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Alpha 2.1 change list
New
Changes/Improvements
Fixes
We have completely re-written the auto jumping system in FTD and now guide the character when jumping to better ensure they get a proper landing - we have also re-done the jump and land animations and they look stacks better.
High Climbing has also been greatly improved in accuracy and clipping prevention.
Note: We still get occasions where a character doesn't jump off a tile when they should. It is much less frequent now, but it still does happen and we will continue to improve the jump detection in future builds until it is perfect.
FACADE A set of doors and windows that are attached to walls to make it look like a building.
INTERIORS A starting set of interior items like book shelves, tavern tables, toilet, fireplace etc...
Check out a screenshot here...
http://fightthedragon.com/images/showcase/New_Props_Alpha2.2.png
We will continue adding to these categories and making new categories in future builds.
We strongly advise all that all creators reload their adventures and check them and re-publish.
Many of you may find that your adventures that were publishable before are no longer publishable now with the new calculations - So please adjust them.
Having reports against your adventures doesn't mean your adventure is blocked from download. If it is blocked, it will show that in the dashboard ( currently with a one word with a one word description of why ). We will continue to improve this system to eventually allow creators to see the actual user reports for their adventures to better understand why they have been reported - That will come in a later date.
We also mark adventures that you do have on your map as blocked so they are no longer playable. In a future update we will have functionality to allow you to clear those map spots.
We are going to be pretty aggressive with banning, and have already banned our first creator in less then a week from launch - be warned.
Alpha 2.2 change list
New
Changes/Improvements
Fixes
Known Issues in this version
Alpha 2.3 change list
New
Changes/Improvements
Fixes
Alpha 2.4 change list
New
Changes/Improvements
Fixes
We've made substantial changes to our loot and gold distribution system, primarily to deal with exploit maps. You'll probably find that you'll receive slightly less loot overall, especially when playing on loot exploit maps. This is just a first pass, and we expect to be tweaking this a lot more in the future.
Loot distribution is now directly linked to enemies fought, so if you find your self not getting many loot drops, try and fight some enemies! This means that adventures with a substantial amount of chests at the start of the adventure won't drop as much loot, so keep that in mind when you're creating or updating your adventures.
A characters rotation can no longer be changed mid attack to help with target locking on enemies. Character rotation will adjust in-between attacks in a combo.
We have added the ability on the Player Spawn Marker to set the starting rotation for the characters and for the camera. To use, select the SPAWN entity from the menu and go to the marker in the adventure and you will see controls to set the rotations.
Adventure creators now have the ability to override the difficulty setting for the adventure when they publish. This feature is being included because our auto detect system cannot always gauge how difficult a terrain layout is, so it can often mark it as an incorrect difficulty. Please don't abuse this and mark hard adventures easy ;)
With the constant addition of new props in each update, our toolbars were getting crazy, so we have re-designed how prop variations work. Now, if a prop has different variations, it will show you on the icon in the toolbar, with a count of how many variations.
When you place a prop, you can keep clicking (or pressing A) on that prop to cycle between each of the variations. Just leave the one you want and you are done.
We now mark each adventure on your world map that has been updated since you last started the game, so you can go and replay them if you wish. The indicators per adventure will only be visible for that session or until that adventure is updated again.
Check out a screenshot here...
http://fightthedragon.com/images/showcase/New_Props_Alpha_2.5.png
We will continue adding to these categories and making new categories in future builds.
Alpha 2.5 change list
New
Changes/Improvements
Fixes
Alpha 2.6 change list
New
Changes/Improvements
Fixes
Important! Please read...
This is a quick update to address some Steam Cloud issues a few users have reported that caused them to lose their adventures they were working on in the ACK.
This update has some core changes in how we load and compare data between our cloud saves and local backups we always write. We have taken a lot of care to ensure no one looses any user created adventures with this update and have tested it on 3 accounts to ensure data integrity - but that said, sometimes things happen, so please contacts us immediately via the Steam Forum if you think anything weird has happened to your list of adventures you have created.
New
Changes/Improvements
Fixes
Important: Publishing Bug
We think we have finally tracked down and fixed a bug that would sometimes publish the saved state of an adventure, rather than the current state of an adventure. So if you loaded an adventure, made changes and then published without saving first, sometimes it would send the older version instead of the new version.
Can everyone please load, check and re-publish their adventures to ensure players have the latest and possibly un-broken version of your adventure.
Updated Character Class Stats
We have updated all of the per class stats (visible on the character creation screen), including adding a new speed stat. Please review these changes to understand the differences between classes.
New Class : Ice Wizard!
We are happy to announce that our Ice Wizard class is now ready to play. We didn't want to delay this class any longer, but keep in mind this is just a first pass - meaning we will be changing and improving the special abilities over future updates (as with all of our classes).
Important: Class Diversity
Diversity of our classes has been brought up many times on the forums, so I want to address it here.
We agree that our classes need more diversity and that is something we plan to address in future updates. It is by design that all classes can use all weapon types and we don't have plans to change that at the moment.
We will however have modifiers on loot that are class specific. This loot can be equipped on any class, but only the right class will get the benefits from the class specific modifiers. As we develop the classes more we will start introducing these new modifiers.
Continued work on all of our existing classes and new ones is an ongoing thing for us, like all of our game features, where things will evolve over time.
Alpha 2.8 change list
New
Changes/Improvements
Fixes
Update Slow down over Easter holidays
So Easter is upon us and both Jarryd and Ari are taking some well deserved time off over the next 2 weeks, so updates will be less often, though we do have stuff scheduled so everyone will still get new goodies to play with at least on the ACK side.
We wanted to take this opportunity to wish everyone a happy holidays (Easter, Passover or whatever holiday you might be celebrating).
Happy Holidays Everyone!
7000 building points
We have lifted building points to 7000. Just a heads up that this is as high as we are planning to go for the foreseeable future. We have played enough user adventures that last for 25-30 mins to be convinced that this is as high as we need to go to ensure we stay inside the aim for FTD - short play sessions.
Alpha 2.9 change list
New
Changes/Improvements
Fixes
Auto (or manual) pitch only works in adventures, not in the menu or in dragon fights.
POISON - Players that move over these tiles get poisoned for 3 seconds at a time.
MUD - Players get slowed down when they move over these tiles. Enemies don't :-)
We have also altered how Lava works... Lava now sets players on fire for 3 seconds at a time.
We've also increased the per material tile count from 1200 to 1350 (a small but useful amount) and we've also fixed the grass materials being hooked into the dirt, so you can now paint grass with 3 grass types, each with 1350 tiles.
We'd love feedback about this from players that switch between multiple machines :-)
Alpha 3.0 change list
New
Changes/Improvements
Fixes
We know everyone is playing Dark Souls II - but we though we'd push a small but awesome update out anyway, in time for the weekend :-)
1. New items now have a green [+] on them to indicate which are the new items you haven't looked at yet.
2. Weapons now have a 1 or 2 hand Icon on the details card so you know if you will have access to your shield or not when equipping it.
Alpha 3.1 change list
New
Changes/Improvements
Fixes
This is just a very early pass on the Crossbow, but it's lots of fun to use and really mixes combat up quite a bit.
We have also added a new Sign Post NPC (different Entity button) that allows a non-character message to be placed in game - This panel can only have 1x 140 char chunk of text.
We encourage everyone to start following the creators you like now.
This also means that if you join an adventure late, any chests that were opened before you joined will be open already, but you will get no loot or items from them.
Alpha 3.2 change list
New
Changes/Improvements
Fixes
Just because we can’t help ourselves, and want to get you stuff as soon as humanly possible!
Alpha 3.3 change list
New
Changes/Improvements
Fixes
So this update took a bit longer than we hoped, but here it is - Enjoy!
We have added the following changes to how classes work:
Note: If you already have an item equipped on your character that is restricted for your class, we won’t remove it, but if you ever remove it yourself, you won’t be able to re-equip it again. We did this so we didn’t have to stomp your character data!
So this is just the start of what we are doing to diversify the classes. We have more planned that we will include in future builds as the features are ready.
Results are limited to 24 per filter/search at the moment. We’ll see how that goes for now.
The old behaviour of left clicking a tile to get a random adventure still works as before, but we have removed a bunch of options from the advanced button in terms of how they filter and what you get to include.
We have also added your own adventures to the gallery filter list for ones you have not placed already. Note: We no longer place your own adventures first if you just click on a tile.
You also have the ability to delete unwanted user adventures from your world map. You cannot delete 3 Sprockets or your own adventures.
Alpha 3.4 change list
New
Changes/Improvements
Fixes
Additional
We have also added mandatory TAGS to the Publish UI in the ACK that forces creators to also tag their adventures on publishing.
We ask that all players take some time to tag adventures after they play them as the more data we get, the better the tags system will work.
These tags are going to be used in future updates to allow players to either find adventures based on specific tags or filter out unwanted adventures based on tags… for instance:
For those of you that don’t like playing PLATFORM style adventures, you’ll be able to filter out all adventures that have the PLATFORM tag.
ADVENTURE CREATORS - Please TAG and republish your adventures!
This is of course an important feature for us to have in place for when we ship the character customisation system *sometime in the future* as it will allow you to see your customisations underneath your equipped loot.
This feature doesn't work on weapons/shields. Just wearable armour.
Alpha 3.5 change list
New
Changes/Improvements
Fixes