Hey everyone! Sorry it took a little more time than what I had planned but here it is, the 1.3.5 update. I improved a few UI related stuff, made some minor changes here and there and most importantly: fixed the orange lockers in the mine that wouldn't open for some reasons. Thanks to the players who took the time to notify about those issues. Also, good news. I've finally made the thing I should have done way sooner: I reduced my working time from 5 days/week to 4 days at my day job. This might not look like much but it gives me an incredible boost in productivity and moral (and I'm less tired all the time!) :) I plan to dedicate that retrieved day to my games, selling more 3D models and stuff like that, taking back my life chunk by chunk. I hope more and more people will realise wasting our entire life in an office is not the way to go. Anyway, here's the full changelog:
Changes
- Reworked some item icons
- Some small UI improvements on the inventory screen
- Added more infos regarding the exact effects of stats (mana regen, HP gained per vitality point...)
- Dexterity now increase critical strike chance by 1% per point
- Removed values for counter poisons. Antidotes now totally cures the poisoned status + improved UI regarding antidotes
- "Acid vial" is now named "poison vial"
- Changed material needed to craft antidotes: now requires a poison vial instead of a water vial + gold ore
- Minor improvement to scenery and level navigation in the sewers
- Minor changes to the dungeon under the inn's well (mainly to better see where to put the totems)
Bugfixes
- Bandanas can be repaired
- Wooden leg can be repaired
- White/Brown mage hats now have durability (but I'm actually not quite sure they can be looted :D)
- Backpack don't lose durability on fight anymore (will probably change nothing as it didn't had durability to begin with)
- "Sacrificial knife" don't increase DEX anymore as it had no real in-game advantage. I bumped its critical chances from 6 to 10%
- Equiped items will no longer check if they can be equiped (since they already are) and will not display their weight in red anymore
- Orange lockers in the mine weren't opening anymore
- Changed the name of the crates used to activate pressure plates from "Totem" to "Heavy crate" (the totem was the base item used to make those crates)
- Drinking an antidote will now remove the poisoned visual effect around your character
- All boots and other clothes can now be scrapped. Wooden leg now drops small wooden scrap instead of the normal one.
Hey everyone!
Price drop
"Myrne: The Quest" did hit its fourth birthday on June, that's a long time :D I decided to permanently drop its price to 6$ / 5 as I think it's more fair of a price for an old game that's pretty short too and that makes it on par with my previous game: "Song of the Myrne: What Lies Beneath".
Patreon
Speaking of money, I also launched a Patreon page. If you don't know what it is, Patreon is a way for artists and creators to get monetary support from their community in exchange of early access to stuff, behind the scene infos/videos/screenshots... and even merch like t-shirts, mugs and other goodies. I wasn't too comfortable asking for money when my games are already on sale so I also plan to release funny comics around the Myrne universe if the Patreon does take off. That's something I had a lot of fun doing some times ago and that would be great to be able to resume this activity.
In the future, I also really would like to try the merch thing they propose. Apparently it's pretty easy to setup some t-shirts, goodies... with Patreon and let's face it, Myrne t-shirts sounds awesome, right? :D So anyway, if you want to support me more than you already did by playing my games, you can!
(I'm welcoming any suggestions regarding the prices, tiers... as crowdfunding is all pretty new to me)
Update
Finally, I plan to release some update for the game pretty soon. Nothing fancy, it's just a few fixes here and there thanks to Bushwhacker2k who reported them. I'm also reworking some inventory icons because I got better at pixelart...ing... and some of those old icons makes me ashamed of myself and haunt me at night. And that's all for today. I'm still working on my next game by the way but that's not easy when you have a shitty job that takes all your time and energy. I'm working towards removing that annoying part of my life as you can see ;) See you next time!
Hello everyone, I'm currently furloughed like a lot of people, which is actually great news for me and my games. I now get a lot more time to work on my games (older and newer projects) without starving^^. Anyway, here's the full changelog for this update:
Changes
- Simplified the jumping section in the waterfall cave (longer chains, no more physics on the cage, added a way to bypass it). Here's an official appology for all the ragequits it must have lead to, I rarely missed my jumps during development because of how used I was to the game's physics but that part was seriously infuriating once I got back to the game last week, sorry :D
Fixes and under the hood changes
- Fixed the scroll in the church prefab. Picking this up and reloading a save changed the text on it, thus softlocking the game if you didn't resolve the puzzle linked to it. Thanks Green Jesus for the report.
- Fixed a typo in the french version of the game (Gravedigger's dialog after the battle with the Eye)
Hey everyone! Another day, another patch, a very minor one in fact. Here's the full changelog:
Fixes and under the hood changes
- Fixed the end game credits not displaying. Only on MacOS, I think / hope^^, but anyway the fix got pushed to all platforms
- Updated the portcullis model
- Some minor changes to the encampment zone
Hey everyone!
Here are some very small fixes, mainly for a shield that would get crappier on game reload and which had the improper name/description (the joys of copy/paste/modify items) ;)
The bad boy
Full changelog:
Fixes and under the hood changes
- Fixed the name, description and reference of the 25% chance block shield. It reverted to a 15% block shield on loaded save.
- Life and mana shouldn't regen anymore when you're dead
- The tooltip for the Vitality stats now indicates that the stat is adding health regen
Edit for 1.3.1
Fixes and “under the hood” changes
- Arena's book proofreading (thanks Cyril!)
New / Modified features
- The Arena
- New enemy: Spitty
- New weapon: Nails grenade
- Explosives can be crafted
Changes
- Improved lighting
- Improved sky
- Improved ambient occlusion
- Improved scenery (mountains, rivers, mine,...)
- New graphical options (with contrast/luminosity sliders, yay!)
- Added a scrap saw in the mines
- Increased difficulty in the mine
- Improved magical staffs graphics (<3)
- More ambient sounds
- Improved chickens (yup!)
Fixes and “under the hood” changes
- Fixed some spelling errors in french (Thanks Skies ;) ) / Correction d'erreur d'orthographe dans la vf (merci Skies ;) )
- Added a loading tip: "Throw an empty vial in water to fill it"
- Added a description to the worker tunics
- The Rope-Pistol now works correctly if the rope arrow is stuck really high above ground
- The Rope-Pistol now works on the wooden ceiling in the mine
- Added a tooltip for the protection crystals in UI
- Minor UI changes
Currently working on some graphics improvements. Wanted to share! :)
Shiny Myrne, whooo o/
It will of course be possible to disable vigneting and bloom in the options... this and a contast/luminosity slider in the options (hopefully) thanks to the new way of handling post-process effects, yay!
(See the image in fullscreen: https://i.imgur.com/KC1i7dT.png )
Hey everyone! Small update today but I feel like the "new" feature will please a lot of players^^ Here's the full changelog:
New / Modified features
- "Sort inventory" button. Clicking on it will group items by type (weapons, helmets, boots, consumables...) in your inventory
Fixes and “under the hood” changes
- Some optimization stuff regarding the Inventory display. Might improve the game framerate a little
- The map and quest log won't stay displayed anymore when the mouse cursor exit their icon
- The map and quest log slots now use different ids than inventory slots which fix some miscellaneous issues like those slots becoming highlighted when the first or second item of the hotbar was mouse-hovered
- Fixed the most idiotic bug ever... that prevented items from the x-th slot of the inventory/hotbar to be equiped in the x-th slot of equipments... Damn ><'
- Added a security to prevent accidental drop of the item in your hand. Pressing the "Drop items" key while the inventory is displayed will do nothing if the mouse doesn't hover an inventory slot. You'll feel safer when using the saw :D
Hey everyone! Small update today but I feel like the "new" feature will please a lot of players^^ Here's the full changelog:
New / Modified features
- "Sort inventory" button. Clicking on it will group items by type (weapons, helmets, boots, consumables...) in your inventory
Fixes and under the hood changes
- Some optimization stuff regarding the Inventory display. Might improve the game framerate a little
- The map and quest log won't stay displayed anymore when the mouse cursor exit their icon
- The map and quest log slots now use different ids than inventory slots which fix some miscellaneous issues like those slots becoming highlighted when the first or second item of the hotbar was mouse-hovered
- Fixed the most idiotic bug ever... that prevented items from the x-th slot of the inventory/hotbar to be equiped in the x-th slot of equipments... Damn ><'
- Added a security to prevent accidental drop of the item in your hand. Pressing the "Drop items" key while the inventory is displayed will do nothing if the mouse doesn't hover an inventory slot. You'll feel safer when using the saw :D
Happy new year to everyone using the same calandar as me and, well, hi to everyone else ;) New year, new update, with a lot of fixes. You'll have Amberia to thanks for this one (the update, not the year... I think...). Most of those fix were suggested by him/her. Oh, don't be fooled by the 1.2 thingy by the way, nothing big is happening in this update. I forgot to pass version numbers to 1.2.x a long time ago (when I implemented the teleporters) and this drove me crazy since then :D (I usually use the first number for really big changes / milestones, the second one for new content and the third one for bugfixes) #boringStuff Here's the full changelog:
New / Modified features
- New Steam achievement (+ update of the locked achievements icons on Steam to reflect the in-game icons)
Changes
- Added some sort of hint for the crypt puzzle with the pressing plates.
- Added some subtle hints to the temple puzzle
- Tuk (the man in a bush) backstory is now more clear (if you find the good item to make him talk about his business in that bush)
- Miscellaneous small changes here and there
Fixes and under the hood changes
- Fixed the ninja quest, some issues in dialogs made it impossible to complete. Nobody told me it was broken so I guess I broke it recently... Maybe it was ninjas work?
- Tuk, the NPC in the bushes shouldn't aggro mobs anymore
- Nerfed the Life Drain staff ("Crystal staff: Life Drain"): its range is reduced from 5 to 4 meters and the number of Blood Totem (the things spawned by it) on the map is now limited to one at any time.
- Fixed a bug that turned pumpkins into [strike]coach[/strike] tomatoes when loading a savegame
- Fixed a bug that sometimes prevented the player to drop items when the inventory wasn't displayed (because the last slot hovered by the mouse was an equipment slot)
- Manually stacking items should now work properly (no more duplicate or loss of items when trying to merge two stacks)
- Some objects weren't removed from the game when getting back to the main menu or on level change
- ^ this should fix a lot of small issues and could explain some crashes (items falling into nothingness, forever, are bad^^)
- The map is now localized in french | La carte est maintenant traduite en franais
Happy new year to everyone using the same calandar as me and, well, hi to everyone else ;) New year, new update, with a lot of fixes. You'll have Amberia to thanks for this one (the update, not the year... I think...). Most of those fix were suggested by him/her. Oh, don't be fooled by the 1.2 thingy by the way, nothing big is happening in this update. I forgot to pass version numbers to 1.2.x a long time ago (when I implemented the teleporters) and this drove me crazy since then :D (I usually use the first number for really big changes / milestones, the second one for new content and the third one for bugfixes) #boringStuff Here's the full changelog:
New / Modified features
- New Steam achievement (+ update of the locked achievements icons on Steam to reflect the in-game icons)
Changes
- Added some sort of hint for the crypt puzzle with the pressing plates.
- Added some subtle hints to the temple puzzle
- Tuk (the man in a bush) backstory is now more clear (if you find the good item to make him talk about his business in that bush)
- Miscellaneous small changes here and there
Fixes and “under the hood” changes
- Fixed the ninja quest, some issues in dialogs made it impossible to complete. Nobody told me it was broken so I guess I broke it recently... Maybe it was ninjas work?
- Tuk, the NPC in the bushes shouldn't aggro mobs anymore
- Nerfed the Life Drain staff ("Crystal staff: Life Drain"): its range is reduced from 5 to 4 meters and the number of Blood Totem (the things spawned by it) on the map is now limited to one at any time.
- Fixed a bug that turned pumpkins into [strike]coach[/strike] tomatoes when loading a savegame
- Fixed a bug that sometimes prevented the player to drop items when the inventory wasn't displayed (because the last slot hovered by the mouse was an equipment slot)
- Manually stacking items should now work properly (no more duplicate or loss of items when trying to merge two stacks)
- Some objects weren't removed from the game when getting back to the main menu or on level change
- ^ this should fix a lot of small issues and could explain some crashes (items falling into nothingness, forever, are bad^^)
- The map is now localized in french | La carte est maintenant traduite en français
Hey everyone! I pushed a new patch to try to fix that nasty bug that's been plaguing some players for months. I found some devs facing something that looks like the exact same issue with Unity and one of them seems to have a solution for it. As usual, the bug is very hard to reproduce on my end so let me know if you're still encountering it after this fix. For new players that wouldn't know about it, it's a crash happening only the first time you enter the small crypt in the bandit camp (after the sewer), or sometimes the haunted house. No need to send me the crash logs if it happens to you, just reply here or on the bugs and issues section of the Steam community. If you manage to get your hands on a savegame that would crash everytime you enter the dungeon, I'd be super interested. Hope that's the end of the line for this pesky bug :S
Hey everyone! I pushed a new patch to try to fix that nasty bug that's been plaguing some players for months. I found some devs facing something that looks like the exact same issue with Unity and one of them seems to have a solution for it. As usual, the bug is very hard to reproduce on my end so let me know if you're still encountering it after this fix. For new players that wouldn't know about it, it's a crash happening only the first time you enter the small crypt in the bandit camp (after the sewer), or sometimes the haunted house. No need to send me the crash logs if it happens to you, just reply here or on the bugs and issues section of the Steam community. If you manage to get your hands on a savegame that would crash everytime you enter the dungeon, I'd be super interested. Hope that's the end of the line for this pesky bug :S
Hey guys, gals,...!
IndieDB is throwing an award to promote the best indie games of this year.
You know what to do ;)
Vote...
Follow this link to the game page on IndieDB and click on "Vote now".
And win prizes... maybe^^
IndieDB is giving away some games if you take part in the award by voting for games, harassing your friends or sacrificing some bunnies... okay maybe not this last one, just put that bunny back, okay? If you're interested, you'll find all the infos presented in a more serious / better way here ;) *Disappear in smoke*
Hey guys, gals,...!
IndieDB is throwing an award to promote the best indie games of this year.
You know what to do ;)
Vote...
Follow this link to the game page on IndieDB and click on "Vote now".
And win prizes... maybe^^
IndieDB is giving away some games if you take part in the award by voting for games, harassing your friends or sacrificing some bunnies... okay maybe not this last one, just put that bunny back, okay? If you're interested, you'll find all the infos presented in a more serious / better way here ;) *Disappear in smoke*
Just a small patch to fix a typo. I'm also testing some health regen linked to the Vitality stat. It shouldn't have any real effect on the game since it's really slow Here's the full changelog:
Changes
- Vitality now gives a very (verrryyyyy) small health regeneration. Let me know if it completely ruins the game for you :D
Fixes and under the hood changes
- Fixed a typo in the english loading tips: Exemple -> Example
- New icon for doors/passages/ that lead to a new map
Just a small patch to fix a typo. I'm also testing some health regen linked to the Vitality stat. It shouldn't have any real effect on the game since it's really slow Here's the full changelog:
Changes
- Vitality now gives a very (verrryyyyy) small health regeneration. Let me know if it completely ruins the game for you :D
Fixes and “under the hood” changes
- Fixed a typo in the english loading tips: Exemple -> Example
- New icon for doors/passages/… that lead to a new map
Hey guys! I fixed an important bug that affected rats in the sewers (probably there since the sewers and Well were separated in two different maps). They should now be able to move properly ;) Full changelog:
Changes
- Unused stats points are now displayed in the experience bar
Fixes and “under the hood” changes
- Fixed the navmesh in the sewers, fixing rats behaviour
Hey guys! I fixed an important bug that affected rats in the sewers (probably there since the sewers and Well were separated in two different maps). They should now be able to move properly ;) Full changelog:
Changes
- Unused stats points are now displayed in the experience bar
Fixes and under the hood changes
- Fixed the navmesh in the sewers, fixing rats behaviour
Hey everyone! Since Word decided to be a complete moron, I may have forgotten some small changes on this changelog, we'll never know^^'
Changes
- Re-designed the big iron helmet, I never liked its previous design and finally came around to fixing it
Fixes and “under the hood” changes
- Increased visual feedback on damages received
- Re-balanced some items stack size (most food and potion items now stack at 5 max.)
- It's now possible to combine two stack of items in the inventory
- Fixed a typo in the items description box : Scraped -> Scrapped
Hey everyone! Since Word decided to be a complete moron, I may have forgotten some small changes on this changelog, we'll never know^^'
Changes
- Re-designed the big iron helmet, I never liked its previous design and finally came around to fixing it
Fixes and under the hood changes
- Increased visual feedback on damages received
- Re-balanced some items stack size (most food and potion items now stack at 5 max.)
- It's now possible to combine two stack of items in the inventory
- Fixed a typo in the items description box : Scraped -> Scrapped
Very small change today
Fixes and “under the hood” changes
- It should now be impossible to respawn with 0 life in case something wrong happens to your save
Hey there!
Some players requested a map... Done! :)
You can access it through the inventory. It's not interactive or anything so don't hesitate to let me know if it's useful or not.
Full resolution version
No changelog this time, it's the only change made to the game^^
Hey everyone! Small patch today to fix some exploits. Thanks Josef A. for sending me a mail about those :) Sadly, no fix for the crash when you first enter the crypt (and sometimes the haunted house) yet... I have no idea why this is happening, especially since replicating that bug is so hard to do :'( Let me know if you have a savegame where the crash is guaranteed to happen the next time you enter the crypt/house.
Changes
- Increased quantity of arrows found in the Well (will only appear in new games)
- Added some kind of hint that shows stones can be thrown at the target in the Well, too. I saw a lot of players thinking they were stuck after missing all their arrows.
- The stone the nearest of the target can no longer be pushed by the zombie into the lava pit
Fixes and “under the hood” changes
- Fixed collision of a wall in the pirate’s cave. It was possible to pass through the wall and fall out of the map
- It’s no longer possible to climb on the mountains in the beach level
- Collisions that should only affect players (aka invisible walls) now only… affect… the player… yay!^^
Another update and another thank you to Tritonsmall for his bug reports ;)
New / Modified features
- Gold nuggets and gold ingots can now be turned into gold coins through crafting
Changes
- Added a loading tip to encourage exploration
- Grabbing an equipment piece in the inventory with the craft window displayed will display the equipment window as long as you grab the equipement
Fixes and “under the hood” changes
- The bomb achievement is now working properly
- Some small adjustment in the Well level so items spawned by the chest near the rats will no longer go down the slope and be super annoying to pick up ;)
- Fixed a bug where the craft window would sometimes not reflect changes made in the inventory
- Spamming the “use item” button will no longer let you bypass the use cooldown of the item
- Changed the way object pooling is working for blood cubes
- Added a floor under levels to avoid objects falling forever if they somehow fall through the floor
- Fixed an exploit that let you jump on an item you’re dragging around, which, with some skill let you (kinda) fly around
- Updated Pirate’s Cave’s navmesh, fixing pathfinding issues in this area
- Monsters can no longer walk through TNT barrels in the Well level
Hey everyone, long time no see^^ Thanks to Tritonsmall for most of those suggestions / bug reports. This small update may or may not fix the crash with the small tomb after the bandit camp (this feels more like a running, unfunny, gag now than a bug). I still have no easy way to reproduce it, but as usual, I threw some bottles in the sea so let’s hope for the best :|
New / Modified features
- Added a way to quickly travel between the main areas
Changes
- The game insists more on the fact you won’t be able to go back after the Temple, better finish all your side quests
- Added a loading tip about the fact you can drop items anywhere in the world and retrieve them later
- Carrots can now be stacked
- The plantations are now more varied at the village
Fixes
- Fixed a small spelling mistake in the French loading tips
- Fixed a translation mistake in the english version for the Encampment merchant
- The merchant will no longer be still present at the Encampment after he traveled to the inn (and he’s now taking his lantern with him^^)
- The merchant (again, that guy is trouble!) will no longer clip his arm through a sign at the inn
- Some objects didn’t make the correct sound when hit/walk on
- Cleaned up some levels (shouldn’t have any impact on the game)
- Some objects that doesn’t need to be saved will no longer create a save file (it might decrease loading times a little, no promises^^’)
Hey guys and gals! This patch should fix the equipment / inventory wipe that hapened when loading a save.
I’m really sorry about that bug. If you lost items due to this issue (mainly by saving a game after the wipe) you can get it back by copying the content of Equip and Inv folders (may be Equipment or Inventory if older saves) found in Fixes
Hey everyone! A very small patch today. Let's dive directly into the changelog, shall we?
Changes
- Re-balanced some blunt weapons - The cudgel stuns less but is more efficient against armored enemies - Warhammers stun more and I changed their armor penetration a little (increased for the wooden one, decreased for the metal one)
Fixes
- Fixed some hole in the ceiling in the crypt
- The quest « A cryptic man » (Un homme cryptique in the FR version) is now completed when you find the priest
- Added phyiscs to a candle that was floating when you broke the barrel under it, in the crypt
Hey everyone! Just some small fixes and changes
Changes
- Enemies will no longer drop armors (+ helmet, boots,…) after the first time they died.
- Some internal stuff about memory management and other boring things^^'. Nothing too fancy.
Fixes
- Creatures will not strike when walking near an inactive (despawned) enemy anymore
Poof, a wild update appears!
New / Modified features
- Gold nuggets can now be crafted into Metal scrap or Antidotes
- Gold nuggets can now be stacked (up to 5 per stack)
Fixes
- Screen resolution 1152x864 is now forced into the Screen resolutions list in the settings, this is the minimum resolution to display everything properly
Hey guys and gals! This update only applies to Windows and is yet, another attempt at fixing a bug (which I think shouldn’t trigger on new savegames since the 1.1.3 update). Don’t worry Linux and MacOS users, next patch will contains those very small changes and be available for all versions, I just don’t have time to build and upload the three versions right now since this issue is a real nightmare to identify (and thus, fix) :S As always, let me know if it fixed or didn’t fix the issue if you’re affected by it (bug where the game crash when you try to enter a new map).
Changes
- Logging is more verbose
Fixes
- Enemies will not agro during loading screens
- Arrow boxes and Bags of gold will give shorter names to instantiated items
- Same for chests, barrels, etc…
- Items falling under the ground will now reset their velocity when respawning
Fixes
- One Backup folder is now created for each save and saving a game will not backup every other saves anymore
Hey guys! This update is mainly aimed at fixing the crash that sometimes happen when you try to leave levels (usually Vilebois, the zone with the bandit camp). Since this bug is very hard to reproduce on my end (even with a save that does crash on a player end), I can't promise it's fixed :S I think it shouldn't happen with new games and be less frequent on existing saves. Let me know how it goes for you! Here's the full changelog :
New Features
- The development console is now available in-game (Press F6 once, then Keypad Enter to display it). USE AT YOUR OWN RISKS!
Changes
- New saw near the encampment
- Reduced saves filenames length
Fixes
- Hopefully fixed the crash that may happen when you exit Vilebois (level with the bandit camp)
- In the rare case where items would fall through the ground, they’ll now repop above it
- Creatures and NPCs shouldn’t agro dead/unspawned creatures/NPCs anymore
- Unlit fire camp near the encampment will not be usable anymore (previously prompted a message about cooking food)
- Worn out items should now keep their malus after loading your savegame
- Planks blocking path can be broken by arrows and throwing weapons
- Some items, mostly clothes and armor are smaller when hold by the player, fixed a bug where, when loading a save, those items would keep their normal size
- Corrected a typo on the “Torn sailor's tunic” description
Hey all! Nothing fancy today. I think I handled that nasty crash some users were experiencing
Fixed
- Starting a new game right after finishing the game will not display the end credits anymore
- Access error when trying to load a new map while arrows shot by player were not picked up (usually encountered for the first time after the sewers, in the bandit camp)
- Bows can now be repaired
Hey all! About a year ago I promised two things:
- The release of Myrne: The Quest that year
- The release of Sobriquet, that year too
So, what is it?
It's a two players only game, played on a single keyboard.
It's basically a two-players "Angry Birds" where each players tries to destroy/kill his opponent weapons/characters. I took inspiration from the physical game "Crossbows and Catapults" (aka "Battleground") which I played a lot when I was little (I still play it from time to time to be honest :D)
Why should I care?
It's fun! And free!
Okay, I'm interested
[quote] You can download it on itchio. https://beldarak.itch.io/sobriquet [/quote]
Why not no Steam?
It's a truly free game (no microtransations or anything) so I wouldn't be able to get the Steam Direct fee back. It's just a game I made for fun, to play with some friends. But who knows, if it's successful I might consider a deluxe edition or something in the future :)
Hey everyone! Very short and kinda boring update today^^ Let's see the changelog :
Changed
- Added a variation to the "forest snowy pines" model (packs of pines delimiting most of the zones)
- The Cave Under the Well and the Sewers are now two distinct levels. That should improve performances on those levels
Hey guys! Sick of those boring bugfixes updates? Here’s some bigger news! This update adds some new content like a new side quest with a new location, a new crafting system and new magic items. I also added some kind of gun that’s used to attach ropes to wooden surfaces, to access some new secrets or finding new ways to pass obstacles. Finally, you’ll find that explosives have some cool new features and visuals. As always, some bugs were fixed and I made some improvements here and there. The sad news is that it will probably mess things up in your existing savegames so I highly recommend to start a new game.
Added
- New zone near the lake
- Crafting system
- Rope-pistol. Allow you to fix ropes on wooden surfaces
- Weapon: “Crystal staff: Blazing Fire” - Basically a magical grenade launcher ;)
- Weapon: “Staff: Life Drain” – Invoke a totem that drains enemies life and heals you with it
- A book explaining how repairing is working
- It’s now possible to jump from a ladder/rope/chain
- It's now possible to rebind hotbar hotkeys in the controls options
Changed
- Bows and crossbows now have an attack animation
- Closed barrels can be destroyed (and will sometimes loot gold, arrows and/or xp)
- Better looking explosions, everyone love good looking explosions o/ Big thanks to “Makin' Stuff Look Good”: https://www.youtube.com/watch?v=0IrCggoJCno
- Explosions can now be chained (throwing a grenade on a bomb will ignite the bomb, for exemple)
- Explosives are now triggered by fire projectiles
- Increased luminosity in most of interior levels (crypts, mine,…)
Fixed
- Explosives and fireballs now break things like pots, barrels, etc…
- Fireballs can now trigger the target in the well
- Lowered some stuffs (barrels, crates,…) that were floating 1 or 2 cm above ground in the village’s crypt
- Cooldown after failing to use a distance weapon (no mana or ammo) or to use an item (drinking an health potion if you’re at full health already) is now shorter
- Hopefully fixed the Linux bug where the game failed to properly launch when in fullscreen (let me know in the comments if it fixed the issue!)
- Item’s info boxes can’t be displayed outside of the screen boundary anymore (if screen resolution is too low)
- ”Mouse 1” and “Mouse 0” prompts got replaced by “Right click” and “Left click”
- Monsters should no longer be able to unlock the archery achievement, poor monsters…
- The explosive achievement shouldn’t unlock when too few creatures are killed (not quite sure it’s fixed though)
I'll just leave this here^^
Hey! Just a small bugfix for this new patch
Fixed
- Fixed a bug where your stats levels would sometimes be inferior to your real stats levels… Like you get 8 in magic but the game acts like you only have 4 (while it shows 8 in the character sheet, your magic skills are limited to level 4). I don’t know what was causing it but it shouldn’t happen anymore :)
Hey everyone! I updated the game engine from Unity 5.3.4 to 5.6.1. That fixed some issues and hopefully didn't add new ones (let me know if you have any issue with this build).
Fixed
- Fixed a small issue with the force cursor mode, cursor when using that mode should now be displayed in the in-game menu
- Additionally, the mouse cursor issue on Linux (and possibly MacOS) might now be fixed due to the Unity update, let me know!
- Antialiasing (MSAA) can now be disabled (without messing up the skybox, thanks to the Unity update)
Changed
- Added a faint light to the player character to better see your surroundings
- Reduced the time it takes to scrap an object with the circular saw (from 2 seconds to 0.8 seconds)
Hey! The game just got updated, nothing too fancy but Linux (and possibily Mac) users should be very happy (I hope) :)
Fixed
- Fixed some spelling errors
- Added an option under “Controls/Mouse“ to force the mouse cursor to be displayed (looks like an issue with the Linux version of the game only so the option is “on” by defaults if you’re on Linux). It’s a messy fix and the mouse cursor might be slower than normal in this mode, but I hope to fix this for good (and properly) once I’ll upgrade the game to the latest version of Unity3D, don’t know when yet).
Hey guys! Hope you all enjoy your time with Myrne: The Quest. It's time for a changelog^^
Fixed
- Fixed a bug where your character sometimes couldn’t open his eyes after blinking (happens to me every morning when I have to get up)
- Fixed some mismatch in the Steam packages, Mac and Linux users should now be able to download the game
Changed
- Getting to the higher totem under the Well should be easier
Myrne: The Quest
Beldarak Games
Beldarak Games
2017-05-31
Indie RPG Singleplayer
Game News Posts 41
🎹🖱️Keyboard + Mouse
Mostly Positive
(25 reviews)
https://store.steampowered.com/app/589470 
The Game includes VR Support
Dépôt : Myrne: The Quest - Linux [405.25 M]
Myrne: The Quest is a first-person action-RPG. It's the follow-up of Song of the Myrne: What Lies Beneath (no need to have played it to fully enjoy this one though).
The Quest is a single player game, following a story, where everything is hand-crafted (no procedural generation, just love^^).
Get back to the world of the Myrne with its silly humor and discover why the night never goes away in this new region... Or don't, you're just here for that magic artifact after all, no way this malediction will have anything to do with your personal quest... Erm...
▶ This time, see everything through the eyes of your character in a fully 3D environment, you'll finaly be able to see the Myrne in the Sky... and familiar faces too (not in the sky though).
▶ Build your character as you please. The game isn't class based so you're free to choose and mix (!) your own play styles at any time (well, maybe the final boss fight is the wrong moment to start practicing your skill with a bow). Cast fireballs while wearing an heavy plate armor, pierce enemies with your trusty lance or just stab them with a stake if that's your thing (the weapon's prety weak though, I'm judging you).
▶ Your character evolves according to your playstyle. Using heavy armor will make you better with them; hitting broken things with a hammer will somehow improves your capacity at fixing things, while actually fixing the said broken things, sick!
▶ Scrap unused weapons and armors to fix your stuff, craft more arrows or just pile up a lot of scrap... why are you doing this?
▶ Talk with silly characters to get quests (like all adventurers, you just can't say no, do you?). If monsters don't kill you, the silliness and lack of basic logic of the villagers surely will.
▶ Explore dungeons to get better loot... to... explore more dungeons? It makes sense I guess.
▶ As usual, the OST (by Dane Ashton and Jamal Green, mostly) is available for free (even if you don't own the game).
▶ Nearly every assets (trees, buildings, characters, animations,...) are original work created for this game.
▶ The game will probably receive some love via free post-release updates.
I'm just one guy, trying to create fun RPGs (and hopefully succeeding). I take inspirations in games like Arx Fatalis, Morrowind, Arcanum, tabletop RPGs and even boardgames (like Descent 2nd ed., Mistfall, Level 7: Omega Protocol). Do you play boardgames? You should, it's amazing once you've burned your Monopoly and bought real games. Why am I telling you that?! Keep playing on a computer! GET BACK!
I started crafting games in 2014 (maybe a little before, but nobody wants to hear about those awful, never-to-be-released projects anyway) and already released a game on Steam (that got positives reviews, too^^). I did make some other small projects for Ludum Dare and other game jams too. They all share the same universe which I intend to keep expanding through future games too, so stay tuned ;)
- OS: Ubuntu 10.10+. SteamOS+
- Processor: SSE2 instruction set support
- Graphics: shader model 2.0. generally everything made since 2004 should work.
- Storage: 540 MB available space
- OS: Ubuntu 10.10+. SteamOS+
- Processor: SSE2 instruction set support
- Graphics: shader model 2.0. generally everything made since 2004 should work.
- Storage: 540 MB available space
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