After a couple more weeks of designing, implementing, polishing and remaking, we have finally patched the frontline beta to include the new set of Utility skills! With the addition of these skills, we expect the game change a lot for some players, if not all – we suspect a lot of you have longed for something to use spare silver points on, and many of the Utility skills offer new paths of gameplay. In short, we can’t wait to see how you guys use them, and what the feedback will be.While we hope it will be possible to balance all of this properly (we’ve done our best so far, but we’re always ready for your feedback on what’s broken and what may be too lame), we are aware that depending on your feedback, we might have to rethink certain things. For instance, if every single one of you hate a specific skill! Because of this, it’s important to let us know what bothers you (and what you like!) so we know how to proceed. As always, feel free to share your opinions on this patch and the skills here or on the forums!And as always, to see the full patch notes, go to forum thread.

Now go ahead and try them out!!:D. And in the meanwhile, let’s take a look at what our previous workweek looked like, with the Utility skills coming together:First up, some skill Icons, starting with the Focus skill (the very first frame of each WIP-animation shows our current placeholder icon made by Teddy, and the last frame is my reinterpretation):Focus is the meditate skill which allows you to channel EP by holding the skill button, and allows you to cast a skill for free after a set amount of time. Since it’s EP focused, we decided to use a purple background (as the EP meter is purple).Next, the Barrier, which in our game kind of looks like a bubble engulfing the character, and so I wanted to focus on that in its skill icon:For the blink skill, we had a bit of a hard time coming up with something that would resemble the skill at all, in such a limited amount of space. The color of this skill was later changed to orange/yellow to avoid healing associations:Next, Death Mark, or as it’s called now: Reaper’s Blade, fittingly using a skull (I modified the one used in the animation where boss-Vilya yells out insults at her minions in the second battle), and added some decorations based off of a sword behind it. Red, as it’s an offensive skill that will help you deal a lot more damage:For the Stasis icon, I focused on the stasis effect, which grays out an enemy and disables them from combat. In this case I took a Rabby sprite, turned it black & white and painted some background patterns around it.

In the final version of this, the whole thing is black and white, however, I added more color to the background later to make sure it stands out from when the skill is unavailable (at which point all skills are grayed out):Finally, for Challenge (or as it’s called now: Provoke) I brought out boss-Vilyas insults once more! As you yell at the enemy you’re targeting, your own character will begin cursing at them in a similar way, so I thought it’d be nice to use the same graphic indicators for the insults:And here’s the lineup:In the end, we decided to divide the buffs into three, so they’re now divided into one that boosts you damage and crit, one improved version of haste (increased cast and attack speed) and a defense and shield boosting buff. The icons of these can be seen below, along with their “buff timer” counterparts:Our reasoning is that separating attack/castspeed from the damage buff allows for more varied builds, and each of the buffs can be stronger than they could be if they buffed more things. With that in mind, we’ll likely cap each of the Utility skills at three silver points as well, with each level making a bigger difference.Now that the buffs are in place, it’s time to implement the targeting system for them.

As mentioned in a previous post, you’ll be able to buff your friends in multiplayer one at a time, with a system similar to what we use for the Frosty Friend: you start channeling the spell, and as you do so several arrows will appear showing your friends. Press in the direction of the friend you want to buff and the buff will land on them. To buff another friend, simply cast the spell again and press in another direction.

In order to buff yourself, you’ll need to press upwards after channeling the spell – but only in multiplayer. In single player the buff will automatically target yourself.Our first idea was to show each character’s face along with the arrows, but as Teddy started implementing this targeting system, he came up with a different plan: showing the entire characters, including what they’re doing:While this wasn’t exactly what we had in mind from the beginning, it kind of grew on us as we tried it out. Hello guys and sorry for the late recap! Apparently, someone (me) forgot to hit ‘publish’ after finishing the post and nobody noticed until now Ooops!Oh well, ready for some new Housing info?Our basic prototype is more or less done: the items that have been made so far have all been implemented, and most of the ones that will move in some way have their proper animations. Teddy is currently working on two things, the light settings (which are coming along rather nicely so far), and the rather complicated systems behind being able to add more rooms and change the layout of your house.You see, previously we decided that you’d be able to select between a bunch of pre-designed layouts for your house, which could be unlocked at the proper salesman or through your housing menu (not fully decided). As our conversation went on, though, we started thinking it’d be really cool if you could design your house however you wanted, adding new rooms and change their sizes freely.Before we fully commit to that can of worms, our current goal is to upload what we have to Frontline (any day now, possibly even tonight!) and let you guys try it out. We’re still a little torn between having pre-designed layouts or having you design the house more freely, as the latter definitely would add a ton more work and I’m sure most of you would like to see the game finished sooner rather than later.So for now, we’ll upload what we have: a single layout, and the current housing items.

With the Arcade Mode rework drawing closer, we sat down to iron out more of the houses that will be available so I can begin work on the new Arcadia design. We also changed a few things around:Candy and Muffin were said to have a house in the last Arcade Mode meeting. That has been changed into two vendor stands near the exit to the Arcade Mode run, in order to avoid having to load into a house every time you want to try out new treats or curses.The Alchemist Remedi will also appear somewhere close to the exit, and like candy and Muffin he will be available without moving into a building, although the exact design of his spot hasn’t been fully decided yet. Remedi will allow you to select one (or multiple, not decided yet) potion(s) to bring with you on your arcade run, and it will work much like the potions in story mode after the rework has been implemented: battling enemies will slowly refill your bottle.The Bank is something that isn’t available in story mode, so it’s an all-new thing.

At the bank you’ll be able to trade in your essence for money, or money for essence!Master Ji’s Dojo will make an appearance as well, and at this place you’ll be able to train your perfect guard by selecting enemies that will spawn in his training ground. We have plans on having perfect guard challenges here as well, where you have to complete a series of challenges using only your perfect guard and your reward will be headbands in different colors signifying which rank(s) you have passed.

Secrets of Grindea General Discussions Topic Details. Jul 21, 2015 @ 3:37am Now i need you help. The water puzzle in temple of seasons, i cannot beat it ANY WAY. Can some one tell me how to do it. Or mabye chare a pic for me? Yes im bad whit puzzles Showing 1-3 of 3 comments. SELAMAT DATANG DI TRAINERSAD! Ini adalah Blog dimana saya share SSH, Software, Trainer, Inject dan Tutorial. Situs ini masih dalam perkembangan karena belum ada kolom search.

This feature might make an appearance in story mode as well!The Cinema is another feature not available in story mode, and we’re not 100% it will make it to the game yet, although it would be pretty cool. Teddy has been working on a feature that allows you to save replays of your arcade runs, and our idea is that you will be able to load and watch your own and others replay in this building!The Carpenter will have a shop that sells housing items! Each batch will be unlocked by reaching the corresponding floor in an Arcade Mode run.Farmer Oak will appear with a petting zoo! He’ll have a set of quests and taming items that will bring animals to Arcadia. Our idea is that it’ll be optional whether the animals are gathered at the petting zoo or if you allow them to roam free in town.There will also be a Clock Tower where you can change the time of day: initially between day and night but we might add support for dawn and evening as well.Other than that we have a bunch of decorative slots planned that will help bring in new inhabitants and quests. Some of those ideas include a garden and a fae tree (but plenty of smaller ones as well). We also came up with a couple of quests, but I think we’d rather have you explore those on your own once they’re in the game, rather than have me tell you now what they will be all about!Next up is some more housing miniatures!

Since the Tai Ming-themed ones are sooo many, I’m going to divide them into groups depending on which item type they are. Some batches will be bigger, other smaller. This is one of the smaller batches, featuring the ‘small items’, or things you can stick on tables and other surfaces!Finished sprites below:And now, some more design talk! As you might know by now, the next dungeon is going to be a ghost ship.

What you might not know, though, is that the ghost ship will be populated with the possessed spirits of sailors from the Merchant Isles.Since we want the enemies to have a cool design, we wanted the sailors from the Merchant Isles to have a particular look about them, so it’s easy to spot them. Our idea is that you’ll see some of these sailors throughout your travels, and be able to recognize the design when you meet the enemies in the ghost ship.Fred had a design in mind, so he went on the make a bunch of suggestions:After seeing these designs, I made a quick sketch of a portrait version and wrote down a bunch of suggestions for common points among the sailors. The clothing style is basically a toned down version of the ones seen on characters from Merchant Isles that are already in the game: kind of 1700’s pirate/seafarer inspired clothing, only with the sailors it’s in earthy tones rather than the bright noble tones of the merchants we’ve already met.In the beginning, our first thought was that each sailor would have a different version of the hats Fred designed, and that the hats would be common among all the people from Merchant Isles, regardless of their occupation. In the end though, we decided against this, and selected a single hat type for all the sailors, as seen below.After deciding this, Fred made a bunch of different version of the new hat, as well as a couple edits of the characters clothing, to better fit with the clothing designs of my portrait. In the end, our favorite is the fourth hat from the left, which is likely to be the one we’ll use for all of the sailors.There will still be some clothing adjustments before we’re completely satisfied, but this is an example of how me and Fred sometimes work back-and-forth in creating designs, with all three of us coming with feedback and ideas along the way.

Next up I’ll actually be making the proper portrait of this guy, who will be one of the additional NPCs added to Tai Ming’s first zone before the Stable Patch:)This week got cut a little bit short due to Fred’s birthday and us taking a couple days off for easter to spend with friends and family. Next week, there will be another design talk featuring what the desert enemies will look like, and we get to see the finished Merchant Isles portraits (among other things).aaand as of yesterday, the frontline patch is finally up!!

This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found!Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you?

What did you think of the twists and turns? How was the balance?

Please feel free to share anything and everything here in the comment section of on any of our forums!For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback.

Hello guys, Vilya here! The first week since the second part of Tai Ming was uploaded to Frontline has now gone past, and we’ve spent eagerly listening to your feedback (and fixing bugs)! Thank you to everyone who left comments and suggestions, we’ll add and improve a bunch of things before we consider this part properly done.Some of you have already noticed that after finishing the first zone, it’s possible to get stuck, with the time warp portals disappearing. While this isn’t quite working as intended, the truth is that once you’ve finished an area, you’ll only be able to return to it in the present time.We have a couple of reasons for this, and it wasn’t an easy choice to make.

I mean, of course it would have been great if you could always go back to finish any puzzles or secrets you might have missed. On the other hand, we felt like the area would have a bigger impact once you realize that when you’ve seen all there is to the story here, you can’t go back to talk to the people again. Finally, the second zone’s on Frontline! It only took about 4 months guys!!;) However, if my (Vilya’s) playthrough of the area is any indication (1 hour 20 minutes), it’s a decent amount of playtime for that amount of work, at least compared to our previous areas.I know it’s hard to believe, but our workspeed per playtime has actually increased with this dungeon, though it’s pretty huge and ends up taking a long time to finish anyway;PAnyway! We’d love to hear how long it takes you to play the area, if you got stuck anywhere, what you liked/disliked and, of course, any bugs you found!

Please spam away, we’d love to hear everything (and feel free to link us any cool Let’s Plays of the area, as seeing how people think and try to interact is extra important in this area).Here’s a bunch of the stuff we made for the second zone, before we released it this weekend:First up, the final room of Puzzle World! Part of this area will be looking over the sea, with the Pillar Mountains (among other things) in the background. Because of how incredibly long it took to paint the backdrop, the video I recorded got super long, so I decided to divide it in parts:This first part is all about the actual area your character will be able to move around in.

It consists of the same type of environmental decorations as the Mount Bloom outskirts, with the addition of some rocks and details from Evergrind Fields and Tai Ming.Second part of this scene is all about the backdrop! And what else would it contain, but your old home, the Pillar Mountains?Painting this took a long while, much longer than I’d hoped, seeing as it’s mostly water and a few islands! But since I’m used to painting smaller props rather than distant backgrounds, it took some time to get used to the change:)Once this was finished, we added a bunch of birds and some clouds floating in the background as well:I mentioned before that I was gonna make standing versions of the old and worn statues.

This is pretty much to make it easier on us, as we don’t want to worry about where to put which statue if two would fall on top of each other. Instead, they’ll remain upright:One key part of the puzzle is to deal with the glass box somehow, and so I had to make a version of it that’s completely smashed as well! Some pretty fun stuff, lots of glass pieces:)This grave has a bunch of flowers that stand out from the rest, and it’s for good reason, relating to a quest:This room felt a little too clean, so I went back to it and added a bunch of planks and the remains of the poor old flowers. Likely nothing would remain of the plant this long since it died, but as long as it looks better this way, I’m all for it;)I also added a bunch of rocks surrounding a box in the water next to what we call “Granny’s house”. This is to signify that you cannot move this box (while you can move a bunch of others):The current box also looked a bit too fresh and clean for the present version, so I made another version of the box(es) to suit the time jump better:There’s a strange puzzle in the upper parts of this map (which isn’t completely shown in this picture), and one part to the puzzle is that you cannot move things around in the present. As such, I made a version of the puzzle block that wasn’t able to withstand the test of time, and has crumbled too much for you to be able to push it around (video game logic)!Seeing as the alcoholic beverage hidden in this room was turned into an ale rather than a wine, the color was changed to better suit the drink in question!While Bag has made do with the same faces for a long, long time, it was finally time to add another couple of expression! Well, in fact, we just needed the one, but due to some miscommunication I misunderstood the mood asked for, and we ended up with two instead!

Maybe the other one will have some use in the future:)This lady isn’t too happy about her daughter being interested in the strange Flying Fortress people visiting town, so she had to get a more displeased expression as well:We also realized we needed to block the way south in the Path Puzzle’s past state! This was done by adding a bunch of boxes:Whatever happened to this guard’s hat?!

I guess you’ll have to find out by playing through the zone! In either case, he needed a portrait without the hat, so I made one:Due to a slight rewrite, we decided to open up the door to the Puzzle World WIP, and add a small sign letting you know that something is ahead:Previously for the Monkey mini game we used a placeholder key, which was actually a much smaller one that was resized in Photoshop.

Good thing we remembered to swap it out for this new sprite:A line of rocks were added to show you where you cannot push certain blocks that can be found on the lower level of this zone. You can (and should) still run past the rocks yourself though:Due to some grim times up ahead in Tai Ming, we decided it was time to increase the number of tombstones in the cemetery greatly, too Whatever could be happening? The answer awaits you in the third zone!Finally, two new zone titles: one for the second zone and one for the third (which I, as I write this post, have actually started working on already! Wohoo!)Actually, there was another portrait added, as well!:)This is Nolea, a character that’s a homage to the main character of:While being based on Lea visually, this character is quite different from her CrossCode counterpart.

In fact, she’s a cyborg built built by the Flying Fortress crew with multiple personality and vocabulary settings. How advanced!She’ll be hanging out with the other Flying Fortress guys in zone02, demonstrating the newly invented Phase Shift techniques.For Nolea, I had to make two different expressions, but as I was creating them I had a hard time picking between a couple of variations, so I ended up making 4 instead. I’m still not sure which 2 actually appears in the game, as I told Teddy decide as he implemented them, and I haven’t talked to in-game Nolea since thenThis week, we’ll likely take care of any bugs that appear through the frontline testing, as well as add another bunch of polish. I’ll also continue working on the third zone of Tai Ming, which will conclude your adventures in this mountain. How exciting!Until next week!:). Tai Ming’s second zone is finally coming together: this week I (Vilya) have finally finished up the last backgrounds (except for the Puzzle Cave, which we’ll talk a bit later in the post)! Aside from a few fixes here and there, the backgrounds are now officially done for this area, and “all” that needs to be added now are a ton of NPCs, and of course, the cutscenes.:)Let’s take a look at this week’s main tasks:I quit making the second zone’s outdoor transition from past to present around the HQ, as we hadn’t decided if the area needed to become bigger to properly house the Giant Thorn-Worm battle.

Since we decided to keep things as they are, it was finally time to get a move on and finish things up!First up is the area around the dam, where you can adjust the water levels of Tai Ming’s second zone. As with all other present versions, it’s time to demolish everything:Next, the HQ itself, along with the yard in front! At this point it’s actually not 100% finished – I’m gonna break the wall up a bit so you can move through the left side in the next step (and in the future I might break the right corner a bit for visual effect as well:Finally, the area near the exit to the third zone! The main focus on this part of the job was the doorway to the third zone. In the past version, the door is open: here it needs to be closed, until you’ve gathered 3 emblems that activates the door opening mechanism. So, the emblems of the past needed to be removed, the door lowered, and some kind of ruin added to the whole thing:In the end, I also had to add a ton of stuff in the editor to serve as colliders: this part of the area will be blocked unless you get here from the right time rift.

Right not some of the items aren’t correctly sorted, but they will be once the game engine does its work!It’s likely I’ll add more stuff here later if we feel like the blockade is too thin, but that will be in a future mixed bag update, in that case:)Here’s the final result, for now:Meanwhile, Fred has been busy filling this area with the NPCs living here! Tai Ming has attracted all kinds of people, ranging from collectors, priests, merchants and bar owners! Some might resemble characters from the present: distant relatives, perhaps?Now that I’m finished with my share of the Tai Ming 2nd zone backgrounds, it’s time to move on to something different: the puzzle cave in the north part of the map!

Only the World War I Western Front could have produced the rationale for the Battle of Verdun. In his so-called Christmas Memo of 1915, Erich von Falkenhayn, the chief of the German. Verdun update. Verdun Tourism: Tripadvisor has 12,633 reviews of Verdun Hotels, Attractions, and Restaurants making it your best Verdun resource. Battle of Verdun, World War I engagement in which the French repulsed a major German offensive. It was one of the longest, bloodiest, and most-ferocious battles of the war; French casualties amounted to about 400,000, German ones to about 350,000. Some 300,000 were killed.

We’ve actually made a very basic sketch of the area, which includes all the rooms and what you’ll face there.Be aware of spoilers if you look at the map below or it’s explanation, if you prefer to explore the amusement park on your own:I already mentioned the rooms in a, but now we’ve actually designed the rooms! Over the course of the development of Secrets of Grindea, which has gone on for five (5!) years now, we’ve had many different ways of keeping track of decisions made in the past and where to head in the future.Unfortunately they’ve varied in usefulness – turns out, simply talking about something in the group and then expecting everyone to remember the outcome of that conversation doesn’t work quite that well. In fact, more than once we’ve had the exact same conversation several times, with different outcomes, where people have changed their opinion over time, or we simply don’t remember which idea we thought was best.To solve this we’ve used a variety of documentation methods – we’ve kept our meetings documented physically through a notebook I’ve (Vilya) brought to them, and sometimes we’ve used our “agenda” document (basically a to-talk-about list for each upcoming meeting) to document what we talked about and what it resulted in.

This week we’ve started getting back into the groove after being away for so long.After checking things out again after such a long while, we noticed a few things that needed changing or improvement, so as I (Vilya) went back to work I dove straight into that.First up, one of the NPCs that will play a kind-of important role in the dungeon. We felt she looked too young in the first version, and needed another, even older version for a later map where some time have passed:For the first rework I just grayed out her hair and added a hint of wrinkle at her mouth, while the second, older version has lighter gray hair and wrinkles both near her mouth and around her eyes.Next up, we wanted the ape house to look a bit stranger than the rest of the houses, so as a first step I added a bunch of different-looking chimneys, indicating this house is a little more advanced than the rest. It’s me, Vilya, again! I’m the one who usually writes these blog posts, but as I’ve been gone for a little more than a week taking care of a critically sick cat, Fred took care of the last two recaps.Since we all used to live together (me, Teddy, Fred and the two cats), and we still get together in the same apartment for work every day, the cats are very dear to all of us, meaning it’s been a tough couple of weeks.

BUT, good news, Link the cat seems to have stabilized for now after a super serious and seemingly random bout of severe anemia, which had him hospitalized for over 5 days at one of Sweden’s biggest animal hospitals. He’s still eating a ton of medicine but he seems to get more and more energetic every day, so let’s hope he makes a full recovery!!We’re officially back in the office and have been working as usual for a couple of days, so things should hopefully be back to normal unless something else happens! For this post, let’s take a look at some of the things we did before going away, which didn’t make it to a recap yet!First up, continuing on Zone02 we have been adding the ancient version of the collector’s HQ:Here you’ll get a quest or two that need to be finished before you can continue your adventured deeper into this mountain village! There will be a bunch of ancient collectors sparring here as well, which should help making the area feel alive:)Oh yeah, and those shops below the HQ?We decided to make them actual shops so you don’t have to travel all the way back to Evergrind in case you missed buying something there! Here’s their interface graphics:I also went ahead and connected the road leading from the HQ and the building to the left with the exit to the third and final Tai Ming map, meaning the only major thing left to finish on this map is a gravesite in the northwest:We also decided we wanted the bamboo decorations to be destructible, and in a pretty fun way at that! Instead of destroying the whole thing at once, you’ll have to whack ’em down, piece by piece. As such, they are now made of several parts:And when you decide to destroy them, this is what it’ll look like:Although we might add some additional effects, such as shaking of the sprite!Finally, to mix things up, a portrait:It was such a long time since I made portraits, but I have to get used to it quickly again!

There will be a lot of NPCs in this village, after all:)OK, that’s all for now, time to get back to work with full speed!!! Please stay healthy little cat, we have a game to finish!:D.

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Update (01 March 2017)- Added the German manual and the German version of Evil Islands to everyone's accounts.- We'd like to say 'Vielen Dank!' To AliensCrew who donated the German version of the game.Virginia has probably changedFILE UPDATES. File added: Patch 1.02 Windows - File size: 14.0 MB - Version: 9660 - 10212. File changed: Windows installer, English (part 1 of 2) - Size has not changed (1.0 MB) - Version.FROM. 1.00.TO.

1.02. File changed: Windows installer, English (part 2 of 2) - Size has not changed (1.3 GB) - Version.FROM. 1.00.TO.

1.02CHANGELOG ADDED. Patch 1.02 (01 March 2017)- Smoother feel to look controls, minimising the stuttering encountered by some players- Faster menu transitions in the front end- Performance optimisations in outdoor scenes- Some fixes to non-English translations- A variety of minor fixes and optimisations- In the Image section of Settings we have replaced the High, Medium Low quality setting with per feature quality controls, to allow you more control over the look of the game, the details of which are below:- Motion blur toggle. When enabled, fast camera motion produces a blurring effect, similar to that which you'd see in recorded film and television. You can turn off the effect, both for personal taste and to slightly reduce the performance impact of the game.- Anti-aliasing toggle. When enabled, the anti-aliasing filter improves the overall quality of the image.

You can turn off this effect to slightly reduce the performance impact of the game.- Camera smoothing. When enabled, the camera movement is made less abrupt, to approximate the constraints of natural head movement. You can turn off this effect for less gentle, but more responsive camera control. Patch 1.02 (01 March 2017)- Smoother feel to look controls, minimising the stuttering encountered by some players- Faster menu transitions in the front end- Performance optimisations in outdoor scenes- Some fixes to non-English translations- A variety of minor fixes and optimisations- In the Image section of Settings we have replaced the High, Medium Low quality setting with per feature quality controls, to allow you more control over the look of the game, the details of which are below:- Motion blur toggle. When enabled, fast camera motion produces a blurring effect, similar to that which you'd see in recorded film and television.

You can turn off the effect, both for personal taste and to slightly reduce the performance impact of the game.- Anti-aliasing toggle. When enabled, the anti-aliasing filter improves the overall quality of the image. You can turn off this effect to slightly reduce the performance impact of the game.- Camera smoothing. When enabled, the camera movement is made less abrupt, to approximate the constraints of natural head movement.

You can turn off this effect for less gentle, but more responsive camera control. From MaGog's logs for 2 March:-Games included in this batch: CrossCode In Dev Torment: Tides of Numenera - Immortal Edition Premium (macOS and Linux removed from the Supported OS list. Bug?) Torment: Tides of Numenera - Legacy Edition Premium-CrossCode In Dev has probably changedFILE UPDATES. File changed: Linux installer, English - File size.FROM. 195.0 MB.TO. 205.0 MB - Version.FROM.

gog-1.TO. gog-2. File changed: Mac OS X installer, English - File size.FROM. 190.0 MB.TO. 199.0 MB - Version.FROM.

gog-1.TO. gog-2. File changed: Windows installer, English - File size.FROM. 163.0 MB.TO. 174.0 MB - Version.FROM. gog-2.TO. gog-3CHANGELOG ADDED.

Update V0.9.0-2 BETA (02 March 2017)Grand Krys'kajo - The final temple of the Jungle- With the Grand Krys'kajo we release the final temple of Gaia's Garden. Being the follow up dungeon after the So'najiz and Zir'vitar Temple it will combine puzzle mechanics from both dungeons and finish things off with an epic boss fight! Are you thinking contest? That's right! Read more about it further below.Level 2 Combat Arts- The circuit made a pretty big leap with this update: all passive skill, as well as level 1 and level 2 Combat Arts have been fully implemented. That means the circuit is pretty much complete with the exception of level 3 combat arts.

Since so many things changed, you'll get the option to reset your skill tree when you load your old save.Also: we added a new Practice Arena in the Info Building of Rookie Harbor! You can practice all the Combat Arts to your heart's content without being limited by SP costs.C'Tron - Now ready to join your Party- C'Tron is now finally ready to join party!

When you reach the current end of the story, C'Tron will send you a message, allowing you to invite him to your party via the Social Menu. This will also work with old save states. Note: C'Tron is currently only there for you to enjoy the gameplay with a 3rd party member - scenes and plenty of chit-chat will be added later.But that's not all!

Party Members are now much more capable in general, as they will start using elements and combat arts during battle - and are less likely to fall into water. You also now have more options for your party's behavior via the new and shiny strategy menu!Lots of new Quests- This update has Quests. You'll find them in Bergen Village, Maroon Valley, Ba'kii Kum, and Basin Keep. They come with many new boss fights, mini games, and other cool challenges! So make sure to keep an eye out for those flashing exclamation marks!New Help Menu- Remember when you used to look at a trading offer, trying to figure out what a certain modifier does? Help Menu to the rescue! With a simple button press you now can see on screen explanations for all kind of menu content, including stats, modifiers, and many other things.

The new help menu is available in most menu views, including Trading, Shopping, Equipment, Inventory, and many more.Other StuffThis update packs a lot of smaller cool features that are also worth mentioning- A improve display when Swapping Circuit Branches. You can actually see the skills you will exchange.- A new SP bar that allows you to quickly see your current SP without moving your eyes away from the player- Total Damage Number for each enemy to better estimate the amount of damage you deal - pretty much inspired by what PixelFerrets did in Secret of Grindea- An improved stun system that solves a few frustrating counter-attack moments (looking at you, Apollo) and allows the player to escape a long chain of combos- Changed order of menu buttons! The Quest Menu is now much easier to reach.- New Buff stacking behavior: your number of concurrent buff now starts with 1 and can be extended with the appetite skill. Also: you can start a new buff at any time while buffs with overlapping stat improvement will cancel each other out.- No more unlimited combat art charging. Sorry, but this was never intended to be a feature! -Torment: Tides of Numenera - Immortal Edition Premium has probably changed Supported OS changed.FROM. Windows (XP, Vista, 7, 8, 10) and Mac OS X (10.9.0 or newer) and Linux (Ubuntu 14.04, Ubuntu 16.04).TO.

Windows (XP, Vista, 7, 8, 10) System requirements for Linux changed.FROM. Missing!

Patch 1.07 (2 March 2017)- NEW: Added Russian translation.- NEW: Added Hungarian translation (thanks to Brechler Zsolt).- NEW: Added Chinese translation (thanks to Another Indie).- FIX: Gameplay crash caused by particle systems.- FIX: Removed invisible collider which blocked path to a scroll in Chapter 10.- FIX: Wrong objectives on Chapter 4.- FIX: Shinen dissolving corpses already dissolved.- FIX: Multiplayer - Shinen sometimes was killing enemies only on 1 client.- FIX: Multiplayer - Hikaru sync issues.- FIX: Multiplayer - Minor fixes- Plenty of other fixes. Update 2.3(5696) (2 March 2017)- Added Italian localization- Added Spanish localization- Russian language added (Genuine retranslation)- Fixed crash when loading savegames from campaign missions with AI opponents- Resource number bug fixed- Tutorial progress fixed- Campaign progress fixed (e.g. 'Rockstone' and 'Z Files') -Virginia has probably changed Supported OS changed.FROM. Windows (7, 8, 10).TO. Windows (7, 8, 10) and Mac OS X (10.9.0 or newer) System requirements for OS X changed.FROM.

empty.TO. OS X 10.9.0 or later, Processor: Intel 2.0 Ghz, Memory: 4 GB RAM, Storage: 5 GB available space, Recommended system requirements: OS X 10.11.0 or later, Processor: Intel 2.5 Ghz, Memory: 8 GB RAM, Storage: 5 GB available spaceFILE UPDATES. File added: Mac OS X installer, English - File size: 1.9 GB - Version: 1.02 (gog-1)CHANGELOG UPDATED. Patch 0.3.7 (02nd March 2017)VISUALS- New visual effect for the Damage Return effect on enemies.AUDIO- New sound effects for the Skullcrusher.- Improved the way the sound listener moves between the player and the camera.- Improved sound Spatialization.ENVIRONMENT- A portal now brings to the new boss.- The Inn Keeper is now closer to the merchant.CHARACTERS- New Skullcrusher monster.GAMEPLAY- Ranged gameplay and mouse targetting has been improved- Warrior Artificial Intelligence has been improved. Warriors enemies now try to surround the player.- Orc footmen may now try to escape if their health is too low- New Ranger Medium armor.- New Apprentice light armor.- New Thief light armor.- The Skullcrusher, a big ogre wielding a gigantic maul has been added. You can find him in the grass fields near dhur.- Skull Crushers use up to 4 different type of skills: Mace Attack, Expulse Blow, Healing, Charge and Speed Buff.- Improved Orc Charger.

After a couple more weeks of designing, implementing, polishing and remaking, we have finally patched the frontline beta to include the new set of Utility skills! With the addition of these skills, we expect the game change a lot for some players, if not all – we suspect a lot of you have longed for something to use spare silver points on, and many of the Utility skills offer new paths of gameplay. In short, we can’t wait to see how you guys use them, and what the feedback will be.While we hope it will be possible to balance all of this properly (we’ve done our best so far, but we’re always ready for your feedback on what’s broken and what may be too lame), we are aware that depending on your feedback, we might have to rethink certain things. For instance, if every single one of you hate a specific skill! Because of this, it’s important to let us know what bothers you (and what you like!) so we know how to proceed. As always, feel free to share your opinions on this patch and the skills here or on the forums!And as always, to see the full patch notes, go to forum thread.

Now go ahead and try them out!!:D. And in the meanwhile, let’s take a look at what our previous workweek looked like, with the Utility skills coming together:First up, some skill Icons, starting with the Focus skill (the very first frame of each WIP-animation shows our current placeholder icon made by Teddy, and the last frame is my reinterpretation):Focus is the meditate skill which allows you to channel EP by holding the skill button, and allows you to cast a skill for free after a set amount of time. Since it’s EP focused, we decided to use a purple background (as the EP meter is purple).Next, the Barrier, which in our game kind of looks like a bubble engulfing the character, and so I wanted to focus on that in its skill icon:For the blink skill, we had a bit of a hard time coming up with something that would resemble the skill at all, in such a limited amount of space. The color of this skill was later changed to orange/yellow to avoid healing associations:Next, Death Mark, or as it’s called now: Reaper’s Blade, fittingly using a skull (I modified the one used in the animation where boss-Vilya yells out insults at her minions in the second battle), and added some decorations based off of a sword behind it. Red, as it’s an offensive skill that will help you deal a lot more damage:For the Stasis icon, I focused on the stasis effect, which grays out an enemy and disables them from combat. In this case I took a Rabby sprite, turned it black & white and painted some background patterns around it.

In the final version of this, the whole thing is black and white, however, I added more color to the background later to make sure it stands out from when the skill is unavailable (at which point all skills are grayed out):Finally, for Challenge (or as it’s called now: Provoke) I brought out boss-Vilyas insults once more! As you yell at the enemy you’re targeting, your own character will begin cursing at them in a similar way, so I thought it’d be nice to use the same graphic indicators for the insults:And here’s the lineup:In the end, we decided to divide the buffs into three, so they’re now divided into one that boosts you damage and crit, one improved version of haste (increased cast and attack speed) and a defense and shield boosting buff. The icons of these can be seen below, along with their “buff timer” counterparts:Our reasoning is that separating attack/castspeed from the damage buff allows for more varied builds, and each of the buffs can be stronger than they could be if they buffed more things. With that in mind, we’ll likely cap each of the Utility skills at three silver points as well, with each level making a bigger difference.Now that the buffs are in place, it’s time to implement the targeting system for them.

As mentioned in a previous post, you’ll be able to buff your friends in multiplayer one at a time, with a system similar to what we use for the Frosty Friend: you start channeling the spell, and as you do so several arrows will appear showing your friends. Press in the direction of the friend you want to buff and the buff will land on them. To buff another friend, simply cast the spell again and press in another direction.

In order to buff yourself, you’ll need to press upwards after channeling the spell – but only in multiplayer. In single player the buff will automatically target yourself.Our first idea was to show each character’s face along with the arrows, but as Teddy started implementing this targeting system, he came up with a different plan: showing the entire characters, including what they’re doing:While this wasn’t exactly what we had in mind from the beginning, it kind of grew on us as we tried it out. Hello guys and sorry for the late recap! Apparently, someone (me) forgot to hit ‘publish’ after finishing the post and nobody noticed until now Ooops!Oh well, ready for some new Housing info?Our basic prototype is more or less done: the items that have been made so far have all been implemented, and most of the ones that will move in some way have their proper animations. Teddy is currently working on two things, the light settings (which are coming along rather nicely so far), and the rather complicated systems behind being able to add more rooms and change the layout of your house.You see, previously we decided that you’d be able to select between a bunch of pre-designed layouts for your house, which could be unlocked at the proper salesman or through your housing menu (not fully decided). As our conversation went on, though, we started thinking it’d be really cool if you could design your house however you wanted, adding new rooms and change their sizes freely.Before we fully commit to that can of worms, our current goal is to upload what we have to Frontline (any day now, possibly even tonight!) and let you guys try it out. We’re still a little torn between having pre-designed layouts or having you design the house more freely, as the latter definitely would add a ton more work and I’m sure most of you would like to see the game finished sooner rather than later.So for now, we’ll upload what we have: a single layout, and the current housing items.

With the Arcade Mode rework drawing closer, we sat down to iron out more of the houses that will be available so I can begin work on the new Arcadia design. We also changed a few things around:Candy and Muffin were said to have a house in the last Arcade Mode meeting. That has been changed into two vendor stands near the exit to the Arcade Mode run, in order to avoid having to load into a house every time you want to try out new treats or curses.The Alchemist Remedi will also appear somewhere close to the exit, and like candy and Muffin he will be available without moving into a building, although the exact design of his spot hasn’t been fully decided yet. Remedi will allow you to select one (or multiple, not decided yet) potion(s) to bring with you on your arcade run, and it will work much like the potions in story mode after the rework has been implemented: battling enemies will slowly refill your bottle.The Bank is something that isn’t available in story mode, so it’s an all-new thing.

At the bank you’ll be able to trade in your essence for money, or money for essence!Master Ji’s Dojo will make an appearance as well, and at this place you’ll be able to train your perfect guard by selecting enemies that will spawn in his training ground. We have plans on having perfect guard challenges here as well, where you have to complete a series of challenges using only your perfect guard and your reward will be headbands in different colors signifying which rank(s) you have passed.

Secrets of Grindea General Discussions Topic Details. Jul 21, 2015 @ 3:37am Now i need you help. The water puzzle in temple of seasons, i cannot beat it ANY WAY. Can some one tell me how to do it. Or mabye chare a pic for me? Yes im bad whit puzzles Showing 1-3 of 3 comments. SELAMAT DATANG DI TRAINERSAD! Ini adalah Blog dimana saya share SSH, Software, Trainer, Inject dan Tutorial. Situs ini masih dalam perkembangan karena belum ada kolom search.

This feature might make an appearance in story mode as well!The Cinema is another feature not available in story mode, and we’re not 100% it will make it to the game yet, although it would be pretty cool. Teddy has been working on a feature that allows you to save replays of your arcade runs, and our idea is that you will be able to load and watch your own and others replay in this building!The Carpenter will have a shop that sells housing items! Each batch will be unlocked by reaching the corresponding floor in an Arcade Mode run.Farmer Oak will appear with a petting zoo! He’ll have a set of quests and taming items that will bring animals to Arcadia. Our idea is that it’ll be optional whether the animals are gathered at the petting zoo or if you allow them to roam free in town.There will also be a Clock Tower where you can change the time of day: initially between day and night but we might add support for dawn and evening as well.Other than that we have a bunch of decorative slots planned that will help bring in new inhabitants and quests. Some of those ideas include a garden and a fae tree (but plenty of smaller ones as well). We also came up with a couple of quests, but I think we’d rather have you explore those on your own once they’re in the game, rather than have me tell you now what they will be all about!Next up is some more housing miniatures!

Since the Tai Ming-themed ones are sooo many, I’m going to divide them into groups depending on which item type they are. Some batches will be bigger, other smaller. This is one of the smaller batches, featuring the ‘small items’, or things you can stick on tables and other surfaces!Finished sprites below:And now, some more design talk! As you might know by now, the next dungeon is going to be a ghost ship.

What you might not know, though, is that the ghost ship will be populated with the possessed spirits of sailors from the Merchant Isles.Since we want the enemies to have a cool design, we wanted the sailors from the Merchant Isles to have a particular look about them, so it’s easy to spot them. Our idea is that you’ll see some of these sailors throughout your travels, and be able to recognize the design when you meet the enemies in the ghost ship.Fred had a design in mind, so he went on the make a bunch of suggestions:After seeing these designs, I made a quick sketch of a portrait version and wrote down a bunch of suggestions for common points among the sailors. The clothing style is basically a toned down version of the ones seen on characters from Merchant Isles that are already in the game: kind of 1700’s pirate/seafarer inspired clothing, only with the sailors it’s in earthy tones rather than the bright noble tones of the merchants we’ve already met.In the beginning, our first thought was that each sailor would have a different version of the hats Fred designed, and that the hats would be common among all the people from Merchant Isles, regardless of their occupation. In the end though, we decided against this, and selected a single hat type for all the sailors, as seen below.After deciding this, Fred made a bunch of different version of the new hat, as well as a couple edits of the characters clothing, to better fit with the clothing designs of my portrait. In the end, our favorite is the fourth hat from the left, which is likely to be the one we’ll use for all of the sailors.There will still be some clothing adjustments before we’re completely satisfied, but this is an example of how me and Fred sometimes work back-and-forth in creating designs, with all three of us coming with feedback and ideas along the way.

Next up I’ll actually be making the proper portrait of this guy, who will be one of the additional NPCs added to Tai Ming’s first zone before the Stable Patch:)This week got cut a little bit short due to Fred’s birthday and us taking a couple days off for easter to spend with friends and family. Next week, there will be another design talk featuring what the desert enemies will look like, and we get to see the finished Merchant Isles portraits (among other things).aaand as of yesterday, the frontline patch is finally up!!

This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found!Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you?

What did you think of the twists and turns? How was the balance?

Please feel free to share anything and everything here in the comment section of on any of our forums!For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback.

Hello guys, Vilya here! The first week since the second part of Tai Ming was uploaded to Frontline has now gone past, and we’ve spent eagerly listening to your feedback (and fixing bugs)! Thank you to everyone who left comments and suggestions, we’ll add and improve a bunch of things before we consider this part properly done.Some of you have already noticed that after finishing the first zone, it’s possible to get stuck, with the time warp portals disappearing. While this isn’t quite working as intended, the truth is that once you’ve finished an area, you’ll only be able to return to it in the present time.We have a couple of reasons for this, and it wasn’t an easy choice to make.

I mean, of course it would have been great if you could always go back to finish any puzzles or secrets you might have missed. On the other hand, we felt like the area would have a bigger impact once you realize that when you’ve seen all there is to the story here, you can’t go back to talk to the people again. Finally, the second zone’s on Frontline! It only took about 4 months guys!!;) However, if my (Vilya’s) playthrough of the area is any indication (1 hour 20 minutes), it’s a decent amount of playtime for that amount of work, at least compared to our previous areas.I know it’s hard to believe, but our workspeed per playtime has actually increased with this dungeon, though it’s pretty huge and ends up taking a long time to finish anyway;PAnyway! We’d love to hear how long it takes you to play the area, if you got stuck anywhere, what you liked/disliked and, of course, any bugs you found!

Please spam away, we’d love to hear everything (and feel free to link us any cool Let’s Plays of the area, as seeing how people think and try to interact is extra important in this area).Here’s a bunch of the stuff we made for the second zone, before we released it this weekend:First up, the final room of Puzzle World! Part of this area will be looking over the sea, with the Pillar Mountains (among other things) in the background. Because of how incredibly long it took to paint the backdrop, the video I recorded got super long, so I decided to divide it in parts:This first part is all about the actual area your character will be able to move around in.

It consists of the same type of environmental decorations as the Mount Bloom outskirts, with the addition of some rocks and details from Evergrind Fields and Tai Ming.Second part of this scene is all about the backdrop! And what else would it contain, but your old home, the Pillar Mountains?Painting this took a long while, much longer than I’d hoped, seeing as it’s mostly water and a few islands! But since I’m used to painting smaller props rather than distant backgrounds, it took some time to get used to the change:)Once this was finished, we added a bunch of birds and some clouds floating in the background as well:I mentioned before that I was gonna make standing versions of the old and worn statues.

This is pretty much to make it easier on us, as we don’t want to worry about where to put which statue if two would fall on top of each other. Instead, they’ll remain upright:One key part of the puzzle is to deal with the glass box somehow, and so I had to make a version of it that’s completely smashed as well! Some pretty fun stuff, lots of glass pieces:)This grave has a bunch of flowers that stand out from the rest, and it’s for good reason, relating to a quest:This room felt a little too clean, so I went back to it and added a bunch of planks and the remains of the poor old flowers. Likely nothing would remain of the plant this long since it died, but as long as it looks better this way, I’m all for it;)I also added a bunch of rocks surrounding a box in the water next to what we call “Granny’s house”. This is to signify that you cannot move this box (while you can move a bunch of others):The current box also looked a bit too fresh and clean for the present version, so I made another version of the box(es) to suit the time jump better:There’s a strange puzzle in the upper parts of this map (which isn’t completely shown in this picture), and one part to the puzzle is that you cannot move things around in the present. As such, I made a version of the puzzle block that wasn’t able to withstand the test of time, and has crumbled too much for you to be able to push it around (video game logic)!Seeing as the alcoholic beverage hidden in this room was turned into an ale rather than a wine, the color was changed to better suit the drink in question!While Bag has made do with the same faces for a long, long time, it was finally time to add another couple of expression! Well, in fact, we just needed the one, but due to some miscommunication I misunderstood the mood asked for, and we ended up with two instead!

Maybe the other one will have some use in the future:)This lady isn’t too happy about her daughter being interested in the strange Flying Fortress people visiting town, so she had to get a more displeased expression as well:We also realized we needed to block the way south in the Path Puzzle’s past state! This was done by adding a bunch of boxes:Whatever happened to this guard’s hat?!

I guess you’ll have to find out by playing through the zone! In either case, he needed a portrait without the hat, so I made one:Due to a slight rewrite, we decided to open up the door to the Puzzle World WIP, and add a small sign letting you know that something is ahead:Previously for the Monkey mini game we used a placeholder key, which was actually a much smaller one that was resized in Photoshop.

Good thing we remembered to swap it out for this new sprite:A line of rocks were added to show you where you cannot push certain blocks that can be found on the lower level of this zone. You can (and should) still run past the rocks yourself though:Due to some grim times up ahead in Tai Ming, we decided it was time to increase the number of tombstones in the cemetery greatly, too Whatever could be happening? The answer awaits you in the third zone!Finally, two new zone titles: one for the second zone and one for the third (which I, as I write this post, have actually started working on already! Wohoo!)Actually, there was another portrait added, as well!:)This is Nolea, a character that’s a homage to the main character of:While being based on Lea visually, this character is quite different from her CrossCode counterpart.

In fact, she’s a cyborg built built by the Flying Fortress crew with multiple personality and vocabulary settings. How advanced!She’ll be hanging out with the other Flying Fortress guys in zone02, demonstrating the newly invented Phase Shift techniques.For Nolea, I had to make two different expressions, but as I was creating them I had a hard time picking between a couple of variations, so I ended up making 4 instead. I’m still not sure which 2 actually appears in the game, as I told Teddy decide as he implemented them, and I haven’t talked to in-game Nolea since thenThis week, we’ll likely take care of any bugs that appear through the frontline testing, as well as add another bunch of polish. I’ll also continue working on the third zone of Tai Ming, which will conclude your adventures in this mountain. How exciting!Until next week!:). Tai Ming’s second zone is finally coming together: this week I (Vilya) have finally finished up the last backgrounds (except for the Puzzle Cave, which we’ll talk a bit later in the post)! Aside from a few fixes here and there, the backgrounds are now officially done for this area, and “all” that needs to be added now are a ton of NPCs, and of course, the cutscenes.:)Let’s take a look at this week’s main tasks:I quit making the second zone’s outdoor transition from past to present around the HQ, as we hadn’t decided if the area needed to become bigger to properly house the Giant Thorn-Worm battle.

Since we decided to keep things as they are, it was finally time to get a move on and finish things up!First up is the area around the dam, where you can adjust the water levels of Tai Ming’s second zone. As with all other present versions, it’s time to demolish everything:Next, the HQ itself, along with the yard in front! At this point it’s actually not 100% finished – I’m gonna break the wall up a bit so you can move through the left side in the next step (and in the future I might break the right corner a bit for visual effect as well:Finally, the area near the exit to the third zone! The main focus on this part of the job was the doorway to the third zone. In the past version, the door is open: here it needs to be closed, until you’ve gathered 3 emblems that activates the door opening mechanism. So, the emblems of the past needed to be removed, the door lowered, and some kind of ruin added to the whole thing:In the end, I also had to add a ton of stuff in the editor to serve as colliders: this part of the area will be blocked unless you get here from the right time rift.

Right not some of the items aren’t correctly sorted, but they will be once the game engine does its work!It’s likely I’ll add more stuff here later if we feel like the blockade is too thin, but that will be in a future mixed bag update, in that case:)Here’s the final result, for now:Meanwhile, Fred has been busy filling this area with the NPCs living here! Tai Ming has attracted all kinds of people, ranging from collectors, priests, merchants and bar owners! Some might resemble characters from the present: distant relatives, perhaps?Now that I’m finished with my share of the Tai Ming 2nd zone backgrounds, it’s time to move on to something different: the puzzle cave in the north part of the map!

Only the World War I Western Front could have produced the rationale for the Battle of Verdun. In his so-called Christmas Memo of 1915, Erich von Falkenhayn, the chief of the German. Verdun update. Verdun Tourism: Tripadvisor has 12,633 reviews of Verdun Hotels, Attractions, and Restaurants making it your best Verdun resource. Battle of Verdun, World War I engagement in which the French repulsed a major German offensive. It was one of the longest, bloodiest, and most-ferocious battles of the war; French casualties amounted to about 400,000, German ones to about 350,000. Some 300,000 were killed.

We’ve actually made a very basic sketch of the area, which includes all the rooms and what you’ll face there.Be aware of spoilers if you look at the map below or it’s explanation, if you prefer to explore the amusement park on your own:I already mentioned the rooms in a, but now we’ve actually designed the rooms! Over the course of the development of Secrets of Grindea, which has gone on for five (5!) years now, we’ve had many different ways of keeping track of decisions made in the past and where to head in the future.Unfortunately they’ve varied in usefulness – turns out, simply talking about something in the group and then expecting everyone to remember the outcome of that conversation doesn’t work quite that well. In fact, more than once we’ve had the exact same conversation several times, with different outcomes, where people have changed their opinion over time, or we simply don’t remember which idea we thought was best.To solve this we’ve used a variety of documentation methods – we’ve kept our meetings documented physically through a notebook I’ve (Vilya) brought to them, and sometimes we’ve used our “agenda” document (basically a to-talk-about list for each upcoming meeting) to document what we talked about and what it resulted in.

This week we’ve started getting back into the groove after being away for so long.After checking things out again after such a long while, we noticed a few things that needed changing or improvement, so as I (Vilya) went back to work I dove straight into that.First up, one of the NPCs that will play a kind-of important role in the dungeon. We felt she looked too young in the first version, and needed another, even older version for a later map where some time have passed:For the first rework I just grayed out her hair and added a hint of wrinkle at her mouth, while the second, older version has lighter gray hair and wrinkles both near her mouth and around her eyes.Next up, we wanted the ape house to look a bit stranger than the rest of the houses, so as a first step I added a bunch of different-looking chimneys, indicating this house is a little more advanced than the rest. It’s me, Vilya, again! I’m the one who usually writes these blog posts, but as I’ve been gone for a little more than a week taking care of a critically sick cat, Fred took care of the last two recaps.Since we all used to live together (me, Teddy, Fred and the two cats), and we still get together in the same apartment for work every day, the cats are very dear to all of us, meaning it’s been a tough couple of weeks.

BUT, good news, Link the cat seems to have stabilized for now after a super serious and seemingly random bout of severe anemia, which had him hospitalized for over 5 days at one of Sweden’s biggest animal hospitals. He’s still eating a ton of medicine but he seems to get more and more energetic every day, so let’s hope he makes a full recovery!!We’re officially back in the office and have been working as usual for a couple of days, so things should hopefully be back to normal unless something else happens! For this post, let’s take a look at some of the things we did before going away, which didn’t make it to a recap yet!First up, continuing on Zone02 we have been adding the ancient version of the collector’s HQ:Here you’ll get a quest or two that need to be finished before you can continue your adventured deeper into this mountain village! There will be a bunch of ancient collectors sparring here as well, which should help making the area feel alive:)Oh yeah, and those shops below the HQ?We decided to make them actual shops so you don’t have to travel all the way back to Evergrind in case you missed buying something there! Here’s their interface graphics:I also went ahead and connected the road leading from the HQ and the building to the left with the exit to the third and final Tai Ming map, meaning the only major thing left to finish on this map is a gravesite in the northwest:We also decided we wanted the bamboo decorations to be destructible, and in a pretty fun way at that! Instead of destroying the whole thing at once, you’ll have to whack ’em down, piece by piece. As such, they are now made of several parts:And when you decide to destroy them, this is what it’ll look like:Although we might add some additional effects, such as shaking of the sprite!Finally, to mix things up, a portrait:It was such a long time since I made portraits, but I have to get used to it quickly again!

There will be a lot of NPCs in this village, after all:)OK, that’s all for now, time to get back to work with full speed!!! Please stay healthy little cat, we have a game to finish!:D.

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Update (01 March 2017)- Added the German manual and the German version of Evil Islands to everyone\'s accounts.- We\'d like to say \'Vielen Dank!\' To AliensCrew who donated the German version of the game.Virginia has probably changedFILE UPDATES. File added: Patch 1.02 Windows - File size: 14.0 MB - Version: 9660 - 10212. File changed: Windows installer, English (part 1 of 2) - Size has not changed (1.0 MB) - Version.FROM. 1.00.TO.

1.02. File changed: Windows installer, English (part 2 of 2) - Size has not changed (1.3 GB) - Version.FROM. 1.00.TO.

1.02CHANGELOG ADDED. Patch 1.02 (01 March 2017)- Smoother feel to look controls, minimising the stuttering encountered by some players- Faster menu transitions in the front end- Performance optimisations in outdoor scenes- Some fixes to non-English translations- A variety of minor fixes and optimisations- In the Image section of Settings we have replaced the High, Medium Low quality setting with per feature quality controls, to allow you more control over the look of the game, the details of which are below:- Motion blur toggle. When enabled, fast camera motion produces a blurring effect, similar to that which you\'d see in recorded film and television. You can turn off the effect, both for personal taste and to slightly reduce the performance impact of the game.- Anti-aliasing toggle. When enabled, the anti-aliasing filter improves the overall quality of the image.

You can turn off this effect to slightly reduce the performance impact of the game.- Camera smoothing. When enabled, the camera movement is made less abrupt, to approximate the constraints of natural head movement. You can turn off this effect for less gentle, but more responsive camera control. Patch 1.02 (01 March 2017)- Smoother feel to look controls, minimising the stuttering encountered by some players- Faster menu transitions in the front end- Performance optimisations in outdoor scenes- Some fixes to non-English translations- A variety of minor fixes and optimisations- In the Image section of Settings we have replaced the High, Medium Low quality setting with per feature quality controls, to allow you more control over the look of the game, the details of which are below:- Motion blur toggle. When enabled, fast camera motion produces a blurring effect, similar to that which you\'d see in recorded film and television.

You can turn off the effect, both for personal taste and to slightly reduce the performance impact of the game.- Anti-aliasing toggle. When enabled, the anti-aliasing filter improves the overall quality of the image. You can turn off this effect to slightly reduce the performance impact of the game.- Camera smoothing. When enabled, the camera movement is made less abrupt, to approximate the constraints of natural head movement.

You can turn off this effect for less gentle, but more responsive camera control. From MaGog\'s logs for 2 March:-Games included in this batch: CrossCode In Dev Torment: Tides of Numenera - Immortal Edition Premium (macOS and Linux removed from the Supported OS list. Bug?) Torment: Tides of Numenera - Legacy Edition Premium-CrossCode In Dev has probably changedFILE UPDATES. File changed: Linux installer, English - File size.FROM. 195.0 MB.TO. 205.0 MB - Version.FROM.

gog-1.TO. gog-2. File changed: Mac OS X installer, English - File size.FROM. 190.0 MB.TO. 199.0 MB - Version.FROM.

gog-1.TO. gog-2. File changed: Windows installer, English - File size.FROM. 163.0 MB.TO. 174.0 MB - Version.FROM. gog-2.TO. gog-3CHANGELOG ADDED.

Update V0.9.0-2 BETA (02 March 2017)Grand Krys\'kajo - The final temple of the Jungle- With the Grand Krys\'kajo we release the final temple of Gaia\'s Garden. Being the follow up dungeon after the So\'najiz and Zir\'vitar Temple it will combine puzzle mechanics from both dungeons and finish things off with an epic boss fight! Are you thinking contest? That\'s right! Read more about it further below.Level 2 Combat Arts- The circuit made a pretty big leap with this update: all passive skill, as well as level 1 and level 2 Combat Arts have been fully implemented. That means the circuit is pretty much complete with the exception of level 3 combat arts.

Since so many things changed, you\'ll get the option to reset your skill tree when you load your old save.Also: we added a new Practice Arena in the Info Building of Rookie Harbor! You can practice all the Combat Arts to your heart\'s content without being limited by SP costs.C\'Tron - Now ready to join your Party- C\'Tron is now finally ready to join party!

When you reach the current end of the story, C\'Tron will send you a message, allowing you to invite him to your party via the Social Menu. This will also work with old save states. Note: C\'Tron is currently only there for you to enjoy the gameplay with a 3rd party member - scenes and plenty of chit-chat will be added later.But that\'s not all!

Party Members are now much more capable in general, as they will start using elements and combat arts during battle - and are less likely to fall into water. You also now have more options for your party\'s behavior via the new and shiny strategy menu!Lots of new Quests- This update has Quests. You\'ll find them in Bergen Village, Maroon Valley, Ba\'kii Kum, and Basin Keep. They come with many new boss fights, mini games, and other cool challenges! So make sure to keep an eye out for those flashing exclamation marks!New Help Menu- Remember when you used to look at a trading offer, trying to figure out what a certain modifier does? Help Menu to the rescue! With a simple button press you now can see on screen explanations for all kind of menu content, including stats, modifiers, and many other things.

The new help menu is available in most menu views, including Trading, Shopping, Equipment, Inventory, and many more.Other StuffThis update packs a lot of smaller cool features that are also worth mentioning- A improve display when Swapping Circuit Branches. You can actually see the skills you will exchange.- A new SP bar that allows you to quickly see your current SP without moving your eyes away from the player- Total Damage Number for each enemy to better estimate the amount of damage you deal - pretty much inspired by what PixelFerrets did in Secret of Grindea- An improved stun system that solves a few frustrating counter-attack moments (looking at you, Apollo) and allows the player to escape a long chain of combos- Changed order of menu buttons! The Quest Menu is now much easier to reach.- New Buff stacking behavior: your number of concurrent buff now starts with 1 and can be extended with the appetite skill. Also: you can start a new buff at any time while buffs with overlapping stat improvement will cancel each other out.- No more unlimited combat art charging. Sorry, but this was never intended to be a feature! -Torment: Tides of Numenera - Immortal Edition Premium has probably changed Supported OS changed.FROM. Windows (XP, Vista, 7, 8, 10) and Mac OS X (10.9.0 or newer) and Linux (Ubuntu 14.04, Ubuntu 16.04).TO.

Windows (XP, Vista, 7, 8, 10) System requirements for Linux changed.FROM. Missing!

Patch 1.07 (2 March 2017)- NEW: Added Russian translation.- NEW: Added Hungarian translation (thanks to Brechler Zsolt).- NEW: Added Chinese translation (thanks to Another Indie).- FIX: Gameplay crash caused by particle systems.- FIX: Removed invisible collider which blocked path to a scroll in Chapter 10.- FIX: Wrong objectives on Chapter 4.- FIX: Shinen dissolving corpses already dissolved.- FIX: Multiplayer - Shinen sometimes was killing enemies only on 1 client.- FIX: Multiplayer - Hikaru sync issues.- FIX: Multiplayer - Minor fixes- Plenty of other fixes. Update 2.3(5696) (2 March 2017)- Added Italian localization- Added Spanish localization- Russian language added (Genuine retranslation)- Fixed crash when loading savegames from campaign missions with AI opponents- Resource number bug fixed- Tutorial progress fixed- Campaign progress fixed (e.g. \'Rockstone\' and \'Z Files\') -Virginia has probably changed Supported OS changed.FROM. Windows (7, 8, 10).TO. Windows (7, 8, 10) and Mac OS X (10.9.0 or newer) System requirements for OS X changed.FROM.

empty.TO. OS X 10.9.0 or later, Processor: Intel 2.0 Ghz, Memory: 4 GB RAM, Storage: 5 GB available space, Recommended system requirements: OS X 10.11.0 or later, Processor: Intel 2.5 Ghz, Memory: 8 GB RAM, Storage: 5 GB available spaceFILE UPDATES. File added: Mac OS X installer, English - File size: 1.9 GB - Version: 1.02 (gog-1)CHANGELOG UPDATED. Patch 0.3.7 (02nd March 2017)VISUALS- New visual effect for the Damage Return effect on enemies.AUDIO- New sound effects for the Skullcrusher.- Improved the way the sound listener moves between the player and the camera.- Improved sound Spatialization.ENVIRONMENT- A portal now brings to the new boss.- The Inn Keeper is now closer to the merchant.CHARACTERS- New Skullcrusher monster.GAMEPLAY- Ranged gameplay and mouse targetting has been improved- Warrior Artificial Intelligence has been improved. Warriors enemies now try to surround the player.- Orc footmen may now try to escape if their health is too low- New Ranger Medium armor.- New Apprentice light armor.- New Thief light armor.- The Skullcrusher, a big ogre wielding a gigantic maul has been added. You can find him in the grass fields near dhur.- Skull Crushers use up to 4 different type of skills: Mace Attack, Expulse Blow, Healing, Charge and Speed Buff.- Improved Orc Charger.

...'>Secrets Of Grindea Water Plank Puzzle(29.02.2020)
  • appliberty.netlify.app▲▲▲ Secrets Of Grindea Water Plank Puzzle ▲▲▲
  • After a couple more weeks of designing, implementing, polishing and remaking, we have finally patched the frontline beta to include the new set of Utility skills! With the addition of these skills, we expect the game change a lot for some players, if not all – we suspect a lot of you have longed for something to use spare silver points on, and many of the Utility skills offer new paths of gameplay. In short, we can’t wait to see how you guys use them, and what the feedback will be.While we hope it will be possible to balance all of this properly (we’ve done our best so far, but we’re always ready for your feedback on what’s broken and what may be too lame), we are aware that depending on your feedback, we might have to rethink certain things. For instance, if every single one of you hate a specific skill! Because of this, it’s important to let us know what bothers you (and what you like!) so we know how to proceed. As always, feel free to share your opinions on this patch and the skills here or on the forums!And as always, to see the full patch notes, go to forum thread.

    Now go ahead and try them out!!:D. And in the meanwhile, let’s take a look at what our previous workweek looked like, with the Utility skills coming together:First up, some skill Icons, starting with the Focus skill (the very first frame of each WIP-animation shows our current placeholder icon made by Teddy, and the last frame is my reinterpretation):Focus is the meditate skill which allows you to channel EP by holding the skill button, and allows you to cast a skill for free after a set amount of time. Since it’s EP focused, we decided to use a purple background (as the EP meter is purple).Next, the Barrier, which in our game kind of looks like a bubble engulfing the character, and so I wanted to focus on that in its skill icon:For the blink skill, we had a bit of a hard time coming up with something that would resemble the skill at all, in such a limited amount of space. The color of this skill was later changed to orange/yellow to avoid healing associations:Next, Death Mark, or as it’s called now: Reaper’s Blade, fittingly using a skull (I modified the one used in the animation where boss-Vilya yells out insults at her minions in the second battle), and added some decorations based off of a sword behind it. Red, as it’s an offensive skill that will help you deal a lot more damage:For the Stasis icon, I focused on the stasis effect, which grays out an enemy and disables them from combat. In this case I took a Rabby sprite, turned it black & white and painted some background patterns around it.

    In the final version of this, the whole thing is black and white, however, I added more color to the background later to make sure it stands out from when the skill is unavailable (at which point all skills are grayed out):Finally, for Challenge (or as it’s called now: Provoke) I brought out boss-Vilyas insults once more! As you yell at the enemy you’re targeting, your own character will begin cursing at them in a similar way, so I thought it’d be nice to use the same graphic indicators for the insults:And here’s the lineup:In the end, we decided to divide the buffs into three, so they’re now divided into one that boosts you damage and crit, one improved version of haste (increased cast and attack speed) and a defense and shield boosting buff. The icons of these can be seen below, along with their “buff timer” counterparts:Our reasoning is that separating attack/castspeed from the damage buff allows for more varied builds, and each of the buffs can be stronger than they could be if they buffed more things. With that in mind, we’ll likely cap each of the Utility skills at three silver points as well, with each level making a bigger difference.Now that the buffs are in place, it’s time to implement the targeting system for them.

    As mentioned in a previous post, you’ll be able to buff your friends in multiplayer one at a time, with a system similar to what we use for the Frosty Friend: you start channeling the spell, and as you do so several arrows will appear showing your friends. Press in the direction of the friend you want to buff and the buff will land on them. To buff another friend, simply cast the spell again and press in another direction.

    In order to buff yourself, you’ll need to press upwards after channeling the spell – but only in multiplayer. In single player the buff will automatically target yourself.Our first idea was to show each character’s face along with the arrows, but as Teddy started implementing this targeting system, he came up with a different plan: showing the entire characters, including what they’re doing:While this wasn’t exactly what we had in mind from the beginning, it kind of grew on us as we tried it out. Hello guys and sorry for the late recap! Apparently, someone (me) forgot to hit ‘publish’ after finishing the post and nobody noticed until now Ooops!Oh well, ready for some new Housing info?Our basic prototype is more or less done: the items that have been made so far have all been implemented, and most of the ones that will move in some way have their proper animations. Teddy is currently working on two things, the light settings (which are coming along rather nicely so far), and the rather complicated systems behind being able to add more rooms and change the layout of your house.You see, previously we decided that you’d be able to select between a bunch of pre-designed layouts for your house, which could be unlocked at the proper salesman or through your housing menu (not fully decided). As our conversation went on, though, we started thinking it’d be really cool if you could design your house however you wanted, adding new rooms and change their sizes freely.Before we fully commit to that can of worms, our current goal is to upload what we have to Frontline (any day now, possibly even tonight!) and let you guys try it out. We’re still a little torn between having pre-designed layouts or having you design the house more freely, as the latter definitely would add a ton more work and I’m sure most of you would like to see the game finished sooner rather than later.So for now, we’ll upload what we have: a single layout, and the current housing items.

    With the Arcade Mode rework drawing closer, we sat down to iron out more of the houses that will be available so I can begin work on the new Arcadia design. We also changed a few things around:Candy and Muffin were said to have a house in the last Arcade Mode meeting. That has been changed into two vendor stands near the exit to the Arcade Mode run, in order to avoid having to load into a house every time you want to try out new treats or curses.The Alchemist Remedi will also appear somewhere close to the exit, and like candy and Muffin he will be available without moving into a building, although the exact design of his spot hasn’t been fully decided yet. Remedi will allow you to select one (or multiple, not decided yet) potion(s) to bring with you on your arcade run, and it will work much like the potions in story mode after the rework has been implemented: battling enemies will slowly refill your bottle.The Bank is something that isn’t available in story mode, so it’s an all-new thing.

    At the bank you’ll be able to trade in your essence for money, or money for essence!Master Ji’s Dojo will make an appearance as well, and at this place you’ll be able to train your perfect guard by selecting enemies that will spawn in his training ground. We have plans on having perfect guard challenges here as well, where you have to complete a series of challenges using only your perfect guard and your reward will be headbands in different colors signifying which rank(s) you have passed.

    Secrets of Grindea General Discussions Topic Details. Jul 21, 2015 @ 3:37am Now i need you help. The water puzzle in temple of seasons, i cannot beat it ANY WAY. Can some one tell me how to do it. Or mabye chare a pic for me? Yes im bad whit puzzles Showing 1-3 of 3 comments. SELAMAT DATANG DI TRAINERSAD! Ini adalah Blog dimana saya share SSH, Software, Trainer, Inject dan Tutorial. Situs ini masih dalam perkembangan karena belum ada kolom search.

    This feature might make an appearance in story mode as well!The Cinema is another feature not available in story mode, and we’re not 100% it will make it to the game yet, although it would be pretty cool. Teddy has been working on a feature that allows you to save replays of your arcade runs, and our idea is that you will be able to load and watch your own and others replay in this building!The Carpenter will have a shop that sells housing items! Each batch will be unlocked by reaching the corresponding floor in an Arcade Mode run.Farmer Oak will appear with a petting zoo! He’ll have a set of quests and taming items that will bring animals to Arcadia. Our idea is that it’ll be optional whether the animals are gathered at the petting zoo or if you allow them to roam free in town.There will also be a Clock Tower where you can change the time of day: initially between day and night but we might add support for dawn and evening as well.Other than that we have a bunch of decorative slots planned that will help bring in new inhabitants and quests. Some of those ideas include a garden and a fae tree (but plenty of smaller ones as well). We also came up with a couple of quests, but I think we’d rather have you explore those on your own once they’re in the game, rather than have me tell you now what they will be all about!Next up is some more housing miniatures!

    Since the Tai Ming-themed ones are sooo many, I’m going to divide them into groups depending on which item type they are. Some batches will be bigger, other smaller. This is one of the smaller batches, featuring the ‘small items’, or things you can stick on tables and other surfaces!Finished sprites below:And now, some more design talk! As you might know by now, the next dungeon is going to be a ghost ship.

    What you might not know, though, is that the ghost ship will be populated with the possessed spirits of sailors from the Merchant Isles.Since we want the enemies to have a cool design, we wanted the sailors from the Merchant Isles to have a particular look about them, so it’s easy to spot them. Our idea is that you’ll see some of these sailors throughout your travels, and be able to recognize the design when you meet the enemies in the ghost ship.Fred had a design in mind, so he went on the make a bunch of suggestions:After seeing these designs, I made a quick sketch of a portrait version and wrote down a bunch of suggestions for common points among the sailors. The clothing style is basically a toned down version of the ones seen on characters from Merchant Isles that are already in the game: kind of 1700’s pirate/seafarer inspired clothing, only with the sailors it’s in earthy tones rather than the bright noble tones of the merchants we’ve already met.In the beginning, our first thought was that each sailor would have a different version of the hats Fred designed, and that the hats would be common among all the people from Merchant Isles, regardless of their occupation. In the end though, we decided against this, and selected a single hat type for all the sailors, as seen below.After deciding this, Fred made a bunch of different version of the new hat, as well as a couple edits of the characters clothing, to better fit with the clothing designs of my portrait. In the end, our favorite is the fourth hat from the left, which is likely to be the one we’ll use for all of the sailors.There will still be some clothing adjustments before we’re completely satisfied, but this is an example of how me and Fred sometimes work back-and-forth in creating designs, with all three of us coming with feedback and ideas along the way.

    Next up I’ll actually be making the proper portrait of this guy, who will be one of the additional NPCs added to Tai Ming’s first zone before the Stable Patch:)This week got cut a little bit short due to Fred’s birthday and us taking a couple days off for easter to spend with friends and family. Next week, there will be another design talk featuring what the desert enemies will look like, and we get to see the finished Merchant Isles portraits (among other things).aaand as of yesterday, the frontline patch is finally up!!

    This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found!Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you?

    What did you think of the twists and turns? How was the balance?

    Please feel free to share anything and everything here in the comment section of on any of our forums!For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback.

    Hello guys, Vilya here! The first week since the second part of Tai Ming was uploaded to Frontline has now gone past, and we’ve spent eagerly listening to your feedback (and fixing bugs)! Thank you to everyone who left comments and suggestions, we’ll add and improve a bunch of things before we consider this part properly done.Some of you have already noticed that after finishing the first zone, it’s possible to get stuck, with the time warp portals disappearing. While this isn’t quite working as intended, the truth is that once you’ve finished an area, you’ll only be able to return to it in the present time.We have a couple of reasons for this, and it wasn’t an easy choice to make.

    I mean, of course it would have been great if you could always go back to finish any puzzles or secrets you might have missed. On the other hand, we felt like the area would have a bigger impact once you realize that when you’ve seen all there is to the story here, you can’t go back to talk to the people again. Finally, the second zone’s on Frontline! It only took about 4 months guys!!;) However, if my (Vilya’s) playthrough of the area is any indication (1 hour 20 minutes), it’s a decent amount of playtime for that amount of work, at least compared to our previous areas.I know it’s hard to believe, but our workspeed per playtime has actually increased with this dungeon, though it’s pretty huge and ends up taking a long time to finish anyway;PAnyway! We’d love to hear how long it takes you to play the area, if you got stuck anywhere, what you liked/disliked and, of course, any bugs you found!

    Please spam away, we’d love to hear everything (and feel free to link us any cool Let’s Plays of the area, as seeing how people think and try to interact is extra important in this area).Here’s a bunch of the stuff we made for the second zone, before we released it this weekend:First up, the final room of Puzzle World! Part of this area will be looking over the sea, with the Pillar Mountains (among other things) in the background. Because of how incredibly long it took to paint the backdrop, the video I recorded got super long, so I decided to divide it in parts:This first part is all about the actual area your character will be able to move around in.

    It consists of the same type of environmental decorations as the Mount Bloom outskirts, with the addition of some rocks and details from Evergrind Fields and Tai Ming.Second part of this scene is all about the backdrop! And what else would it contain, but your old home, the Pillar Mountains?Painting this took a long while, much longer than I’d hoped, seeing as it’s mostly water and a few islands! But since I’m used to painting smaller props rather than distant backgrounds, it took some time to get used to the change:)Once this was finished, we added a bunch of birds and some clouds floating in the background as well:I mentioned before that I was gonna make standing versions of the old and worn statues.

    This is pretty much to make it easier on us, as we don’t want to worry about where to put which statue if two would fall on top of each other. Instead, they’ll remain upright:One key part of the puzzle is to deal with the glass box somehow, and so I had to make a version of it that’s completely smashed as well! Some pretty fun stuff, lots of glass pieces:)This grave has a bunch of flowers that stand out from the rest, and it’s for good reason, relating to a quest:This room felt a little too clean, so I went back to it and added a bunch of planks and the remains of the poor old flowers. Likely nothing would remain of the plant this long since it died, but as long as it looks better this way, I’m all for it;)I also added a bunch of rocks surrounding a box in the water next to what we call “Granny’s house”. This is to signify that you cannot move this box (while you can move a bunch of others):The current box also looked a bit too fresh and clean for the present version, so I made another version of the box(es) to suit the time jump better:There’s a strange puzzle in the upper parts of this map (which isn’t completely shown in this picture), and one part to the puzzle is that you cannot move things around in the present. As such, I made a version of the puzzle block that wasn’t able to withstand the test of time, and has crumbled too much for you to be able to push it around (video game logic)!Seeing as the alcoholic beverage hidden in this room was turned into an ale rather than a wine, the color was changed to better suit the drink in question!While Bag has made do with the same faces for a long, long time, it was finally time to add another couple of expression! Well, in fact, we just needed the one, but due to some miscommunication I misunderstood the mood asked for, and we ended up with two instead!

    Maybe the other one will have some use in the future:)This lady isn’t too happy about her daughter being interested in the strange Flying Fortress people visiting town, so she had to get a more displeased expression as well:We also realized we needed to block the way south in the Path Puzzle’s past state! This was done by adding a bunch of boxes:Whatever happened to this guard’s hat?!

    I guess you’ll have to find out by playing through the zone! In either case, he needed a portrait without the hat, so I made one:Due to a slight rewrite, we decided to open up the door to the Puzzle World WIP, and add a small sign letting you know that something is ahead:Previously for the Monkey mini game we used a placeholder key, which was actually a much smaller one that was resized in Photoshop.

    Good thing we remembered to swap it out for this new sprite:A line of rocks were added to show you where you cannot push certain blocks that can be found on the lower level of this zone. You can (and should) still run past the rocks yourself though:Due to some grim times up ahead in Tai Ming, we decided it was time to increase the number of tombstones in the cemetery greatly, too Whatever could be happening? The answer awaits you in the third zone!Finally, two new zone titles: one for the second zone and one for the third (which I, as I write this post, have actually started working on already! Wohoo!)Actually, there was another portrait added, as well!:)This is Nolea, a character that’s a homage to the main character of:While being based on Lea visually, this character is quite different from her CrossCode counterpart.

    In fact, she’s a cyborg built built by the Flying Fortress crew with multiple personality and vocabulary settings. How advanced!She’ll be hanging out with the other Flying Fortress guys in zone02, demonstrating the newly invented Phase Shift techniques.For Nolea, I had to make two different expressions, but as I was creating them I had a hard time picking between a couple of variations, so I ended up making 4 instead. I’m still not sure which 2 actually appears in the game, as I told Teddy decide as he implemented them, and I haven’t talked to in-game Nolea since thenThis week, we’ll likely take care of any bugs that appear through the frontline testing, as well as add another bunch of polish. I’ll also continue working on the third zone of Tai Ming, which will conclude your adventures in this mountain. How exciting!Until next week!:). Tai Ming’s second zone is finally coming together: this week I (Vilya) have finally finished up the last backgrounds (except for the Puzzle Cave, which we’ll talk a bit later in the post)! Aside from a few fixes here and there, the backgrounds are now officially done for this area, and “all” that needs to be added now are a ton of NPCs, and of course, the cutscenes.:)Let’s take a look at this week’s main tasks:I quit making the second zone’s outdoor transition from past to present around the HQ, as we hadn’t decided if the area needed to become bigger to properly house the Giant Thorn-Worm battle.

    Since we decided to keep things as they are, it was finally time to get a move on and finish things up!First up is the area around the dam, where you can adjust the water levels of Tai Ming’s second zone. As with all other present versions, it’s time to demolish everything:Next, the HQ itself, along with the yard in front! At this point it’s actually not 100% finished – I’m gonna break the wall up a bit so you can move through the left side in the next step (and in the future I might break the right corner a bit for visual effect as well:Finally, the area near the exit to the third zone! The main focus on this part of the job was the doorway to the third zone. In the past version, the door is open: here it needs to be closed, until you’ve gathered 3 emblems that activates the door opening mechanism. So, the emblems of the past needed to be removed, the door lowered, and some kind of ruin added to the whole thing:In the end, I also had to add a ton of stuff in the editor to serve as colliders: this part of the area will be blocked unless you get here from the right time rift.

    Right not some of the items aren’t correctly sorted, but they will be once the game engine does its work!It’s likely I’ll add more stuff here later if we feel like the blockade is too thin, but that will be in a future mixed bag update, in that case:)Here’s the final result, for now:Meanwhile, Fred has been busy filling this area with the NPCs living here! Tai Ming has attracted all kinds of people, ranging from collectors, priests, merchants and bar owners! Some might resemble characters from the present: distant relatives, perhaps?Now that I’m finished with my share of the Tai Ming 2nd zone backgrounds, it’s time to move on to something different: the puzzle cave in the north part of the map!

    Only the World War I Western Front could have produced the rationale for the Battle of Verdun. In his so-called Christmas Memo of 1915, Erich von Falkenhayn, the chief of the German. Verdun update. Verdun Tourism: Tripadvisor has 12,633 reviews of Verdun Hotels, Attractions, and Restaurants making it your best Verdun resource. Battle of Verdun, World War I engagement in which the French repulsed a major German offensive. It was one of the longest, bloodiest, and most-ferocious battles of the war; French casualties amounted to about 400,000, German ones to about 350,000. Some 300,000 were killed.

    We’ve actually made a very basic sketch of the area, which includes all the rooms and what you’ll face there.Be aware of spoilers if you look at the map below or it’s explanation, if you prefer to explore the amusement park on your own:I already mentioned the rooms in a, but now we’ve actually designed the rooms! Over the course of the development of Secrets of Grindea, which has gone on for five (5!) years now, we’ve had many different ways of keeping track of decisions made in the past and where to head in the future.Unfortunately they’ve varied in usefulness – turns out, simply talking about something in the group and then expecting everyone to remember the outcome of that conversation doesn’t work quite that well. In fact, more than once we’ve had the exact same conversation several times, with different outcomes, where people have changed their opinion over time, or we simply don’t remember which idea we thought was best.To solve this we’ve used a variety of documentation methods – we’ve kept our meetings documented physically through a notebook I’ve (Vilya) brought to them, and sometimes we’ve used our “agenda” document (basically a to-talk-about list for each upcoming meeting) to document what we talked about and what it resulted in.

    This week we’ve started getting back into the groove after being away for so long.After checking things out again after such a long while, we noticed a few things that needed changing or improvement, so as I (Vilya) went back to work I dove straight into that.First up, one of the NPCs that will play a kind-of important role in the dungeon. We felt she looked too young in the first version, and needed another, even older version for a later map where some time have passed:For the first rework I just grayed out her hair and added a hint of wrinkle at her mouth, while the second, older version has lighter gray hair and wrinkles both near her mouth and around her eyes.Next up, we wanted the ape house to look a bit stranger than the rest of the houses, so as a first step I added a bunch of different-looking chimneys, indicating this house is a little more advanced than the rest. It’s me, Vilya, again! I’m the one who usually writes these blog posts, but as I’ve been gone for a little more than a week taking care of a critically sick cat, Fred took care of the last two recaps.Since we all used to live together (me, Teddy, Fred and the two cats), and we still get together in the same apartment for work every day, the cats are very dear to all of us, meaning it’s been a tough couple of weeks.

    BUT, good news, Link the cat seems to have stabilized for now after a super serious and seemingly random bout of severe anemia, which had him hospitalized for over 5 days at one of Sweden’s biggest animal hospitals. He’s still eating a ton of medicine but he seems to get more and more energetic every day, so let’s hope he makes a full recovery!!We’re officially back in the office and have been working as usual for a couple of days, so things should hopefully be back to normal unless something else happens! For this post, let’s take a look at some of the things we did before going away, which didn’t make it to a recap yet!First up, continuing on Zone02 we have been adding the ancient version of the collector’s HQ:Here you’ll get a quest or two that need to be finished before you can continue your adventured deeper into this mountain village! There will be a bunch of ancient collectors sparring here as well, which should help making the area feel alive:)Oh yeah, and those shops below the HQ?We decided to make them actual shops so you don’t have to travel all the way back to Evergrind in case you missed buying something there! Here’s their interface graphics:I also went ahead and connected the road leading from the HQ and the building to the left with the exit to the third and final Tai Ming map, meaning the only major thing left to finish on this map is a gravesite in the northwest:We also decided we wanted the bamboo decorations to be destructible, and in a pretty fun way at that! Instead of destroying the whole thing at once, you’ll have to whack ’em down, piece by piece. As such, they are now made of several parts:And when you decide to destroy them, this is what it’ll look like:Although we might add some additional effects, such as shaking of the sprite!Finally, to mix things up, a portrait:It was such a long time since I made portraits, but I have to get used to it quickly again!

    There will be a lot of NPCs in this village, after all:)OK, that’s all for now, time to get back to work with full speed!!! Please stay healthy little cat, we have a game to finish!:D.

    This is our official dev blog! Archives. (1). (5). (4).

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    Update (01 March 2017)- Added the German manual and the German version of Evil Islands to everyone\'s accounts.- We\'d like to say \'Vielen Dank!\' To AliensCrew who donated the German version of the game.Virginia has probably changedFILE UPDATES. File added: Patch 1.02 Windows - File size: 14.0 MB - Version: 9660 - 10212. File changed: Windows installer, English (part 1 of 2) - Size has not changed (1.0 MB) - Version.FROM. 1.00.TO.

    1.02. File changed: Windows installer, English (part 2 of 2) - Size has not changed (1.3 GB) - Version.FROM. 1.00.TO.

    1.02CHANGELOG ADDED. Patch 1.02 (01 March 2017)- Smoother feel to look controls, minimising the stuttering encountered by some players- Faster menu transitions in the front end- Performance optimisations in outdoor scenes- Some fixes to non-English translations- A variety of minor fixes and optimisations- In the Image section of Settings we have replaced the High, Medium Low quality setting with per feature quality controls, to allow you more control over the look of the game, the details of which are below:- Motion blur toggle. When enabled, fast camera motion produces a blurring effect, similar to that which you\'d see in recorded film and television. You can turn off the effect, both for personal taste and to slightly reduce the performance impact of the game.- Anti-aliasing toggle. When enabled, the anti-aliasing filter improves the overall quality of the image.

    You can turn off this effect to slightly reduce the performance impact of the game.- Camera smoothing. When enabled, the camera movement is made less abrupt, to approximate the constraints of natural head movement. You can turn off this effect for less gentle, but more responsive camera control. Patch 1.02 (01 March 2017)- Smoother feel to look controls, minimising the stuttering encountered by some players- Faster menu transitions in the front end- Performance optimisations in outdoor scenes- Some fixes to non-English translations- A variety of minor fixes and optimisations- In the Image section of Settings we have replaced the High, Medium Low quality setting with per feature quality controls, to allow you more control over the look of the game, the details of which are below:- Motion blur toggle. When enabled, fast camera motion produces a blurring effect, similar to that which you\'d see in recorded film and television.

    You can turn off the effect, both for personal taste and to slightly reduce the performance impact of the game.- Anti-aliasing toggle. When enabled, the anti-aliasing filter improves the overall quality of the image. You can turn off this effect to slightly reduce the performance impact of the game.- Camera smoothing. When enabled, the camera movement is made less abrupt, to approximate the constraints of natural head movement.

    You can turn off this effect for less gentle, but more responsive camera control. From MaGog\'s logs for 2 March:-Games included in this batch: CrossCode In Dev Torment: Tides of Numenera - Immortal Edition Premium (macOS and Linux removed from the Supported OS list. Bug?) Torment: Tides of Numenera - Legacy Edition Premium-CrossCode In Dev has probably changedFILE UPDATES. File changed: Linux installer, English - File size.FROM. 195.0 MB.TO. 205.0 MB - Version.FROM.

    gog-1.TO. gog-2. File changed: Mac OS X installer, English - File size.FROM. 190.0 MB.TO. 199.0 MB - Version.FROM.

    gog-1.TO. gog-2. File changed: Windows installer, English - File size.FROM. 163.0 MB.TO. 174.0 MB - Version.FROM. gog-2.TO. gog-3CHANGELOG ADDED.

    Update V0.9.0-2 BETA (02 March 2017)Grand Krys\'kajo - The final temple of the Jungle- With the Grand Krys\'kajo we release the final temple of Gaia\'s Garden. Being the follow up dungeon after the So\'najiz and Zir\'vitar Temple it will combine puzzle mechanics from both dungeons and finish things off with an epic boss fight! Are you thinking contest? That\'s right! Read more about it further below.Level 2 Combat Arts- The circuit made a pretty big leap with this update: all passive skill, as well as level 1 and level 2 Combat Arts have been fully implemented. That means the circuit is pretty much complete with the exception of level 3 combat arts.

    Since so many things changed, you\'ll get the option to reset your skill tree when you load your old save.Also: we added a new Practice Arena in the Info Building of Rookie Harbor! You can practice all the Combat Arts to your heart\'s content without being limited by SP costs.C\'Tron - Now ready to join your Party- C\'Tron is now finally ready to join party!

    When you reach the current end of the story, C\'Tron will send you a message, allowing you to invite him to your party via the Social Menu. This will also work with old save states. Note: C\'Tron is currently only there for you to enjoy the gameplay with a 3rd party member - scenes and plenty of chit-chat will be added later.But that\'s not all!

    Party Members are now much more capable in general, as they will start using elements and combat arts during battle - and are less likely to fall into water. You also now have more options for your party\'s behavior via the new and shiny strategy menu!Lots of new Quests- This update has Quests. You\'ll find them in Bergen Village, Maroon Valley, Ba\'kii Kum, and Basin Keep. They come with many new boss fights, mini games, and other cool challenges! So make sure to keep an eye out for those flashing exclamation marks!New Help Menu- Remember when you used to look at a trading offer, trying to figure out what a certain modifier does? Help Menu to the rescue! With a simple button press you now can see on screen explanations for all kind of menu content, including stats, modifiers, and many other things.

    The new help menu is available in most menu views, including Trading, Shopping, Equipment, Inventory, and many more.Other StuffThis update packs a lot of smaller cool features that are also worth mentioning- A improve display when Swapping Circuit Branches. You can actually see the skills you will exchange.- A new SP bar that allows you to quickly see your current SP without moving your eyes away from the player- Total Damage Number for each enemy to better estimate the amount of damage you deal - pretty much inspired by what PixelFerrets did in Secret of Grindea- An improved stun system that solves a few frustrating counter-attack moments (looking at you, Apollo) and allows the player to escape a long chain of combos- Changed order of menu buttons! The Quest Menu is now much easier to reach.- New Buff stacking behavior: your number of concurrent buff now starts with 1 and can be extended with the appetite skill. Also: you can start a new buff at any time while buffs with overlapping stat improvement will cancel each other out.- No more unlimited combat art charging. Sorry, but this was never intended to be a feature! -Torment: Tides of Numenera - Immortal Edition Premium has probably changed Supported OS changed.FROM. Windows (XP, Vista, 7, 8, 10) and Mac OS X (10.9.0 or newer) and Linux (Ubuntu 14.04, Ubuntu 16.04).TO.

    Windows (XP, Vista, 7, 8, 10) System requirements for Linux changed.FROM. Missing!

    Patch 1.07 (2 March 2017)- NEW: Added Russian translation.- NEW: Added Hungarian translation (thanks to Brechler Zsolt).- NEW: Added Chinese translation (thanks to Another Indie).- FIX: Gameplay crash caused by particle systems.- FIX: Removed invisible collider which blocked path to a scroll in Chapter 10.- FIX: Wrong objectives on Chapter 4.- FIX: Shinen dissolving corpses already dissolved.- FIX: Multiplayer - Shinen sometimes was killing enemies only on 1 client.- FIX: Multiplayer - Hikaru sync issues.- FIX: Multiplayer - Minor fixes- Plenty of other fixes. Update 2.3(5696) (2 March 2017)- Added Italian localization- Added Spanish localization- Russian language added (Genuine retranslation)- Fixed crash when loading savegames from campaign missions with AI opponents- Resource number bug fixed- Tutorial progress fixed- Campaign progress fixed (e.g. \'Rockstone\' and \'Z Files\') -Virginia has probably changed Supported OS changed.FROM. Windows (7, 8, 10).TO. Windows (7, 8, 10) and Mac OS X (10.9.0 or newer) System requirements for OS X changed.FROM.

    empty.TO. OS X 10.9.0 or later, Processor: Intel 2.0 Ghz, Memory: 4 GB RAM, Storage: 5 GB available space, Recommended system requirements: OS X 10.11.0 or later, Processor: Intel 2.5 Ghz, Memory: 8 GB RAM, Storage: 5 GB available spaceFILE UPDATES. File added: Mac OS X installer, English - File size: 1.9 GB - Version: 1.02 (gog-1)CHANGELOG UPDATED. Patch 0.3.7 (02nd March 2017)VISUALS- New visual effect for the Damage Return effect on enemies.AUDIO- New sound effects for the Skullcrusher.- Improved the way the sound listener moves between the player and the camera.- Improved sound Spatialization.ENVIRONMENT- A portal now brings to the new boss.- The Inn Keeper is now closer to the merchant.CHARACTERS- New Skullcrusher monster.GAMEPLAY- Ranged gameplay and mouse targetting has been improved- Warrior Artificial Intelligence has been improved. Warriors enemies now try to surround the player.- Orc footmen may now try to escape if their health is too low- New Ranger Medium armor.- New Apprentice light armor.- New Thief light armor.- The Skullcrusher, a big ogre wielding a gigantic maul has been added. You can find him in the grass fields near dhur.- Skull Crushers use up to 4 different type of skills: Mace Attack, Expulse Blow, Healing, Charge and Speed Buff.- Improved Orc Charger.

    ...'>Secrets Of Grindea Water Plank Puzzle(29.02.2020)