This morning's update addressed an issue where selecting multiplayer crashes the game. As well as some minor cosmetic upgrades. Please let me know if there are any further issues.
This morning's update addressed an issue where selecting multiplayer crashes the game. As well as some minor cosmetic upgrades. Please let me know if there are any further issues.
Replaced Order with Killer Guards - Send a guard to attack a player. 2 uses. Only starting King has this ability.
General:
Everyone can now draw in their deathnote.
Spy/Cult Maid no longer counts as a visit.
Disabled the early game over checks for the time being. (Games would end when they shouldn't, even when things like DK's and abilities were accounted for.)
QoL:
Private Notes background updated.
Private Notes are now draggable.
Assassin:
Distract now usable during trials.
Enforcer:
Removed Armored passive, since Protection was changed.
Protection now prevents visits to targeted Unseen member.
Herbalist:
Defile now lets you know the class of the player you defile.
King:
Removed Allies from starting King.
Added Night Ability Order to starting King - Prevent a player from voting tomorrow. 4 uses.
Abilities no longer count as visiting.
Starting King now has 6 uses of Guards!
Knight:
Changed Sacrifice icon.
Mastermind:
Into the Shadows now hides the Mastermind's occupy immunity again.
Paladin:
Smite will now affect the Paladin in addition to his target.
Psycho King:
Now permanently death immune at night.
Abilities no longer count as visiting.
Ritualist:
Tornado reduced to two uses.
Brotherhood changed to single target, uses increased to three.
Sheriff:
Now always spawns in Unseen games, and is now unique and unconvertable.
New night ability Surveillance - Prevent visitors and learn the name of those that try. You will be alerted if an Unseen member tries. 3 uses.
Sorcerer:
Magic Dust uses reduced to 2.
Circle of Death uses reduced to 2.
New Day Ability Magic Cloak - Hides your visits at night. 2 uses.
Bug Fixes:
Fixed a bug with some abilities not being usable during trials.
No longer shows multiple healing messages to those being healed. All healers should still know if someone needed healing.
Fixed a bug where sometimes people wouldn't show up as visitng. The only abilities or classes that shouldn't show up as visiting will say so in the class card.
Replaced Order with Killer Guards - Send a guard to attack a player. 2 uses. Only starting King has this ability.
General:
Everyone can now draw in their deathnote.
Spy/Cult Maid no longer counts as a visit.
Disabled the early game over checks for the time being. (Games would end when they shouldn't, even when things like DK's and abilities were accounted for.)
QoL:
Private Notes background updated.
Private Notes are now draggable.
Assassin:
Distract now usable during trials.
Enforcer:
Removed Armored passive, since Protection was changed.
Protection now prevents visits to targeted Unseen member.
Herbalist:
Defile now lets you know the class of the player you defile.
King:
Removed Allies from starting King.
Added Night Ability Order to starting King - Prevent a player from voting tomorrow. 4 uses.
Abilities no longer count as visiting.
Starting King now has 6 uses of Guards!
Knight:
Changed Sacrifice icon.
Mastermind:
Into the Shadows now hides the Mastermind's occupy immunity again.
Paladin:
Smite will now affect the Paladin in addition to his target.
Psycho King:
Now permanently death immune at night.
Abilities no longer count as visiting.
Ritualist:
Tornado reduced to two uses.
Brotherhood changed to single target, uses increased to three.
Sheriff:
Now always spawns in Unseen games, and is now unique and unconvertable.
New night ability Surveillance - Prevent visitors and learn the name of those that try. You will be alerted if an Unseen member tries. 3 uses.
Sorcerer:
Magic Dust uses reduced to 2.
Circle of Death uses reduced to 2.
New Day Ability Magic Cloak - Hides your visits at night. 2 uses.
Bug Fixes:
Fixed a bug with some abilities not being usable during trials.
No longer shows multiple healing messages to those being healed. All healers should still know if someone needed healing.
Fixed a bug where sometimes people wouldn't show up as visitng. The only abilities or classes that shouldn't show up as visiting will say so in the class card.
In last week’s Beta Dev Shoot-Out (Run 3) I made some pretty bold claims about upgrades in Cycle 28, and our lack of need of said upgrades. I chose to do so by referencing the classic line at the end of Back to the Future .
I’d like to apologise for those claims, and that disrespectful reference. Because at first glance it would appear that Sean and I really, really need more upgrades if we’re going to progress up the Cycle 28 Global Leaderboard.
But, as this week’s Beta Dev Shoot-Out suggests, it might be a little more complicated than that.
This is the first week we’ve recorded with the very first upgrade players unlock in the game: Multi-shot. It’s a bit of a fan-favourite. Who doesn’t want more bullets? Over the course of our closed-beta we have made some changes to Multi-shot. Initially, the arc of fire was much wider. This led to the feeling of not having to aim quite as much – not so satisfying, even if it did lead to more kills. No one celebrates a headshot after peppering the entire building/wall/tank with bullets first (you probably have one friend who does this). So, we tightened Multi-shot up a little to get the best of both worlds: the feeling of more pew-pew, and that you still needed some skill to make the most of the stream of bullets.
But perhaps our biggest concern with Multi-shot was the classic upgrade worry: is it OP? Does it break the game? Does it make all our carefully crafted challenges a cake-walk?
This Beta Dev Shoot-Out, if nothing else, puts that worry to bed.
If you enjoyed this video, please like and share on Steam, YouTube, Twitter, Facebook, etc. You can also join our Discord channel here: https://discord.gg/yGfqpVu
In last week’s Beta Dev Shoot-Out (Run 3) I made some pretty bold claims about upgrades in Cycle 28, and our lack of need of said upgrades. I chose to do so by referencing the classic line at the end of Back to the Future .
I’d like to apologise for those claims, and that disrespectful reference. Because at first glance it would appear that Sean and I really, really need more upgrades if we’re going to progress up the Cycle 28 Global Leaderboard.
But, as this week’s Beta Dev Shoot-Out suggests, it might be a little more complicated than that.
This is the first week we’ve recorded with the very first upgrade players unlock in the game: Multi-shot. It’s a bit of a fan-favourite. Who doesn’t want more bullets? Over the course of our closed-beta we have made some changes to Multi-shot. Initially, the arc of fire was much wider. This led to the feeling of not having to aim quite as much – not so satisfying, even if it did lead to more kills. No one celebrates a headshot after peppering the entire building/wall/tank with bullets first (you probably have one friend who does this). So, we tightened Multi-shot up a little to get the best of both worlds: the feeling of more pew-pew, and that you still needed some skill to make the most of the stream of bullets.
But perhaps our biggest concern with Multi-shot was the classic upgrade worry: is it OP? Does it break the game? Does it make all our carefully crafted challenges a cake-walk?
This Beta Dev Shoot-Out, if nothing else, puts that worry to bed.
If you enjoyed this video, please like and share on Steam, YouTube, Twitter, Facebook, etc. You can also join our Discord channel here: https://discord.gg/yGfqpVu
Due to lack of sales, I am not going to be continuing with the production of Linx Battle Arena.
I will be removing the game from steam as soon as I can. I would thank the community for its support with LBA but as I have had less than 15 sales in 4 months, there is no community to speak of.