Author Archives: Chris

New features planned for Legends of Amberland II

First, I wanted to stress out the design philosophy. There are no changes for the sake of changes. The game overall feels and plays the same. The changes are not revolutionary but evolutionary. Only features that actually improve the game, without destroying everything for the sake of novelty, were added.

New features in the sequel

The list below contains only features that are already implemented and tested. Those are not all the changes. But what is listed is guaranteed to be in the game.

Item suffixes
The whole items system was redesigned. Now items can have suffixes (like “Shield {of Fire Resistance}”) which greatly increases the diversity of items. In addition there are 3 quality tiers for items (so “Shield {of Fire Resistance} [II]” is better than “Shield {of Fire Resistance} [I]”, even though those share the same set of abilities). Also, the random treasures generator was rebalanced to give more equal ratio of various items. And the last thing, because people will ask, yes, there will be magic staves to be found.

Shops
There are 4 types of shops now. Regular shops which provide trivial items. Guild shops which provide random set of items, Pawn shop where you can sell and buy back unneeded items and Magic shop where they accept crystals only. Shops have separate stock on a per town basis and further towns have higher tier shops (better and more expensive items).

Resistances system
Now resistances are not 0/1 but are value based. So, as the monsters become tougher you need to obtain higher resistance values (with extra options for temporary boosts). Next, Acid was replaced with Sorcery which makes it more thematic and some resistances were merged (for a total of 8 resistances).

Towns as separate locations
Widely requested yet quite a simple thing, towns are now not as a menu but as full fledged maps you can explore.

Skills
There are party skills and trainers scatted around the world which teach such skills. Those provide nice bonuses and an excuse to explore the world even further.

New dungeon features
Extra features in dungeons like illusionary walls, doors locked by keys, etc.

More complex connections between locations
It might be not instantly visible to you as a player, but it’s very important for designing maps for me. Now there are two way exits from locations and inter locations portals. This allows me as a designer to make interesting topography like you enter a cave in one place and exit it in a completely different place on the overworld or you enter a portal in a tower and exit inside a dungeon on the other side of the map deep below ground.

Fountains
Wells function the same as in the predecessor (healing), but fountains were redesigned and now grant temporary bonuses (resistances, attributes, etc).

Griffin travel rules change
There are subtle, yet important changes to the way travel via griffins work. For example, now griffin travel takes time, which effectively means you can not use it to go and visit every single spot with free buffs (because first temporary buffs will expire after a several griffin runs). Also, griffins can no longer land on lava or desert, making traversing dangerous terrain much more tricky.

Resting rules adjustment
You can no longer rest on lava, which combined with new griffin rules means that lava terrain becomes a real challenge. Oh yes, also now you can rest in inn without using food by paying the fee directly (which was requested like by everyone).

Map shows a tiny minimap with overworld
Now you can see the whole shape of the overworld at a glance by looking at a tiny map which was added on the full map. Very handy, you will love. Trust me.

Field of view extended (unfogging minimap)
Another small, yet highly requested feature. Now you don’t need to physically enter every single tile, surrounding will auto mark as “seen”. What’s best, the information what you visited physically is not lost since a tile is displayed differently if you visited it or merely saw it.

Magical barriers
Those were rebalanced and divided into three grades (with distinct graphics so you can clearly see the danger level of each barrier) now posing a much greater threat. Basically, those can wipe out an unprepared party and are used in locations to slow down your progress or even make you turn back. Lightning resistance is of high value now since it can greatly reduce the magical barriers damage. Overall, now magical barriers are a serious threat which will make you reconsider how you explore dungeons.

Small adjustments that go well together
There are other small changes which bring synergy, for example drinking from fountains takes one hour which combined with the added time for griffin travel and the fact that temporary buffs expire at midnight let you use griffin to visit 2-3 fountains before an important fight but not to visit any number of those. At the same time drinking from wells (healing) takes mere minutes so it can be used as an effective local healing in a series of fights without the fear of expiring party bonuses.

Many small improvements
There are many other small things not mentioned here. Additional art assets, animations for portals, etc.

Possible other features
Since only things that are already implemented and tested were listed above it means there are decent odds those are not all the changes that will end up in the final game.

Stellar Monarch 2 version 1.14

Version 1.14 released

This version is a quality of life update, based on the feedback gathered from the forums and Discord. First of all, I realized many players use modernizations in a different way I anticipated, so some extra features to make manipulation of those easier is in order. Next, various small features like time to research, mass orders for unclaimed planets, etc were implemented. In addition there is now a high score section on the main menu (similar to the one from the first Stellar Monarch) and one measly bug fix.

– [feature] High Score table.

– [interface] Research screen lists research points needed to research the current technology and how many turns it will take.
– [interface] Mass order to claim/abandon claims to all uninhabited planets.
– [interface] Military/Ships modernization screen allows to Uninstall/Install modernizations one by one.
– [interface] Military/Ships total modernizations installed tooltip lists all currently installed modernizations.
– [interface] Military/Ships install modernization buttons list the cost (for easier planning).

– [fix] Minimap mouse coordinates.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Progress report – Legends of Amberland II – 2023, Q2

Overview
So, the quarter almost ends, therefore, it’s time for the quarterly progress report. Overall, it all goes smoothly, but with unexpected delays, so pretty boring and standard I would say. Coding in almost done, the game went into internal alpha testing and a demo was made for the Steam Next Fest. Due to the need for testing and demo release I adjusted my plans and started making content earlier than originally planned, so the starting continent is basically playable and even a bit polished (but not 100% finished yet).

What was done
All core features were implemented, well, a few are still missing but those are minor. There are several more new features I would like to see, but those are not critical. Actually, I could finish the code in like a week now, so what’s left is content. I have created the first game zone with a bunch of locations (it seems there will be more locations than in the first Amberland, but smaller ones, it just feel more lively that way, also those locations are more thematic).

Porting progress
I was told that all technical problems were successfully dealt with and that the alpha version of the game works on target consoles flawlessly and at a required speed. So, it seems the game will be released on other consoles than Nintendo Switch this time. But there will be a separate announcement about it with exact details later.

Alpha testing conclusions
There was a build made for a limited number of trusted testers. There were several iterations of the build, with fixes, feedback on new features and the like (BTW, thanks to all my testers! It’s a real pleasure making a game this way!), it all seems solid now.

Demo conclusions
That was surprising, but the reception of the demo was very good, way better than I anticipated. It was released on 7th June, a few weeks before Steam Next Fest and it included the first continent with surrounding islands. Exactly one bug was reported so far, which makes me very happy. At first I was worried about the new features and the changes introduced, but it seems it all worked out very well. I observed that the people who had some objections to those features during Alpha, revoked those objections after playing the demo. In short, it all seems ready to go without any redesign… which is a new thing to me, it never happened before, not that I complain of course.

Summary
Originally, I planned for a release somewhere around this summer, but as I was talking with partners I kind of got convinced to simultaneous launch for all platforms. Which is not guaranteed/decided yet, but I think, it’s worth to give it a try. Therefore, in such scenario, the safest date would be late Q4, mostly due to the need of localization, QA, submissions and so on. But we will see, for now the official release date stays “somewhere in 2023”.

Legends of Amberland II demo is out!

Demo for the sequel to Legends of Amberland is available on Steam!

Demo for Legends of Amberland II: The Song of Trees is available on Steam starting today. It features the first part of the storyline including the starting continent with the surrounding islands, multiple towns, castles, towers, dungeons, caves and several overland biomes. Our second journey to Amberland also introduces new mechanics and new items. Enjoy and make sure to wishlist!

https://store.steampowered.com/app/2110840/Legends_of_Amberland_II_The_Song_of_Trees/ 

Post here comments about the demo (Steam forums)

Trailer for Legends of Amberland II available!

The final trailer for Legends of Amberland II: The Song of Trees is available. Is shows gameplay, user interface and introduces a new soundtrack from the game.


Quick info:
Website: https://www.silverlemurgames.com/legendsofamberland2/
Presskit: https://www.silverlemurgames.com/legendsofamberland2/presskit/
Genre: Party-based RPG, Dungeon Crawler, Open World, Oldschool
Release date: 2023
Platforms: PC (Steam, GOG) and consoles (Nintendo Switch and possibly other)

Progress report – Legends of Amberland II – 2023, Q1

Overview

This is a very unusual project for me. It’s not the first sequel I made but the first sequel to an RPG. Which makes a tons of difference. Typically (read always) the bottleneck is coding. You track bugs, implement features, etc. But with a sequel to an RPG it is a totally different story. RPGs are content driven, so, once you have a solid code base not that much changes actually in the programming department. In short, this project is made quite differently to all my previous projects.

To take this specific situation into account, development was divided into two projects. Project “A” which is about technical improvements (coding) and project “B” which is about making the actual game (content). The first is made using a mix between evolutionary prototyping and a research project methodology, the second using the old classic waterfall model.

What is done

Again, the unusual thing is that a lot was done before the project officially started. I ordered art assets and music from contractors, so they were experimenting and producing some content without my direct involvement. So, quite a lot was ready before it even started. Which is super nice.

The other nice thing is the source code, which is like 95% (probably) identical to the first Amberland. I was polishing the original source code for a few years, in extend beyond the simple support of an existing game, in order to keep the code as similar as possible for as long as possible. So, actually, art of the coding for the sequel was done before the project officially started. Note that 5% difference might sound like not a lot but it’s actually quite significant (to put it into a perspective bananas share 44.1% of genome with humans, yup). Basically, the game was extended and polished before it started (note for example the full gamepad support, dozens of tiny fixes, save system redesign, etc) and part of it was done in order to speed up future porting to other platforms.

So, what actually was done after the project was officially announced? Well, first all experimental assets were evaluated and it was decided what will be put into the game, analysis of the first game was made (part of it was listed in other posts https://www.silverlemurgames.com/2023/02/03/the-design-philosophy-of-sequel-to-legends-of-amberland/) and the coding started. The aim, and the top priority, was to produce better tools for me, to speed up development. A big part of it was reimplementation of the map structure to abstract entities (now you don’t put “tile with a tree” but abstract “tree” shape of variant #3). Which might sound boring and unimportant but is a huge help, since it allows a lot flexibility and convenience for me as a designer. The second priority was the editor. It was redesigned and simplified (and even there was a budget to add some frills), now I have even a cutting edge feature called “Undo” which is super fun since it’s the first time even any of my editor has it!

All right, lets talk a bit about features that are visible to you as a player. The code of map navigation was extended and now it allows things like “alternative entries to locations”, “mixed indoor/outdoor locations”, “portals leading inside other locations”. Which allows some interesting topography and connections between locations to be made. New tile types were introduced (like farmlands), stationary NPCs, more huts and more other things. Some extra dungeon features like doors locked by keys, illusionary walls, etc.

The big thing which was redesigned was resistances system and items. Now resistances have values (for example: Ring of Fire Resistance +10, Ring of Fire Resistance +20) and items can have suffixes “Helmet {of something}”. In the first game all items were hand crafted, which was a noble effort which proven not so great. Now I switched to predefined hand crafted unique items and semi-randomised regular items. Basically it means higher variation of items you find. As a bonus, because now I had more time freed up I could spend it implementing extra item properties (like “Invisibility” or “Heroism”) which were put as item suffixes. The random loot table was redesigned as well to provide a fixed chance for a certain item type (for example now 30% of loot will be weapons, regardless of how many items were “defined”) which means now various item types will have more or less equal chance of dropping so there should not be overabundance of certain items. And yes, because some people will ask, this also means extra staves for mages, actually there are now three basic types of staves so you even will have a choice what kind of magical staff to equip.

In addition to all those features I half made the first (starting) continent to see and test all those new features, I have a rough shape of the overworld map and the core storyline was told to my son before going to bed several times (several variants and iterations). Oh yes, also a small alpha test is in progress, so I can get early feedback and reevaluate what works and what not.

And some other things which are not listed here.

Summary

The project “A” is coming to an end soon, I think. Editor is almost done (just a few features I wish to have before I start to churn regular content). All critical/major systems which were to be redesigned are implemented or almost implemented. So soon I should be ready to start project “B”, and in the meantime or afterwards I will probably spend some time to implement some extra stuff.

Overall, the progress is good. Actually, when the core development is not about coding it’s almost boring, because nothing breaks… Before this project I never realized how expensive and troublesome the coding part is. It turns out that if you have a solid code base and no major features to code it is actually kind of like a walk in the part… at last that’s how it feels right now (or maybe that’s just my impression because my previous project was super feature heavy Stellar Monarch 2, so it’s a striking contrast), we will see. So far, everything is going fine and I see no danger of exceeding the 2023 deadline (actually I would unofficially speculate it should be ready somewhere this summer).

Stellar Monarch version 1.48

Version 1.48 released

Maintenance update. Libraries upgraded to the newest version. Not that there were any problems with the older libraries but just in case. It’s also more convenient if all games use the same low level routines. Oh yes, also one measly low priority non critical bug was fixed. So, basically, nothing to see, move along.

– [misc] Updated third party libraries to the newest version.

– [fix] ESC key now always closes any open confirmation window (a small cosmetic UI thing).

Stellar Monarch 2 version 1.13

Version 1.13 released

This version includes various quality of life improvements and small fixes as reported or requested by the players. Adjusted some combat settings to make those more clear, greatly improved planets list to include additional information, new art assets, etc.

– [misc] Removed Auto Conquer option from High Command (it’s always ON now). It was a leftover from Early Access where you had alternative ways to order conquering a planet, so now such option makes no sense anymore and is just a source of confusion.
– [misc] Offensive power difference tooltip adjusted to make it more clear and introduced limits of this setting (from 25% to 500%). This should make it more clear how it works and should prevent accidentally setting numbers that would make the conquest impossible to start or succeed.
– [misc] Technical update (newest version of various libraries).

– [interface] New reports images.
– [interface] Planetary development level tooltip made more clear.
– [interface] Planets list “Non core worlds” tab (lists all imperial planets that are not core) and “Colonization” tab (lists all planets being colonized or those that have encourage colonization), also bigger font used.
– [interface] Planets list shows core/colonization status (with colors, makers if can be cored, how much it would cost to core the world, etc) also anomalies are listed similarly to rare resources.

– [fix] Research completed report not displaying properly technology effects in the tooltip.
– [fix] Spelling fixes.

Stellar Monarch & Stellar Monarch 2 on GOG!

Stellar Monarch series coming to GOG!

I’m happy to announce that Stellar Monarch and Stellar Monarch 2 (with all existing and future expansion packs) will be available on GOG. Both games will feature Galaxy store online achievements (identical to Steam version). The games will be officially available on GOG very soon.

Links:
https://www.gog.com/game/stellar_monarch
https://www.gog.com/game/stellar_monarch_the_age_of_technology
https://www.gog.com/game/stellar_monarch_2