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.
[ 2021-09-04 18:50:02 CET ] [ Original post ]
- 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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