Welcome to yet another week of outrageous community creativity! This week we've got great storytelling, Speedrunner Guild automation, and the trial of the baggage claim. As always, remember to click the level names to bookmark them for play later on - LET'S GO!
TalkGibberish spins us a yarn
TalkGibberish is in great form this week, bringing us the incredible True Story™ of how Slurb Juice is made. His level Big Vacrat Theft, Episode 1, makes incredibly clever use of Levelhead's systems to tell a story about chasing down a Vacrat who has stolen your jem. DANG VACRAT, GET BACK HERE!
Steek Hutsy tests our reflexes
In Secret Shrine Rush, Steek Hutsy had us sprint-jumping non stop, making it feel like we could truly fly. And Steek's level A Trust Leap made us confront our distrust in people with repeated blind package-throws through portals. Trust in humanity, restored!
The Baggage Claim Nightmare
Bag Catch gave us flashbacks to the airport baggage claim. In MisshapenSmiley's level you have to be quick and precise to grab your package from the conveyor belts before it disappears. Be quick, and don't take someone ELSE's bag.
Levelcup & Speedrunners Guild
Season 5 of the Speedrunners Guild has begun! Our awesome Paragons Cprice and Retro have combined their powers to turn the Level Cup website into an automated recorder of speedrun challenges - no screenshots needed. Put on your running shoes and sign up to earn your place in the underworld of speed demons!
Highlights
KilThrall's Floor Is On Fire is a great recreation of floor is lava game.
Hello, commanders! Today you will find a small patchnote, but a very interesting update. We added one completely new arena and updated another old one. In addition, due to numerous requests, the subcategory “All” has been added to each category of the Market.
Arena
Added new Arena map: “Wilds”.
Improved map of the Arena "Crystal Caves": the aisles and walls have become more pronounced, and the scale of the map is reduced with the preservation of geometry. Also added new interactive objects, updated textures and improved map lighting.
Innovations
Now, if the player is alone in the Squad and clicked on the cross in the Squad menu, then the squad will be disbanded (this will save you from some inconvenience).
Added the sub-category "All" in each category of the Market.
Now, with the help of Drag'n'Drop, you can drag modifiers directly into the hovercraft or hero slots, thereby invoking the craft menu.
In the window after the battle for the highest league and division, the progress bar will no longer be displayed, since in this case it does not carry information.
In the Bank menu in the Promo codes tab, you can enter this new promo code: QPK6-FS6B-ASVT
BugFix
Fixed a number of errors leading to the crash of the game during the battle.
Removed unnecessary cross in the tab "Sale" on the Market.
Do you have any suggestions for new updates? Feel free to tell us about them. The most interesting and necessary that you offer, most likely, will appear in the game ;)
This patch, on Mythgard™ - The players have sent us their energy (or their decks at any rate), giving us all a dose of strategic variety through the featured deck system! In addition to accessing two rotating slots of community deckbuilding goodness, tinker with the latest tuning changes confidently thanks to a revamped action system that’s got your backend.
Features & Bug Fixes
Better payment error messages, particularly on Steam.
Additional polish to missions screen.
New music for matchmaking.
Fixed some jankiness in hand card adjustment and selection.
Xerxian Saboteur now properly damages all artifacts.
Raised coin cap to 50,000.
Minion action system has been revised.
See below for detailed notes
Minions can now have multiple Standard Actions (▼). (Restore Action abilities have all been changed to grant additional actions.
Minion action-granting abilities such as Swift and Frenzy have been standardized
Minions and Artifacts without energy can now be given Utility Actions (formerly Energy Actions). Utility Actions (▽) can be used the turn the minion is put into play or on turns when the minion also uses a Standard Action.
Fixed various bugs with the in-game deck tracker.
Featured Decks
Two featured decks, picked at random from a curated pool of decks, are made available to each player
A player’s available featured decks change to a different set of decks twice weekly on Monday and Friday at 10am PST
The display of featured decks in the deck manager UI can be disabled via an option in the game settings panel.
Matchmaking preference toggles now interactable while in queue.
Updated deck filter buttons.
Updated most of the main menu panel visuals (still work in progress)
Total deck essence value and required essence added to deck building tooltip (hover/longpress card count in deck editor).
Requeue from the end of game screen now queues with the deck used in the last match instead of the currently ‘equipped’ deck as seen from the main menu.
Challenges are no longer auto-cancelled when the challenger is in a single-player match when the other player accepts.
Fixed auto-unmake leaving some cards with old count values.
Fixed aspect ratio of loading screens.
Fixed Tunestar’s “where’s my sidecar” bug. (If you hit end turn to discard cards while cards are being drawn, those cards disappear temporarily).
Known Issues
Many UI elements are still placeholder and work is ongoing.
The block feature on the Social panel doesn’t work yet
Vengeful Heirloom cast on an ally’s minion in 2v2 will not return to your hand
Minions with 0 strength will show modified, increased strength (blue text) when they have abilities like Slayer and Focused even though they will not do damage.
Paths & Powers/Tuning
Fires of Creation
Forge Elementals are now Forgelings, which are burnable and come in three types (in turn):
Tempered Forgeling: Armor 1
Molten Forgeling: Regen 2
Rotary Forgeling: Blast 2
All forgelings are burnable for mana but not gems. Forgelings can be burnt for mana even if you already have 10 gems.
Splitting the names up should help a bit against Seal of Exile.
Impel
Once per turn, give a friendly minion a free move action this turn and the next → Once per turn, give a friendly minion a free move action
Infuse
Once per turn, give a minion +1/+1 until end of turn → Once per turn, give a minion +1/+0 until end of turn
Journey of Souls
Minions returned to your hand are now Ephemeral
Rainbow’s End
When you replace an enchantment, gain (1) temporary mana → gain the replaced enchantment’s mana cost as temporary mana
Cards/Tuning
Baku Bogeyman
(7)
PP[/strike] → (7)
P[/*][/list] Black Cadejo
3/5 → 3/4
Bob “Banzai” Vaquero
ABILITY COST: (4)▼ → (3)▽
Brising Necklace
(2): Place an enchantment from your hand into the bottom of your deck... → (1): Shuffle an enchantment from your hand into your deck...
Carny Lug
ABILITY COST: ▼ → ▽
Dashing Ringmaster
No change yet -- we tried something but reverted it.
Dissonant Drone
All minions have -1/-0 during your opponent's turn → All other minions have -1/-0 during your opponent's turn
Dora
ABILITY COST: ▼ → ▽
Fey Plagiarist
Breach: Copy one of your opponent’s artifacts and add it to your hand without gems in its casting cost → artifacts or enchantments
Fleeting Thunderbird
Breach: Return to owner’s hand → Return to owner’s hand and gets +1/+1 permanently
Gamayun
ABILITY COST: (0), Once per turn → ▽
Not actually a change in functionality, now that we’ve got non-energy minions using utility actions, the card text is just a bit cleaner.
Garden of Iriy
Mana cost increase is now permanent (even if shuffled back into your deck).
Ghūl
ABILITY COST: ▼ → (1)▽
Grandma Meng’s Tea House
(2)
[/strike] → (1)
[/*][/list] Hungry Ghost
(4)
[/strike] → (5)
P[/*]
Gains +1/+1 when an enemy minion dies → another
Imperfect Copy (Vessel)
(2) → (1)
Jaunt
Grant a minion Teleportand a free move action → and Swift
Lamp of Wonders
→ 3e. -1e▼: Divination 4. If energy is 0, draw a card, banish this card, and shuffle a (2) cost copy of this into your opponent’s deck.
Lavish Proxy
Regen 2
Master of Shadows
2/4 → 2/5
Orbital Jamming Satellite
Durability 13 → 11
Peach of Life
If there are 8 or more minions in your boneyard… → 7
Pentacle of Flavors
(3)
[/strike] → (4)
P[/*][/list] Racer in Shadow
Ephemeral → Is banished at the end of your turn
Reincarnation
(6)
P[/strike] → (5)
P[/*][/list] Rogue Vocaloid
Blast 4 → Blast 3
Shinobi of Fire
1/3 → 1/4
Flame Scroll: Deal 2 damage to your opponent → Deal 3 damage to your opponent
Shinobi of Smoke
3/1 → 3/2
Shinobi of Wind
2/2 → 2/3
Shopworn Bull
Activated ability cost: ▼ → ▽
Stairway to Hades
Effect is now permanent (even if shuffled back into your deck).
Stratagem Thirty-Six
Mana cost decrease is now permanent (even if shuffled back into your deck).
Temptation
Restricted to minions with casting cost 6 or less
Mana cost decrease is now permanent (even if shuffled back into your deck).
The Fast Lane
(6)RR
P[/strike] → (5)RR
P[/*][/list] To Heaven and Back
Effect is now permanent (even if shuffled back into your deck).
White Cadejo
3/5 → 3/4
Action System
The action system has been revised. In general, things work like they did before but additional actions interact in more intuitive ways. The most noticeable changes include: the removal of all ‘restore action’ effects (these have been replaced in all cases with ‘grant action’ effects), minions can now have multiple standard actions, and Energy Actions have become Utility Actions, which are now used in a wider variety of places. In addition, abilities that grant specific types of actions (like Swift and Frenzy) have had their functionality standardized. What follows is a detailed description of how all of the actions work and how they are tracked. In general, actions should now work how you expect if you only read the basic tooltips, and feedback on any dissonance between those tooltips and these more detailed action rules would be greatly appreciated.
Overview
Standard Action (▼)
Can be used to attack, move, or activate an ability. Usually, minions don’t have one the turn they are summoned, but gain one at the start of their turn.
Rush Action
Rush actions are like standard actions and are granted by Rush. Only one can be used per turn and they are used before standard actions.
Move Action
Can be used to move and are used before standard actions.
Swift Action
Swift actions can also be used to move and are granted by Swift. Only one can be used per turn and they are used before move actions.
Frenzy Action
Frenzy actions can be used to attack and are granted by Frenzy after attacking. Only one frenzy action can be used per turn and they are used before standard actions.
Utility Action (▽)
Can be used to activate abilities requiring utility actions. Usually, Minions, Artifacts, and Brands get one per turn including the turn they come under your control.
Action Rules
General
Minions get a standard action at the start of their turn.
Minions, Artifacts, and Brands get a utility action when they come under your control and at the start of their turn.
Minions can accumulate and spend multiple actions.
Minions lose all of their actions at the end of their turn.
Rush
When a minion with Rush is created or gains Rush on the turn it was created, it gets a Rush Action. If the minion also has Swift, it gets a Swift Action. If the minion has Frenzy and attacks, it gets a Frenzy Action.
Minions can only use one Rush Action per turn.
Minions losing Rush also lose their Rush Action.
If the minion loses Rush on the turn they came under your control, they also lose their Swift and Frenzy Action from Rush.
Swift
Minions with Swift get a Swift Action at the start of their turn. A Swift Action can only be used to move.
A Minion gaining Swift also gets a Swift Action if it was created on a previous turn.
A Minion gaining Swift also gets a Swift Action if it was created on this turn and has Rush. This Swift Action only can be used while the minion has Rush.
A Minion can only use one Swift Action per turn.
Minions losing Swift also lose their Swift Action.
Frenzy
When a minion with Frenzy attacks, it gains a Frenzy Action.
When a minion gains Frenzy and has used a standard action to attack, it gains a Frenzy Action.
When a minion gains Frenzy and has used a Rush Action to attack and has Rush, it gains a Frenzy Action.
A Minion can only use one Frenzy Action per turn.
Frenzy actions gained from attacking with Rush Actions can only be used if the minion has Rush.
Minions losing Frenzy also lose their Frenzy Action.
Performing Actions
Moving a minion will consume one action. The minion will first consume Swift Actions, then other move actions, Rush Actions, and finally standard actions.
Attacking with a minion will consume one of its actions. The minion will first consume Frenzy Actions, then Rush Actions, and finally standard actions.
Activating an ability that requires an action will first use Rush Actions, then standard actions.
Art
Production art for several purple cards, including Simuzen, Shinobi of Smoke, Insatient, and Cloud Pillar Peak
- You can now access towns of all acts, still workin in progress tho. - You can now trade gold and rubies - Added server message for 100% (pristine) satanic drops - Changing minion type now wields the wrong type of weapons useless for the minion - Nightmare can now drop satanics from ACT bosses - Hell now only drops satanics from Elite and above (minibosses, ancients, act bosses etc) - Inferno can drop satanics from every single rarity of enemies. - Weapon 1 and 2 handed is now displayed in the stat screen of the item - Hell is now Monster Level 125 and Inferno Monster Level 215 - Improved enemy hitboxes - You can no longer beat ACT 2 boss without killing ACT 1 boss first and skip acts, opening new waypoints. - Increased Unstable Rift drop multipliers + added ruby drops as rewards - Increased Synergy stat scaling - Slightly Increased Rift Portal spawn chance - Boss pieces now only drop on inferno and Fallen Inoya has a massive chance of dropping better loot - Added GamePad controls for inspecting and trading - Mercenaries now try to avoid AOE Spells from enemies - Improved Chainlightning on all classes - Teleporting enemies have a slight cooldown before they attack - Added a new hat - Max base talents is now 30 - Max minion talents is now 30 - Increased ACT boss drop multipliers alot - Crafting window now only closes when crafting items - Added mouseover descriptions to Set effects - Hell is now scaled like nightmare and normal
Items
- Added Paladin set - Class sets are now locked for other classes - Weapon type is now just [gun] [spell] [melee] [javelin] etc. - Changed stats in Satanic gloves - Changed stats in Satanic guns - Changed stats in Satanic Claws - Buffed Satanic Chest pieces Defensive stats - Set items can now only drop on inferno - Nightmare Satanics range from 50-90% quality - Hell Satanics range from 60-100% quality - Inferno Satanics range from 75-100% quality - The 1% roll for 100% quality skips the difficulty settings, so you can get lucky on nightmare
Fixes
- Fixed Piercing bullets ticking multiple times - Fixed some missing item names on other languages than english - Fixed issues with trading, potential fix for duping and denied possibility of trading with full inventory - Fixed issues with players joining, resetting the map and bosses etc - Fixed refreshing zone quests - Fixed "You Died" screen in multiplayer - Unstable Rifts now reset after visiting them so you can enter a new one. - Fixed a bug in minion talent reset. - Made offline reset same as online reset vote. (changing difficulty also resets) - Fixed a HP missmatch bug that gets you banned in PVP - Fixed exitting town from left or right - Fixed Ranged immunity enemies on melees - Fixed auto-equipping set items - Fixed empty dungeons - Fixed plague doctor down fist attack animation
Viking
- Charge now impacts enemies again. - Shockwave now creates the next one faster and grows the next one's size by 25% - Charge stun is now 4 seconds instead of 2 - Buffed Berzerk from 25% + (2.5% x level) to 35% + (3.5% x level) damage increase - Class set is now in place, Increases shockwave count to 3 - Stoneskin now shows as an aura below the player
Paladin
- Holy Nova is now an actual Nova - Improved Rotating Shields art and increased hitbox - Increased Shield Bash Hitbox - Holy Hammer synergy is now energy - Paladin set effect is now in place, gives a 20% chance to spawn an additional hammer.
Pyromancer
- Fire Nova is now an actual Nova
Demonspawn
- Reworked manashield - Manashield no longer drains mana while being active
Pirate
- Class set effect is now in place, Increases barrel and explosion size and damage by 50% - Anchor Chain now also damages enemies - Buffed rapidfire scaling a bit
Redneck
- Class set effect is now in place, Increases Tire size and damage by 25%
Necromancer
- Class set effect is now in place, Increases minion HP by 75% and damage by 25%
Greetings! Today's update adds an RPG-style Action Bar that is customizable from the F7 Commands tab, and also addresses some issues with the launcher that users reported.
Action Bar
You can now set your keyboard buttons 0-9 to quickly perform any action from the Commands tab. First go to the Commands tab and set stuff to the buttons, then you can use them while walking around your arcade.
Note that when you have All Guns On enabled, keyboard buttons 1-5 are occupied by weapon slots. So be sure to bind your All Guns Off to a keyboard button higher than 5.
Change Log
Added an Action Bar that lets you bind commands to the keyboard buttons 0-9. Customize it from the F8 Commands tab.
Added Tab Menu binds to F7 through F9. Added slot binds to keyboard buttons 7 through 0 for use with the new Action Bar.
Added the following commands to the Commands tab: Object Move, Object Delete, Object Clone, Object Mirror Toggle, Painted Material Paint/Pick/Reset/Reset All, Pause AArcade.
Added icons for every command in the Commands tab.
Added the console command paint_menu, which opens up the paint tab.
Added a basic way to favorite or hide sequence names on the Transform Menu. (Also added Sequence Names to the Main Menu > Settings > UI tab > Manage Hidden Library Entries menu.)
Added Damage Enables Physics to the General tab of the Settings menu. When enabled, objects will automatically become physics-enabled when they take damage from weapons.
Improved the Toggle Physics command to reset the object's position when toggled OFF.
Improved the AArcade Launcher to more reliably save its settings & avoid false-positive AV issues.
Fixed an issue that caused newly assigned Video Mirror objects to act buggy until the map was reloaded.
Fixed an issue that caused the VGUI to sometimes not render when switching from ReShade to non-ReShade modes.
NOTE At 11:47AM Pacific I pushed a hotfix to include the updated launcher assets.
-------------IMPORTANT INFORMATION------------- Here's how to join the beta Expected time of official launch: in 1-2 weeks ---------------------------------------------------------------
Zun is back! He left the hospital on Saturday and has been feeling a lot better. He's had an MRI scan today and a doctor will discuss the results with him soon. We're suspecting gallstones and hope it's nothing worse than that.
Thanks a lot for all your well wishes! There was an outpouring of support for Zun, in the comments on Steam, on Discord, in PMs. We deeply appreciate the kindness of the community!
We've released multiple new builds this week, containing all kinds of changes, improvements and fixes. Here's a partial list from the Discord:
Now that we're getting very close to the release, we've been talking about our plans for after the release of 0.7.0. Here's what we currently think we're going to do.
At first, we'll probably be releasing multiple patches for small things like balancing issues, translations and bugs. These updates will be numbered 0.7.0.1, 0.7.0.2, etcetera.
Our next priorities are:
A new menu to display graphs that make a lot clearer how your production is going. See how many items are consumed and crafted, how many monsters are slain and how much days have passed. This is very important because of all the new jobs, items and complexity in 0.7.0.
Integrating these statistics in the tech tree, with requirements like "Fire 500 bronze arrows before you can unlock crossbow bolts", "Distribute 100 luxury meals before you can unlock Colony Starter Kits". It won't be a full replacement, it'll be a mixed system.
Add Steam Workshop and Steam Cloud support, with an in-game mod manager and support for specific mods per savegame
The things above will probably be the main new features in 0.7.1 & 0.7.2.
In the next "priority-tier" we find industrial content and new guards/monsters. Perhaps new guards and monsters will come in 0.7.3 and industrial content in 0.8.0. Maybe it will all be bundled into 0.8.0, although we don't want to keep you waiting as long as you did for 0.7.0 again. We could also release industrial content first and add new monsters and guards in 0.8.1.
As described in the previous blog, we're very enthusiastic about the pipes, tanks, pumps and rails that Pandaros adds in his mod. We'd love to add similar mechanics to standard, unmodded Colony Survival. Image having to supply jobs with cold or boiling water, or oil, or electricity, and having to build an infrastructure with water pumps, oil tanks, generators and batteries.
The endgame in 0.7.0 is not a proper endgame, because it's not intended to be. Colonizing other biomes and combining resources from exotic regions should be a stepping stone towards industrial content, with materials like oil, rubber, cobalt and lithium being gathered from far-flung regions. In turn, these ingredients should be required for new weapons, advanced happiness items like radios, and new transport like some kind of retro-jetpack and teleporters. That should be the endgame of Colony Survival. We'd love to have your opinion about these ideas!
Bedankt voor het lezen en alle beterschapswensen :)
We are happy to share with you the first detailed review of our game by zeepond and we so glad that we got score 8/10 : the review says in short : "AvoCuddle: An Entertaining Platformer with Imaginative Dynamics that Utilizes the Most Powerful Force in the Known Universe, "Love"!"
Agnès is the 5th character of our Night Call passengers reveal.
Recently back from a long trip in India where she came to realize that her difference is only fictional. She is now a new woman and confides her story to you.
Learn about her newfound sense of self-discovery when Night Call releases next week on the 17th.
Great news! You are probably aware that one guy, j0hn_d0e_76 are sending comic strips to us, a fan art we think, but of a great quality! We just got another one!
We also created a guide where collected all the content from j0hn_d0e_76 so you can easily jump in and check it all at one place:
This time there was some numbers included, we decided to post them also maybe someone knows what it is, it’s for sure some sort of a cipher, we are busy with development right now, working on monsters, maybe someone can invest some time to play around with it and share results, but please if it’s something rude, don’t post it here ːsteammockingː