this update brings lots of fixes and balances, and along with that we've added brand new sounds (missing sounds when casting spells, new sounds for pain/death, etc..).
Here the changelog (1.0.0+20 -> 1.0.0+31)
bugfix: Amos takes his wage (alcohol) weekly now (did not work) Immortal - changed the full-hp regen from 4 to 2 turns
Necromancer: max DR reduced 99% -> 95% fix: Evasion should work now, only when a melee enemy apporaches you (previously any enemy) fix: if enemy's Evasion triggers (upon entering his ZoC), you won't be able to UNDO movement french loc.updates russian loc.updates
Added and updated lots of new sound for human pain/death, abilities, effects, foc.abilities Added 50+ new human names
sounds updates (aegis, strongVS) UI work Steam Achievement: winning on higher difficulty grants automatically achievements also for lower difficulties as well Ram: AI should not kill itself when ramming Evasion: improved logic
small bugfix (OnBattleStarted executed sometimes multiple times resulting in Delirium killing unit) sounds updates UI work, minor fix
re-fix of: small bugfix (OnBattleStarted executed sometimes multiple times resulting in Delirium killing unit) russian loc.updates
added some Debug functions Elusive trait: now grants immunity also against immobilizing russian loc.updates
Added new fort map (kitten) Beastmaster quest: reduced map size and made it more 'flatten' Beastmaster quest: last wave is spawning in east map gen. improvements UI updates raised Amos alcohol base wage 6 -> 10
Blood Strength: now the bonus damage is calculated from base(unmodified) damage. Unmodified means flat damage without applying any trait dmg-modifiers like Masochist, Lyncher, .. This should stop acquiring huge amounts of dmg when BS was applied multiple times with many trait dmg-modifiers. fort(kitten) updates uplift ability: now can throw enemy up to 2 elevation levels higher. text improv. Added new human 'pain' sounds
Earthquake: now 'unreachable islands' should automatically change into death pits UI icons update center village (yellow hexes) fix for map generation
Capture village (yellow hexes): minor fix (allies should now 100% spawn) small fix (earthquake)
small fix: Immobilize should now apply for max 1 turn Throat cutter: reduced cost Valdor Piercer: now also adds +20 CONC Weakened status effect now is projected into 'calculated damage' in the tooltip Flagrant: reduced cost 88->44 life essence
Enjoy! David
Path 1.0.0+19 is LIVE
Hello all!
During the last week, we have been working on many bugfixes and balance issues, let's summarize it:
changelog [v.1.0.0+1 -> v.1.0.0+19]
Rejuvenation foc.ability: increased buff 100% -> 150% Massacre: on last wave a bounty hunter will join you and if you win/he survives, then will join party Added 'com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file:' error to Debug discord msgs; text updates Added 'error loading pixmap' error to Debug discord msgs Necromancer: gets Bloodless trait Final battle fix: can't respawn boulders as revenants
Urtuk mutation: added First strike to his pool; Berserker Duelyst and Duelyst focus ability: both now won't trigger against stunned or out-of-breath targets. Also, attacker gains 25% damage reduction in duel.
Added setting for Hardware/Software mouse cursor. Now defaults to hardware (ie. systeam), can be changed in Game Settings
Adding new game settings: "Disable mouse edge map scrolling" text improv. on Werebeast/Vampire classes
Urtuk mutations: Flagrant & Quick reflexes lvl increased 4 -> 8 Hastening crits: base reduced to 10; Tiring crits: base reduced to -15
text improv. Maximum Force fix: now won't stun shatterproof units anymore boss classes cannot become vamps/werebeasts russian loc.updates
Boss tooltips in campaign map: they will now disappear if you moved to next zone bugfix for immobilize > 2 turns text improv.
Retreating soldiers: improved map gen (now your units will reach allies in 1-2 turns) Massacre: the bounty hunter who joins you after 3rd won battle will have player's party lvl Armour damage projection (tooltip) fix
Traitor mission: reduced enemy count by 15% Amos: now he will demand alcohol as his wage after 4th battle. Vampire virus: added notification when unit will turn into vamp (7 days before)
Allied ranged units won't fire if friendly fire involved
bugfix (hopefully) small update
Evasion: will now trigger only if enemy walks into melee range minor updates Agressor (revenant start) - won't banish recruited revenants anymore fix: if unit enters trap, he can't undo movement
french local.updates text improv. Weaponsmith: better error messages when equiping invalid gear Shield Ally: stamina cost 60 -> 65
Beast Porcupine Changes: Blowpipe --> Javelins Nerve Sense --> Poisonous Criticals Toxic Cloud --> poison for 1 turn and only against unarmored Added chainmail Fast recov 2 from elites --> to birdy
Rhino: added Thick skin + Rage (deso only)
Added new savanna visuals (rock, bush)
that's it for now, but we continue to work on the new modding support, new faction, and a brand new biome. Expect those regular pathes every 2 weeks.
David
FULL RELEASE!
Here we are! Finally, the day has come - Urtuk is ready to leave Early Access!
It’s been a long and winding journey these past 6 years, and now it's time for the full release. We added a ton of new content during Early Access, completely overhauled game balance, and improved the overall experience in countless ways. We've listened closely to our players’ concerns and advice, and done our best to make Urtuk as fun and brutal as possible.
Lastly, we want to shout out a huge THANK YOU to all our supporters — beta testers, Early Access players and the community at large. Urtuk could never have become what it is today without your help.
So what did we add during Early Access? In a nutshell:
- new faction: the Forsaken - made additional 6 unlockable factions playable at start, added unlockable items - added Ironman - 4 new village battlefields, 25 new battle types/quests - reworked all fortresses along with new reinforcements system - new battle mechanics: projectile deflections, boulders, evade, .. - new mechanics: scaled mutators, merging of mutators, mutator absorptions, butchering, .. - new missions - new battlefield interactive & hazardous objects - new legendary items, relics and special rewards (Mocker's Mark, Death Stone, Life Stone, Valdor Piercer, ..) - new classes for Beasts, Werebeasts and Vampires - all classes got 'elite' skins - 10 bossses - localized into russian, polish, french and chinesse(simplified & traditional) - added Steam Achievements - 3 new difficulties - UI additions and improvements - character banners - countless bugfixes and enhancements
But the journey is far from over! We have a big plans for the future content for Urtuk. We're already working on:
- new faction - new biomes - new bosses - modding support
These should come as free content in very near future! Of course we'll maintain the core gameplay and fix any issues or bugs. We're still eager to hear from you - so please if you have any suggestions, balance ideas, bug reports or anything which could improve Urtuk, let us know! Best on our Discord server or on Steam forums.
Again, I want to thank all our Early Access players for their feedback, suggestions, and even content additions!
Oh, and I won't increase the price of the game.
David
URTUK IS LEAVING EARLY ACCESS FEBRUARY 27!
I'm incredibly excited to announce that Urtuk: the Desolation will be leaving Early Access on February 27th, 2021!
It’s taken 6 years to get to this point, with just over 1 of those years in Early Access. Players who’ve been hacking and slashing their way through the Steam Early Access version of Urtuk will automatically gain access to the full game. Urtuk will release simultaneously on all three platforms – Windows, MacOS and Linux.
The game’s final release wouldn’t have been possible without the incredible contributions of our dedicated Early Access community. We’ve put our hearts into this adventure and it’s been awesome getting so much support from players throughout this last critical year of development. We’ve made many significant changes during Urtuk’s journey in Early Access, and done our best to meaningfully integrate players’ feedback and requests as we march toward the version 1.0 launch. We can’t wait to welcome you all to the epic adventures of the world of Urtuk next week!
Update 0.87.08+97 is LIVE
Greetings slayers!
We bring you another small bunch of updates, this time it's around the Final boss fight with a brand new Boss and lore and some tweaks around balancing and of course bug fixes.
Here the changelog:
v.0.87.08+80 Starting as werebeasts: they are now 'ancient' werebeasts and won't transform to human form, thus keeping their werebeast form forever and loosing their 'super healing' ability. (Also they won't be affected from the deso bug: they won't loose their extra absorp.slot anymore)
v.0.87.08+82 Map Editor: added selection of map sizes Forsaken defender: added new trait: "Cleansing" (on max focus heal over 2 turns + remove bleeding/poison) Ranged support won't trigger strongVS anymore
v.0.87.08+81 french local. updates Monster Hunter quest: reduced enemy count a little bit Party screen: dismantling items won't happen when you're not enough close to th dism.slot
v.0.87.08+83 added campaign advisor
v.0.87.08+84 minors bugfix
v.0.87.08+87 final battle updates Ivadd story line updates Reflexive skin won't trigger if you're out of breath
v.0.87.08+85 Leeching crits: improved scaling Abomination map updates Aggressor perk: now upon expeling a member, his items are dropped to player's inventory 'game won' screen overhaul gx updates new mutators Russian loc.updates
v.0.87.08+90 Added 'Necromancer' boss gx bonefisher Yesterday 8:48 PM Blood curse: increased HP penalty (-10% -> -15%) final battle updates
v.0.87.08+91 final battle updates (dead channeler will reduce spawn rate by 50%) Added 'final battle' biome
v.0.87.08+92 Increased maxIterations for map gen. final battle updates
v.0.87.08+95 Final battle gx udpates added 'Channeler' model small updates, tweaks
v.0.87.08+97 polish loc.updates
This update should in most cases keep your saves playable.
Enjoy!
David
Update 0.87.08+79 is LIVE
Hello all once again!
This is a regular update which brings us small improvements. Here the changelog:
v.0.87.08+71 Boulder damage is now calculated from unmodified base attack from the unit who launches it. small fix limit to boulder count is now 5 per battle Dungeon biome won't play same 2x tracks all the times now, will use whole battle music pool minors
v.0.87.08+70 bugfix
v.0.87.08+72 Shiggy PC: exceptions not being sent to Discord channel bugfix: kaleta.hex3.utils.HexGameException: ClassDefinition by given name does not exist in collection. Name:revenant/vampire/lord
v.0.87.08+73 Added new class: Werebeast Hound bugfix (ranged attacks)
v.0.87.08+74 gx updates; english desc.updates werebeast hound avatar added Turgul: gained 'immortal' trait faction recruits in quests: now for some factions (vamps,werebeast, revenant) there is a small chance you get your faction unit instead of the human class unit
v.0.87.08+75 Monster slayer (WaitingEnemies_Rescue): improv.on generation increased flesh income from villages by 15% Blood butcher: now yields 36 blood (was 45) Forsaken wrath: reduced the heal/damage by cca 25%.
v.0.87.08+76 FleshConsumer: clamping high values of flesh upkeep Added elite version of Werebeast Hound bugfix small updates
v.0.87.08+77 Replaced werebeast mongrel minors
v.0.87.08+78 Added elite version of werebeast mongrel;
v.0.87.08+79 veteran, epic and deso diff.: reduced the 'extra diff. spike' when entering new zone (adjusted world level scaling factors). Death Stone: now won't reduce equipped trait level after battle, instead there is a -15% max hp penalty.
Enjoy!
David
Steam awards nomination - Urtuk
As with every year, some of the top-selling and arguably best titles happen to fall in the big-budget category. Simply put, worlds like in The Witch 3 and Fallout 4 aren’t feasible with a small team. That’s why we’re excited to see our favorite triple-A titles receive well-deserved awards this year.
At the same time, it was very satisfying to see 2020’s show give independent games some attention. Indie titles received plenty of minutes to show us what their small, passionate teams are cooking up for us next. This is a direct contrast to previous game awards shows that focused entirely on the big titles and rarely mentioning the small projects we enjoyed throughout the year.
With this, we would like you to nominate Urtuk for the Steam Awards in the category of "Labor of Love", as we've put in the last 5 years of development so much of our hearts and soul into making of Urtuk! And we still continue, even if we are still in Early Access!
Thanks a lot for a all your support,
David & team
Update 0.87.08+70 is LIVE
Hello all,
after another 2 weeks, we've pushed another regular update. With this, we introduce new Vampire Ghoul class, which is very unique compared to all other classes in game. He can spawn a new interactive object - the boulder and bash it across whole map. Upon impact the boulder will push any unit 1 hex away, maybe to a death pit. Any class with the bash ability can utilize the boulders. This introduces quite a bit of new strategy options and we like it!
Besides this, there are many more visual updates, bugfixes, balance improvements. Let's look at the changelog:
v.0.87.08+50 Werebeast elites: added extra traits Enhance mission now costs 30 alcohol Werebeasts recruits now restricted to human classes minor fix
v.0.87.08+51 bugfix (and refactor of getHashcode()) for class traits & sub-classes: should fix the variant localized traits merge issues minors
v.0.87.08+52 Natural Resistance now also removes Acid. Beastmaster battle: reduced reinf. beasts to 5, was 7 Barrel thrower range: 8-20 hexes
v.0.87.08+53 added new Fort map (by David) beastmaster & beast revenants quests are now available in zone2+ Endgame (final boss) quest: now after beating the final boss, it triggers the 'game won' status. There will be no further/chainned quests anymore (maybe I'll add in future). New factions & items will unlock and you can still continue playing. Taming beasts: improved the logic bugfix: tamed beasts that become hostile are still under the player's control Barrel thrower range: again 3-20 hexes Slaughterer: max damage bonus is now 75% (was 100%)
v.0.87.08+54 break-save bugfix
v.0.87.08+56 Adaptive body: speed penalty reduction is now 90% (was 75%). But still not enough for bosses to avoid 'turn lock' with heavy hits (like max.force). Stun: speed penalty is now -200 (was -400). It will still stun, but now the 'Adaptive body' will work better. Added the Blood spider boss to world. It becomes available in zone3+. Added elite skin for cultist guard (caged head) Amos, Victor: added 'engaging effect' immunity AI(ranged): should not kill itself when there are nearby lethal tiles (like death-zone or holes) Delirium & Rage: now only for melee classes Necrophagy: raised hex radius to 4(was 2) minor fix small update
v.0.87.08+57 small fix bonefisher Beastmaster quests balance updates Blood spider boss: put back Beast preserv. Adaptive body: speed penalty reduction is now 90% (was 75%). But still not enough for bosses to avoid 'turn lock' with heavy hits (like max.force). Stun: speed penalty is now -200 (was -400). It will still stun, but now the 'Adaptive body' will work better.
v.0.87.08+58 small bugfix (reinf. units would not trigger their traits like Delirium) small fix
v.0.87.08+59 gx updates small updates Stun: speed penalty again at -400 minor fixes/updates
v.0.87.08+60 Ivadd: his medicine treatment is now 3x faster
v.0.87.08+61 Furious - can trigger once per turn now improved the RNG for music selection small updates Added new logic for AI: spawning & launching bolders Blood spider boss: made the game a bit more challenging minor bugfix
v.0.87.08+63 Added new vamp class: Ghoul; Added new ability: "spawn boulder" (Vampire Ghoul), some refactoring polish loc.updates gx updates improved UI labels (centering) chinese trans. fixes UI: game won't show paths with lethal tiles along (like holes) small updates
v.0.87.08+64 boulder updates and fixes
v.0.87.08+65 bugfix (intro + boulder spawn)
v.0.87.08+66 Boulders are now limited just like traps. Boulder lifetime reduced from 2 turns to 1.
v.0.87.08+67 Discord API update (-> 4.2.0_168) - was needed to fix the app not sending error-logs to Discord
v.0.87.08+68 bugfix (ghoul/boulder)
v.0.87.08+69 small bugfix Improved RNG in same parts of the game
This update won't break any saves.
Hope you will enjoy it!
David
Update 0.87.08+49 is LIVE
Hello all,
this is a regular update with new unlocks after beating the game with a faction (humans, swampers, forsaken, vamps, werebeasts, beasts, ???). These unlocks are 3 extra mutators for choosing when starting new campaign, also now, you can't select any weapon/armour, instead only mutators are for selection. And you can select three of them for your start party!
Furthermore, I've implemented are bugfixes, small balance improvements. We've localized Urtuk also into the traditional chinese!
Here the changelog:
v.0.87.08+37 swamp battlefield: added 'swamp style' tall grass Ivadd after recruiting: added back few of his former traits
v.0.87.08+39 trad.chinese updates added new, extra mutators for each won faction (so 7 factions x 3 mutators = 21 extra mutators) simpl.chinese updates Protector trait: now also plate wielders can use it
v.0.87.08+43 Added 'teaser mutators' into start item pool small fix in game setup UI minor updates
v.0.87.08+44 Revenant beasts quesst: now you can be rewarded with a relic (50% chance). russian loc.updates Added 'tall grass' visuals for dungeon biome
v.0.87.08+45 quest updates
v.0.87.08+46 All 'recruit/rescue' battle quests: now instead of 'human' classes you will get your starting faction units. The starting class is determined by Urtuk's class (so in case you choose Urtuk as smith, all those new recruits will be *-smiths :slight_smile: ) bugfix for Angel's pact when auto achieved. simpl.chinese updates trad.chinese updates small updates There still might be few which will have the human classes - but that's intended.
v.0.87.08+47 Recruitable classes in quests: if your Urtuk is smith/revenant, you will get only human classes. small updates
v.0.87.08+48 trad.chinese gx udpates
v.0.87.08+49 trad.chinese gx updates russian loc.updates minor bugfix trad.chinese simpl.chinese Vampire recruits now restricted to human classes
This update is save compatible, so fear not ;)
Enjoy!
David
Update 0.87.08+32 is LIVE
Hello all,
this is a smaller update which brings bugfixes, small balance improvements and a new battle quest with new game feature - "Beast taming". There is a new 'sub-class' created - the Beastmaster, it's a version of the Hunter, but he can do more! When all conditions are set, you can tame an enemy beast to your side until the end of battle. Makes the fight a bit more fun if you'are against legions of beasts :)
Here the changelog:
v.0.87.08+22 weaponsmith/armoursmith will now roll for gear when rewarding. Also they are now treated as warriors when evaluating the 'champion' perk Ambushed treasure hunters battle: now you can control the allies from start, reduced intial enemy size by 20%, if all 3 survive, you get the Evolution Stone as reward
v.0.87.08+24 Added "Ambushed beastmasters" battle quest to battle types pool Aggressor: banishing 'unprivilliged individuals' will now occur only on each 4th day (so the new characters have a chance to be useful while in party..) Deso.diff. only.:revenants will receive same extra traits as their necro/valdor contra classes Aggresor (revenant): they won't banish smiths anymore Weakened effect bugfix: the effect lasts for turns (before it was lasting for 'hits')
v.0.87.08+25 bugfix (abilities)
v.0.87.08+26 small updates Ambushed beastmasters quest: high tier mutator as extra reward Ambushed beastmasters quest: lifestone as extra reward Beastmaster's 'Taming shot' is now overfocus ability Added 'human' visual variants for the Assassin classes (normal & elite) bugfixes
v.0.87.08+27 Added placeholder avatars for elites updates (gx) raised +dmg per STR to +2.5% (was +2%) - but only for player This means a total +25% damage increase. Note that AI keeps +2%/STR.
v.0.87.08+28 Bugfix: after taming beast, the battle won't end once all enemies dead minor bugfix
v.0.87.08+29 Taming shot: now only 1 tamed unit is allowed at once. Beastmaster has this ability by default (was overfocus). bugfix for 'grab and die' - now works also with ranged attacker (like Victor) beast turtle, puller and valdor shieldbearer gained another absorp.slot (1->2) small bugfix
v.0.87.08+30 Amos: removed the 'training' unavailability, and added 'Revenant' trait. So watch him in battles! Ivadd bugfix added missing elite avatars
v.0.87.08+31 Added StrongVS Brutes (blunt+axe) and StrongVS Swords Removed Strong VS LowHP Strong VS Crippled now applies also against stunned removed Strong VS stunned simpl.chinese polished Strong VS Poisoned also applies against Acided
v.0.87.08+32 simpl.chinese loc.updates Ambushed beastmasters quest: now also reinf. will appear Ambushed beastmasters quest: made the enemy more aggressive Tamed beasts won't panic anymore on enemies death
This update should not break your saves. Enjoy the game!