TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Nowhere Prophet 

 

Developer

 Sharkbomb Studios 

 

Publisher

 Sharkbomb Studios 

 

Tags

 Strategy 

 

RPG 

 

Singleplayer 

Release

 Q2 2018 

 

Steam

 € £ $ / % 

 

News

 48 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 9 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/681730 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Nowhere Prophet Linux [594.61 M] 


DLC

 Nowhere Prophet Original Soundtrack + The Art and Design of Nowhere Prophet Book 




LINUX STREAMERS (4)
hatniXnusueysir_diealotalotsirsamsai




Day 7: The big update!

A lot of bugfixes and tweaks to the AI and balance here we are with the first sizable update to the game outside the preview branch.

Version 1.00.011
After the initial hotfixes that just helped make the game more stable, this one will make it feel different. The AI has regained its smarts and the enemy decks have been tweaked to be more even across the different factions, and also to ramp up more smoothly without punishing you too much (it's still a dangerous world) in map 1.

Thank you to everyone who played in the PREVIEW branch and helped me finetune this. Double thanks for those who filled out the form.

Speaking of: I'd still love to hear your feedback on the difficulty changes. So if you play, wether in PREVIEW or not, please do take some time to fill out the difficulty form. Your collective experience will help me make the game play even better in the future.



Continuous balance
So now, with what feels like the first solid update out of the door, what's next?

I'm obviously not naive enough to think the game is now perfectly balanced so I'm planning to spend more time on this, which is why the form will be really helpful.

I've also already noted down a bunch of cards and effects that may be too strong (I'm looking at you Stim Set!) or too weak (Hello Sabotage), so if you have some thoughts, please let me know!

Next steps
And in the meantime I will finally have to the time to look at some of the pesky bugs that have been popping up. A number of people have experienced the game soft-locking: It stops responding and no longer works as it should. Usually quitting and loading the game solves that issue so these bugs weren't super high priority right away, but they are too annoying to not take a closer look.

Then beyond those I'm looking at some quality of life improvements. Improved filter and sorting options in your follower screen for one. And I've also scoured the forums and my brain for more useful suggestions.

And beyond that, I'm already thinking about new content for the game, possibly some new cards and convoys? I'm not making any promises yet, the stability and quality of the game comes first since anything new will disrupt the status quo so I want to be careful.



But there's more to come! So thank you everyone for playing!

- Martin

Changelog
[quote=changelog]AI
AI evaluation bug fixed: Later moves in a sequence had inflated scores, making even bad moves look useful
AI decision system improved and more responsive to prioritization and unit positioning
AI is less allergic to having obstacles in the front column position
Enemy AI cleverness is affected by level (Ai is worse on lower levels)

Balancing
Enemies
... Enemy levels on map 1 changed to 1-2 (was 1-3)
... Enemy levels on last map changed to 7-10 (was 7-9)
... Enemy levels on crypt map changed to 10-12 (was 9-10)
... Enemy decks adjusted to be easier on lower levels
... Scion Bloodhand deck adjusted: Fewer charge followers in early maps
... Scion High Priest deck adjusted: Only one Bodhisattva, no more danger of cycling them constantly
Cards
... Unconquered Ascetic: Lost Shielded keyword
... The Tireless changed to 4/3 (was 3/6)
... Mounting Pressure cost increased to 6 (was 5)
... Frazzle cost increased to 4 (was 3)
... Bold Strike cost increased to 4 (was 2)
... Shade cost increased to 3 (was 1)
Miscellaneous
... Reduced number of nodes in later maps slightly
... Reduced rest at initial crash site to 3 uses (was 5)
... Finally added rest options to the Crypt Gate (3 uses). You can now take a breather before diving in.
... Battery rewards reduced slightly across the board

Interface
Improved visual quality of intro logos
French translation updated

Bugfixes
Soothing Shadows no longer triggers on moved obstacles or constructs
Coordinated swarm no longer triggers on dead drones moving and no longer hits dead targets
Defy Death is depleted on trigger, not on turn start
Hedgehog Drone is depleted on trigger, not on turn start
Battery mutator no longer has second player start with 10 Energy
Wounded followers on the enemy side now start with 1 damage
Rest button no longer vanishes on 4K displays
Restarting game after loading a game no longer throws save game error
Crypt Knowledge follow up events can no show up in the Crypt (no stars crashed into the Crypt)
Surrender events in combat are now properly loaded
Various minor text and event issues fixed[/quote]


[ 2019-07-30 17:27:11 CET ] [ Original post ]