This patch fixes some typos in the french localization. Thanks to NucLeo for his awesome help with it :)
Game is also "very positive" on Steam, that's very cool. I made this game almost alone (Philip did the music), it warms my heart to see that players enjoyed it. It's the best achievement I got on Steam, to be honest ːsteamhappyː
Even if I'm spending most of my dev time on Inspector Waffles right now, Antenna Dilemma is still on my mind: new localization will come soon and I started (slowly) to write the sequel.
Since the game features tricky controls, I've decided to push rebindable controls to an earlier update. So instead of the expected biweekly update launching on the 18th as I had planned, I will try to push parts of what was intended for that update already next weekend (11th of august) along with rebindable controls as soon as they are finished.
1. Conquest: Develop on an equal footing with the enemy. Build bases to destroy enemy command centers. Set enemy strength on the menu.
2. Defense: Build bases and troops to resist the enemy's attack until they survive. The enemy may land anywhere. Before the invasion, there will be warning and reservation of the enemy's landing points. The number and time of the enemy's invasion can be set in the menu.
3. Attack: Build base and army, destroy the enemy's command center, the enemy will not attack you actively, but the initial force range is very large, you need to step by step, you can set the initial force range of the enemy in the menu.
Other changes:
1. Optimizing Ai algorithm greatly improves CPU performance 2. Fix Some BUG
Just want to start off by saying we all apologise for the silence since only two people are working on Rise Of Crustaceans Development slowed down a bit as we have jobs but that didn't mean we stopped working on it!
Since the last post Rise Of Crustaceans has come a long way we are so close to finishing so within the next few weeks i will keep you all updated with screenshots and more.
The game runs much more smoother while looking 100% better. Most scripts have been redone to work better.
I just want to apologise again but we are nearly there so just be patient for a little longer!
Thanks to everyone who has supported us through this time until now and for the future, feel free to drop us a email @ info@turmoilstudio.com and i will reply within 12 hours!
Not everyone who steps onto these mysterious islands, suspended in the sea of skies by unknown, mystical forces, survives their many trials. Some perish from their many hazards, some are killed by the wildlife, or the sentient yet not always hospitable creatures. And some brave souls find new paths, new depths, new routes and venture forth into the unknown - only to disappear forever, leaving but faint traces of notes and letters.
And sometimes, these letters fall into the hands of more fortunate adventurers, to be read and shared with others in hopes to survive where these brave souls have died.
These notes are not meant to be sold, but shared. Please, do share them with your fellow adventurers, for it might save someone’s life in this dangerous place.
A result of Plum Octopus going literally rotten under the clashing influences of neighbouring biomes. This dangerous mutation makes Octo-puses both agressive and dangerous, while the stench of their rotting matter makes it astonishingly easy - if unpleasant - to notice their approach by smell.
HABITS
Little is known about these horrible creatures. So far, they have only been discovered by a rare adventurer unfortunate enough to stumble into them on one of the fringe islands, not to be seen again. The lucky few who were clever enough to escape upon finding the evidence of its presence, speak of seeing the bodies of less lucky adventurers, either crushed by an unknown force, or severely poisoned.
If you ever catch a whiff of something horrifyingly rotten at night - make sure not to follow the smell. Better yet, box yourself in a shelter until the sun rises.
A result of a Ruby Armadillo mutation, Prismadillo is roughly the same size as the original, but its usual form is disrupted by numerous, multi-colored crystallic patches. These critters glow ominously in the dark, as if to warn everyone of their dangerous and volatile nature.
HABITS
The consecutively explosive Ruby Armadillos are some of the nastiest creatures of Desert biomes, with the best thing about them being that they usually don’t leave Desert islands. Well, Prismadillos don’t really follow those same rules.
A few months back, the rumors began about adventurers all over Elteria falling victims to some sort of an exploding creature. Until recently, it was believed to be but a scary rumor - which was far easier to believe in once these incidents became more frequent, and maimed eyewitnesses began popping up.
Once again, be extra careful at night. You never know when these beasts reach the island you’re living on.
These mutant hares are an obvious result of a collision between Desert and Tentacle biomes. The unexpected, unfamiliar and seemingly highly unpleasant mutation causes these usually peaceful, cowardly folk to turn into feral, vicious beasts that attack anyone in sight.
HABITS
Lost both the place in their tribe and their very minds, these creatures turned beasts roam the islands in search of anyone to inflict grievous wounds upon. The only adventurers that ever lived to tell the tale of these monsters were the ones to notice their discordant form from afar enough not to be chased. It might be speculated that the eery lack of witnesses that got close enough to these creature is due to either the Hares’ penchant for speed, the sheer reach and strength of a Tentacle, or a combination of both.
Despite possessing short necks and crystal antlers, these awkward creatures were scientifically proven to be closer to llamas than to deer and axolotls - the adventurer that found them went an extra mile and a half in their research to make sure that there is no mistake on this part.
These inhabitants of one of the coldest biomes of Elteria are happy to dig up and eat both plant matter and magic crystals, with this diet resulting in the strange crystallic outgrowths on their bodies and their heightened magical capabilities.
HABITS
Crystal Llamas are not only peaceful, but also sentient and even quite hospitable. They possess mystical, magical abilities that they use without a second thought to help out adventurers, and they would also happily trade goods with such adventurers
For some reason, these huge, almost baloon-shaped frogs carry big leaves on their foreheads. It would almost look cute until you remember that each of these monsters is roughly the size of a corrida bull - and has the same penchant for violence.
HABITS
The Leaf Frogs are extremely territorial and aggressive, and as such, would attack any adventurer that comes too close to them. “Too close” in this case is roughly 30 meters, so if you find yourself surrounded by these monsters, plan your route accordingly so that you don’t find yourself surrounded and subsequently bombarded to death by the bodies of these green giants.
Unless provoked, a Leaf Frog would move around in short, almost comical hops, minding its own froggy business. But come too close - and this amphibian behemoth would defend its territory by using its powerful legs to leap onto your head and crush you under its immense weight.
As these frogs lack any actual fighting ability, if such an attempt fails, the Leaf Frog would try to hop away and repeat its attempt to flatten you, unless either of you dies, or you escape.
If you intend to fight these creatures, try to dodge its massive body when it leaps on you, and throw in as many strikes as you can before it leaps away, repeating this process until the Leaf Frog dies.
It is currently unknown whenever these creatures are the young of Leaf Frogs, or a smaller, related species. The physical resemblance speaks for the former, but a higher level of sentience speaks for the latter. Perhaps, they are related to Leaf Frogs in the same way humans are related to monkeys.
Either way, the biped Seed Frogs possess an elliptical body, tiny legs and arms, and a disproportionally small leaf propeller growing out of their heads - either a symbiotic organism, or a weird mutation, caused by magical energies. Despite every law of aerodynamics, this propeller somehow allows Seed Frogs to fly.
HABITS
The Leaf Frogs are non-aggressive, sentient, and even willing to trade with adventurers - however, if attacked, they will not hesitate to defend themselves.
In battle, Leaf Frogs spit out large plant seeds, with each such shot’s power being somewhere between a slingshot bullet and a crossbow bolt. As such, it is highly inadvisable to both provoke these creatures, and get shot by them, as each of their seed shots is both highly damaging and has a significant stopping power
As the night falls on the Bamboo Forest, it turns much, much more dangerous than it was during the day. There, in the dim lights, you will find figures much more imposing than its usual, furry inhabitants.
These cats, while bearing a clear resemblance to Coincats, are much more ominous in their appearance. These dark furred, nocturnal mutants can be clearly distinguished by their dark fur and a creepy, additional eye on their forehead.
HABITS
Unlike the hospitable and friendly Coincats, these mutants that are called Moon Cats, are particularly violent and bloodthirsty. Any adventurer they notice is attacked on sight - and moreover, without any adventurers to attack, it will hunt down any Coincat it encounters instead.
These feral creatures possess high enough speed to be able to catch up to all but the quickest adventurers, and upon catching up, they would tear their prey limb from limb with their razor-sharp claws.
As such, it is HIGHLY advisable to all the beginner adventurers not to take a single step into the bamboo forest after sunset - and to everyone else, to be prepared to fight for your lives upon entering. Not sure why someone would risk thou - their bodyparts would certainly count as an exact opposite of a lucky charm.
These puzzling creatures look like big, semi-sentient mushrooms with leaf propellers spinning around their stationary stalk - and that’s exactly what they are. Why would a creature incapable of moving have both the ability to perceive its surroundings and a leaf propeller instead of arms and legs - is a mystery hardly anyone is inclined to look into.
HABITS
These creatures are not hostile and, in fact, completely unable to defend themselves. Their only nonstationary part, the leaf propeller, only feels slightly unpleasant upon a contact with human flesh, so these creatures are, in fact, completely and utterly defenseless.
On the other hand, one can’t exactly call them useless, as while the Airshrooms have no means of protecting themselves, their propellers are capable of creating a significant updraft, which would suggest that these critters serve a rather utilitarian purpose among shroomkind - and also mean that Airshrooms could also be utilized by savvy adventurers for their own needs
This mushroom is easily identifiable by the giant blobs of noxiously green dew sapping from its head. This mushroom, unlike many of its brethren, is both aggressive and capable of roaming the Mushroom Birch Hills.
HABITS
Living Toxic Shrooms act as guards of the mushroom colony, roaming through its grounds and attacking any and all intruders, and while their tiny legs and obvious lack of arms might suggest that melee is not this creature’s strong point, they’re still quite capable of standing their ground.
In battle, Living Toxic Shrooms throw massive blobs of highly toxic, viscous goo at their enemies. Despite their clumsy appearance, they do so with a surprising and deadly precision, so any adventurer attacked by these creatures should pay extreme attention to their attack patterns.
Shroomcubators are exactly what it says on the tin - these are the living incubators of the mushroomkind. They share their overall anatomy with Airshrooms and Living Toxic Shrooms, and can be recognized from those by a distinct lack of toxic blobs and leaf propellers. In other words, they look exactly like a walking mushroom would.
HABITS
These creatures would rather prefer to be left alone - and in fact, just like Airshrooms, they both lack their own means to defend themselves and the motivation to attack intruders. Thou much unlike Airshrooms, Shroomcubators in distress are capable of rapidly creating a number of highly mobile and agressive small mushrooms that act as their own personal guards, and try to drive off or kill a creature that had attacked the Shroomcubator.
So far, nobody had managed to find out what ingredients and parts could be gathered from a Shroomcubator, since doing so would require to both deal with the roaming Living Toxic Shrooms, and Shroomcubators’ own small personal army.
It’s extremely easy to confuse a Pumpkee with one of those exploding pumpkins scattered through most of Elteria. It is not a case of an acute mimicry thou - in fact, it’s the case of colliding biomes mutating these pumpkins into living, breathing, and dangerous beings.
As such, Pumpkees look exactly like exploding pumpkins, aside from the four stubby legs a face, and a surprising willingness to move in your general direction
HABITS
If you see an exploding pumpkin moving towards you - run. Seriously, do not come close, as they explode just like the normal exploding pumpkins.
While Pumpkees might look cute, they are still mindless plants whose only purpose is to scatter their seeds through all of Elteria. Because of that, every single one of them would happily - and quite readily - jump at a first adventurer they see and, upon approaching, explode.
If a Pumpkee explodes on its own volition, it won’t leave any items after itself, so if you MUST fight them - be sure to kill these creatures without coming into contact with them. I’d highly suggest only using ranged weapons and abilities.
A Pumpkee that had managed not to blow itself up for long enough eventually grows into one of these abhorrent creatures. Luckily, rare Pumpkees do, as these monsters are easily twice the height of a human, and pack enough firepower to raze an entire castle in a matter of minutes.
Essentially, Pumpkings are overgrown Pumpkees that boast higher intelligence, massive brute strength, and a pretty twisted sense of humour and fashion - the crown that a Pumpking wears is fashioned out of remains of their less fortunate and more explosive kin, and decorated by an actual magic gem as a centerpiece
HABITS
Just like Pumpkees, Pumpkings can blow themselves up. Unlike the Pumpkees, Pumpkings easily survive these enormous in their scale blasts. And unfortunately, that’s not the only way a Pumpking can kill you.
The crown of a Pumpking seem to give them actual authority over surrounding Pumpkees that gather under their king when commanded, and march into battle to happily blow themselves up. Moreover, Pumpkings are seem to be able to channel their magical energy through the crown in order to rapidly fire off entire volleys of energy blasts. And then, if everything else fails, a Pumpking can simply jump, and squash you. These creatures seem to enjoy jumping on the heads of the farthest enemies in the group, as if they’re sentient enough to understand the concept of ranged combat.
As such - it should be abundantly clear - do not even attempt to engage one of these monstrosities in combat.
XIII. Blue Shark
Mob Type: Boss, 2 Tier Habitat: Crystal Gardens Treasure: Blue Shark’s Fin, Normal Deck of Cards.
While you might think that the distinct lack of seas on Elteria would mean that you won’t have to worry about being bitten in half by a giant teeth-riddled fish the size of a truck, the existence of this monstrosity proves otherwise.
It’s a shark - but it is able to swim through the ground just like a normal shark would swim through water. It’s giant, navy-blue with blue stripes skin is surprisingly tough, and its jaws are powerful enough to bite through solid steel - with the only condolence being that its clumsy neck rarely allows it to actually bite its opponent in battle.
HABITS
Good news is, this monster is not aggressive, and if left alone, it would pay you no mind. Bad news is, if you happen to be close by as it receives as much as a scratch, even from environmental hazards, you will shortly find yourself on the receiving end of its fury.
In battle, it would quickly approach an adventurer - sometimes, even ram into them - and then hit them with its massive tail. Both of these attacks are extremely devastating, given this monster’s sheer size and body weight.
And if this brute strength would ever prove to be not effective, the shark flies into a fit of rage, becoming deadlier, quicker, and beginning to fully utilize its earth-swimming abilities in order to utilize its jaws in combat.
It is HIGHLY recommended not only to leave an encountered Blue Shark alone, but also to stay as far away from it as possible.
These green goliaths are clearly related to Blue Sharks - perhaps, same origin species, adapted to a different biome. Unlike the Blue Sharks, these ground-swimming monsters are green, with ring-like markings on their body, and a single horn on the nose, but the staples of what makes them so terrifying - the ability to walk on land and swim through the ground, the massive size and the razor sharp teeth still remain - and moreover, these monsters are far more ferocious and dangerous than their blue-tinted kin.
HABITS
Just like the Blue Sharks, Jungle Sharks are not aggressive - but they too begin to attack any adventurer in sight if dealt any amount of damage whatsoever.
While the Blue Sharks are quite happy to try to crush their enemies with their sheer weight and size, the Jungle Sharks have no such inclinations - they start using their earth-swimming abilities as soon as they enter the battle. A particular theory concerning the reason behind this claims that it’s just because the soil in Crystal Gardens is much courser and rougher than in the Frog Jungle, which makes it less pleasant to swim in.
Regardless, do NOT provoke these monsters, as they’re even more dangerous than their Crystal Garden cousins.