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Summer Devlog

We hope you’re having a terrific summer!

Here is what we’ve been working on:

–¬†Fighting system:¬†Each minion has strength, dexterity, mind and endurance. Those characteristics influence the power of your minion as well as some attack effects condition.
Minions gain XP when fighting and you can use skill points to unlock new attacks or make them stronger.

–¬†New monsters:

Doctors Frankenstein! because every monster crew needs its syringes throwing crazy scientists.


Psychic killer tires! It’s a thing.¬†Look it up.

–¬†Level up:¬†Your minions progress on each task they’re doing.

–¬†The sound of murder:¬†We have a composer working on music exclusive to the game!

–¬†Tons of ergonomic/GUI improvement:¬†
Drop down menu, listing all actions possibles instead of doing only the default one.
Highlights of objects before selecting them .
Progression circle on all important tasks.
Info on what rocks contain (metal, gold, or stone).
Display quantity of object in the storage panel.
Display fight target (red arrow line).
Hunters Info panel with theirs fighting.
More overlay info.

April Devlog

After a month of March convention heavy, we’re back to our regular schedule of coding, arting, and more coding!

 

Pick your team
In the last version the game started with random basic monsters.
Now players¬†can chose their¬†first monsters. Each has a different set of traits and job skills that make them different even when they’re from the same type.

 

Ranks
The temporary weekly reward is now replaced by messages from the Machiavelian League of Villains with clear prerequisites to get certain reward(without having to wait for a week).
You can climb up the League of Machiavelian Villains ladder: higher ranks gets you more monsters, and other rewards.

 

Content
New merchant: allowing us to have 2 separate ones: one selling monsters and one selling and buying everything else for now.
Attacks from monster ennemies: because there is an I in evil, other monsters will attack you. Good luck.
New event: ransom event. It’s the first one involving 2 steps, but no spoilers!


 

Misc

GUI: a lot of improvement to the UI (icons, organization, placement)
Furniture blueprints (instead of transparency)
Building: added sound and visual FX
Victims: added sound FX (scream)

 

MachiaVillain Progress Devlog

[English / French]

ouija

News from the beyond the graaaaave…¬†We added 2 new big features to the game!¬†traps and random events!
Des nouvelles d’outre-toooombe…¬†On a ajout√© 2 nouvelles features au jeu ! des pi√®ges, et des √©v√®nements al√©atoires !

 

Traps
Traps allow players to automate parts of the victims slaughtering for those who favor efficiency to manual craftsmanship.
Some are non lethal, useful to¬†attract, move, push, or bind visitors.¬†Others are… more evil-friendly.
Pièges
Ils permettent¬†d’automatiser tout ou partie du massacre des victimes, pour ceux qui pr√©f√®rent la productivit√© au travail manuel¬†biggrin
Certains ne font que d√©placer les visiteurs, d’autres sont… un peu plus m√©chants.

Traps3b


Events
We have added a first batch of random events. Some are pretty straight-forward, other will have less predictable outcomes.
(and we’re going to get the frenglish fixed¬†wink)
Evénements
On a ajout√© une premi√®re partie d’√©v√©nements al√©atoires.

Certains sont assez directs, d’autres auront des r√©sultats moins pr√©visibles.
event


Getting the Beta version ready

With these latest features, the time to unleash the beta is close! We are hunting bugs and polishing parts to be able to send the beta version to the wonderful Kickstarter backers this month.
Finaliser la version beta du jeu
Avec ces ajouts, le moment de lib√©rer la beta approche ! On chasse les bugs et on fait les ajustements n√©cessaires afin d’envoyer la version beta aux merveilleux contributeurs du Kickstarter ce mois-ci.

 

 

 

MachiaVillain Devlog

[English / French]

Tutorial
After feedbacks from Alpha and conventions players, we’ve smoothed the beginning of the game.
We’ve also completely redone the temporary tutorial. It’s not the final one, but it’s a better, more understandable¬†version.
It’s still a Half-dynamic tutorial, so if you know how to play it won’t pop up.

Tutoriel
Apr√®s les retours¬†que¬†l’on a eu sur l’Alpha, nous avons adouci le d√©but du jeu.
On a aussi¬†refait le tutorial temporaire. Ce n’est pas la version d√©finitive, mais il est mieux et plus compr√©hensible.
C’est toujours un tutorial √† moiti√© dynamique, donc si vous savez jouer, la plupart de l’aide n’appara√ģt pas.

devlog_tuto

Monsters

– Have different traits, either malus, bonus, or both (ex. “Smartass”: better in all intellectual laboratory related tasks … but also a little less loyal)
– Have different levels of¬†resistance to bleed, poison, stunned, etc…

Les monstres
– Ils ont maintenant¬†des traits de caract√®re. Ce sont des bonus, des malus ou les deux. (ex: “Petit malin”: Meilleur √† toutes les t√Ęches dites intellectuelle… mais aussi moins loyal)
– Ils ont des niveaux de r√©sistance¬†au saignement, au poison √† l’√©tourdissement etc…

devlog_resist

Fire
Walls slow fire
– New “firemonster” ability: monster¬†can extinguish fire

Feu:
РLes murs rallentissent le feu.
РLes monstres peuvent éteindre le feu. 

Mushroom
Not just a pretty background decoration anymore, they now have different effects!
ressource_mushroomviolet   gives food, risk of intoxication: loses Heal points
ressource_mushroomdottie increases health, risk of ilness: temporary diminishing speed
ressource_mushroomtestiboule     increases loyalty, risk of throwing up: loses food

Champigons
Ils ne sont plus juste là pour décorer maintenant, ils ont des effets!
ressource_mushroomviolet¬† ¬†Augmente le niveau de nourriture, mais en cas d’intoxication¬†vos monstres perdent de la vie.
ressource_mushroomdottie¬†Donne des points de vie, mais en cas d’intoxication: Ralentit la vitesse de d√©placement du monstre.
ressource_mushroomtestiboule¬† ¬† ¬†Augmente¬†le niveau de loyaut√©, mais en cas d’intoxication alimentaire: fera diminuer le niveau de nourriture.

 

Save 
Admittedly not the sexiest feature, but still a very important one ūüôā

Sauvegarde
Pas la plus sexy des fonctions, mais indispensable ūüôā

Ergonomy
– Menu ergonomy improved
– Task manager reorganized for better clarity
– Room type automatically assigned with first furniture

Ergonomie
РErgonomie des menus améliorée
– R√©organisation du gestionnaire de t√Ęches pour une meilleure lisibilit√©
РType de pièce est attribué automatiquement avec les premiers meubles installés

Fix
– Balancing (overall speed, frequency of events…)
– And your usual friendly neighborhood bugs.

Fix
– Equilibrage (vitesse globale, fr√©quence des √©v√©nements …)
– Et vos Fix de bugs habituels.

We’ve also started working on the traps, but they¬†still have a long way to go, so we’ll develop more on our next DevLog.

Nous avons commencé à travailler sur les pièges, mais nous avons encore pas mal de boulot dessus. On vous en dira plus lors de notre prochain devlog.