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Is that clear? Yes! | No!
- reduced clusterf**ks: gladiators can only strike 1 target per attack (many-v-many battles last a little bit longer now!)
- new: increased chance of bonus reward slaves, for each individual you lose in battle
- new: increased rewards for matches that appear less likely to turn in favour of the player
- whats old is new again: re-introduced chance of getting a trained/equipped slave as reward
- fixed: opponent generator not providing any gladiator at all (if ludus contained only 1-2 gladiators, or contained only slaves with DEFAULT loadout)
- note: exhibition matches require no less than 2 gladiators, NOT SLAVES (defined loadout stream of thraex/murmillo/retiarius)
1.0.64 BETA (5 October)
- weapons lost in exhibition should not be lost. (made sense when exhibition matches were in arena, not any more.)
- exhibition matches are now 0.5 X DMG so fights actually last a while and be more useful to train dudes up.
- increase AI training from exhibitions to level up dudes faster
- gladiators recieving ai training from battles was bugged and for some reason was not being shown to user (now it is, at the end of all matches.)
- employee cards of same type are no longer stackable (haha 10x + 5x + 2x production!! yee haw!)
- increased chance of facing off a lesser retiarius/murmillo, even if player doesnt have the class unlocked.
- exhibition matches also provide more bonus favour to mag/leg if he really really hates you.
1.0.63 BETA/RELEASE (2 October)
- fixed: gladiator rewarded coin was not saving/loading correctly. as a result, in re-loaded games, previously-happy gladiators were appealing for release very early.
- fixed: disabled twitch voting for surrendered gladiator after exhibition fights (no vote takes place on exhibitions any more)
- fixed: regional championships behemoths were spawning unarmed! (how long was that broken for?!)
- gladiator appeal for release frequency has been doubled on easier modes - the temperament threshhold for release has not changed.
- harder difficulties now start with fewer trained men!
- increased frequency of many-vs-many fights
- increased frequency of many-vs-1 fights (favouring the player, at lower host-favour levels)
- exhibitions matches will sometimes be 2v2 or 3v3 if you have enough men - should allow you to train a LOT more men, a LOT faster.
- mounting a 2X/5X/10X Production card on ARCHITECT will boost production on all of his upgrades, as long as he is alive.
- exhibition matches do not break/accumulate streaks, so they do not affect the difficulty of the next battle
- magistrate/legate diminshing temperament over time has been nerfed, esp on harder modes (its just annoying, really.)
- murmillo and retiarius cost reduced, and position in Doctore Training Tree has been reduced so they are available much earlier in game.
1.0.62 BETA/RELEASE (1 October)
NOTE: difficulty curve adjustments have all been rolled back (basically to what it was at launch.)
- fixed: gladiators could not be selected for championship fights
(you wouldn't think I'd be able to break something that was working fine for a year, but BELIEVE IN YOURSELF and you can achieve great things!)
- gladiators now accrue training experience if they land a successful blow, not just for the final kill shot.
- exhibition matches now end with a forced surrender instead of a death.
- new: Jupiter's Blessings for EMPLOYEES: (One awarded for each Regional Championship you win!)
- 2X, 5X, 10X production for resource-producing employees
- 15%/33% reduction in training time for employee
- 15%/33% reduction in training COST for employee
these should help to:
- offset the low ceiling on resource producing employees (whose stuff you can now overproduce and sell during times of catastrophe!)
- cut down the friction of upgrade COST and TIME for ALL employees.
- fixed: sacerdos was automatically withdrawing water into wine (prayer of neptune) even when it wasn't researched.
- new: UI updates when a card is being dragged (thumbs up/down to indicate if the card can be applied or not - sometimes the single-pixel outline isnt obvious enough to indicate)
- fixed: on easier modes, the "Recover Cards" card cannot be discarded. I know its frustrating to throw it away inadvertently, but hard mode doesn't even get the card by default...
- doctore training costs nerfed closer to where they were, across ALL difficulties.
- increased number of guarnateed slaves for a victory in the arena
- first three regional champions training levels were nerfed (being able to unlock some employee cards and rewards earlier on in the game to speed up progress)
- the threshhold for victorious gladiators who want to leave the ludus has been doubled (30 victories, 50 with Wolf Courage)
- awarding a gladiator a private room increases the above threshhold an additional 30 victories.
1.0.61 BETA / RELEASE (29 September)
- new: [TAB] in ludus will display gladiator info overlay for all gladiators
- balancing: hahahahahaha. fml.
- fixed: in exhibition match, gladiators fighting for magistrate/legate were not collecting experience
- fixed: if the battle tally screen was scrolled down, the experience reward for gladiators were displaying off-screen (possibly appearing as though the points were not awarded, not to be confused with bug above, which looked exactly the same.)
- fixed: (again?) magistrate/legate lose patronage when a saved game is re-loaded.
EDIT: this patch was also pushed to the release branch Sep 27
EDIT #2: the above balancing joke refers to the ongoing difficulty curve balancing issues that we've been experiencing for the previous 60 revisions, not some balancing that I didn't want to divulge the details of. apologies for confusion.
EDIT THE THIRD: Back again with another one of those block rockin patch notes. This patch is pretty broken (cant select gladiators in regional games!?) but I'm still working on it. Was hoping to have a nice solid new balanced game for you to play this weekend, but it looks like I probably screwed that up. Next weekend? Only reason I cant push a patch right now is because its actually in much worse shape than what is available. At any rate, I have a couple neat ideas that I think will help solve some stuff and it should be ready soon. Stay gold!
1.0.61 BETA / RELEASE (29 September)
- new: [TAB] in ludus will display gladiator info overlay for all gladiators
- balancing: hahahahahaha. fml.
- fixed: in exhibition match, gladiators fighting for magistrate/legate were not collecting experience
- fixed: if the battle tally screen was scrolled down, the experience reward for gladiators were displaying off-screen (possibly appearing as though the points were not awarded, not to be confused with bug above, which looked exactly the same.)
- fixed: (again?) magistrate/legate lose patronage when a saved game is re-loaded.
EDIT: this patch was also pushed to the release branch Sep 27
EDIT #2: the above balancing joke refers to the ongoing difficulty curve balancing issues that we've been experiencing for the previous 60 revisions, not some balancing that I didn't want to divulge the details of. apologies for confusion.
EDIT THE THIRD: Back again with another one of those block rockin patch notes. This patch is pretty broken (cant select gladiators in regional games!?) but I'm still working on it. Was hoping to have a nice solid new balanced game for you to play this weekend, but it looks like I probably screwed that up. Next weekend? Only reason I cant push a patch right now is because its actually in much worse shape than what is available. At any rate, I have a couple neat ideas that I think will help solve some stuff and it should be ready soon. Stay gold!
1.0.59-1.0.60 BETA (25 September)
- balancing: doctore training prices lowered on the more expensive items.
- fixed: Jupiters Blessing's lost on 'opponent' gladiator during Exhibition matches.
- balancing: difficulty curve for easiest mode has been lifted
- ui: removed 'price' when browsing gladiators for battle selection (was confusing people, and the list is already sorted by price so..)
- fixed: gladiators couldn't be added to second battle (counters not being reset from some DLC code that I'm working on, which I have to enable/disable every time I want to release a patch... which takes a long time because I'm really really bad at my job. plz don't tell the boss.)
1.0.58 RELEASE (23 September)
- new: higher res character images
- optimizations: managed to get an extra 15FPS during battle on my laptop
- magistrate/legate exhibition matches are now held in the ludus - the host will pick a random opponent gladiator from your local stock!
- cooldown on magistrate legate matches
- difficulty curve adjusted
- difficulty cannot be changed through the UI while the game is running
- arena battle reward coin CAP curve adjusted (yep, a bit harder)
- doctore training costs now scale with user selected difficulty (time to research stays the same, so that certain unlocks are still achievable, but cost increases with difficulty) NOTE: the Doctore training items are pretty expensive in this build and have already been reduced in the upcoming patch based on user feedback.
-number of reward slaves likely to be given has been diminished
-likelihood of reward slaves being pre-loaded with experience has been diminished greatly
-more sophisticated opponent generator systems (not perfect, just more sophisticated) to help vary the difficulty of opponents
-on normal difficulty and up: participating gladiators no longer receive training buffs simply for participating in battle - only dudes who get a kill.
- fixed: behemoths/lions can now be sold/freed (not healed.)
- fixed (*hopefully): If a twitch user has 'domina' or a '1' in their username, the chat bot sends the steam link every time that person talks in chat or always count there vote as a !1.
- fixed: if you moved a gladiator in the ludus while the game was paused, he was unselectable unless you hovered on old location or unpaused game.
- fixed: gladiator's individual record of losses were not correctly saved to disk (shouldnt have affected temperament, since it was stored separately, but would incorrectly report 0 losses as info)
- fixed: victory screen drawing error (openGL issue with UI updates in 1.0.55 because I really needed to waste 2 hours on this. its frustrating but behind every quality product is an crying engineer)
- nerfed: cursed weapon, curse of mysticae, and riposte have been nerfed slightly. riposte also no longer stacks.
- balancing: pit fights cooldown is now from 6-19 days (was static at 3 days, and heavily abused)
- new: player gladiators HP now shows up as YELLOW/ORANGE while opponent HP still shows as RED.
- balancing: jupiters cards: balance (500% dmg after roll) nerfed to 250%, made 10x more rare. THIS IS WHY WE CANT HAVE NICE THINGS.
- probably some other stuff too, I dunno, I'm super tired.
1.0.58 BETA (20 September)
- balancing: on normal difficulty and up: participating gladiators no longer receive training buffs simply for participating in battle - only dudes who get a kill.
- fixed: a stupid math error that was making difficulty ramps buggy because, of course. Aren't you glad you're on the beta?
- balancing: Jupiter's Blessings: Balance (500% dmg after roll) nerfed to 250%, made 10x more rare. This is why we can't have nice things.
1.0.57 BETA (10 September)
- fixed: loading old save files with 1.0.56 crash (no gladiators, employees, mag/leg loaded)
- new: player gladiators HP now shows up as YELLOW/ORANGE while opponent HP still shows as RED.
1.0.56 BETA (7 September)
Note: If you still encounter issues with the GAUNTLET fights (ie: a dude running off into the corner, surrendered guy can't be attacked) please email contact@dolphinbarn.com with a debug log or a screenshot of the debug console if you're running the beta.
- fixed: behemoths/lions can now be sold/freed (not healed.)
- fixed (*hopefully): If a twitch user has 'domina' or a '1' in their username, the chat bot sends the steam link every time that person talks in chat or always count there vote as a !1.
- fixed: if you moved a gladiator in the ludus while the game was paused, he was unselectable unless you hovered on old location or unpaused game.
- fixed: gladiator's individual record of losses were not correctly saved to disk (shouldnt have affected temperament, since it was stored separately, but would incorrectly report 0 losses as info)
- fixed: victory screen drawing error (openGL issue with UI updates in 1.0.55 because I really needed to waste 2 hours on this. its frustrating but behind every quality product is an crying engineer)
- balancing: Jupiter's Blessings - nerfed cursed weapon, curse of mysticae, and riposte. Riposte no longer stacks.
- balancing: pit fights cooldown is now from 6-19 days (was static at 3 days, and heavily abused)
1.0.55 BETA (31 August)
- new: higher res character images
- new: UI parallax (can be disabled in userstate file by setting <UIparallax> to 0)
- optimizations: managed to get an extra 15FPS during battle on my laptop
- FML: voxel engine horse/chariot requires WAY more than that spare 15FPS D:
- NOTE: voxel stuff not ready for testing yet (sorry.)
BALANCING
- magistrate/legate exhibition matches are now held in the ludus - the host will pick a random opponent gladiator from your local stock!
- cooldown on magisdtrate legate matches
- difficulty curve adjusted
- difficulty cannot be changed through the UI while the game is running
- arena battle reward coin CAP curve adjusted (yep, a bit harder)
- doctore training costs now scale with user selected difficulty (time to research stays the same, so that certain unlocks are still achievable, but cost increases with difficulty)
- number of reward slaves likely to be given has been diminished
- likelihood of reward slaves being pre-loaded with experience has been diminished greatly
- more sophisticated opponent generator systems (not perfect, just more sophisticated) to help vary the difficulty of opponents
1.0.54 (13 July)
NOTE: this update unfortunately seems to break save games that were made with the previous version (resulting in invisible equipment and incorrect behemoth equipment being applied to regular gladiators) I'm not sure why. I'm sorry, though. It doesn't seem to be a problem with new save files, however.
- fixed: murmillo would get bugged out if he picked up a shield/trident/sword, leaving him unable to dismount the shield later.
- updated: moved more memory allocation from stack to heap. this reduces the size of the sprite atlas even further and should help with memory issues (not being able to get large swaths of contiguous free RAM on systems with shared RAM)
- new: film grain effects are user-toggleable in Game Options now
- new: employees/ludus will now indicate with a small blinker when resources have been created (extra wine, food, etc)
1.0.53 BETA (28 June)
BUGS/PATCHES:
- tried adding driver hints for nVidia and AMD GPU's so that the game will actually run on performance GPU instead of picking the integrated one...
- fixed: if doctore is fired and rehired, the count of what he's learned has not been reset in stats - so player may be awarded an achievement for researching all of the techniques even if they only got half way through, twice!
- fixed: gladiator info > training levels showing up with decimal points
- fixed: gladiators still running around with 0HP again (actually 0.49 or something HP, just looked like zero)
- fixed: gladiators can not be damaged if they are standing outside of the arena, waiting for battle.
- fixed: Endless Mode difficulty curve now matches regular game for the first 364 days (users reported it was just too difficult at the start)
OPTIMIZING:
- crowd reactions have been reworked so that they shouldn't take so much CPU (ie: in final battle when 15 dudes swing and hit another 15 dudes, the audio bugs out because the crowd is trying to cheer so damn much they break they universe.)
BALANCING:
- cursed weapon card was OP so rather than make it less OP I just made it 4x more rare. Because I can.
- cursed weapon card was OP so eventually I just caved and made it less OP - attacks are now 50% to 250% dmg (used to be 0% to 500% dmg)
- training levels are now hard clamped at 200 - strength training will still increase HP.
- ai skill rewards for an individual victory over another gladiator have been dialed back slightly
- ai skill / meditation is now 50% slower (was still getting maxed out too early)
- Jupiter's Blessings that level up training faster are not stackable any more
AI:
AI isnt reacting to attacks with defense enough (and is reacting with rolls too often)
TLDR: roll-happy behaviour dialed back, defensive/blocking behaviour has been FIXED/enabled for dudes high in turtle characteristic, or just high in AI skill overall.
PROBLEM: if a gladiator launches an attack with 2 skipped frames (no warmup/warning frames because he is highly skilled) then the first instant that an AI can even detect an attack is when its too late (the animation frame where the collision has already happened.)
SOLUTION: maximum starting frame advance for any attack animation is now capped at 1.5 frames rather than 2.0
PROBLEM: I am already attacking when I see an opponent attacking me - I cant interrupt my attack so even though I'm TURTLE, my attack has blocked me from being able to defend myself.
SOLUTION: allow gladiators high in turtle characteristic to interrupt attack animations (as though they had the defensive priority card mounted!)
The result of fixing these two problems is an AI system that seems to handle quite differently so... this could be good or bad depending on if you really liked the old play style. Additionally, it exposes two other areas that probably need balancing:
PROBLEM:
since TURTLE can now get out of an attack that was already launched if he wishes to DEFEND
it seems reasonable that an EVASIVE/ROLLY dude would be able to exit out of an attack if he wanted to ROLL
PROBLEM :
since TURTLE and EVASIVE/ROLLY can get out of attacks should we leave it such that AGGRO can't get out of attacks - doesn't seem fair
thus: as AI skill is maxed, then there is an increasingly greater chance of being able to interrupt an attack to defend an incoming strike.
Personally, I think this brings the simulation more organic/natural fight feeling, imo -- I really like that I can finally hear the BLOCK sounds triggering because the AI is actually able to defend himself reasonably often now.
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