Mini patch today! A small issue was reported to me, which I’m fixing with this update.
I’m still working on the company’s tier 3, and while doing so, I keep finding small improvements to make which I apply along the way.
The issue was that the game (from intro to gameplay) loaded more easily in fullscreen than in windowed mode, which caused some setups to fail loading the game.
Now, you can switch to fullscreen directly from the intro screen !
Added :
Pressing F11 anywhere toggles fullscreen mode on or off. Your preference will be saved for the next time you launch the game.
The Ctrl + Alt + R key combo, on the intro screen, quickly resets your save (the game will close, and you’ll need to relaunch it).
Optimization :
The texts related to the Tab menu are now updated only when it’s visible. In other words, if you want to gain a tiny bit of performance (it’s really negligible), close the Tab menu.
Feel free to keep using the Discord server to report any bugs !
Because armor, shields, and hull can take such different amounts of damage, and because increased bullet damage is a stat that you can collect, I wanted to be able to see how effective my shots were during combat, so I made a proper system for floating combat text. It adds up all the changes to pixel values from a bullet instance, color codes the number based on what you hit so there are different color numbers for hull, armor, shield, and critical hits, it also tells you when a dodge occurs. The numbers are even sticky and animated to look nice.
You can of course toggle these on and off in the settings if you are an aesthetics purist and RPG style combat text ruins your immersion.
I've done a lot of fiddling with combat stats and RPG elements. First thing I changed was to consolidate some defensive stats and make them more balanced. For instance, stacking percentage decreases in damage taken could allow you to become invincible, which was bad and it was also confusing as to how the stats were multiplying together when you had multiple sources.
Damage reduction stats have been refined into these categories:
Shield hardness
Armor hardness
Glancing hardness
Glancing chance
Glancing blows replaces "everything" hardness with a chance to reduce any incoming damage regardless of what was hit. The amount of damage reduced by glancing follows the same formula as the new stats for shield and armor hardness, and multiplies the reduction with them. The formula makes hardness into an integer statistic that you can get an unlimited amount of and its damage reduction follows a constant increased time to live formula as seen below:
damage taken = damage dealt * (1 - (armor hardness / (armor hardness + 5000))
For the longest time I have wanted to have a statistic for damage dealers that works like critical strike in literally every RPG. The issue, as it were, is that damage in Wayward Terran Frontier isn't simply calculated as a numeric value, but as a damage map applied to the alpha channel of a group of pixels. Simply numerically increasing the intensity of the map, or applying the map multiple times, has problems because it won't always deal consistent damage and it will rarely be visible to the player. Also dealing a bit more damage to some armor tiles doesn't really feel "critical" so I went back to the drawing board.
In every RPG that has "critical" damage, the number representing your damage is typically doubled in order to represent the abstract idea of hitting some critical location when your attack landed. Because most RPG characters don't actually have kidneys simulated inside of them, the damage of a dagger strike is just doubled, and the idea of hitting a vital organ is only theater of the mind. However...ships in Wayward Terran Frontier do have simulated kidneys...or at least they do actually have critical systems inside them that can be damaged. As such I have gone through all of our projectile types and added statistics to them representing how devastating it is for those bullets to get past a ship's armor and cause critical damage.
Each bullet type now has:
a number of critical rolls representing how many times the crit chance dice will be rolled
an amount of critical damage representing how much random tile damage will be applied to a critical system if the roll succeeds
a base critical chance representing how likely the shot is to crit without any modification from stats
Bullets roll their critical dice and apply their critical damage only when hitting the soft hull pixels of a target which are not protected by armor or shields, so you can't simply blow up a ship inside out by having a high crit chance, however you will find that increasing crit chance drastically decreases the amount of time that a ship can be shot once you have pierced its shields and armor. Ships receiving critical strikes to their hull will violently explode as their reactors lose containment from the bullets bouncing around inside. Also this has a great secondary effect of allowing the game to estimate how big of a bullet your ship was hit by which it couldn't do before. This aspect will matter later.
Following the trend of adding more loot and RPG elements I have expanded the inventory paper doll with 10 new slots (minus the nano-aura slot which is now gone)
The slots on the right are for the artifacts mentioned briefly in the artifact crafting profession. They give stat bonuses to your current ship. These will either be crafted or will drop as loot. Primarily these will be found by fighting the various warlords and their minions that have been seeded across the galaxy.
The slots on the left however are for captain skills. This is the most recent thing I've been making. Captain skills are items, and currently the plan is for you to find them out in the world. They come in 3 categories that have formal names but I refer to them as red, yellow, and blue because that's the color of energy resource they use for activating. You can only equip skills from a single category, and you only get 5 slots, so you will have to choose between the skills you manage to find.
Red skills have a defensive emphasis. Yellow skills have a damage dealing emphasis. Blue skills have an emphasis on support and battlefield control. They can be activated only from the navigation console, and when you have them equipped you will see a new energy resource bar while piloting your ship.
Each energy type has its own mechanics that may be familiar to some of you out of the box, but the hope is to make the play styles as different as possible. Red energy decays over time, but it fills when taking or dealing damage. Yellow energy has a small pool that rapidly regenerates. Blue energy has a large pool that slowly regenerates only after not using energy for a while.
Here's the first 2 abilities that came up when I debug created the items for the sake of a screenshot:
I'm very happy with how world engine is currently generating the game world and I have been play testing and debugging all of the new stories. Population cards are working and have been fine tuned a bit in order to get more reasonable worlds generated. I've got NPC agents running around and generally I have been getting the core features debugged and working the way I like, testing warlord battles and mission boards and everything. Also in play testing I realized I needed to expand the exploration system to make it easier to find stuff that you haven't directly visited yet and so I built an upgrade to the map for tracking nearby sensor pings, and also I implemented maps, which are items you can buy to reveal the...map.
I've most recently gotten distracted adding player base building mechanics. I think sandbox mode will probably include an element of being able to build your own base. This started as a wave defense type story with loot on the world map called colony ruins, but people asked for base building and so I'm fleshing it out a bit more. More news on that later unless I forget.
Cursed trees have begun to grow in the world, which can be decorated with Jack-O-Lanterns. Defeat the monsters that appear and receive a unique reward. Wild Pumpkins have also started to grow, so be careful when gathering them. A Headless Guard has appeared in the Corrupted Lands; defeating him will not be so easy, so call your friends and prepare for battle. If you still manage to defeat him, then you will have a chance to receive unique types of armor and the Headless Guard's Fire Horse mount, as well as other, no less interesting items. You can plant a House Cursed Tree Sprout in your dominium, and if you take care of it, it can grow into a House Halloween Tree. If you decorate this tree with Jack O'Lanterns, it will remove all curses and you will get the unique Jack's Protection effect. Complete quests, collect cursed brains and exchange them for unique and rare event rewards through the auction!
Some sketches of a place we all already familiar with: pick up the mind module, craft a weapon, and embark on a search for a trouble...
여러분의 성원에 힘입어 P의 거짓: 서곡이 대한민국 최고의 게임을 선정하는 대한민국 게임 대상 후보에 선정되었습니다.
2025 대한민국 게임 대상에 대한 상세한 내용은 아래에서 확인 부탁 드립니다.
일시: 10월 20일(월) ~ 11월 10일(월) 17:00 까지 (UTC+9)
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P의 거짓: 서곡의 출시 이후 보내주신 모든 성원에 감사 드립니다.
1. The game now has a notification area that displays hints warning the player when the gladiator runs out of stamina or the quiver of arrows is overflowing, this and more will be displayed in the notification area.
2. When selecting weapons and equipment in the merchant's shop, the selected button is now highlighted.
3. Cerberus' health has been increased in the "Nero's Second Quest" location.
4. A chest with an increased reward has appeared at the location "Nero's Second Quest", which can be opened with the help of lock picks.
5. A merchant appeared at the Ludus Courtyard location.
6. The number of freely lying weapons in game locations has been reduced.
Hello everyone,
This is the development team of Mini Cozy Room : Lo-Fi.
Several issues were discovered after today’s update, and a hotfix has been released to address them.
Fixed an issue where certain DLC backgrounds were configured with incorrect data.
(After this change, some background settings may be reset. Please note that all DLC backgrounds can be repurchased for 0 LP, so you can easily set them again.)
Fixed an issue where DLC content (music, backgrounds, outfits) from the new Nawhij DLC was not applied correctly in certain environments after purchase.
Fixed an issue where, in certain environments with multiple delivery boxes stacked, the game failed to log in properly.
We sincerely apologize for the inconvenience.
Thank you for your understanding and support.
Heroes,
Thank you for your enthusiastic support of Crown and Adventure! We've noticed some players have questions about the differences between the DEMO and the official release, so we'd like to provide a detailed explanation here.
The DEMO has always been a test version, primarily designed to gather player feedback and test system stability. It does not represent the final like of the game. We understand that the content experienced in the DEMO may have created certain expectations, but please rest assured that the official version is undergoing continuous optimization during development.
No content was removed compared to the DEMO.
During the official version's design phase, the development team carefully reviewed every piece of player feedback and implemented the following adjustments based on this valuable input:
- Reorganized content progression pacing: Making the early-game experience more friendly
For example, the Shift Sprint feature is fully reserved in the official version. This ability will be unlocked at Reputation Level 4, considering gameplay pacing and progression. Once unlocked, players can equip a Legion Mount and ride across the world map, significantly boosting exploration efficiency.
- Integrated and optimized certain systems: Making gameplay smoother and more accessible
Such as the Lover System: We have applied this storyline to some characters in the official release version, and players can experience it if they meet a specific condition. And more romance storylines for other characters are in development and will be rolled out in subsequent updates. (Because there is too much game content, about 90 hours we tested. We will continue developing and releasing updates.)
These adjustments are intended to deliver a superior gaming experience for everyone.
Every suggestion you've provided has been recorded. If you have any ideas, feel free to share them anytime through in-game feedback or our official community channels.
Crown and Adventure DEV