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Dev Log #20 - Forest Fortress Enemies

[p]Forest Fortress have 2 types of enemies[/p][p]Dreamers Enemies (This Devlog)[/p][p]Fortress Defence (Next Devlog)[/p][p][/p][p]The Pikeman[/p][p][/p][p]meet the speedster, this enemy have 2 attack pattern:[/p]
  • [p]if he has same ground level as you he will charge toward you very fast dealing knockback each time he hits you, once you get hit you get knocked back forward making it easy to take next hit from him.[/p]
  • [p]if he is above or below your level he will attempt to throw the spear, its not hard to dodge that as its 1 projectile but its fast one. [/p]
[p]The Archer[/p][p][/p][p]Next he have the archer, only 1 attack pattern but it's tricky:[/p]
  • [p]he places number of arrows in the bow from 1 to 4, then he shoots arrow in a fixed pattern based on arrows in the bow, so as long as you focus on how many arrows are in his bow you can dodge the attack.[/p]
[p]The Shield Holder[/p][p] [/p][p]lastly we have the first enemy that blocks attacks, here is how it works:[/p]
  • [p]when not in attack mode he will place his shield on his back making a stealth hit very hard[/p]
  • [p]when in attack mode he holds the shield forward making front attacks useless[/p]
  • [p]when he gets close he stops and attacks with the dagger, if you timed you attack correctly you can damage him now, also attacks from the top can damage him making extra jumps in mid air more useful[/p]
  • [p]Shielded attacks does 0 damage to him[/p]
[p][/p][p]Those are 3 enemies with 2-3 more still in work, so forest fortress will have largest number of enemies in its biome. [/p][p][/p][p]Join & share you ideas here: Discord
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Dev Log #19 - The Key

[p]This will be a short one.[/p][p][/p][p]The Key[/p][p]Oh boy, the entire temple system had to be rewritten, it contained way too much bugs and the system needed to expand to deal with ACE cards and keys, so an update is required to the beta to fix those issues.[/p][p][/p][p][/p][p]some of fortress doors will be locked, when approaching it, it will require a key to unlock. keys can only be found in tiles that have fortress in it.[/p][p][/p][p][/p][p]Cards may spawn with Key modifiers, making the card unlock the door but it will always have a condition.[/p][p][/p][p] [/p][p]Collecting Keys will synergize with some builds, this card in the photo will have +10% attack damage for every key card in your deck also counting cards that have key modifiers, making this modifier the most powerful "per modifier".[/p][p][/p][p][/p][p]Key modifier comes in many shapes, like some cards will be consumed after being used a key, and some cards will only consume ammo, carrying ammo cards will act as keys here.[/p][p][/p][p][/p][p]Some modifiers will triggered if you used a key on a locked door.[/p][p][/p][p]Join & share you ideas here: Discord
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The Dreamers Foresight v1.3.0

[p]I know it's said the game will not receive updates until release, but an exception must be made here because many problem were found Temples that had to be fixed.

New Features

  • In temples, cards that can be selected will be highlighted
  • New Condition (If Knocked back) that will trigger if player got knock backed by an enemy
  • Cards will now be used when player click on them with left clock in inventory rather than pressing "Use"
  • Cards will now be discard when player click on them with right click
  • Consumable Cards [Ex: Fuel, Potions] will now have a (Consume) Button to use them without exiting the deck view
  • Placeholder cards will now display info on what can be placed inside them


[h2]Changed[/h2]

  • Card Modifiers are now picked based on the biome pack and tile tags, so you will no longer see "Swim" card in city
  • Deck size will now count cards in Hand only, meaning that cards in Temple placeholder will no longer count as a hand card
  • Modifier (Is Consumed) will now consume the entire stack if card uses ammo
  • ACE cards will get discarded if player added a card with the same name in deck after adding ACE card
  • Conditions that happens during combat only are now tagged, so that some modifiers will only get attached to combat or non-combat conditions, like (+Stealth) modifier
  • Increased melee range to make it easier to land melee attack
  • Increased Potion drop chance from enemies by about 25%


[h3]Bug Fixes[/h3]

  • Fixed (Rarity Amplifier) Temple card generating cards with multiple rarity
  • Fixed many of temple interaction with ACE cards
  • Fixed cards modifiers not working after placing it in a placeholder
  • Fixed cards gets missing after going to the next dream layer because of "-Deck Size" modifier being first in deck order
  • Fixed Temple logo lights being not matched with card rarity
  • Fixed (Duel Sacrifice) Temple card generating wrong rarity
  • Fixed an error that happens when placing 2 cards with mods into (Dual Fusion) Temple


Join & share you ideas here: Discord
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The Dreamers Foresight v1.2.1

[h2]Changed[/h2]

  • Changed Tile spawn based on rarity because it was calculated wrong, now higher Tile card rarity will give better tile that are more likely to make more stars
  • Music settings is now a slider rather than a toggle



[h3]Optimization[/h3]

  • new Audio system architecture
  • Less audio memory usage
  • Audio cost less cpu power



[h3]Bug Fixes[/h3]

  • Fixed Tile that are being placed from having active navigation that can intersect with previous built tiles
  • Fixed an error that may appear when game try to trim an audio

Dev Log #18 - The Forest Fortress

[p]I know its been long since last update, again the project is still being developed, but the road map have changed here is what is going to happen.[/p][p]early access will not have more update because next update will be the full release.[/p][p]when is that ? -the planned date is around May (give or take 30 days)[/p][p][/p][p]now that we got that out of the way lets talk about the 4th Biome (The Forest Fortress) [/p][p][/p][p][/p][p]this Biome will always a fortress spawn in it[/p][p][/p][p][/p][p]the fortress is your worst nightmare, the problem is not having your road blocked, but you will get lost in there. [/p][p][/p][p] [/p][p]It's still a forest tile, meaning it will get stars if placed next to any forest tile, bonus stars if you connected river or road.[/p][p][/p][p][/p][p]this is the first bioem have 3 levels of ground. the lower ground is the city level and high level is the same height as a desert hill meaning you can walk from a hill to a fortress, but there is a level between them where you may find building and walk in the fortress in it[/p][p][/p][p]every building is accessible as always, you will have fun navigating through the medieval towns[/p][p][/p][p][/p][p]cards are hard to find in this biome, cards are hidden inside the fortress maze and inside buildings[/p][p][/p][p][/p][p]The Fortress itself is randomized so sometimes you will find a part of the fortress broken, action cards comes in handy here[/p][p][/p][p] [/p][p]the biome still needs new enemies, and fortress doors will have its unique mechanics, so it have some some challenge to open fortress doors[/p][p] [/p][p]This is the map view of the forest fortress biome, the biome now have 4 tiles (the Road Tile, the River Tile, the 2 Bridges Tile, Interecting River Tile.[/p][p][/p][p]Join & share you ideas here: Discord
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