1. Netherguild
  2. News

Netherguild News

Demo Update 23/10/2022 - Tiny fixes

Change log 23/10/2022 | Version 0.19(D)

Minifixes:
  • "Oddities" with currency-based options now can display currency panel (for example "logs" oddity)


Text fixes
  • Fixed "Adjacent" text bugging out and appearing out of in-dungeon inventory
  • Fixed "the pirate" in drunk bandit oddity

Early Access Release Delay (November -> February)

Important news, Guild Leaders!

Netherguild's early access will be delayed to around February 2023.

After much deliberation, I decided to delay release since I felt like I wouldn't have enough time to add all the fun & rare stuff that the new areas need to really shine - and that if I release in November, the new areas wouldn't be up to the same level of polish as the existing ones.

It feels wrong to release the new areas as relatively barren of cool surprises and variety, only to add that and fix everything after release. Therefore, as much as delaying sucks and I really wanted to release it this year, releasing Netherguild properly instead feels like the right move.

What does it mean for development?
I'm going to continue at the same pace - though now, I'll have time to properly playtest everything thoroughly & implement all the extra content the new areas need to be as fun as possible.
I could also address some other aspects of the game which bug me and players - like quality of life stuff and other improvements that make the game more fun to play.

Cheers and thank you for your patience,
-David

Demo Update 11/10/2022

Change log 11/10/2022 | Version 0.19(C)

Bugfixes:
  • Fixed camera position reset crash
  • Fixed hovering over some attacks too quickly (ranger?) causes crash
  • Fixed characters complaining about friendly fire from status damage


Minifixes:
  • Made buttons of skill tree make more sense (only shown as available when skill points are available)
  • Fixed "burning" text appears for fire spreading even when the fire just burnt out
  • In tutorial, says "press q / e ... to continue" now (to make it clearer its needed for progression).
  • Fixed loaded bonfire ashes play sound on start


Additions:
  • Added red "lack of proficiency warning" to the overworld too


September 2022 Progress Update

Hey Guild Leaders! This month I worked a lot on the new areas.

Without further ado, here's some of what I've been working on during September.

[h2]New Areas[/h2]

This month, I worked a lot on the new areas for early access - these two areas are:

1. The Bandit Stronghold



2. The City of Mist



With both of these areas, I've tried making them appear like they're places people live in (or used to live in, in the case of the city of mist).



Automatons will patrol the forgotten rooftop markets... (work-in-progress)



Vines of lichen will creep up the walls, while gears litter the ground.



And oddities might appear in the bandit's living quarters...



(And yes, you can shoot the targets)



Walking alongside the edge will make tiny bits of the towers fall below, reminding you of the danger of falling -
or making for a dramatic effect when one is pushed off the edge.



Bridges also animate (alongside with whomever is standing on top of them).



[h2]Mist System[/h2]

A vicious natural phenomena will affect your expeditions into the forgotten city of mist area - that is, the mist itself!

When descending a floor, you'll be greeted by a "weather prediction" -



Forecasting the mist in that area.

Every certain amount of combat rounds, the mist will rise up! It will stay there for a couple of turns and obscure your vision.

[previewyoutube][/previewyoutube]

It will pretty much "turn off" the vision of your non-current units.

On top of that, every time you start your turn in the mist, it'll rotate your character randomly and move them to an adjacent tile you can step on.

[previewyoutube][/previewyoutube]

When you do discover a unit, ally or enemy through the mist, they'll stay there for the reminder of your turn (not round).

WAIT! THAT SUCKS, THOUGH?
It totally does! The mist is an environmental hazard, and it turns combat into an information-gathering game.
But... there's ways to counter it, and upsides!!

For example...
- It only stays for a few rounds, so you can always wait it out. Maybe an ok option for defensive builds is stalling this way.
- High movement builds let you scout around better and discover enemies / allies and set up attacks.
- It can be countered to a limited degree with the "track" ability
- The "burn" status effect counters it to an extent too by appearing through the mist

The mist might be keeping something worse at bay, too...

[h2]Enemies[/h2]

I've started working on the enemies for the new area this month too!
Among them, two interesting ones are;





The "hungry grubs" - part of the mist moth hives. These little creatures swarm to your position. Even if they deal small damage and have low health, they're can become a real danger by cornering and overwhelming your characters with their numbers.





The "spitter grub" is going to spit weak but long poison at your characters from afar!
Poison activates when attacking, so if this spitter grub has support, getting rid of them (especially using "free action" abilities) becomes tougher.
On top of that, it'll slow your characters down, making reaching this enemy and stopping them tougher.
Its main weaknesses are its limited range and limited movement.



I've been working on other enemies too, which I'll post about at the next update in about a month from now (:

[h2]Composer[/h2]

After a long process of interviewing multiple composers and asking them for demo tracks for Netherguild, I teamed up with the extremely talented Daniele "Elrehon" Coppola!

[previewyoutube][/previewyoutube]

This is his demo submission for the bandit stronghold's soundtrack.

[h2]Notable Mentions...[/h2]

There's more things I worked on this month! Since I can't fit everything from the weekly Netherguild Discord, I figured I'd drop a few honorable mentions.


Shooting from (or towards) a high-up tile will work differently to how shooting is normally done - it's tougher to shoot higher tiles from below (so you can only really shoot the ledge).



This means heightened tiles give much needed tactical freedom to ranged characters.


"Air canisters" are an idea I've been toying with for the city of mist -
They'd work a bit like explosive barrels, but instead of dealing damage, they just push units away when exploding.
This opens up the way to new strategies like attacking gas canisters with melee characters or pushing the canisters themselves, for a deadly combo that eventually pushes an enemy off the ledge, down to the next floor.



Netherguild will also take part in the Dreamhack steam event in the middle of October! An updated demo might arrive before or around that time too (if I find time between all the work on the new areas!).

Also, welcome to all the new guild leaders who found about about Netherguild from the Tacticon event last month! Glad to have you here :D

[h2]The end[/h2]

And that's all for this update! What a productive month.
Thank you for checking it out, I hope it made for a fun read :D
Cheers and have a great October!

-David

This is a summery of weekly updates over on the Netherguild Discord

Demo Update 17/9/2022 More fixes!

Change log 17/9/2022 | Version 0.19(B)

Bugfixes:
  • Fixed enemies being invoked by bandit behaving weird and being semi in-combat
  • Fixed clicking on goal-selection
  • Fixed embassy has panel showing nobility that isn't functional
  • Fixed can't send feedback in-dungeon