- BUG* Nightclub 500 bet 333, winnings not registering and player freeze - BUG* Warehouse and office infinite money - BUG* g_foodgoods is nil error when buying minimart - BUG* Ownership of most buildings removed when sent to the hospital and "sky" bug
New & ongoing events for you. Check out this post to learn more :JoyfulLalabit:
Events (Pacific Daylight Time)
1. Easter Egg Sales (April 6 - April 19)
Easter Screenshot Event (April 6 - April 19)
2. Extra Cash Event (April 6 - April 19) 3. Time Gauge Event (April 6 - April 19) 4. Invite-A-Friend (April 6 - April 19) 5. Be the Fashion Stylist! (April 1 - April 30) 6. Monthly Perfect Attendance Award on April 7. Everyday Golden Time
Learn more
1. Easter Egg Sales
Easter Egg sales for a limited time!
Chance to get Easter Bunny pet (Exp/Beat +50%) at $1.50 in the Easter Egg!
Including exclusive accessories and other contents appears in the Egg.
You can get 1 reward among the list per each step.
You can only get 1 reward per a day. The reward reset time is 12:00 am (Pacific Daylight Time)
4. Invite-A-Friend
Invite your friend to gather LoveBeat dancer! Why don’t you miss this chance to get rewards, maybe 100% Off Coupon? Check in-game event page for detailed info.
New & ongoing events for you. Check out this post to learn more ːJoyfulLalabitː
Events (Pacific Daylight Time)
1. Easter Egg Sales (April 6 - April 19)
Easter Screenshot Event (April 6 - April 19)
2. Extra Cash Event (April 6 - April 19) 3. Time Gauge Event (April 6 - April 19) 4. Invite-A-Friend (April 6 - April 19) 5. Be the Fashion Stylist! (April 1 - April 30) 6. Monthly Perfect Attendance Award on April 7. Everyday Golden Time
Learn more
1. Easter Egg Sales
Easter Egg sales for a limited time!
Chance to get Easter Bunny pet (Exp/Beat +50%) at $1.50 in the Easter Egg!
Including exclusive accessories and other contents appears in the Egg.
You can get 1 reward among the list per each step.
You can only get 1 reward per a day. The reward reset time is 12:00 am (Pacific Daylight Time)
4. Invite-A-Friend
Invite your friend to gather LoveBeat dancer! Why don’t you miss this chance to get rewards, maybe 100% Off Coupon? Check in-game event page for detailed info.
Well it’s been a busy couple of weeks decimating bugs, and taking no prisoners. In addition: we’ve made some balancing adjustments, and feature tweaks. While we know that it’s not a particularly New Content heavy update: we have made sure to prioritize stability, and fixes to the system. There will be times when this is needed instead of new content. We have to make sure that the foundation on which we implement new content, new game modes, and new features is structurally sound.
Also: Player three has entered the game. Please welcome me, Jay-Nic to IronOak! You may have seen me around the community forums, and Discord. I’ve been brought on to focus on QA, and Community support. Plus: I brought in Timbits once… so really, I’m already paying off.
Changes/Features
16:10 aspect ratio support
5 New items added to Lore Store
Final Art for all Lore Store Items
9 New weapons added as Standard Drops (3 Lutes, 2 Blades, 2 Blunt, 1 Polearm, 1 Bow)
Dungeon Chaos Generator now has a sound effect
Sound effects play when players are awarded extra movement
Sound ambience now plays on the boat when battling
The Auto Save options have been moved from the Save Options to Game Options
Saving/Exit and Autosave now works inside dungeons. To save in dungeon, go to Save Options screen while the “Ready” button is shown, between dungeon rooms
Wolves now ragdoll on death
6 New Mini-Encounters Added
Art added to several existing Mini Encounters
Balancing
Characters can now directly, and immediately use a party heal and/or a Tinder Pouch between Dungeon rooms.
Can no longer leave/flee dungeons (this is mitigated with the above balance change)
High Level Weapons do slightly less damage on average to account for end game buffs and players accumulate
Mummies now scale in difficulty (+30 HP, +5 Attack, Group Curse 100% to Curse)
Demon Boss +20 HP
Magic AOE Attacks -10% damage
Cloth Hats -1 evasion
Litteratus Shell +curse immunity
Fancy and Golden Ruffs less OP, more geared towards Bards now
Scary Ghost now Level 3
Cultist Boss (+2HP, +1 damage, -5 speed)
Subtle weapon balancing across the board
Lore Store Costs adjusted (higher end items more expensive)
Lower end gold drops/rewards increased
Lower end XP drops increased
Less chance of being ambushed by enemy
Lucky, Foul Priestess, Royal Droll, Hangman now all drop special hats on death, and they’re juicy!
Replaced Lose All XP with actual XP values for some mini encounters to make odds more favorable
Increased payout for several Mini Encounters
Bug Fixes
Gold and XP rewards for treasure chests properly level based on the current act
Hang when loading a save where the player is in a balloon
Incorrect spawning of a cursed hex on top of an enemy that did not despawn the enemy
Cursed/Poison hexes were not constructed in their original locations after the game had been saved, and resumed
Combat music not starting right away on Scourge Battles
Characters on the same Point of Interest hex would clip with each other when entering a battle encounter screen
Hexes on a remote client were not decaying properly
Camera incorrectly returned to the overworld if a character died in a dungeon and the rest of the characters would flee
Units who fled battle would still be hit by an AOE/splash attack
In the event that a client player was the first person to move when the game initially started: the host would no longer be able to load the game via Save/Exit and Resume
A Client connected unit would disappear on the Host machine after a mini-encounter and would not reappear until after he entered and left a town
In the right conditions: enemies would spawn on load of a game: thus doubling the number of enemies
Combat Hex display did not render on top of towns, or mini encounters
Fixed an exploit where characters could trade items (such as the lockpick) after the button had rendered to pick a lock, and before the player clicked the button. Thus resulting in picking the lock without consuming the item
The Taunt sound effects were not playing on cast
Hang when the first death of the party is to a Cultist
A single Lute failure would result in subsequent Lute attacks all playing the Failure sound effects regardless of their success
Sounds, effects, and animations now play when the enemy “Whiffs” on a player
Fixed Hood of Hidden Conflict Not Having correct stats
Wisp now fades on death
Triclops floating arrow fix
Evil Bard now plays proper animation on attack
Item Card image position on cards polished
Vignette screen effect now works as intended
Fixed single handed blade jerky animations
Fixed enemy shields clipping through body on defend animations
Easier to identify Elite Skill button
As always, we appreciate your continued support for the game. It’s so great to see so many people enjoying themselves, coming up with interesting tactics/strategies, and sharing all of this with the community.
On the note of sharing: I’d like to draw attention to the wiki. Lately there has been a big push to populate it will good data, and things are really coming along. If you’re able to help out: please be sure to stop by the wiki itself to check it out and the Discord server which has a channel for wiki specific updates.
Well it’s been a busy couple of weeks decimating bugs, and taking no prisoners. In addition: we’ve made some balancing adjustments, and feature tweaks. While we know that it’s not a particularly New Content heavy update: we have made sure to prioritize stability, and fixes to the system. There will be times when this is needed instead of new content. We have to make sure that the foundation on which we implement new content, new game modes, and new features is structurally sound.
Also: Player three has entered the game. Please welcome me, Jay-Nic to IronOak! You may have seen me around the community forums, and Discord. I’ve been brought on to focus on QA, and Community support. Plus: I brought in Timbits once… so really, I’m already paying off.
Changes/Features
16:10 aspect ratio support
5 New items added to Lore Store
Final Art for all Lore Store Items
9 New weapons added as Standard Drops (3 Lutes, 2 Blades, 2 Blunt, 1 Polearm, 1 Bow)
Dungeon Chaos Generator now has a sound effect
Sound effects play when players are awarded extra movement
Sound ambience now plays on the boat when battling
The Auto Save options have been moved from the Save Options to Game Options
Saving/Exit and Autosave now works inside dungeons. To save in dungeon, go to Save Options screen while the “Ready” button is shown, between dungeon rooms
Wolves now ragdoll on death
6 New Mini-Encounters Added
Art added to several existing Mini Encounters
Balancing
Characters can now directly, and immediately use a party heal and/or a Tinder Pouch between Dungeon rooms.
Can no longer leave/flee dungeons (this is mitigated with the above balance change)
High Level Weapons do slightly less damage on average to account for end game buffs and players accumulate
Mummies now scale in difficulty (+30 HP, +5 Attack, Group Curse 100% to Curse)
Demon Boss +20 HP
Magic AOE Attacks -10% damage
Cloth Hats -1 evasion
Litteratus Shell +curse immunity
Fancy and Golden Ruffs less OP, more geared towards Bards now
Scary Ghost now Level 3
Cultist Boss (+2HP, +1 damage, -5 speed)
Subtle weapon balancing across the board
Lore Store Costs adjusted (higher end items more expensive)
Lower end gold drops/rewards increased
Lower end XP drops increased
Less chance of being ambushed by enemy
Lucky, Foul Priestess, Royal Droll, Hangman now all drop special hats on death, and they’re juicy!
Replaced Lose All XP with actual XP values for some mini encounters to make odds more favorable
Increased payout for several Mini Encounters
Bug Fixes
Gold and XP rewards for treasure chests properly level based on the current act
Hang when loading a save where the player is in a balloon
Incorrect spawning of a cursed hex on top of an enemy that did not despawn the enemy
Cursed/Poison hexes were not constructed in their original locations after the game had been saved, and resumed
Combat music not starting right away on Scourge Battles
Characters on the same Point of Interest hex would clip with each other when entering a battle encounter screen
Hexes on a remote client were not decaying properly
Camera incorrectly returned to the overworld if a character died in a dungeon and the rest of the characters would flee
Units who fled battle would still be hit by an AOE/splash attack
In the event that a client player was the first person to move when the game initially started: the host would no longer be able to load the game via Save/Exit and Resume
A Client connected unit would disappear on the Host machine after a mini-encounter and would not reappear until after he entered and left a town
In the right conditions: enemies would spawn on load of a game: thus doubling the number of enemies
Combat Hex display did not render on top of towns, or mini encounters
Fixed an exploit where characters could trade items (such as the lockpick) after the button had rendered to pick a lock, and before the player clicked the button. Thus resulting in picking the lock without consuming the item
The Taunt sound effects were not playing on cast
Hang when the first death of the party is to a Cultist
A single Lute failure would result in subsequent Lute attacks all playing the Failure sound effects regardless of their success
Sounds, effects, and animations now play when the enemy “Whiffs” on a player
Fixed Hood of Hidden Conflict Not Having correct stats
Wisp now fades on death
Triclops floating arrow fix
Evil Bard now plays proper animation on attack
Item Card image position on cards polished
Vignette screen effect now works as intended
Fixed single handed blade jerky animations
Fixed enemy shields clipping through body on defend animations
Easier to identify Elite Skill button
As always, we appreciate your continued support for the game. It’s so great to see so many people enjoying themselves, coming up with interesting tactics/strategies, and sharing all of this with the community.
On the note of sharing: I’d like to draw attention to the wiki. Lately there has been a big push to populate it will good data, and things are really coming along. If you’re able to help out: please be sure to stop by the wiki itself to check it out and the Discord server which has a channel for wiki specific updates.
Hello, Dancers. We will be performing scheduled maintenance to update and provide good service. During this time the game will be unavailable for play.
Date and time
April 5, 2017 @ 10:00 PM - April 6, 1:00 AM (Pacific Daylight Time, UTC-7) April 6, 2017 @ 6:00 AM - 9:00 AM (Central European Time, UTC+1) April 6, 2017 @ 2:00 PM - 5:00 PM (Korea Time, UTC+9) ※ The time of maintenance might be changed depending on works. ※ Maintenance completed at 1:08AM(PDT)
Patch Note
An update to LoveBeat will be released. The major changes include:
Hello, Dancers. We will be performing scheduled maintenance to update and provide good service. During this time the game will be unavailable for play.
Date and time
April 5, 2017 @ 10:00 PM - April 6, 1:00 AM (Pacific Daylight Time, UTC-7) April 6, 2017 @ 6:00 AM - 9:00 AM (Central European Time, UTC+1) April 6, 2017 @ 2:00 PM - 5:00 PM (Korea Time, UTC+9) ※ The time of maintenance might be changed depending on works. ※ Maintenance completed at 1:08AM(PDT)
Patch Note
An update to LoveBeat will be released. The major changes include:
I strongly apologize for the lack of update with the game. There has been no time in progressing the game. Yes, it has been a long time, but due to my schedule, Work/class/assignments/relax(smallest). It is hard, just hard.
I am in hiatus without mentioning it which I do apologize for. From the game developing classes I AM getting, The game will be better when I get back to it. There are so many things I have not thought about in developing the game. I will be reducing some visual effects and changing some details. All for a better gameplay and better story development.
I would let you know that I am now more than able to make games with unity. Which is awesome. However, if I have a solid team to work with, I WILL be prioritizing the new game which will put Eclipsed on hold.
There are a lot of things that I have considered, a lot of things I have thought through (now), and I am set to prioritize the activities I have to.
I strongly apologize for the lack of update with the game. There has been no time in progressing the game. Yes, it has been a long time, but due to my schedule, Work/class/assignments/relax(smallest). It is hard, just hard.
I am in hiatus without mentioning it which I do apologize for. From the game developing classes I AM getting, The game will be better when I get back to it. There are so many things I have not thought about in developing the game. I will be reducing some visual effects and changing some details. All for a better gameplay and better story development.
I would let you know that I am now more than able to make games with unity. Which is awesome. However, if I have a solid team to work with, I WILL be prioritizing the new game which will put Eclipsed on hold.
There are a lot of things that I have considered, a lot of things I have thought through (now), and I am set to prioritize the activities I have to.