Ludoria · published
Hello everyone!
We are very thrilled to announce the release of our first big update, the battle system!
In this update we implemented the foundation of combat in Ludoria, every Ludorom has a set of special skills, stats and leveling system.
https://www.youtube.com/watch?v=D9Lu2aJpwO8
We tried to think about the best suitable combat style that will fit the game genre, and we came up with this design. It makes the fight more focused.
You start off with a starter Ludorom (Drago), and then you fight your way to collect more creatures. Collecting monsters requires that you win the fight.
After each battle, your Ludorom is awarded with exp and game coins.

Ludoroms have 3 main stat bar:
Timer bar: The timers allows you to stay transformed for a period of time, if it is depleted, you wont be able to transform to that ludorom, and you will need to charge it in a LudoCell.
Main health bar for your Ludorom, decreases as you take damages. When depleted, you loose the fight.
Skill points are used when performing attacks, each attack consumes a different number of points. Skill points are automatically regenerated.
When performing successive attacks, hit combos will accumulate, making your SP regeneration faster.

A simple objective system was implemented to guide you through the first steps of the game, such as starting your first battle, and building your first base. Once each objective is completed, you will be awarded with exp and coins.
We introduced game currency in this update, however it still has no use. In the next update we will have small villages and shops implemented, then you can use your ingame currency to purchase items.
Spawning is still diverse at this time due to the fact that we still don't have enough Ludoroms. But we are already working on a full set of new creatures to be added soon.
Wild ludoroms level is increased the further you move away from the center of the world.

We have finished the concept of 5 new Ludoroms, and are now being modeled and animated. We will post concept art in another announcement.
We implement steam achievements with a few ideas that we had, however expect to see more added soon.
We updated the building mechanism since we felt that the previous method was really limiting the imagination and freedom to build custom structures. We removed the pre-built structures such as the main capsule, and we added barebone components for you to build freely.
We added floor tiles, roofs and walls all standalones to be pieced together.
We think this way everyone will be able to build their custom base the way they want, and it solved several building bugs we had with the old system, so its a win win. We also added a ramp object to easily access your base when over a hill.

The world generation was updated to allow for overhangs and more 'atmospheric' landscape. We also added more details to the terrain surface.

Improved inventory menu with a better visibility. It also has new panel to preview your Ludorom skills.
We adjusted the day/night cycle to shrink the night period and extend day light. That way you wont spend a lot of time waiting for the sun to rise up again.
During the update process we fixed as many bugs as we could, however we know that there are still a few left, if you encounter one, please report it on the forums so that we can fix it right away.
This update made changes to database structure, and therefore a new game save data is required.