- Halloween Sale! - 29 October 2024
Greetings Sinners! Because of Halloween Sale Scream Fest, the 8 Sins is available at -20%. I know that I mentioned there will be no more sales but looking at the situation I decided at least never go bigger than 20% this way I honoured people who bought the game at launch. Also, I was working to finally finish the update but I need more time and now is my main goal. As a reminder or to inform new users about incoming updates: - Improving AI so he can create an army more effectively instead of randomly choosing units(that's my main problem). - Fixing bugs; - increase optimisation; - new skirmish maps; - Improving terrain art (example): As for planning major updates I slowly become hungry by myself, for now, let me release 2 games, incoming Seniority El Chupacabra and not announce one, that I planning to make in 4 months.
- The 8 Sins are on sale! - 27 October 2023
Hi there and sorry for the long time without news. The 8 Sins are on sale 25% off! Also, this is the last sale before the major update! I gonna keep my promise and after a major update price will go up! = The updates = Sadly, but I am currently in a hard situation so I have to change my priorities. Currently, I need to focus on my main project: "Señorita El Chupacabra", but in the meantime, I will try to finish this update with better terrain, AI, and fix bugs with some achievements and wrong commander spawn in some missions in Conquer mode. = What about a Major update? = I don't gonna give up on this topic! Until there is no big boom on The 8 Sins, the game code and concept for the new battlefield I will take and make a dungeon crawler, the game mechanic will be mixed with Arcanum: Of Steamworks and Magick Obscura, and a series of RPG games Might and Magic. Like in The 8 Sins I will ta…
- Short News - 27 August 2023
First of all, The 8 Sins will take part in Strategy Fest where it will be for a 50% sale! As for leaking, It was fixed, but seeing that Fest is almost here, I decided to focus on refreshing the game page and some art. After polishing, I am going to return to make this update with AI hoping that it will launch in the coming days. Cross-finger and see you later!
- Optimization and logo in halfway - 10 August 2023
= Leaking = After a long battle, I was able to stop linking in half, After 100 000 battles, the Rams go from 428 MB to 1 GB instead 1,6 GB. = Town Panorama = https://m.gjcdn.net/fireside-post-image/800/25473762-ll-bb3aumjf-v4.webp Some people are interested in the minicity builder, in the incoming major update I gonna focus on Battlefield and creatures' stats, and city-builderI will add later. So in the incoming update, I gonna remove the town's panoramas. = Improving the biome = For now, I think the last added biome now looks good, and currently, I can go to improve another one. How Nightmare looks before: https://m.gjcdn.net/fireside-post-image/800/25473764-ll-eppg54mr-v4.webp Present look: https://m.gjcdn.net/fireside-post-image/800/25473765-ll-h68vuysv-v4.webp Biome that I gonna work: https://m.gjcdn.net/fireside-post-image/800/25474152-ll-fjqr3hbj-v4.webp = Logo and capsule = Thank…
- Code optimization - 4 August 2023
Hi there! = Optimization = When working on improving the AI player, I notice that battle code requires optimizations, the need for RAM is slightly increasing after each fight, and I need to find out where is leaking. New AI player use simulations a lot, so the amount of used Ram is going crazy. Noticed that there was no big visible progress from last time and the Festival of Strategy game is coming, the 8 Sins will be now a priority. So my current goals: 1. Optimization of the battle code; 2. Refresh the game page; 3. Add multiplayer. Depending on how good the Festival will go for this project, after finishing the goals, I gonna start working on major update immediately. = About refreshing the game page = Because of the planned major updates and incoming Festival, I decided to try to make a new logo, and of course refresh capsule art (for the rest maybe later), here are some rough conce…
- AI in testing - 22 June 2023
I haven't made any visible progress since the last time but was a lot of work, but I gonna write it. New AI is in testing for now without the "the march" module that is it's not even written as a code. A better army manager will be also used to prepare the town for defence only if the opponent is near. As for the map. https://m.gjcdn.net/fireside-post-image/800/23958847-ll-adkxxymv-v4.webp I am polishing the last added biome to make it looks better and adding more objects, the new incoming large map will mainly focus on this biome and it will be for 2 players. A for concept https://m.gjcdn.net/fireside-post-image/800/23958845-ll-uhjgreu7-v4.webp In the incoming mayor update, I decided to use that action takes place in hell and in-game probably there will be no "only positive effects", everything will have side effects or only negative effects, here you have the look of the new skill des…
- Town screen and town panorama - 8 June 2023
Still improving the AI, but Today I wanna talk about the town screen and town panorama. Here are the concepts of new town screens, instead of jumping to the new screen, the top part of the screen will change: https://m.gjcdn.net/fireside-post-image/800/23554652-ll-ycuzirs4-v4.webp Here you can see a few concepts to show unit health, in the major update will be also an energy bar so I just wonder how I should represent that. https://m.gjcdn.net/fireside-post-image/800/23554653-ll-gu8ubbji-v4.webp https://m.gjcdn.net/fireside-post-image/800/23554654-ll-ci2bgmcu-v4.webp https://m.gjcdn.net/fireside-post-image/800/23554654-ll-ci2bgmcu-v4.webp https://m.gjcdn.net/fireside-post-image/800/23554655-ll-f52n2waw-v4.webp https://m.gjcdn.net/fireside-post-image/800/23554656-ll-utcwkdgc-v4.webp https://m.gjcdn.net/fireside-post-image/800/23554657-ll-rieag235-v4.webp https://m.gjcdn.net/fireside-post…
- Working on AI and Commanders skills - 25 May 2023
A small report on improving AI: For now, the simulation is done and this is the easy part, currently, I am focusing on the advanced army manager. "Army manager" module use simulation to calculate the best army squad and is used in creating a new party or choosing an upgrade for a unit. The algorithm is written down, and now I am putting that into code but probably it will gonna be connected with a "victory march" module (AI is setting a path to reach a map goal if is ready and destroying any armies on this path if necessary), to create the best squad (or two) to defeat the goal. As for the concept: https://m.gjcdn.net/fireside-post-image/800/23161102-ll-t547dzzs-v4.webp https://m.gjcdn.net/fireside-post-image/800/23161103-ll-fmrpkhm3-v4.webp Here is an expanded character sheet where on the left I add fields to show what currently is working on this creature, starting from the top: aura…
- Progress of A.I. - 11 May 2023
As I mentioned before I wanna finally start working on a major update. But before that, I need to add two updates: 1. Improving AI player; 2. Add multiplayer; For Improving AI currently, I replace a calculation function that was checking if combat with the current party is risky with a simulation. This solution should make AI more effective in leading the Demons of Envy. Lukyly is working, here is the screenshot where the AI player tries to charge on town quite early but loses the battle: https://m.gjcdn.net/fireside-post-image/800/22828133-ll-xwqg2djc-v4.webp The two other steps are to improve the army manager (so he can lead Daemons of Acedia more effectively) and last to set a marching line to victory if the map goal is like for example destroying a neutral party if Ai Is ready to do it it will try, if not because defenders are too hard, it will send two armies or more. But testi…
- Returning to work - 24 April 2023
The amount of work was bigger than I expect, But I am returning to this project and I wanna finally start working on a major update. But before that, I wanna launch smaller updates that gonna improve A.I. player in: - charge on map goal if it has enough strength; - advanced army manager for better use of demons of Acedia; - advanced calculation of battle losing for better use of demons of envy. Here are some concepts: A new concept of the light warrior: https://m.gjcdn.net/fireside-post-image/800/22428730-tz9mij6a-v4.webp And alternative looks of shapeshifter warrior (let me know in the comments which you like the best): https://m.gjcdn.net/fireside-post-image/800/22428729-ll-dsmb3ykw-v4.webp I will try to launch smaller updates soon, I can't wait for myself for the major update.
- V 1.0.24 - 17 February 2023
In short Improving AI and adding a map. = V 1.0.24 = Miscellaneous: - Added: in the list of maps, may 64x64 are already marked with an H symbol and have an icon, previously the list of maps could be covered with a black area due to the lack of an icon; - Improved: the health skill increases the character's health by 40% from 20%, in order to make it more attractive compared to other skills, e.g. damage; - Added: Map: Beauty spot" (Size). Pride: - Giant - changes: -- health from 90 to 100; -- initiative from 45 to 30; -- the ability to prepare for rest; - Stallion - changes: -- fight from 15 to 14; -- health from 100 to 110; -- initiative from 50 to 45; -- steadfastness skill removed; -- the ability to prepare for concentration; - Taurus - changes: -- Armor from 20 to 30; -- the ability to prepare for rest; -- steadfastness skill added; - Swordsman and Fencing Master - replaced: -- the a…
- V 1.0.23 - 20 January 2023
Returning to work! = V 1.0.23 = Game: - Added: F2 displays mission description; - Added: F3 performs fast save; - Added: F4 performs fast loading; - Added: spacebar during combat automatically selects a target but only works when: -- the creature attacks all targets; -- others: when they can choose only one target at the moment; - Fixed: After conquering the city and recruiting a new character to the garrison, the defending team does not return as dead; - Fixed: After a fight, loot is removed from the bag of defeated teams/cities/hideouts, thus the possibility of collecting a given item from a given hideout indefinitely disappeared; - Refreshed: game save; - Fixed: when the enemy capital is demoted to the city level, the building bonuses are reset and you can't build in that city in a given turn; - Fixed: Unit statuses are cleared after combat (e.g. miss will not appear); - Added: a me…
- Colors - 10 December 2022
Today without the update. Last time I was mentioning about working on a new colour palette for the game, colours are divided into two groups: - cold for dominant races: sloth, envy, pride and acedia; - dark and warm for destructive races: wrath, gluttony, lust and greed. But this is quite time-consuming and going to work on that in the background: Current look: https://m.gjcdn.net/fireside-post-image/800/19183600-ll-engxkapp-v4.webp New colours: https://m.gjcdn.net/fireside-post-image/800/19183601-ll-yayf8urc-v4.webp Also, some concepts for the incoming major update: https://m.gjcdn.net/fireside-post-image/800/19183602-ll-k2zaygba-v4.webp Guilds are the place where players can unlock new units from their current classes and upgrade for them but that requires expanding the structure, because the main class in gluttony is brutes, brute's guild can be expanded to 3rd level like…
- V 1.0.22 - 26 November 2022
Sorry for a long time without news. First of all, I wanna break the rule of launching updates every week, instead, I gonna launch (or at last write info) every 2nd week, hoping that gonna increase the value of the work. Also, I was reading how to prevent the antivirus from interrupting my game and soon I gonna take some action in that way. As for the update I mainly refreshed the manual and tutorial (because the game has changed in some aspects) which was quite surprising to me of how much it cost the time, also, expanded the load game/map function so that instead of crushing the game, will give some info but this also requires some time: https://m.gjcdn.net/fireside-post-image/800/18684883-ll-qbnembas-v4.webp Also, before the major update, I wanna clean the code a bit Today, I also don't have any concept art, but inspired by the cover of Nik Pierumow's book "Aliedora", I am working o…
- Halloween update V 1.0.21 - 25 October 2022
= V 1.0.21 = - Added: Nightmare biome; - Added 5 new items as a trophy - valuable items for sale; - Added: Boogeyman, Pumpkin, Mother Pumpkin; - Added: Map: Neighborhood. https://m.gjcdn.net/fireside-post-image/700/17959157-ll-y8si7dtm-v4.webp https://m.gjcdn.net/fireside-post-image/700/17959160-ll-wd9kptv6-v4.webp =================== I was planning to do more, but because of the lack of time, you can expect another update soon. As for the major update, first I gonna send some fixes updates and multiplayer updates, after that I gonna start. =================== As for the Halloween sale, for now, I don't get the necessary link for Steam Support Team, but only If I get it, I will immediately set on a 25% sale
- Back to work - 12 October 2022
The game was launched, and now I return to this project to make a Halloween update and slowly prepare a major update. https://m.gjcdn.net/fireside-post-image/800/17668945-wxhxwzxe-v4.webp https://m.gjcdn.net/fireside-post-image/800/17668943-ll-znrnznsi-v4.webp https://m.gjcdn.net/fireside-post-image/800/17668944-ll-9p7ksf3n-v4.webp I noticed that I try to be too ambitious for a short time of work, so I decided that in the incoming Halloween update I will try to add some stuff. The order determines the order of adding until the time is over or the items on the list are exhausted: 1. Add new Biome: Nightmare; 2. Add more neutral creatures in such a theme; 3. Add new type of items: "Trophies", for selling; 4. Adding events on the map by scripts; 5. Nightmare Biome will be hard terrain (cost 2 movement points per field-this will require replacing the movement mechanism for a new one).
- V 1.0.20 - 16 September 2022
The new version is available but in short, bug fixing. Also Important! Steam Next Festival is almost here and I wanna focus on my current project Master of War, and because of that, there will be no updates for the 8 Sins until the premiere of MoW! = V 1.0.20 = Introduction: rebuilding the save / load system could cause more bugs than before! - fixed a bug with saving new maps from the map editor; - fixed a bug where the number of players, name and map description was not saved; - does not throw out of the game when the mobility of the commander per turn is 0; - fixed a bug where the screen was not centred on the player's capital in the first turn; - fixed a bug where capital was not generating resources; - fixed bug - player 1 started the turn in turn 2; - fixed a bug where the promotion was blocked in the skirmish like in the campaign; - you can research spells during the skirmish…
- Incoming V 1.0.20 - 8 September 2022
Sorry, that last week I did not bring any news, also there is not enough content to upload a new version. But I have small info that in my current game project "Master of War" I am slowly starting working on online multiplayer. When this game has its premiere I going to make an update for The 8 Sins that going to finally unlock the multiplayer so players will be able to test it before the major update. As for the concept I had a weird dream about a redefinition of the dragon look and my mind started working on the idea of an odd RTS game. But I still working around the concept of creature portraits and window stats, I think that for now, I have the final version: https://m.gjcdn.net/fireside-post-image/800/16885844-ll-yj8snnzx-v4.webp https://m.gjcdn.net/fireside-post-image/800/16885845-ll-xkvefdsr-v4.webp Also, If I make large portraits and strategy game with RPG elements: https…
- V 1.0.19 and more concepts! - 25 August 2022
Sorry for the previous update, rebuilding one function makes that player unable to start a new skirmish game. Now is Fixed! = V 1.0.19 = Miscellaneous: - fixed a bug where it was not possible to start a new skirmish; - the skirmish screen and the map editor in the main menu have been refreshed; Current look: https://m.gjcdn.net/fireside-post-image/800/16513973-ll-pg9ix4ux-v4.webp = Creature designs = https://m.gjcdn.net/fireside-post-image/800/16513974-hhqxiyvh-v4.webp https://m.gjcdn.net/fireside-post-image/800/16513980-ncku9td6-v4.webp Also: https://m.gjcdn.net/fireside-post-image/800/16513975-ll-dubkrfgn-v4.webp And some: https://m.gjcdn.net/fireside-post-image/800/16513976-dyesdarq-v4.webp
- V 1.0.18 - 18 August 2022
= V 1.0.18 = Miscellaneous: - The main menu has been rebuilt; - Save / Load game: -- rebuilt; -- allows players to load a tutorial with active help. ====================================== I was hoping to do much more! But I touch a large part of the code, so some part of the game can work better or be new bugs in place that before the update was working fine. But what is important, the game code is more clearly and can be easily expanded. What now? As I mentioned before, now in each update, the menu gonna have small improvements, adding new maps and I gonna focus on AI. The new game mechanic will be probably added with the major update. As for the creature redesign, I only have a WIP today of gluttony light (or midget) brute. https://m.gjcdn.net/fireside-post-image/800/16324675-psrqgaaa-v4.webp