





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Steam achievements were a very popular demand amongst the people on the forums and Discord when asking for new features.
We're very pleased to announce 11 achievements available now to be unlocked in the game!
And who knows, maybe if they're too easy we can get you some more...
At the same time we're rolling out version 1.1.0 which comes big in terms of fixes and adjustments.
Full release notes (1.1.0):
Improvements:
- Add 11 Steam achievements
- Clarify "Close the Pit" quest objective (suggested by Exzyen)
- Prevent "no research queued notification after a certain number of turn
Balance:
- Increase Scout combat speed from 6 to 9 (suggested by Exzyen)
- Change Peach of Immortality to be usable only once (suggested by Exzyen)
Bug fixes:
- Fix crash when reloading game where axe of pangu was being built (thanks Scippie)
- Fix crash when reloading a game saved when player was placing a buildingt (thanks Scippie)
- Fix building staying on map as transparent if shaman building it was killed before building it (thanks Scippie)
- Fix issue where AI armies might attack buildings that were not yet builtt (thanks Scippie)
- Fix buildingg staying on map as transparent if pressing end turn or other buttons on the GUI (thanks John)
The game has been released 5 days ago and we've received great feedback from players here or on Discord. So without further ado, here's what we've changed for this new version: Improvements: - Use middle mouse button to move map (suggested by Tchey, MiyabiSFG) - Add button to loop through catalysts (suggested by Tchey) - Add button to loop through all units (suggested by Tchey) - Add button to go to siege location on combat notification (suggested by Geo) - Allow choice of tile when moving unit out of army (suggested by MiyabiSFG) - Increase clickable area to select army - Add movement point to army panel (suggested by Tchey) - Change to how units merge: only when one army moves specifically to the same tile as another army will they merge. Otherwise they will cross each other (suggested by many) Bug fixes: - Fix issue when loading saved game would prevent to forge the axe of pangu again (thanks Krikri) - Fix Sanitation technology label being incorrect (thanks Cordell) - Allow user mouse to go outside the window when running in Windowed mode (thanks MiyabiSFG) - Fix tutorial grammar mistakes (thanks Akien) - Fix intermittent error when enemy army is defeated (thanks Akien) - Fix files list not sorted alphabetically on Linux (thanks Akien) - Fix issue when using right click to close notification / screen would move selected unit - Fix army that could end up with more than 6 units (thanks Krikri)
It's with extreme pleasure that we now announce that we're happy with Fantastic Creatures and we're ready to make it available for all of you to enjoy it!
Fantastic Creatures will be available on 14th of November 2019 at 11AM PDT / 2PM EST / 6PM GMT / 7PM CEST. There will also be a discount at launch, so please make sure to wishlist the game and be notified when the game is out!
Finally, we'll share plans on the future of Fantastic Creatures on Discord. Make sure to join us here: https://discord.gg/EzX2QYP
Hello, bonjour !
We're pleased to announce a first exclusive stream tonight! Join us at twitch.tv/exzyen from 10pm CEST (9PM BST). Note the stream will be in French!
A tous les francophones, le premier stream de Fantastic Creatures se droulera ce soir. Vous pourrez venir poser vos questions propos du jeu, et nous nous ferons un plaisir de vous rpondre.
The weekly build is out! This time it's 0.6.0-beta.3 and covers the following:
Improvements:
- Add delete button to delete save files in load and save screens
- Allow more characters to save name (note that some characters are strangely handled by the font)
- Add Defense dice to all units, and Critical dice to all creatures
- Improve overlay showing tile yield to have more contrast
- Show tile yield when positioning pillar
- Show pillar health points in pillar panel
- Choose where to expand around Pillar
- Choose spawn location for units
- Show stacked points on research screen
- Show stacked production in pillar panel
- Prevent AI from attacking units that are blocking during tactical combat
Bug fix:
- Fix crash when AI unit can't find a valid target during tactical combat
We're extremely happy to announce Linux support! The game has been tested successfully.
Here is the full list of changes:
Improvements:
- Allow double-click on research icon to queue immediately
- Show portals even under fog of war (as they never move)
- Add Wooden Palisade improvement effect of adding 100 HP to pillar
- Add Stone Walls improvement effect of adding 300 HP to pillar
- Add Fire Lance Factory improvement to grant units and extra 50% attack
- Use Escape to cancel in menus
- Add "randomize" button in new game screen
- Show seed number in Escape menu
- Increase height of save and load lists
Bug fixes:
- Reposition pollution tooltip to not leak out of screen
- Hide separator in tooltip when no information was displayed below
- Fix improvement tooltip not showing pollution delta
- Fix action points not decreasing
- Fix issue where multiple catalysts could be build on one deposit
- Fix typos in pollution tooltip and tutorial
- Fix issue where Qilin unit was not available after building the Small Portal
- Fix an out of memory issue due to limit of message queue
- Fix issue where research screen right panel was unresponsive
We're pleased to release a new build for our new beta testers (still open! If you're interested, join us on Discord). Here's our release notes, and it's a big patch! Bug fixes: - Fix improvements button showing on Pillar panel when Pillar was still building - Fix position of army size above units on map that was sometimes too close to unit - Fix "era locked" labels never getting removed - Fix escape not closing Research screen - Remove worker housings when a pillar is destroyed - Fix Pillar and Catalyst not having correct health points when reloading a game - Prevent units from spawning on mountains or water - Fix camera getting stuck after Alt tabbing out of the game - Fix fullscreen issue when window is shifted from the top left corner - Fix crash when merging two unit groups while one was selected after a turn ending - Fix unit movement incorrectly showing red dots - Reload tutorial correctly from saved file - Fix pillar and catalyst never getting built when reloading a game - Fix unique units that were available to all gods instead of one - Fix issue where enemy units would sometimes attack twice in a row - Fix unit moonwalking when having unfinished moves Improvements: - Spawn new units below pillar instead of above - Add link to Research screen from research notification - Show turn number when loading a game - Add icons to summon gods unique units - Add notification at end of turn if no research is selected - Add notification at end of turn if pillar has no build order - Add button in bottom right corner to loop through units with remaining movement points - Add new Improvement: Ministry of Environment, which reduces global pollution Balance: - Reduce AI unit spawn rate by 25% - Reduce AI portal spawn rate by 50% - Align pollution generated by enemy factions with number of portals - Adjust cost of most units: - Most units now costs more production - Creatures that are oriented for combat cost Jade - Creatures that are oriented around vision and resources cost Qi - Overall Upkeep is reduced, in particular for Jade and Qi - Adjust production cost of improvements
We're now extremely happy to show you the trailer of Fantastic Creatures! https://www.youtube.com/watch?v=v_BhOgBxEDg It also means the game is fully featured and will enter Beta phase on the 31st of October! We're already looking for some enthusiasts who would be willing to try the game and provide feedback. You only need to join us on Discord and follow instructions there to register your interest, but be quick as availability will be limited. Lastly if you've read this far, you might as well wishlist the game on Steam now and help a fellow 4X enthusiast who spent a lot of effort into making his dream game! Also, the music is *really* cool, so check it out!
Hi fellow players,
We're pretty excited to say a new version has been made available to our beta testers!
For this update we are very happy to bring you Fantastic Creatures' main quest! It will definitely bring direction and flavour to the game!
On top of this we have added our victory and defeat conditions, as well as fixing a lot of bugs, in particular with regards to Combat.
If you're interested by Fantastic Creatures you can join us on Discord and who knows, maybe you'll get access to the beta testing!
Hi everyone! If you read this, you're probably interested in Fantastic Creatures. The game is currently in its Closed alpha phase. If you are interested, please make your way to our Discord and you'll see the instructions there. To give more visibility to the rest of you, we are planning to release Fantastic Creatures in 2019. Here's what's on the roadmap between now and the release: - Main Quest: the story of the game - Victory / Defeat conditions: currently the game is more sandbox-y - Map generation and improvements - God specificities: currently they all play the same - Adjustments: improvements to the Combat system mainly - Tutorial: kinda need one, right? ;) - technical bits: Chinese translation, adding settings, etc. - and the usual bug fixing phase we're trying to tackle as we progress Thank you for your interest and I hope you'll all post a nice comment or reaction to motivate the team!
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