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Steam News · Aug 28
Happy Friday! Lots of updates to NPC and Hero behavior and tweaks all over. NPCs now fear zombies if not armed and flee. This also allowed me to replace the blind effect with a fear effect. When using the purple orb ability, stacks now cause fear. Within the simulation, NPCs produce Food for bring in more people. They also collect Wood, Ore, Mana, and Gold to produce Weapons and Spells. To give pl...
Steam News · Aug 8
Discovered last night that the Seed menu spawners were not working so this morning I got them fixed! Now when you ask the seed to spawn a root it spawns it directly in the simulation and the other systems pick up spawning the actor. This also allowed me to test more reliably those latter systems. Previously the NPCs had only an unreliable way to know their status from the simulation. This worked o...
Steam News · Aug 7
Hi folks! As you may have noticed, I have been pushing patches and not posting patch notes; I am sorry, life has been very busy. My focus is on moving the game forward which is why I keep patches rolling but sometimes the notes don't get a timeslot. With that said, lots to check out this time around.Major overhaul of the simulation now that Hero communication is getting online. The NPCs now have n...
Steam News · Jul 24
Happy Friday! The Blood and Shock basic abilities have been completely overhauled. The Blood ability now dashes the character forward and does damage to all characters the blood mist touches. The Shock ability is now a shield that you can apply to any character or if none are hit, it will apply to yourself. This shield not only helps against single target projectiles but also does damage periodica...
Steam News · Jul 11
Hello folks,What a week!? We have more updates! The Haunt ability was getting complicated and still didn't feel good to use so I have stripped the push pull of infection and health because it already blinds but also made the effect more engaging. Now you select two points and a ball of energy flies through damaging and adding stacks for a killer blind. It also triggers building damage with Infect....
Steam News · Jul 8
Hello! I went through and fixed a bunch of issues discovered on Friday's stream. The big one was the collisions on the map icons. Along with that I suddenly felt determined to refactor my road generation and give it another shot; that evening they were generating without causing stutters on map loading. Another side effect of moving too fast in the last build was weirdness in the landscape materia...
Steam News · Jul 3
Greetings Aspiring Immortals, Hope everyone is having a great start to summer! Lots of work this week went into a road generation that ultimately was too unstable to include but so much learned for the next attempt. As a means offering some clues in the terrain, the land that is most suitable for buildings (not all the land that is suitable) is now dirt. These can often look like a path traveled d...
Steam News · Jun 26
Hello there!Welcome to the second update of Defi's Devotion. Lots of important refactoring this week and a new ability. Building destruction is being processed in a far more reliable way. This allowed for consistent feedback when the building is taking damage and a client experience that stays with the server. The Overseer has more details of your progress each turn and now so do you. In the talen...
Steam News · Jun 20
Hello folks!Thank you for checking out Defi's Devotion. I have been hard at work today cleaning up all the bugs found last night. Progress has been restored, new abilities are granted properly, and loads of other data has been filled in. Bugs fixed:Corpses not counting on the seedSeed levels stopped after the first level upNPCs stayed in Frozen after effect endedLess objects should be floating aro...