Legends of Amberland: The Forgotten Crown available on GOG!
After a long journey Legends of Amberland finally arrived on GOG store. This ancient online store contains tons of old games which inspired the game and it’s a perfect fit for it. I’m quite happy it will be available there alongside so many great classics I remember from my childhood!
In addition, there will be GOG Connect enabled (for one week) which is a nice option for all people who bought the game elsewhere and wanted to have all their games on their GOG library.
Also, all people who bought the “Support The Developer Edition” via the official website (before GOG release) will be getting GOG keys which I will be sending shortly.
Version 1.13.2 released
This version fixes two bugs, one of them being quite annoying and adjusted the map a tiny little bit to allow you to uncover 100% of the overworld. Plus standard improvements.
– [misc] Slightly adjusted the map to allow you to uncover the whole map (cosmetic change which allows you to uncover the whole mountain range). It does not affect the gameplay in anyway, just changed some mountains to water tiles, it does not open any new routes or anything. It’s purely for people who want to uncover the whole map.
– [misc] Improved monster dying animation.
– [misc] Changed description of two locations.
– [misc] Spelling fixes.
– [interface] Adjusted the color of an unselected button.
– [fix] Hit icon sometimes not being displaying if the monster attacks.
– [fix] Highlighting non-existant characters during combat if less than 7 characters are selected upon game start.
It’s official now, Legends of Amberland: The Forgotten Crown is coming to Nintendo Switch this year!
In the last year I was pestered by various individuals about the Nintendo Switch. They claimed it would be a sure hit on Switch. For me, never really playing on consoles, it was a black magic and I was kind of sceptical. But why not I thought, if it was to be someone else doing the port I could go for it. Shortly after I started looking for someone to do the port, I was contacted by a mysterious company called Pineapple Works. They preyed their eyes on Amberland for a while and were just waiting for the right time to make the offer. They were quite enthusiastic about it and the deal was fair and decent. So, I went with it.
Soon after, when we met at GIC in Poland, they handed me their Nintendo with Legends of Amberland running. I started to play and… then it instantly struck me, IT MIGHT WORK! No, IT WILL WORK! If someone like me, who never owned a console could instantly go into it and play it and it was so flawless, and mind you it was just a quick dirty tech version for my eyes only, then how it will be perceived by people who know how to play and after it’s finished and polished? That’s the time when I believed in it.
Many months later, after a long and uneasy journey they said the Nintendo Switch version is ready. One thing I would like to mention and assure you is that I was involved in the process and I can guarantee that the story and gameplay was not watered down in any way. It is a faithful and a very accurate port, just as the author envisioned. The people from Pineapple Works made a really good job! It’s a fine port for sure.
The Nintendo Switch release is planned for late March 2020 and it will be localized to several languages. The exact date and exact languages will be disclosed later.
Version 1.43 released
A big autonomous fleets overhaul. I the last month or so I was brooding over how autonomous fleets should be tweaked to make them more intuitive and efficient. There are two big changes, one in how the offensive fleets process conquest orders and second is the introduction of patrol squadrons which are used by defensive fleets. As usual, all this is explained in tooltips ingame. One more change for the expansion, now you can prioritize planets for Astro Engineers which gives you more control over which planet is going to be terraformed next.
– [feature] Redo of autonomous fleets conquest orders processing. Now fleets can not “reserve” the conquest order but instead the first eligible (which has the target planet within area of responsibility) fleet that is ready will execute the order. So, now multiple fleets can prepare an offensive vs a target planet and the first one that’s ready will execute it. The remaining fleets that targeted that planet will retarget.
– [feature] Added patrol squadrons which are used as a fast reaction/reserve forces for defensive fleets. Those will be sent to newly colonized/conquered planets in order to strengthen the defences till the regular guard squadrons can be properly created and reinforced.
– [feature][expansion#1] Now you can prioritize a planet for Astro Engineers (for all purposes, Terraforming and satellites). A planet that is manually prioritized by the Emperor has a much higher priority on the Astro Engineers task list. The priority AE marker is shown on the starmap (similar to prioritize exploration marker).
– [engine] No more forcing dedicated GFX card if two cards are present (while it fixed wrong configurations on some machines it disallowed use of integrated card if the player wished so which was desired in some situations). Now it reacts to system configuration.
– [interface] New patrol squadrons selector on Fleet/Orders.
– [fix] Incorrect Stormtroopers gain.
– [fix] Game version was sometimes displayed incorrectly after loading an old save.
Steam Trading Cards available for Legends of Amberland: The Forgotten Crown
Trading Cards for Legends of Amberland have been finished and approved by Valve.
There are 15 cards showing various NPCs from the game and 10 emoticons (monsters mostly), the maximum allowed.
Version 1.42.1 released
Another quick update, mostly related to the expansion and spelling fixes.
– [balance][expansion#1] Double AE costs for all Astro Engineers actions (satellites, terraforming, megastructures). Note you can adjust some of those (via Advanced Customization settings) for example if you want to have earlier megastructures.
– [balance][expansion#1] Astro Engineer’s asteroid fields mining is scaled to the number of planets now (more intuitive and balanced).
– [misc][expansion#1] Now Astro Engineer’s asteroid fields mining will be auto enabled even if selected None priority if there are no other valid tasks available (zero waste policy).
– [misc] A lot of spelling fixes.
– [fix][expansion#1] Astro Engineers bug.
Version 1.42 released
A quick update based on the early feedback from the expansion players. I tried to improve here the most confusing and unclear things. The base game got small interface improvements as well.
– [interface] Small improvements and beautification of the interface.
– [interface][expansion#1] New technologies option moved to a separate box to make it more clear and visible.
– [interface][expansion#1] Added terraformation table explaining all the terraformation rules (on astro engineers screen).
– [fix][expansion#1] When all megastructure projects are done the event to select a new one still pops up during an audience.
The first expansion for Stellar Monarch is available now!
It’s my first expansion ever so I’m super excited 🙂
The Age of Technologies expansions’ website page
In a few days the long time ago promised expansion for Stellar Monarch is out. Here is the list of features.
ABOUT THE EXPANSION:
The Age of Technology expansion focuses on technology and science. New optional research mechanics (random technologies, hidden technologies, additional technologies), terraforming mechanic, new alien races, astro engineers, construction of megastructures and a few minor additions.
There is an option to disable the expansion for people who prefer to play without it and an option to enable only some of the features of the expansion, so everyone can customize the gameplay to his/her own taste.
* Research mechanics improved (hidden technologies option, random technologies option, new technologies)
* New asymmetric alien races (Hyberians, Mechatrons, Exotrians) activating at random
* Astro Engineers who can construct megastructures and terraform planets
* Megastructure: Imperial Battlestar (fearsome mobile battle station to stregthen your defences to ensure internal security)
* Megastructure: Homeworld Reconstruction (turn Terra into Megacity planet)
* Megastructure: Subspace Inhibitor (deal with those pesky The Hive once and for all)
* Terraformation mechanic
* Satellites mechanic
* New planet types (Toxic and Steppe)
* New Scientific Glorious Achievement
Version 1.41 released
This version contains a lot of rebalancing, an option to bribe pirates and an improved starmap generator. I was continuing to examine the savefiles you sent me, especially then ones at higher difficulty levels and I was trying to find out why it’s too easy at difficulty 9, that’s when I found a kind of “bug” or to be more precise a dubious design decision regarding difficulty calculations made at an early stage of the development. Basically, not all races were scaled to the difficulty (like pirates) and some races were scaled quite gently (like The Hive). After some deliberation I decided to rewrite that part and unify the difficulty calculations for all races. Now all races scale by more or less the same magnitude based on the difficulty. The intended result is that if you play at the Normal difficulty you should not notice much of a difference but when you play at Hard/Insane it should really shake things up. I also added you an option to bribe pirates with an interesting cost formula which scales to time and number of planets so it should be affordable at the beginning but not so at the end. The next change was the starmap generator. There is a subtle change regarding galactic rim. Now there are fewer connections between edge systems and there are no very long connections (which allowed you kind of “fast travel” if you controlled the galactic rim). Now the edges of the galaxy look much more interesting (shape wise) and is better gameplay wise.
– [feature] Bribing pirates option (intelligence screen).
– [feature] Extra difficulty settings for those who still find it too easy even at the highest difficulty. To enable it go to options and enable “Experimental features”, then, when you select difficulty 9 you will see additional options to make it even harder (note it’s totally not recommended, it’s just an extra option for people who know what they are doing).
– [balance] Changed military power formula (for all races). Now they all scale to the selected difficulty level (previously pirates were not scaled, The Hive was only minimally scaled, etc). This greatly changes the balance at difficulties other than normal.
– [balance] Rifts open much earlier at difficulty 7+ (previously at 8+).
– [misc] Changed starmap generator (nicer looking edges, fewer connections at the galactic rim, no long connections on the galactic rim).
– [misc] Transdimensional aliens and all other races which do not use reinforcements mechanic will disband zero units squadrons (a cosmetic change to avoid clutter of empty units in some very rare cases).
– [misc] Small spelling and linguistic improvements.
– [interface] Added warning notice when selecting difficulty 8+ on the new game screen.
– [interface] Small interface improvements.
– [fix] Added fallback to ugly planet names when nice planet names list is exhausted. It fixes a very rare cosmetic planet names bug on huge galaxies.
– [fix] Open rifts (via audience) was not working properly.
– [fix] Trade with self bug fixed (although, for a moment I was considering if that’s a bug or a feature :)).