promise, it ll come in next update!Thanks for reading & with regards!Tryzna. We are extending our range of helmet paints in Heroes & Generals. The FPS-only enemies have been implemented!
Strike Forces, Enemy Medics, and Mauraders will now be encountered in all regular maps, not including tutorial. This is our first pass at these, so expect things to be a little rough, but please jump in and let us know what you think!Strike Forces are flying enemies, and stun your turretsEnemy Medics are also high flying, and heal enemiesMauraders are ground based and will stun your turrets for 4 seconds with each shot.Currently there are voice callouts for when they spawn, and their path will glow red. We're planning on making the path more obvious. Strike forces and medics will fire their missiles and then leave - Mauraders will continually stun your turrets until defeated.We're really excited with these guys - it feels like there's a better balance of the highs and lows now that you don't have to compete with your turrets to take down enemies. Like we said earlier, this is still very first pass - much tweaking still needs to be done to get this really running smoothly.
(Your feedback would.really. help us:)) Thanks for reading, see you soon for the next patch!Other changes:Increased Automated and activatable damageUpdated killstreak textFixes and improvements for autofire modUpdates to paths in Speed TrapImprovements to DoublebackModified killstreak to allow for better ability to exend killstreaks intentionallyNote: There is currently a bug in Sierras that does not let you continue the level. If this is your first time playing the game, please do not join the beta or play Sierras until fixed. Thank you!(For instructions on how to join the beta, click.).
SufF3R here, with a Spring update from the NMRiH2 teram.As we're continuing to ramp up for the year, we'd excited to share with you an update from our dev team and the progress we've made in the past few months. Below we have a few updates, screenshots, animations, and a few tracks to share.
Please keep in mind, that what we're sharing is again, a work-in-progress, so there's much more refining and smoothing-out that will happen.Starting us off, we have MZK sharing his progress of the animated Sako 58. I'm Parker, one of the animators for No More Room in Hell 2, and I have some animations I wanted to show off.
I mainly wanted to show the 'unload' and 'single cartridge insert' animations, with the Sako 85 being a great example of taking from. Hopefully, these unload animations will immerse the player more than the original system in the Source game, which had no animations whatsoever. That certainly confused me the first time I found the key and found the slide of my handgun instantly locked back, but hopefully, this animation system should make things clearer in the sequel! I'll see you all soon, with more to show off by then!Maxx, sharing some interior shots and development with the Brooklyn Heights map.
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#DiscussionsQuoteBlockAuthorMaxx here with an update on various art things, in particular, my work on Brooklyn Heights. Last time I did a progress update on here I was working a set of apartment interiors. This time around I'll be showing a couple of shots of a new office building interior Work in Progress. The lighting here is only for testing purposes and is on low settings. I have been continuing the work of building the pieces necessary to complete these new interiors. The goal as always is to build a space in an efficient manner where I can get the most out of each part I make. In the case of a building like this, I can model things like wall panels, ceiling overhead light boxes, decorative doorways, etc.
And reuse them with each subsequent addition to the interior. This cuts down on the manual work I need to do which frees up time used for creating new assets and dressing an area. When an area is 'dressed' with props and decals, it's often done in passes.
A pass usually starts with the large pieces like props used for cover, or large pieces of furniture, and it works it's way down toward small decorative things like a calculator on a desk, a cutting board on a kitchen counter, a calendar on the wall, etc. I can, however, take the props we have and put together ready-made pieces like a desk with a computer, some papers, a telephone, and I can simply drag and drop it wherever I’d like. Often I take an area, and I'll start to define a couple of rooms with more props to 'sell' what the intention is. At a later date, I loop back around to some of these areas and continue that motif with all the new props, textures and decals that I have made to support it.
This all starts with me finding some interesting examples of interiors and design styles on Google or in books, and then I see where my creative instincts take me. It’s one of the best parts of being an environment artist!Dman with a logo design for the Homeland Emergency Response Agency (HERA) inspired by the US Department of Homeland Security and Federal Emergency Management Agency (FEMA). #DiscussionsQuoteBlockAuthorDavid ‘Dman’ here, I wanted to share a little bit of insight into our ‘HERA’ logo you saw on our first story document released a while back. HERA is largely inspired by the real-world homeland security/FEMA logos but also a hint of the old lesser known US Civil Defense insignias from WW2 era. As an agency in our universe, their designs will have a strong color palette with minimalist logos that are sharp and clear, keep an eye out for future story docs and later on in the game!Thought, sharing an audio soundtrack sample and some ambient noise for the Night of the Living Dead map.
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Make sure give this track a listen with headphones on. #DiscussionsQuoteBlockAuthorI think what fuels my direction when composing music for NOTLD is the sheer sense of beauty all around the player when in the environment.
The trees sway in the night breeze while the moon illuminates the corn fields. Leaves are falling off the trees, and you get a sense that it's a beautiful fall night. It's deceptive how peaceful it can be at times when you stop to appreciate it, which is what I try to capture in the ambiance. Even while experiencing something as horrific and terrifying as zombies chasing you, any moment of rest or seclusion is to be capitalized upon, and that's where I come in.Along with Thoughts track for the Night of the Living Dead map, Erickanni, our newest member of the team has already made progress with some props. May as well give you a quick update/content as I just joined and all — my names Eric, and I've just joined the NMRIH2 dev team for prop/environment art! So far, I'm just going to be helping create and push environmental assets out, and later build some more focal props down the line. Started tackling Night of the Living Dead assets, mainly the gas station area - Modeling/UV'ing some vital environmental props such as gas pumps, light posts, various signage, and typical environmental clutter.Tom with a summary of developing our dynamic music system (DMS).
#DiscussionsQuoteBlockAuthorRecently I have been developing fundamental systems to house the Dynamic Music System (DMS)in No More Room in Hell 2. In modern titles, adaptive music is fairly common, but the original No More Room in Hell was one of the earliest games/mods to take advantage of combining game states and music, dynamically. NMRIH2's adaptive music system improves on the original game's music system in many ways; using a very advanced audio engine (Wwise) we can mix music on-the-fly, applying seamless transitions between Low, Medium and High-intensity pieces of music without disrupting the flow of the soundtrack. The music in the original game was a big contributor to the feel of the game, so it has been very important to expand on this while maintaining the mood that it provides.
One of the issues with the original DMS was that when the gameplay changed intensities, the music engine would select a new piece of music with the appropriate intensity at random, then play it from the start. This meant that when the gameplay intensity was changing frequently, the player would hear the start of the same piece of music over and over again, never reaching the end. Wwise has a feature called Random Entry Cues, which means we can place many cue points throughout a track. Wwise will randomly select a cue point when it returns to that track, meaning that over the course of an entire game you should hear an even distribution of each section within a piece of music.nay0r and an update on the Stockades mall map. #DiscussionsQuoteBlockAuthorHey, guys nay0r here, just a quick update on what’s been happening recently. I’ve continued to work on our 3rd map the Stockade mall, which is going tremendously well.
Since our last update, I have made tremendous progress on the layout, which includes an exterior/corridors/shops and an underground car park. Working on this map on my own I feel like progress has gone super well, over the coming weeks I plan to keep on adding size to the map's layout, then shortly after it will set dressing and working on lighting.Cenelder showing off complex animations of zombies in 'pursuit' mode.
#DiscussionsQuoteBlockAuthorLately, I've been trying to get a lot of the more complex animations for our zombies ready. Once a zombie spots you in NMRIH2, their arms will be raised in 'pursuit' mode. The animations will be a more natural way to identify if the zombie horde has spotted you!
We've also made some attack animations to be blended into zombie movement, meaning that zombies can now walk AND attack which should make it a bit harder to abuse their AI. I've also been focusing on adding level-of-detail meshes for the zombies for performance so we can stress test the max number of zombies we can get on screen before a negative performance hit.And finally, Xenon with an update on our zombie AI. #DiscussionsQuoteBlockAuthorXenon here again with a small update from the AI side of things. So the AI timeline has looked something like this in the last month and a bit. Work on first pass player zombification when infected and death by infection or other causes. Next was some minor code changes/reworks for internal use.
Then finally we come to what I've been working on recently which is the second pass on the zombies. This has mostly been adding new functionality to characters such as a buff/debuff system and an attribute system to manage stats of the characters/items.
Things that I've yet to get to, but is on the chopping block are improved zombie pathing and a second pass of the stimuli system for more consistency. Plus a second pass on our soldier AI, as well as a second pass on our gore system!A quick reminder again that the content shared is only a glimpse of what the game may look like in the future. There's much more for us to build and learn as we go.Thanks for taking for joining us for this team update and we're excited to continue to share more progress in the near future. For all our fans waiting for us to complete the game, we are adding yet another milestone to Keen’s true multiplatform setup.
Available soon for PC, Mobile, Console and now: The Board Game. Take the battle to your dining room!.
Non-stop 1 player action!. Make all the calculations yourself!Players will have access to the special image folder, where they’ll be able to print, cut and mount up all the characters and scenario objects along with the extensive set of rules that we have implemented in the game.Now you may play the game turn by turn, calculating every movement the character and the enemies take, as well as calculating damage –– just as the computer would do! Quick World Map ButtonEinlanzer now has a button/key that lets you instantly look at the world map (Lanzer's realm) without having to fumble with the menu and key items. Thank you player unknownzzz for the suggestion!. Steam Controller/Keyboard version: the letter V or TAB on your keybard, or the. Full Heal spell buffedAlice's spell 'Full Heal' had little use before. It seemed to always make more sense just to cast a strong 'Recovery' spell.
Now, 'Full Heal' will not only give the target 100% of their HP, but it will also heal most status effects! It's not.quite.
as thorough as a 'Cure II' spell, but it does eliminate most status effects.Status effects 'Full Heal' cures: Poison, Blind, Silence, Sleep, Paralysis, Stun, Immobile, Arm Injury, and Strong poison. Notable exceptions are Stone, On Fire, and Confusion. Options Screen (change window color, volumes, autorun, etc.The final update to Einlanzer in this patch is an expanded options screen. Many of these features (especially autorun) were asked for by many players in the discussion board.This replaces the bottom menu option that let you quit the game. The option to end the game or return to the main menu is now at the bottom of the new options menu.New in the options menu:.
Customize the window color. Adjust music, background sounds, and sound effects volumes. Allow for auto dash (highly requested in discussion board - I hadn't implemented this before because I needed to do extensive playtesting to make sure it didn't mess up scenes throughout the game). Allow you to make text appear instantlyThat is all of the updates for this patch! Remember, the April Fool's Day calendar event ends after only one week, so take part in the festival while you can!As always, thank you for all the support, encouragement, suggestions in the discussion board, and reviews. If you can spare just a couple minutes of your time, writing a review of Einlanzer helps tremendously.Thank you,-Andrew Ryan HenkeNostalgia Addict Games. Darkest greetings Underlord,Today we’re proud to finally reveal our next project, previously codenamed Project Aftercare.
Now we know we’ve all been here before and it’s important we address the elephant in the room that is the now-defunct Virtual Dungeon Pet Management Simulation Game,.When we announced Skargz we were extremely confident in the design we had for reviving the Virtual Pet genre and we know that there were many fans looking forward to it. Introducing Dungeon Hearts™!Dungeon Hearts™ is a Visual Anime Waifu Dating Dungeon Management Simulation Novel Role Playing Game (Or a VAWDDMSNRPG) that continues to progress our ambition to develop only the most genre-busting titles. In Dungeon Hearts™ you’ll assume the role of an Underlord joining the school of Kairos High, to build your harem of minions through a combination of social interaction, critical choices and good-old-fashioned dungeon management.We know that our history with the now cancelled project Skargz leaves some room for doubt; so to assuage your concerns we have prepared a prototype!
This is a proof of concept, as it were, which you can try out by clicking the image below:Content warning! Contains: sexual content, violence, bad language. Dungeon Hearts in the FutureIt’s important to clarify that this is very much a proof of concept - a flex of our muscles - and will be used as a basis for future iterations, very much in the vein of War for the Overworld’s development. In short, this is a 30-minute experience to excite the loins.So given this is just a proof of concept, here’s what can you expect from the final version - coming soon at an indeterminate date in the future!:. Explore the realm of Kairos like never before - Set in a parallel universe where Mendechaus’ long-abandoned thoughts of conquest have turned instead to thoughts of love. Explore a modern Kairos as an upperclassman at Kairos High. Build your harem - Pursue dozens of unique minions or even heroes, such as Raven the Succubus, Agnes the Chunder, Brian the Cultist, or Pierre the Bard - all with their own personalities and stories to discover.
Build their Dungeon Heart by appealing to them with gifts, dates and even casual conversation!. Manage a dungeon to keep your lovers - We know how that sounds but hear us out: in Dungeon Hearts™ you’ll be able to build your own dungeon filled with all the amenities to keep your sweethearts for years to come wait that didn’t sound any better. Experience a compelling story - With over 9000 hours told across 2500 individual episodes (MSRP £29.99/$29.99/€49.99 per episode) you’ll be able to play for the rest of your life. Especially if you’re a whale!.
Turn the adventure on its head with Hero Mode - Rather than playing as a dungeon- keeping Underlord, instead explore the story from the other perspective with Hero Mode! This will be a day-one DLC for each episode (MSRP £15.99/$15.99/€99.99 per installment) which unlocks an accompanying dungeon-crawling RPG. Placed in the polished boots of Lord O’Thelove, you’ll need to overcome various minions with your otherworldly charms!. Bring your lovers to War for the Overworld - By popular demand, with the Dungeon Portal you can bring your fully-hearted-up lovers to War for the Overworld to act as unique elite units - provided you build them a special room via secret room layouts. Date smart not hard with gifts from Kairos-1337 - Travel between the parallel worlds works both ways!
In the hotly-anticipated v2.0 update for War for the Overworld you can now earn or purchase Warboxes, which contain sets of random loot such as maps, units, dungeon themes, and even gifts for your lovers in Dungeon Hearts! Pride and accomplishment never felt so great!We hope you enjoy the exciting prototype of Dungeon Hearts™ and that you drop by again tomorrow for more exciting news!Cheers,– Brightrock Games Team.
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