New Content
Storks are here!
These aliens seem stranded on our planet and are struggling to stick together and move forward.

During your adventure you might find some of them needing help from you; you can assist, ignore or be hostile towards them.
This will affect your
reputation level with the Storks.
Befriend them to get access to their
hidden encampment and get a chance to
buy Golem Upgrade Unlocks and other rare items.
Alien Translator
Seems like Grool landed with his own escape pod, which contained a fully working
alien translator!
This incredibly useful item will help the player translate alien items, recipes, and even talk with some of the alien species that the spaceship was carrying.
Unfortunately, the translator has not been fully initialized.

You will have to upgrade it throughout your runs by
plugging it into any terminal you might find, hoping it will work.
[previewyoutube=bc1L36Is8-I;full][/previewyoutube]
New Hunter Golem
This golem will feature upgrades specific for Jarin.
They are perfect candidates for getting an early boost in the first runs.
Unlockable Upgrades
Golems now have a "
Specials" tab available, with a list of very powerful permanent upgrades that must be
unlocked using specific items.
Some of them are Storks exclusives, some are lost recipes and blueprints.. the hunt begins!
Important Dialogues
NPCs that have something meaningful to say, but patently wait for the player to interact with them, now have a blu exclamation mark on top of them,
Balancing
Community feedback is extremely important to the development of Medievalien, especially during our Early Access phase.
We received a lot of feedback in the 2 weeks following the Early Access release, and it helped us pinpoint a lot of weak points in some of our game mechanics.
Here are the changes we implemented in this patch to mitigate them.
Smoother Difficulty
The first levels will have a smoother difficulty ramp up.
One of the changes has been to create a variant of 2 enemies:
Drones and
Zubs.
- Drone's basic version will still shoot little plasma bolts, but without movement prediction AI.
- Zub's basic version is a little slower and will not spawn a toxic cloud when it dies.
These basic versions will be replaced during your run around level 2/3; you'll recognize them as they will have a different, more menacing, avatar.

This change will help new players acclimate to the playstyle when doing the first runs, while also giving a chance to fetch the first crystals and start a little bit of permanent progression.
We want to hear feedback from you on this, we have a lot of knobs we can tweak yet; the end goal is to make a wonderful game experience for everyone.
Closed Encounters
Most zones now have their accesses locked by energy walls.
You will be able to pass through them when entering, but they will close behind you as soon as you get inside.

This change completely replaces the
disengage mechanic we had in place before.
We listened to your feedback, watched hours of gameplay (thanks for our Roguelike Advisory Council for providing the footage!) and came to the conclusion that the disengage mechanic, while useful on paper, was causing more unexpected and unwanted outcomes than intended.
Other Changes
For completeness, here are the other minor changes we applied on top of the ones above:
- Player now gets a brief invulnerability period if it takes too much damage in a short time.
This is to avoid getting insta-killed by nasty unavoidable combos after taking the first hit (like multiple Burrowers chain stunning or multiple Beasts jumping at the same time).
- The Burning Dash passive now counts as DoT, and will not stagger Beasts anymore.
- Fixed a nasty visual glitch on linux with Vulkan.
[ 2021-02-27 04:13:45 CET ] [ Original post ]