The 8 Sins: New Hell Order cover
The 8 Sins: New Hell Order screenshot
Genre: Strategy, Indie

The 8 Sins: New Hell Order

V 1.0.23

​Returning to work!

= V 1.0.23 =

Game:
- Added: F2 displays mission description;
- Added: F3 performs fast save;
- Added: F4 performs fast loading;
- Added: spacebar during combat automatically selects a target but only works when:
-- the creature attacks all targets;
-- others: when they can choose only one target at the moment;

- Fixed: After conquering the city and recruiting a new character to the garrison, the defending team does not return as dead;
- Fixed: After a fight, loot is removed from the bag of defeated teams/cities/hideouts, thus the possibility of collecting a given item from a given hideout indefinitely disappeared;
- Refreshed: game save;
- Fixed: when the enemy capital is demoted to the city level, the building bonuses are reset and you can't build in that city in a given turn;
- Fixed: Unit statuses are cleared after combat (e.g. miss will not appear);
- Added: a message that no spells can be cast on city defenders and hideouts from the world map view;
- Fixed: removing a commander in a city doesn't make the city disappear :X

A.I.:
- Fixed: Campaign AI lock preventing city expansion no longer works in Skirmish

Map editor:
- Fixed: after loading the map, editing the party, overwriting a smaller character with a giant does not cause a save error;

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In the next update, I gonna focus on the A.I. player because it seems that sometimes is blocking himself, also, a new map coming soon.

As for the concept, I start again working on random stuff:


Thinking about describing the new unit classes, I got the idea that for now, it better show what kind of stats each of them is focusing on, for example when the player gets an item +1 to the main stats for each class (also, the class icon is refreshed, old ones were added for comparison):

Colors

​Today without the update.

Last time I was mentioning about working on a new colour palette for the game, colours are divided into two groups:
- cold for dominant races: ​ sloth, envy, pride and acedia​;
- dark and warm for destructive races: wrath, gluttony, lust and greed.

But this is quite time-consuming and going to work on that in the background:​​
Current look:


New colours:



Also, some concepts for the incoming major update:


Guilds are the place where players can unlock new units from their current classes and upgrade for them but that requires expanding the structure, because the main class in gluttony is brutes, brute's guild can be expanded to 3rd level like units upgrades.​​

V 1.0.22

Sorry for a long time without news.

First of all, I wanna break the rule of launching updates every week, instead, I gonna launch (or at last write info) every 2nd week, hoping that gonna increase the value of the work.

Also, I was reading how to prevent the antivirus from interrupting my game and soon I gonna take some action in that way.

As for the update I mainly refreshed the manual and tutorial (because the game has changed in some aspects)​ which was quite surprising to me of how much it cost the time, also, expanded the load game/map function so that instead of crushing the game, will give some info but this also requires some time:

Also, before the major update, I wanna clean the code a bit​

Today, I also don't have any concept art, but inspired by the cover of Nik Pierumow's book "Aliedora", I am working on a new colour palette in more cold colours.​


= V 1.0.22 =

Game:
- Fixed: loading the game in conquest mode prevented further expansion;
- Added: in some cases when a save or map file is faulty, instead of being kicked out of the game, we get information about which segment is incorrect;

Other:
- Improved: the description of some buttons and fields;
- Fixed: bug where scoreboard could be cleared;

Editor:
- Revamp: map message now shows the terrain name and its type: solid, liquid and gas, along with a description of the selected size;

Help:

- Update: tutorial;
- Update: manual.

Halloween update V 1.0.21

= V 1.0.21 =

- Added: Nightmare biome;
- Added 5 new items as a trophy - valuable items for sale;
- Added: Boogeyman, Pumpkin, Mother Pumpkin;
- Added: Map: Neighborhood.

===================
I was planning to do more, but because of the lack of time, you can expect another update soon.

As for the major update, first I gonna send some fixes updates and multiplayer updates, after that I gonna start.

===================
As for the Halloween sale, for now, I don't get the necessary link for Steam Support Team, but only If I get it, I will immediately set on a 25% sale

Back to work

​The game was launched, and now I return to this project to make a Halloween update and slowly prepare a major update.

​​​



I noticed that I try to be too ambitious for a short time of work, so I decided that in the incoming Halloween update I will try to add some stuff.

The order determines the order of adding until the time is over or the items on the list are exhausted:

1. Add new Biome: Nightmare;

2. Add more neutral creatures in such a theme;

3. Add new type of items: "Trophies", for selling;

4. Adding events on the map by scripts;

5. Nightmare Biome will be hard terrain (cost 2 movement points per field-this will require replacing the movement mechanism for a new one).

V 1.0.20

The new version is available but in short, bug fixing.

Also Important!

Steam Next Festival is almost here and I wanna focus on my current project Master of War, and because of that, there will be no updates for the 8 Sins until the premiere of MoW!


= V 1.0.20 =​

Introduction: rebuilding the save / load system could cause more bugs than before!

- fixed a bug with saving new maps from the map editor;

- fixed a bug where the number of players, name and map description was not saved;

- does not throw out of the game when the mobility of the commander per turn is 0;

- fixed a bug where the screen was not centred on the player's capital in the first turn;

- fixed a bug where capital was not generating resources;

- fixed bug - player 1 started the turn in turn 2;

- fixed a bug where the promotion was blocked in the skirmish like in the campaign;

- you can research spells during the skirmish

- upgrade all no longer upgrade units that do not have enough experience

- a player's attempt to save the game does not result in being kicked out of the game;

- on the 13th turn, the defeated units are resurrected and the object is ready to be visited, previously it worked only after loading the game;

- after loading the game, the looted hideouts cannot be revisited before the 13th turn;

- si does not execute when the conditions are not met, this bug caused some characters with this skill to have negative health after the fight;

- the loading window has been refreshed in the main menu;
​=========================================

Last time I was talking about the weird concept, here is this:
​​

As for the 8 Sins, I only find time to make this rough concept of mage tower:


= EDIT =
I see some kind of Halloween action on Steam!
Maybe a Halloween update?

Incoming V 1.0.20

​Sorry, that last week I did not bring any news, also there is not enough content to upload a new version.

But I have small info that in my current game project "Master of War" I am slowly starting working on online multiplayer. When this game has its premiere I going to make an update for The 8 Sins that going to finally unlock the multiplayer so players will be able to test it before the major update.​​

As for the concept I had a weird dream about a redefinition of the dragon look and my mind started working on the idea of an odd RTS game.

But I still working around the concept of creature portraits and window stats, I think that for now, I have the final version:


​​
Also, If I make large portraits and strategy game with RPG elements:
​​

But that will be for a later major update.​

V 1.0.19 and more concepts!

​Sorry for the previous update, rebuilding one function makes that player unable to start a new skirmish game. Now is Fixed!​

= V 1.0.19 =

Miscellaneous:

- fixed a bug where it was not possible to start a new skirmish;

- the skirmish screen and the map editor in the main menu have been refreshed;

Current look:​​


​= Creature designs​ =




Also:


And some:

V 1.0.18

​= V 1.0.18 =

Miscellaneous:
- The main menu has been rebuilt;
- Save / Load game:
-- rebuilt;
-- allows players to load a tutorial with active help.

======================================

I was hoping to do much more! But I touch a large part of the code, so some part of the game can work better or be new bugs in place that before the update was working fine.

But what is important, the game code is more clearly and can be easily expanded.


What now?​
As I mentioned before, now in each update, the menu gonna have small improvements, adding new maps and I gonna focus on AI.

The new game mechanic will be probably added with the major update.


As for the creature redesign, I only have a WIP today of gluttony light (or midget) brute.

V 1.0.18 Not Yet!

In each update I try to prepare game code for a major update, working on the save/load game function, it touches a large part of the code and I don't want to release something untested.

Sorry for that and next time I will try to prepare something.


For now, I have another redesign concept.



The next concept will be for small warrior and I gonna work on a new town screen.

Also gonna try to find interesting mental illnesses for new skills.