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DEMO PATCH #50.4 - BETTER POWERS & RACE DIFFERENCES

Hey everyone
[p]So, while we're working on bigger systems like the combat and the overworld, there was still a lot that needed to be rebalanced and improved.

Edit: Build 50.5 - Fixed audio not playing in game
[/p][p]Here are the changes for this patch:[/p][h2]NEW[/h2][p] START GAME SCREEN - In the new game screen, you'll now be able to select a name, title and customize your banner. [/p][p] RACE DIFFERENCE - The races now have some differences[/p][p] BUILDING INFO - You can now see stats of buildings when selected, and improve upgrade feedback. [/p][p] POWERSS IMPROVEMENTS - powers now change more with upgrades and with better info, they also have better visualization of their area of effect, along with rebalancing. [/p][p] FLINT EFFECT - Flint now has a slight glimmer to make them easier to see. [/p][p] POWER FEEDBACK - Added effect when a power is available again.[/p][p] STEAL PENALTY - enemies now gets negative attitude if you steal from them. [/p][p] FEWER ENEMY CAMPS - Now there will only be 2 enemy villages one a map. [/p][h2]
TWEAKS[/h2][p] You can now start a trade even if you dont have the resources yet, the trader will grab them as they are available. [/p][p] Pressing buy on outposts now connects to the Tradepost and starts a trade. [/p][p] Tutorial for assigning worker in assignment UI should is now closable. [/p][p] Enemies at war now eats before they start. [/p][p] Villagers can now also grab food in the environment if hungry[/p][p] Level up effect first time looked like you should get a skill point [/p][p] Tweaked buying camp to be more expensive and use rarer materials [/p][p] Changed the order of some powers in the skill trees. [/p][p] Rocks now hold more resources[/p][p] Followers cost a bit more to create after the first one. [/p][p] Leveling is slightly slower [/p][p] Lightning does half damage to Structures[/p][p] Ritual cost now shows all current inventory / needed. [/p][p] Rituals start first when all villagers have arrived, not when first villager arrives. [/p][p] Hide UI button is now F9 instead of 0[/p][p] Shrank building cost text and icons[/p][p] Increased hitbox on items
Buildings are now draggable from the build menu[/p][p] Building colliders are now bigger for selection and placement of villagers[/p][p] The grass item is now prioritized over the plant behind it[/p][p] Increased the health of walls and buildings[/p][p] All soldiers now have more health to extend combat a bit. [/p][p] War ends when all attackers are dead.[/p][p] Villagers on outposts are no longer selectable in rituals[/p][p] Fisherman now catch 2 fish[/p][p] Stones are now guaranteed to spawn[/p][p] villagers now stop to poop[/p][p] You now start with 50 Devotion,[/p][h2]
FIXES[/h2][p] UI fixes for Widescreen [/p][p] Villagers pooped during the night and woke up[/p][p] Berries gift did not have text[/p][p] Enemies ran home scared sometimes after the war[/p][p] Assign to building tutorial wouldn't close if the building was selected[/p][p] Earthquake didn't cause damage to buildings[/p][p] Objectives weren't saved and loaded properly[/p][p] Walls health wasn't loaded correctly[/p][p] Items could get big if you gave them another when they eat[/p][p] Villagers falling from outpost when they die or get converted did not stop their falling scream.[/p][p] Audio levels didn't load, only the sliders did[/p][p] Villagers didn't get unassigned from a ritual when they died[/p][p] Save broke when villagers left player and incorrectly got assigned randomly to an outpost.[/p][p] Save broke when a villager died while performing a ritual and became undead (or left player).[/p][p] Stones don't do damage on deers[/p][p] Error with changing visuals on followers sometimes.[/p][p] Xp ritual would give too much XP[/p][p] Return button didn't work on Skill menu[/p][p] Fixed focus camera being stuttery[/p][p] Fixed melee villagers on outposts to not fight enemies on ground
[/p][p]Thanks for playing and let us know if you find any issues or have feedback![/p]

DEMO PATCH #50 - QUALITY OF LIFE & RITUAL COST

Hey everyone
[p]So, before we continue with the next big feature. We decided to add a bunch of quality-of-life stuff and also reworked the saving system. [/p][p][/p][h3]Here are the changes for this patch:[/h3][h2]# NEW[/h2][p] NEW SAVING STRUCTURE - Should be more robust and not crash when the whole save file if something fails to save. [/p][p] BANNER FOLLOWER - You can now see when a follower is assigned to a banner or Outpost in the villager list.[/p][p] INFLUENCE NOTIFICATION - now shows as you get an influence point. [/p][p] PRAYER BUBBLE - the bubbles are always visible, and you can hover the bubble to see the prayer. [/p][p] TERRITORY VISUAL - Is now showing as the territories change. [/p][p] CIVILIANS - they now panic during war and run in fear. [/p][p] MOON STAGES - We now have a moon cycle. [/p][p] ENEMY OUTLINES - Enemies now have outlines for easier recognition. [/p][p] ENEMY ATTACK WARNING - the warning on the side is showed longer shows a timer that counts down to the attack. [/p][p] POOP PARTICLES - poop now has a particle for visual enhancement. [/p][p] GRASS SAPLING - now has improved new art. [/p][p] RITUAL DISTANCE - There's now distance value to followers[/p][p] ENEMY BUILDINGS - You can now take over enemy buildings once empty. [/p][p] COST TO RITUALS - There's now a resource cost to rituals but they're much faster perform[/p][p][/p][h2]# TWEAKS[/h2][p] Villagers now stand on top of outposts. [/p][p] Improved feedback for trading inventory [/p][p] Updated Balance for Trading costs and resource values. [/p][p] Soldiers now patrol the village [/p][p] The Temple default state is now set to convert enemies instead of villagers. [/p][p] Followers won't fall over as easily when dropped anymore. [/p][p] Villagers are not surprised when sleeping anymore. [/p][p] Various performance Improvements. [/p][p] Tweaked pacing in the beginning to not have too much impression[/p][p] Tweaked spawning of environment objects[/p][p] Enemy undead now die in the morning[/p][p][/p][h2]# FIXES[/h2][p] Sawmill would bug out on a loaded save. [/p][p] The enemy altar did not save that it was broken.[/p][p] Enemies could get scared by the end of their attack[/p][p] Fixed wrong faces showing in the villager list. [/p][p] The portrait camera could display multiple villagers and wrong objects. [/p][p] Faces for villagers could be wrong. [/p][p] Fixed hunger bubble getting stuck on load. [/p][p] Ritual on a second altar was not continued on save. [/p][p] Take outpost Objective was not being completed. [/p][p][/p][h3]UPCOMING[/h3][p] OVERWORLD

Please let us know if you find any issues!
Join the Discord and chat with us!
[/p]

# DEMO PATCH #49 - DYNAMIC ENEMIES

Hey Everyone!
[p]So, the new big patch is done. we had to rework a lot of the core of the entire enemy system to be more similar to the players. and as usual, refactoring core systems takes time. we'll probably post some tweaks very soon too.
[/p]
Here are the changes for this patch:
[h2]NEW[/h2][p] DYNAMIC ENEMIES - so the enemies will now run and grab resources in the environment.[/p][p] VASSAL- So now when you make an enemy camp your vassal, they will stay in their village and give you resources and faith but you can't control them directly, this is also Visualized on their banner.[/p][p] OUTPOSTS - a new building placed outside enemy villages that can be claimed to increase your territory[/p][p] INFLUENCEPOINTS - Getting rid of enemies now breaks their altar and spawns an influence point. [/p][p] ENEMY RAID - enemies that attack will only kill soldiers and buildings, then they will grab resources but leave "Civilians"[/p][p] CAMERA CONTROL - You can now jump back from where jumped from by pressing \[SPACE][/p][p] FOCUS CAMERA - a new system that focuses the camera on certain interest points. [/p][p] OBJECTIVES - A new objective system with deeper explanation to how to do things. [/p][p] HUMAN ENEMIES VISUALS - new visuals for human enemies. [/p][p] STATS - A new stats system that tracks the thigs you do in the game and can be viewed in the pause menu.[/p][p] ELECTROCUTION - Deers and your own villagers now also have an electrocution effect. [/p][p] ASSIGNMENT VISUAL - a new visual for assigning villagers to buildings. [/p][p] BIRD KILLING - You can now kill birds if you klick on them fast. [/p][p] POOPING VILLAGERS - villagers now also produces fertilizer.
[/p][h2]TWEAKS[/h2][p] Tweaked the starting pacing for the game with costs for buildings and positions for resources. [/p][p] Lumber camp now costs 5 sticks, Upgrade: 10 sticks 5 flint. [/p][p] Carpentry now costs 1 log 2 flint.[/p][p] Powers are now added last in the list. [/p][p] Edge darkness is now controlled by Outposts. [/p][p] Improved icons on bush tree and Grass[/p][p] Improved spawning of environment to guarantee important resources.[/p][p] Forrester hut is no longer in the Skill tree [/p][p] Clerics and Traders wont enter enemy territory but wait to be met outside.
[/p][h2]FIXES[/h2][p] More saving bugs that slipped through[/p][p] Dropping stones caused damage in a big area [/p][p] Unlock visual on skills could get stuck [/p][p] Enemies would attack unbuilt buildings. [/p][p] Save issues. [/p][p] Dead messengers would cause errors.[/p][p] Repairing buildings that had raised skeletons would block the building from being repaired.[/p][p] Banner would cause an error[/p][p] Level up text would show on load.
[/p][p]Please try the patch and let us know if you find any save issues, if you do please let us know! [/p][h3]UPCOMING[/h3][p] OVERWORLD[/p][p] Some smaller improvement to combat.

[/p]

DEMO PATCH #48 - SAVE FIXES

[h2]SAVING FIXES IS FINALLY HERE[/h2][p]Hey everyone [/p][p]So, after the summertime and some time off, we're back into action again. we have some great new things cooking, but we also wanted to make the current build more stable. [/p][p]The next Update will have lots more but this one is for stability[/p][p][/p][p]Here are the changes for this patch:[/p][h2]NEW[/h2][p] BANNER CUSTOMIZATION - You can now customize your logo and banner. [/p][p] POPULATION PERCENTAGE - We added a percentage tracker for how many people in the area believe in you. It will be used more for the next patch when the map is no longer infinite.
[/p][h2]TWEAKS[/h2][p] Tweaked the cost of some buildings [/p][p]Improved Banner UI for stances[/p][p] Tweaked vortex upgrade levels
[/p][h2]FIXES[/h2][p] A BUNCH OF SAVING BUGS (hopefully all of them) let us know if you encounter any savebugs[/p][p] Duplicate Fullscreen button in settings menu.[/p][p] Dropping stones caused damage in a big area[/p][p] Dead messengers leave errors on load[/p][p]Please try the patch and let us know if you find any save issues. If you do, please let us know!

[/p][h3]UPCOMING[/h3][p]The big overhaul of the enemy camps is almost done so stay tuned for the next update.
[/p]

DEMO PATCH #47 - MORE POWERS & WILDLING CREATION

DEMO PATCH #47 IS NOW LIVE

Hey everyone

So, before digging into the enemy camps, we're adding some tweaks and powers.

Here are the changes for this patch:
[h2]NEW[/h2]
🔹VORTEX POWER - Sucks in all resources in its vicinity and adds them to inventory
🔹EARTHQUAKE POWER - Shakes the ground, causing resources to drop and damage buildings.
🔹VEGETATION POWER - Create vegetation in an area
🔹CURSOR FEEDBACK - New feedback when clicking with the cursor
🔹VILLAGER ANIMATIONS - Villagers now have a wake-up animation
🔹SMALL ALTAR BUILDING - The altar building is back and generates faith
🔹CREATE WILDLING POWER - We added a new power for creating wildlings instead of spawning through the altar.
🔹BUILDING SOUNDS- More sounds for buildings

[h2]TWEAKS[/h2]
🔹More actions will trigger faith in followers
🔹Leveling balance tweaks
🔹Forge now uses bricks instead of stones

[h2]FIXES[/h2]
🔹The altar mound did not reflect in the water
🔹Great builder gift did not work
🔹Issues with villagers arriving late at the ritual
🔹Canceling a ritual caused the effects to happen anyway
🔹Loading caused missing Skill points

Please try all the new stuff and let us know what you think

[h3]UPCOMING,[/h3]
We're finally going to do a big overhaul of the enemy camps and make them much more simulated