Higurashi When They Cry Hou - Ch.2 Watanagashi - MangaGamer
07th Expansion has decided to re-record all the Higurashi BGM and sound effects in the series so customers will be able to enjoy a fresh new track in modern quality. The game will auto-update itself with the new upgrade.
Higurashi When They Cry Hou - Ch.1 Onikakushi - MangaGamer
07th Expansion has decided to re-record all the Higurashi BGM and sound effects in the series so customers will be able to enjoy a fresh new track in modern quality. The game will auto-update itself with the new upgrade.
NEW +Added Glimmer Mosasaurus by Soals - for Menacing Mosasaurus donors +Added Speckled Elasmo by Twilightwolf +Added Seawolf Mosa by Twilightwolf +Added Kingfisher Acro by Twilightwolf -Removed Abyssal because it was the same as Orka. -Removed Gazelle because we have Gazelle V2 (renamed GazelleV2 to just Gazelle). -Made Krono's Mouth recolorable. +Various fixes on Rival Shores +Work on some islands on Rival Shores +Added a new config variable, GlobalCarcassSizeModifier, which multiplies randomly spawned carcass sizes +AP Optimizations / Jungle improvements
BUG FIXES +Fixed: Bruiser now properly deals injury damage on tail hits when the player has taken 3 talent points +Fixed: Elusiveness now works regardless of net relevance when the ability is activated +Fixed: Lightning no longer can kill players who have 3/3 weather resistance +Fixed: Ability power now increases properly past elder for certain animals +Fixed: Fish hitboxes should now be much more generous +Fixed: Caves not being climbable by velociraptor +Fixed: Lighting in caves being pitch black. +Fixed: Lighting should now work properly on Forest Island and Rival Shores +Fixed: Rocks and terrain mesh should now be climbable on Rival Shores +Fixed: Elasmo can no longer spam LMB to attack between attacks +Fixed: Ability and stamina are no longer consumed upon failure to lay a nest due to terrain slope +Fixed: The server should no longer crash due to group-related issues +Fixed: Bleed now properly reduces when players have friendship-based friendly-fire reductions +Fixed: Group invites should now work for players who are not net relevant to one another +Fixed: Asphyxiation now works properly +Fixed: The Swim Speed Increase talent now properly mitigates against thalassophobia comfort loss +Fixed: Secondary attacks now subtract air from aquatics +Fixed: Lurdu, Para, and Apato can no longer stomp while grabbed by a Mosasaurus +Fixed: Rain particle effects now properly attenuate while inside +Fixed: Nests now properly have twigs +Fixed: Creatures no longer grow while on the dino selection screen +Fixed the extra color boxes that were appearing for some skins on acros customization screen. +Fixed: The probability function for generating egg damage while stressed and gestating now works properly +Fixed: The GlobalCarcassSpawnRateModifier variable now works properly
GAMEPLAY BALANCE +The talent Comfort Increase now improves comfort by 5%, 10%, and 15%, up from 3.3%, 6.7%, and 10% +The talent Damage Increase now improves damage dealing capablities by 6%, 13%, and 20% at talent levels 1, 2, and 3, down from 10%, 20%, and 30% +The talent Health Pool Increase now improves maximum health by 6%, 13%, and 20% at talent levels 1, 2, and 3, down from 10%, 20%, and 35% +The talent Speed Increase now improves sprint speed by 5%, 10%, and 16% at talent levels 1, 2, and 3, up from 4%, 8%, and 13% +Velociraptor now has Flesh Grazer in place of Bruiser as its tier 5 talent +Reduced the foliage grade on large seaweed such that juvenile lurdus can eat them, but increased their spawn timer +Performing attacks while underwater now subtracts from your oxygen bar at a rate of 0.25 seconds of air per ability power spent -The Breath Bar Increase talent reduces the oxygen spent while attacking underwater +You can no longer attack underwater while out of breath +Lurdusaurus now consumes 19 ability and stamina when darting, up from 14 +Lurdusaurus now consumes 19 air when darting, up from 0 +Ichthyovenator now consumes 14 air when darting, up from 0 +Lurdusaurus stationary turn rate is now 110, up from 100 +Lurdusaurus sprinting turn rate is now 80, up from 75 +Lurdusaurus swim sprint speed is now 850, up from 800 +Animal locomotion speeds while swimming now behave differently +Aquatics now have significantly more stamina in hatchling, juvenile, and subadult forms, and no longer continue to gain stamina past adulthood -As a fresh spawn, you now have 50% more stamina than adults of your species -This change was to give young aquatics a better chance at evading predation from larger ones +Aquatics now move more quickly while in the juvenile and subadult growth stages than before +Aquatics now gain ability power as they grow past adulthood at a rate of +0.25% per 1% growth -Screenshots by Soals-
One of the aspects of Stupid Cupid that we’re most proud of is the art. (*Pats self on back.*) How did we develop our adorable 3D creatures and game aesthetic? We started with a mood board of 3D art and animations that were bright and cheery, yet odd and slightly off-putting. Cute and crass, if you will.
The first animal we created was the fox, so we have a special place in our hearts for him (though we love all our babies equally). We wanted all the animals to look slightly awkward or just “not quite right”. One of the ways to achieve this was to give them big eyes that don’t point in the right directions.
Another important design was Cupid’s bow and arrow. He wasn’t going to have a normal bow and arrow—he is Stupid Cupid, after all. We purposely wanted to create a bow and arrows that looked handmade and slapped together to show his personality.
The team knew early on that Stupid Cupid would have a low poly style (3D graphics with a small number of polygons) for many reasons. First, low poly is charming and has a youthful look that is reminiscent of Nintendo 64. Plus, it just works well with this particular game and concept. Second, low poly can still look good while serving the functional purpose of having a faster load time.
The low poly aesthetic has arguably been a growing trend in mobile games but not as much in VR games, when in fact, we feel that low poly is beneficial for VR. Its simplicity makes it easier for the player to understand what to pay attention to and where to go when immersed in a new environment, which can sometimes be confusing when there’s so much going on visually.
What do you think of the art of Stupid Cupid so far? Remember, we’re still in Early Access mode and need your feedback to refine the game before the full version launch. You can always send us your thoughts at support@shadowfactory.io
This weekend I was able to get to both items I was hoping to get to.
Hero Dismissing:
The first is the ability to dismiss your characters. You cant dismiss your starting characters, or Home Town Heroes. Past that you can dismiss any hero you have. Right now that only encompasses 2 characters in level 1 and 3 characters in level 2, however that number will grow as the guild house upgrades start showing up.
Blacksmiths:
The Blacksmiths can now reforge items. The requirements to do so is as follows:
1) The item must have at least 1 stat that is not min/max damage or Armor. 2) The item must not have been reforged before. 3) You have to have the proper amount of money to do so
Now that this is in, I will need to do some work on the loot system in order to compensate for this new feature.
Patch Notes:
- Blacksmith: The Blacksmith buildings now has unique functionality. The Blacksmith can now reforge an item 1 time. Reforging an item allows you to exchange gold for changing 1 stat on a piece of gear to a base stat. This process is dependent on stat "values", most ratings are 1/2 the value (or something similar to that) of a base stat, so the exchange is not one to one. - Dismissing characters has been added. Your character must be 1) Not a Guild Master, 2) Not an officer, 3) Not a Home Town Hero, 4) at the guild house. There is no reverting this decision so use it carefully. - Flameblast was imporperly being assigned by other talents. - Fixed a stat bug with rating type stats - Did more work to try and get buildings to stop disappearing :) (let me know if the bug continues). - Fixed a bug that could cause your guild inventory to clear out... - Easy Difficulty got a bit easier, all other difficulties stayed the same. - Encourage buff is now working properly. - Encourage buff now lasts 5 turns, up from 3. - FlameBlast spell damage coefficient raised to 1.3 up, from 1.0 - WaterBlast spell damage coefficient raised to 1.3 up, from 1.0 - EnergyBlast spell damage coefficient raised to 1.3 up, from 1.0 - Prismaticbolt spell damage coefficient raised to 2.05, up from 1.95 - Meteor base mana has increased to 12, up from 10. - Overload base mana has increased to 9, up from 6.5 - Power Overwhelming now starts at a 30% spell power increase, up from 25%.
Elite Mobs (still thinking on the name, maybe "lieutenants" or something of that manor):
So I mentioned the bounty quests last patch, and I am going to need to add tougher mobs in order to place in said bounty quests, so i will add them first in preparation for that.
Bounty Quests:
Nothing new from last patch, but it is my goal to have these working this week...
Thanks all! Please keep the feedback coming, I am working as fast as I can to get the issues solved... At times I have thought I solved an issue, and its only people continuing to report the issues that let me know there is more work to do.
I just wanted to give a big thanks to all of you who have supported our launch! Of course, launching the game is only the first step. There is still a lot to do! I've gotten a lot of great feedback the last few days and I wanted to get out some fixes for you. Some of the fixes are going to require larger changes and will have to wait for the next major patch. As always, if you have a suggestion or a problem you come across be sure to contact me on the forum or our discord!
• Reworked how gravity works. I tightened it up so the player doesn't fall as fast. Physics is going to get a larger pass in the next major build. • Bug: Fixed an issue with the advanced crafting quests all showing as bows • The stoneworks quest no longer consumes your cobblestone • Added darkling armor to Captain Sregor's loot list • Reworked tower loot slightly • Added missing tooltip for spell shape rune unlock • Bug: Fixed a tooltip bug with armor inlays • Bug: Fixed a bug where you couldn't stab enemies through an open door • Grappling hooks can now collide with platforms • Bug: The penetration rune wasn't properly serialized and was causing spell errors • Bug: Fixed a bug where a consumable item in your offhand slot could remove an item • Bug: Fixed a bug where completing a quest could put an item in your offhand • Bug: The necromancer's dungeon quest reward changed to tiny power cores as intended • Bug: Fixed a bug where you could close the escape menu while the options were open • Bug: Fixed an achievement bug • Bug: Fixed a problem with chest drops that wouldn't drop more than 1 item • Bug: Fixed a problem with the spell editor when you left integer fields blank • Bug: Xilith, corrupted, and agilite ore had wrong mining power levels. This has been corrected. • Reconfigured messages to group creation and removal of entities for better multiplayer performance • Bug: Fixed a bug where the player would keep moving when opening menus in game • Bug: Platforms no longer block melee attacks • Bug: Fixed dungeon skeleton's attack distance • Bug: Fixed a problem where the door state check wouldn't communicate properly when a chunk loaded so the door appeared to be closed when it was open. • Bug: Fixed a problem where the door could spam its animation • Reduced the speed of skeleton casters… it's no longer a marathon to catch them • Bug: Fixed a bug with mod loading • Bug: Fixed a problem with not getting the base damage rune not appearing • Changed how input messages are sent to the server for better multiplayer speed Bug: Fixed an issue where entities wouldn't be able to request path information and would get stuck
Since updating the version may affect the save data you have, it is recommended that you copy your save date at first and then update it. Save document: C: \ Users \ account name \ App Data \ Local Low \ Epicomic \ Touhou Nil Soul \ Save
It is recommended to save data before updating.
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This is the first update since it was released on March 22, and we made various adjustments to the game balance. I would like to make a better game experience for you.
Content Below:
1. During the battle, you will be able to get B points, restore your spirituality and indirectly strengthen your allies;
2. By reducing BOSS attributes to a certain extent, Reimu on the first stage can be cleared more easily.
Current test results:
1. After having understood the system, Reimu can be cleared to about 15 turns(5 minuts), and Rumiya and the great fairy are about 20 turns.
2. Once the equipment is in place, the LV2BOSS will clean up on the left and right 30turn.
A player has played so hard and made such great number(can just challenge LV.2 Reimu already
Further publicize:
Each time you unlock a new character, the strength of BOSS increases. It will be the most difficult of four fellows. Therefore, it is this system that the player felt that it became difficult when defeating Rumiya and challenging Reimu again.
And the bug to be repaired now is:
1. The barrier of the equipment does not decrease 2. Equipment duplicates 3. BOSS flying in battle
The testing staff made a BOSS clear video, which can be played back on the BILIBILI video side. Please look forward to it.It could help you play more easier on this game.
My team and I have been busy with our second project, 'Nusantara: Bermuda Triangle', but we also planned a few things for Winged Ones:
- We're planning to release a soundtrack DLC pack. Including original BGMs and royalty free ones from Kevin Macleod and other amazing composers! Stay tuned!
- I'm happy to announce that you can now purchase 'Nusantara: Legend of the Winged Ones' bundled with other classic games in Groupees! With only $5 you can get 8 games, 4 soundtrack, and 1 digital comic!
If you're interested, look up 'groupees be mine 38'. The bundle is called 'Be Mine 38' and Groupees has been making bundles since 2011 so you'll definitely find great deals you can't find anywhere else ^.^)/
Good game and have fun! xoxo,
SweetChiel
P.S. This is not April Fool and the bundle is time limited so make sure you get one before time out!
The latest patch is live. Been spending a lot of time looking into bugs. Thanks to everyone who is reporting issues and improvement ideas! Keep them coming.
Patch v0.22.5
Improvements
In Sandbox mode pressing the Select Start Position button in a dense forest could freeze the game for a short time while trying to find positions for all of the starting items. Now existing features (trees, tallgrass, etc) are removed from that position before placing the starting items.
Added a option to limit the frame rate for graphic cards that have overheating issues.
Night brightness is slightly higher for all game modes.
Bug fixes
Fixed a number of bugs preventing domesticated animals from eating and drinking.
Fixed a bug preventing all creatures from generating idle paths that go up and down ramps/stairs.Fixed a bug where trying to create a workshop/market/trainingArea/trap of one type would use the ingredients of a previously selected type. Building would fail.
Cooking & butchering animals now properly skills up the cook skill (instead of the needlesmith skill).
Cremating creatures animals now properly skills up the smith skill (instead of the needlesmith skill).