Made some nice progress on these and wanted to share.
(click to see larger image)
The Mushroom-man is my favorite!
I'm debating how these will be obtained. I'd like them to be craftable, maybe by Hunters or Tailors. Since Hunters are often outside of town I'll probably make them crafted by the Tailor. Just need to figure out what the resources are to make them (aside from the obvious monster's head!) and how you get the resources. Once the other new monsters are completed I'll make trophy heads for those too.
I also put the new Jade weapons in the weapon displays just to see how they looked. I think I might have the textures reworked a bit. They're not as crisp as I'd like. I added the shine to the Jade parts of the axe though and I'm really happy with it. Note some quality is lost in the gif below, so you don't see the detail in the jade texture, but hopefully it conveys the idea.
Thank you for your support. If there are any problems or product bugs? You can email us: insanegamedev@outlook.com. We will revise it as soon as possible and reply.
1.0.9 (17 February 2019) - New ability: Corrosive cloud - New Difficulty D-5 (raid only, 3k+ level) with special boss - Some fixes - Balancing 1k+ (will be harder) - Mission modifiers are scaling now to current level - All mission difficulties have chance to get additiona modifier after level 2500
1.0.8 (16 February 2019) - Added one time reset for cash shop permanent items (dmg/scrap/etc mults) because of latest changes - Some small fixes that were pushed earlier without version change - Possible fix for rare autoreset freeze - Possible fix for very rare manual reset freeze - Error log rotation (now logs will stay even if you restart game before sending them, rotation is limited by 10 files) - Slow weapons now have higher dps than fast weapons (fire rate)
1.0.7 (14 February 2019) - Buffed black market bonuses (xp/dmg/scrap were useless at all) + adde tooltip for bonus with formula - Changes in prices for module upgrades (should not be very different from before) - Changes in research prices (some of them were already in upgrades without changelog entry) - In missions tab status is always at the top and queue button is replaced by unque, no jumping buttons :) - In mission tab if you have > 1 mission in queue and click start on any mission you will get confirm dialog instead of just emptying queue - Fixed strage SP reward jumps near /100 levels - Some other small fixes
- Update on me: continue work on stargate. Finished ~50%, but testing will take time too. What to expect: 2nd reset system/new researches/sp upgrades/weapons/modules/ships/permanent bonuses. new crew/ammo mods/drinks/merc are in more distant plans :)
1.0.6 (10 February 2019) - More random target selection - New Ammo Mod: Homing Rocket - Slightly decrease 'starting buffs' that slowly decay up to lvl 500 - Fix possible stuck after reset without normal missions
1.0.5 (9 February 2019) - Rework idle breaking, now you can freely browse menus - Show sp buff/debuff in % (included in value) - Increase amount of event missions (D-4) you can buy (up to 30) - Allow to queue any number of missions - Fix pob patrol completion reward (was only given for full mission completion) - Show max level reached in xp/level panel tooltip
1.0.4 (7 February 2019) - Fix research prices - Add ability to show amount of levels purchased if %buy mult used - Fix paycheck giving low rewards for lvl < 500 (not using starting game bonus mult) - Added tooltips for all resouces in top panel - Added difficulty info in POB mission title
Learn Japanese To Survive! Kanji Combat - Sleepy Duck
Today's update brings Steam Trading Cards to the game! There are lots of cards to collect, as well as badges, backgrounds and emotes. It's time to study hard and collect all of those cards!
Learn Japanese To Survive! Hiragana Battle - Sleepy Duck
Today's update brings Steam Trading Cards to the game! There are lots of cards to collect, as well as badges, backgrounds and emotes. It's time to study hard and collect all of those cards!
We are waiting for you! :D _____________________________________________________________
Game: [News] (God) It is now possible to play spy soldiers [News] (Arena) (God) It is now possible to change soldiers during the game (previous soldiers, if still alive, are instantly eliminated) [News] Added a quest for Zeus players [News] (Classic) The entrance to every Guardian Area is now protected by a fog that prevents vision and bullets from passing through
[Feature] (IA) Gods now can change soldiers between rounds
[Change] Jump Cooldown: 3 -> 1,8 seconds from the start of the jump [Change] Nadiel and Cindula can now use almost all their skills even when they fly [Change] Improved the Hitboxes of Nadiel's skill 1 and Vanadis' Ultimate skill [Change] Enlarged of 50% every ranged skills’ hitbox [Change] Stunning Nadiel and Cindula while they fly will make them fall
[UI] The Cindula’s Ultimate Skill icon now shows a block sign when the protected ally dies
[VFX] Zeus' Skill 2 now has a new particle effect [VFX] Changed Jack’s Skill 2 [VFX] Changed Anais basic attack
[FX] Added sounds to the arcane power “Hemorrhage”
[Bugfix] Now also Blud sees the indicator of his Skill 2 [Bugfix] Now the Guardian status icons are correctly initialized in the spectate of Gods [Bugfix] Now all sounds are attenuated correctly when increasing the distance from the source [Bugfix] Fixed some minor bugs related to soldiers [Bugfix] Fixed some bugs related to particle effects [Bugfix] The water of the Canyon is now seen correctly even during the Spectate [Bugfix] Poseidon's knockbacks and his Tornado no longer affect Invulnerable entities [Bugfix] Bots no longer kite Guardians [Bugfix] Voice chat icons are now correctly displayed on the God HUD too
[Localization] Updated several parts in French and Spanish
[Optimization] Optimizations on numerous map elements
Default and Testing build is now on v1.24 SP9. This builds adds a number of improvements to the 64-bit engine as well as several bug fixes to game play.
Of major note, I have implemented a "Dynamic Reports Size" setting, which can be found in the Main Menu of the 64-bit engine. This will allow the web browser (reports windows) to automatically scale closer to your resolution instead of the predefined 1024x512 or 1024x1024 windows.
I have also added a "Scale GUI" setting which increases the size of the in game GUI. This should help out HiDPI (Retina Display) users. There may be a few issues with dynamic sizing and reports windows with scaled up GUI. I am currently working on that.
I will spend the next week doing any clean up fixes necessary to this build. I'll also finish up some of the external documentation while I wait for any major issues to be reported. I plan on starting v1.24.1 by Friday.
Changelog:
-Engine Scale GUI Setting. This setting allows you to increase the size of the GUI. This is particularly helpful for HiDPI monitors. -64-Bit Engine: Dynamic Report Size setting. This causes the reports windows size to be closer your vertical resolution. However, this requires a little more performance for 2k+ resolutions. -64-Bit Engine: Removed unsupported resolutions from the in game settings drop down. -64-Bit Engine: Fixed incorrect resolution being displayed in the in game settings with fullscreen enabled. -64-Bit MacOS Engine: Implemented Fullscreen mode. -Engine: Hard frame limiter can now be adjusted via settings.xml file. -64-Bit Windows Engine: Which Monitor the game will open on can now be set in the settings.xml file via an index number. This is only supported in Windows. (Can also set via the External Settings Editor as well, however it will not poll how many monitors you have. You'll have to enter the proper index number yourself.) -GUI: Resize scaling to center implemented for side by side lists. -Tutorials: Fixed some issues with the tutorial which allowed the player to return to RnD or did not popup a message when components designs were not finished. -Tutorials: Disabled normal to nightmare modes for tutorial plays initiated from the Main Menu. -Gameplay: Increased spec effects on racing and contract wins. -Bugfix: Fixed the game not rewarding revenues for the last month of a contract in some cases. -Engine Added weight and size modifiers to Car Type in the components.xml file. Both default to a normal value of 1. Currently size has no effect on anything in game. Variables have been added to the mod tools -Gameplay Added weight values for all vehicle types in the game. -Gameplay: Car Type's weight now effects the weight of the vehicle. -Gameplay: Tweaks to vehicle's weight effect on fuel economy and maximum fuel economy achievable by an engine design in a vehicle. -64-Bit Engine: Fixed javascript error popup when viewing reports. -64-Bit Engine: Automatic reports page zooming based on GUI scaling. -Gameplay: Ordering more outsourced units will replace the previous order. -GUI: Contracted outsourced units are now sorted by name. -Gameplay: Vehicle Image growth rates have been increased by about 20%. -Bugfix: Fixed a couple issues with new trim design times. -Bugfix: Fixed issues with competition charts. -Bugfix: Fixed issues with Factory Expense table. -Gameplay: Minor tweaks to credit rating score calculation -Bugfix: Fixed issue with component amounts not being shown in stock window. -Bugfix: Fixed contract renewals having incorrect amounts in memos. -Gameplay: Adjustments have been made to the bulk production discount values.
Hotfix #1: -64-Bit Engine Fully implemented reports zooming when the GUI is scaled up. -Bugfix Fixes dragable buttons in the office reports windows.
Hotfix #2: -Bugfix Fixed sound library causing crashing in RnD on the 64-Bit Linux build.
Hotfix #3: -Bugfix Fixed designing vehicle body crashes in RnD on the 64-Bit Linux build.