Hello there! We collected all that valuable feedback we received since we launched Malmyr and came up with this patch fancily called The "UX-Improvement-Patch-1". Read the changelog carefully. We tried to sort it well and put the most important stuff to the top. Tell us what you think! There are still two bigger bugs hitting Linux users in the game. We think it might be some issue related to our rune display at the right of the screen. The display will be revamped in Patch UX2 and hopefully this solves these bugs. Wave 2020 a goodbye and welcome the new year =). Stay healthy and take care of your families AND yourselves. <3 Yours, Ren
Changelog v1.2.2 (UX-Improvement-Patch 1)
General
- Happy new year! There are fireworks on the roads now that can be triggered by clicking.
- There are now difficulty settings, accessible in the main menu. Customize the game to your liking.
- Placing of base resource producing buildings now no longer destroys the resource it was placed on. This counts for Woodcutter's Huts, Clay Pits, Quarries and Mines. Example: Selling a Clay Pit now leaves Clay Soil on the tile rather than wasteland.
- Buildings that are not yet finished now can no longer accept resources not needed for build costs.
- Added production information to the building tooltip.
- The Town Center's radius (and other buildings that have an area of effect) display now is emphasized more.
- The story dialogue panel now no longer is also closed when closing the settings menu with ESC.
- The building information panel now shows cleary, that a building has no upkeep as long as it is paused.
- Improved the upgrade and sell buttons in the building information, to make them more recognizable as buttons.
- Placing of base resource producing buildings now no longer destroys the resource it was placed on. This counts for Woodcutter's Huts, Clay Pits, Quarries and Mines. Example: Selling a Clay Pit now leaves Clay Soil on the tile rather than wasteland.
- Renamed the Town Center to "Royal Trading Post". This hopefully clears some confusion whether it is a storage or selling resources.
- Renamed the in-game Quit button from "Quit Game" to "Quit Mission".
- There are now difficulty settings, accessible in the main menu. Customize the game to your liking.
- Moved building cost to the center of the building information panel.
- Added a setting to allow switching between WASD- and ZQSD-Scrolling for AZERTY-Keyboard users.
- Fixed multiple typos throughout the game.
- Fixed Keyboard-Scrolling being FPS dependant.
- Fixed a lighting issue with the character portraits in the dialogue panel.
- Fixed a display error of the rune crafting subgame on ultra wide displays.
- Fixed a bug were corrupted savegames could cause the save menu not to load properly.
- Improved description of mission objectives.
- Added an additional mission objective splitting up the process of building the first town, to make it easier to grasp.
- Removed the build limit on roads.
- Increased the spawn ratio of Copper to Tin from 4:1 to 4:2.
- Made Storage available for building from the beginning of the mission.
- Reduced Iron Mines needed for mission objectives from 2 to 1.
- Reduced Silver Mines needed for mission objectives from 2 to 1.
- All mines are buildable now. Just in case if the corresponding hill magically appears.
- The Alchemists now no longer produce raw resources. Now they make Wood, Brick, Stoneblocks and Ingots directly.
- The Dragon Oil Spring in this mission now automatically produces Dragon Oil. We want the difficulty of this level to be the logistics, not the clicking on the Spring.
- Clicking on the fire notification icon now jumps to burning buildings. This also works in mission 12.
- Fixed timer not triggering events correctly after being set back.
[ 2020-12-31 18:18:42 CET ] [ Original post ]
- Linux Content [540.75 M]
Malmyr is a story based game about building and maintaining production chains. It is meant to be relaxing but challenging. You will have to control where your resources are diverted to and ensure that there are enough workers to fulfill your missions. Don't be fooled by the simple and stylized look of Malmyr - The game is getting very complex, very fast.
You are sent to the forgotten lands of Malmyr by your King to expand the kingdom's territory and exploit Malmyr's precious ore deposits. While doing so you find out about the sinister fate of the Dwarves that once inhabited the continent. You will have to protect the kingdom from suffering the same!
We are two very passionate german devolpers with freshly finished degrees who always wanted to make games. Due to the current circumstances, we decided to take a leap of faith and go for it. While buying this game you should keep that in mind. Malmyr is made with great love for detail and we hope that we can offer unique challenges with each mission, but it cannot offer hundreds of hours of playtime like bigger games with actual funding and a budget can.
While we cannot promise to expand the game's content and currently have no plans to do so, we will do our best to optimize the game after release and address any issues coming up. Ziegler gamedev has the vision "Making dreams come true". We feel that part of that also is making the best game we can for our players.
- Inspired from games of our past and present - Like The Settlers, Anno and Factorio.
- 12 story based missions - You need to find a good strategy to solve them and handle the hazards thrown at you.
- Unique obstacles and ambience for missions - Each mission was made to give you a different experience: Sometimes more relaxing, sometimes more challenging than the previous one.
- Complex production chains - They will get longer and will need a wider variety of resources to function.
- A different take on resource transportation - You will not just connect buildings with a road, set up a transportation route or build conveyor belts. You will have to manage and optimize each piece of road manually.
- Over 45 different resources - Global resources like coin and food, building resources like wood and bricks and commodities for selling like jewelery.
- A range of over 70 buildings - From woodcutter's huts, to different mines, foundries and toolsmiths to be able to reach the rarest ores of Malmyr.
- 12 magical dwarven runes - They can be used in two ways: Terraforming your territory or by socketing the runes in excavated ruins for permanent global bonus effects. Socketing certain combinations of runes will be even stronger.
- Runecrafting - Allowing you to combine spare runes and convert them into other runes.
- War - There are no enemies, other than the mission itself, for you to fight.
- Mega-factories - You will not build one huge, ever growing mega-factory. The game is about fulfilling the task at hand: The current mission given to you by the King. If you are done with a mission, you will be sent to a new region and will have to handle a new task.
- Microtransactions - You get the full game by buying Malmyr.
- Static production chains you build and never touch again - You will need to adapt to your current mission. Sometimes this means, that you will have to sell buildings and rebuild them somewhere else.
You will have to think about the game and how to handle a particular mission.
We are offering an ingame wiki, a descriptive video on this steam page and a helping hand in the Steam forums and other social media channels. But in the end YOU are playing the game and YOU should solve the problems thrown at you. Observing the situation and finding your solution will reward you.
Making dreams come true.
- OS: ArchLinux and Ubuntu 20.04
- Processor: Something around Intel Core i5-7xxxMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: NVIDIA GeForce GTX 1060 6GB or similar
- Storage: 1 MB available space
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