From 1st to 4th March 2019, there’s a very special pack in the in-game shop: the Giga Berserker Pack. The box holds 50 Berserker Brooch Transmitters and 5 random Berserker Brooches at Giga rarity.
That’s a total of 55 Berserker Brooches landing in your inventory!
Having 3 Berserker Brooches of the same rarity in one costume makes your character glow with a mysterious light! At the same time, the following group effects are boosted:
Top: percentually higher critical hit rate
Trousers: percentually higher super armour break
Headwear: percentually higher attack damage
Gloves: percentually higher attack and movement speed
We've been working on this major update to Verdant Skies for months, and we're happy to release the largest update yet!
Major Items:
Your child can now grow up into a teenager. Guide them through their formative years at boarding school, then watch them blossom into their own person as they return to the colony!
A new set of Quantum Technology events that tie into the growth of your child. This features a bunch of new unlockable blueprints and craftable items, including some high-priced special end game items.
All new UI artwork for the entire game!
A special "The End" event, featuring a new vocal song.
Finally,
Full changelog:
4 new boss fish, each can only be found in certain circumstancesandafter you've found all the other fish in that area.
New shaders for the UI, including sparkle effects.
Baby naming events for each character- these events also support naming previously born babies.
The journal more directly explains what you need to have a baby with someone.
A bunch of additional baby and move-in dialogs for Nessa.
Special sleeping messages when you've moved-in or married someone.
Remove some debugging splicers which were accidentally added to the map.
The Deep Core Miner is now cheaper to build.
Animals won't eat if they were recently fed.
Animals now show all of their food preferences - just click on them repeatedly.
Shorten AI timers after wedding events, the eclipse party.
Rewrite name input dialogs to support a wider variety of name types (animals, children, nicknames, etc)
Improvements to genetic splicer UI, including text issues with names, animal quality traits, and more.
Fix scale on Anthony's dresser and collider on Zaheen's Tapestry.
Clay pits now respawn with more clay in them.
Fixes:
Fix the move-in event triggers, they no longer require max friendship.
Fix the genes for the animal growth rate trait so it can't be affected faster growth and slower growth at the same time.
Fix mouse input on the clothing UI.
Fix an off by one issue with counting the number of times your baby has slept.
This amazing new mod by MidknightMasquerade adds a Marina Diamante, a traveling food critic. There's a huge amount of great content in this mod, so check it out!
Thanks for the reports! I have mainly fixed a bunch of issues and done some tweaking to Anomalies and drop rates. Please let me know if you think drop rates are better and how the Anomalies feel now!
Here's the full update notes:
0.90.1:
Anomalies:
Increased monster density of all Anomalies
Vastly increased monster density in the larger open layouts and forests
Tweaked the Anomaly completion bar fill rate
Loot:
Adjusted base drop rates as they were accidentally set much too low
Bonus MF from difficulties past Legendary have had to be rebalanced (since they scale multiplicatively with the base drop rates)
As a result of this, MF on gear is much more valuable now
Misc:
Reduced frequency of Unstable Dimension spawns
Skills & Monsters:
Target circles should no longer be covered by ground damage effects
Enemy fire ground effects should now also show target circles so they are still visible if they overlap with player abilities
Thunder affix thunder strikes now show a target circle
Spirits of Torment now merges from a greater distance (set bonus) and are now limited to 15 active spirits
Spirits of Torment and Windcaller Whirlwinds (set) now update their attack timers properly when merging
Fixes:
Fixed a Rune of MISSING TEXT dropping
Fixed Crash on Maddoc boss fight
Fixed Maddoc's table going absolutely nuts
Fixed Grace's shield visual (Templar) not fading away correctly
Fixed some Berserker Heritage skills causing a flickering Root Veil effect
Fixed potentially unreachable exit in Clairebourg Halls
Fixed Waypoint portals in The Chronicon appear as if unlocked at all times
Fixed the Eastern Wing key still referencing Eastern Wall (old zone)
Fixed going out of the Servant Quarters to Castle Exterior putting you inside a wall
Fixed Sporeblood Perk (Warden) referencing the wrong skill
Fixed dungeon doors in Lushlands spawning incorrectly
Fixed Shrines sometimes doing a weird screen flicker when activated
Fixed Containers of varying qualities merging
Fixed "MISSING TEXT" on gem combination info cards
This version introduces the first iteration of modding support for Miscreated! Please send us any/all feedback related to modding via the Miscreated Discord in the #modding channel
Modding is only supported on self-hosted servers To enabled mods on your server, in the hosting.cfg file, add a line for steam_ugc and assign it a comma separated list of Steam workshop items to install Ex.: steam_ugc=workshipid1,workshopid2, workshopid3
Some forms of mods are not fully supported in the initial release - entire levels, workshop collections, and dependent mods
When a player connects to a server that requires mods, the mods will automatically be installed via the Steam Workshop
Extension mod support to all spawner and weather lua scripts
Game
Disabled verbose logging of all skins in the log files
Allow throwing of some items that can now stack (Rocks)
Fixed throwing of items so the throw action can no longer be spammed quickly
The g_idleKickTime server variable will now work correctly to kick inactive players
Optimizations related to saving out players to the database after they disconnect
Fixed damage to DWS objects caused by new ammo types introduced in version 1.0
Bleeds levels and poison are now saved in the database and restored upon login
Display a message when an item can't be moved to another item or slot for any reason
If an item has items inside of it on the ground the name will now be prepended with [+]
Added football pads to leather repair kit
Fixed the stats on clothing when clothing is hit or repaired
Tweak environment temperature handling, separate heating and warmth and limit the ranges - prevents too fast overheating from cooking and too many temperature sources around
Replaced non-usable water barrels with no-lid versions
Fixed static duplicated door in new warehouse (couldn't be opened)
Removed ability to connect power to large power boxes (only small ones are used on houses)
Optimized the "bunker cave"
Clarified the !ping chat command result
Workaround for Windows 10 1809 new GPU performance handling and for NVIDIA profile choosing a suboptimal default
Workaround for the case of spawning in ocean (you won't drown anymore and will be automatically disconnected)
Weather
Added weather danger level (and wm_dangerScale 0.0-5.0 (default 1.0)) can be used to reduce fancy/dangerous weather patterns (and prevent too many patterns after each other)
Fixed snow outro transition now so it doesn't instantly reset ground snow in some cases
Reduce amount of snow patterns
Crafting
Items crafted using the crafting window will now have full health
Items
Increased chance for the map to spawn (in case someone loses their starter map and needs one)
Converted Rocks into a throwable item which can be used to distract AI/players
Removed the light glow on the Survivotron
All chemlights now have a max stack size of 10
Rocks now have a max stack size of 5
Increased the distance rocks can be thrown (press and hold the throw key for up to 1 second to maximize throw distance)
Vehicles
Quad bike skins added
AI
Don't tell AI the position of the player shooting surfaces near to the AI - direct hits and unsilenced gun fire will still alert AI to player's location
Fixed AI stimulus (receiving players position) for Molotovs Improvement to help reduce AI spawning on roofs/trees
Map
Fixed some floating forest debris
Fixed LOD setting on some trees
Add some props to bathrooms that were almost empty
Fixed an unreachable bee hive
Various fixes to some of the residential buildings
Added floor to bottom of elevator shaft in Woodhaven bunker
UI
Decrease fade in/out effects time when respawning
Audio
Revised some weapon related sound effects
Added pistol slide sound effects
Animations
Added remaining first select animations for firing weapons
Added remaining dry reload setups
Textures/Models
Fixed physics proxy on a cliff wall asset to help prevent players hiding inside of it
Adjusted physics proxy on bollards
Adjusted Radio Tower fence physics proxy thickness to allow bullets to travel through it
Adjusted Oil Tanker floor proxies to sit level with the surface to reduce item spawner floating
It’s time for a dev update! As promised in last week’s DG Insider, we’d like to give you information about a few of Deathgarden’s new features and about its revamped gameplay loop.
The Blood Harvest
Hunters and scavengers have an entirely new motive for entering the arena: harvesting blood. This precious resource grants players (scavengers and hunters alike) with XP and currency, which they can spend to unlock and upgrade new characters, perks, and powers.
While both sides seek to gather as much blood as possible, their means of doing so differs greatly.
Scavenging for Blood
Scavengers drain blood from the bodies of brutally slaughtered scavengers. Our agile contenders must always be on the lookout and ready to make an escape when gathering blood lest they become like one of the mangled bodies.
*Body pile asset not final* Players will find body piles scattered across the garden
Scavengers can only carry a limited amount of blood. And so, if they reach maximum capacity and want to gather more blood, they will need to deposit the blood they’ve gathered at any of the blood banks found in the arena.
There are three blood banks in every garden
There’s another motive for depositing blood; if the hunter executes a scavenger, that scavenger loses the blood they’re carrying on them. However, the scavenger will keep all the blood they’ve deposited—regardless of whether or not they escape the arena.
Hunting for Blood. Pure and Simple.
Unlike scavengers, hunters harvest blood through the sport of killing—by executing the unlucky few who enter the arena.
We’re tweaking the hunting experience so that hunters may follow through with their chases. There are no more objectives to defend and no more bloodpost executions to secure; there is only the hunt. We want to make sure that nothing tears the hunter away from the excitement of chasing and gunning down scavengers.
Drones: a new Hunter Construct
Hiding is an integral component of the scavengers’ new survival strategy. And so, to counterbalance this, we’ve created drones. This feature was designed to give hunters better map control and the means to force their prey out of hiding.
Upon entering the garden, hunters should look for power cores, which they can use to activate drones.
Scavengers who enter an active drone’s line of sight are revealed, that is, their position is made known to the hunter.
Although Scavengers can shoot at drones, they can only temporarily disable the hunter’s drones. And so, as a match progresses and as the hunter activates more and more drones, scavengers will find themselves running out of places to hide.
We hope you enjoyed the read and that you’re looking forward to learning more about Deathgarden’s future. We’re definitely very excited to share our next steps with you all.
The store page for the game was incorrectly stating that the early access build of the game would become available on March 1st - I regret to inform you all that this was an error on my part.
Although March 1st was initally a planned release date, I changed it later on to end of March (technically - April 1st, because you cannot launch during weekends, on Steam).
I'm no happier about this than anyone waiting to play the game, but in the end - I think it's better to delay it than rush the release just to push a completely broken experience.
One note: before the game becomes available for download through Steam, I will run an open Alpha. If you'd like to take part, please sign up on Discord. Details below.
I will post further updates here, but as always - the freshest possible information is on the Discord channel: Invasion Machine Discord
Thank you for visiting us again! Today we have 2 things to tell you!
First, we finally release Valley into the dungeon! We're feeling really happy and glad to have this moment. Valley is an experienced soldier who lost his memory. He crawls into the dungeon to fulfill the promise he made one day...! We made so many Overdungeon-esque cards for his card pack. Try them out!
Second, today is the day we achieve Consecutive 100 Days Daily Update! Thanks to all of your support, we finally did it! Thank you so much! The reason we started updating Overdungeon on a daily basis is there were so many bugs to fix when we released Overdungeon. As we continued updating every day, we started thinking:
"Hmm, we planned to update every Friday at first, but we are updating every day..." (Thanks to all of the comments pointing out "Every day is Friday!", "NO UPDATE TODAY FRAUD") ↓ "What if we'd release it every day 'cuz we develop every single day...?" ↓ "Overdungeon is the game updated every day!!!"
Then we decided to update Overdungeon on a daily basis! (As a result, it's been way too tougher than we'd thought...)
Once we set a goal "Update every day", we, the developer team, became more united than ever we've done. The goal has been encouraging us to make the game fun and enjoyable. It's been really tough but very rewarding at the same time!
"What do we update today?" ↓ "It could be the bug fix of this thing..." ↓ "Will it really satisfy players? We need to keep working on this part to get it released in today's patch, don't we?"
We've kept those conversations going. That's why we could maintain our passions and motivations to update, and to evolve Overdungeon!
The daily update has been one of the features Overdungeon has, however, it's been 100 days and we think it could be a milestone for us. We discussed if we'd continue the daily update. And we're considering to stop this for these 3 reasons.
■ 1. The Daily Update Costs Us So Much To achieve the daily update, we're required to do things below every day. a. Discussion on update b. Development of contents c. Contents translation(Japanese => English, Japanese => Chinese) d. Patch notes writing e. Patch notes translation(Japanese => English, Japanese => Chinese) f. Development testing g. Release
C, d, e, and f has cost non-negligible amount of time for a while. Especially f, development testing should be automated to maintain the quality of Overdungeon right now. (Now we have 3 characters, Lilith, Sugar, and Valley. We need to test the triple amount of contents!!) We actually are working on test automation, yet we are a small developer team. We want to prioritize improving and developing new contents over the daily update. The more contents we have in the game, the harder it gets to achieve the daily update.
■ 2. Duration of the Daily Update Is Enough to Apply for Guinness World Records We are going to apply for Guinness World Records to certify Overdungeon as "The game with the longest duration of daily update". We believe that Consecutive 100 days are sufficient to apply for the record. There are other "Daily ~~~ records" except daily gaming stuff, however, it's all depending on Guinness World Records whether Overdungeon would be listed is the Guinness Book of World Records. If we fail, we continue updating Overdungeon to apply for "The most updated game of the world"!
■ 3. Not All Players Want the Daily Update We've noticed not all the players want the daily update. Some want to have sophisticated updates instead of daily updates. As a matter of fact, we've been faced with these difficulties.
a. Daily update costs so much! (If we stop daily updates, we could develop more contents) b. The number of tests is decreased and the number of releases is increased. This causes the unnoticeable bugs. (If we stop daily updates, we could prevent the bugs from appearing in a production environment!) c. Daily update exhausts us! (Harder than we thought at first!) d. Players should download hundreds of MB data every day. e. It's not easy to read Release notes every day.
It's obvious that the daily update is a thing for the players who play Overdungeon every day. Overdungeon is in Early Access right now, so everything in the game is subject to change, and we seriously want to update to make it better. We've kept updating daily but it should be reconsidered and changed if it's not the best way to do. We find it difficult to make it the best for every single player. We sought the way to maximize the goodness, the duration between releases is optimally once a week or a few times a month like other game studios do!
Anyway, we decided to stop the daily update. However, we might start it again as if we're back to "Every day is Friday" days, or we might release as soon as we come up with the new contents! We, the developer team, love Overdungeon so much! We strongly believe that Overdungeon becomes one of the greatest game! Hope you'll have fun and stay tuned with us!
*The members shown below have contributed to release notes translation for 100 days! They are also members of Overdungeon team. We, the developer team, sincerely appreciate for those contributions.