Have you been noticing anything spooky happening in your worlds? The air feels a bit colder, costumed characters are wandering about, and even the occasional drop of candy or cake? Don’t worry, because Halloween is a special time where everyone gets into the spirit of the season in the world of Terraria!
Here is a taste of what you can expect to find during this special seasonal event, which runs each year in-game from October 20th – November 1st!
Goodie Bags can drop from any defeated enemies – be sure to collect and open these for a chance and special Halloween-themed loot. From special Halloween costumes to unique paintings and even some unique gear, you never know what you might find inside!
Special Halloween-Only rare drops are out there for the taking
NPCs have special seasonal items up for sale – be sure to check in for a chance to pick up unique outfits and more!
Harvesting Pumpkins can yield a special surprise for those whose pumpkin patches are truly sincere.
Even the critters and enemies are getting into the act – keep an eye out for your favorite monsters all dressed up for the season. (just remember not to open the door for trick or treating Zombies!)
As pumpkins continue to fill each doorstep, and ghastly decorations litter the streets, it’s no denying that another haunting season is upon us! Power Level Studios has been hard at work making sure Soul Reaper will be ready to rock Early Access this Halloween, and we’ve got even more exciting updates to share with you!
Paging The Reaper Himself
The man with the plan, Danny Forest, was once again able to lend his voice for another interview! Given that Soul Reaper’s Early Access is just around the corner, Benign tailored questions to highlight information that newcomers would find greatly beneficial when starting their journey! Timecodes are provided in the video’s description if you’d like to jump to any one question, but I’ll give you a quick sample of what was discussed in the section below!
Players will traverse Volcanhiem (Hell-like world), Elysium (floating grasslands), Polarus (snow landscape), and The Void (small zone inspired by “The End” in Chrono Trigger).
Type advantages: Fire effective against Earth, Earth effective against Wind, Wind effective against Water, Water effective against Fire. Dark and Light effective against each other. Poison deals DoT, and the Neutral element has no special advantage/weakness.
Stats: Strength buffs physical damage and increases Armor. Intelligence buffs elemental damage. Vitality adds HP. Agility increases attack frequency in combat. Out of all the stats, Forest believes that Agility will be the go-to for new players.
Early Access version has all main content that will be found in the Final version. Final version will have polish, better balancing, and optional quests for the game’s story.
The Midnight Council are the game’s main antagonists, drawing inspiration from the “Sinistrals” in Lufia II. Vipo and Vypo act as Soul Reaper’s assistants throughout the game, and Persie is a blacksmith that functions as the game’s Merchant.
Soul Reaper is sold as a premium game and will not feature microtransactions. No plans for DLC exist at this time.
Loot rarities: Common, Uncommon, Rare, and Legendary. Typically, the higher the rarity, the greater number of attributes they can possess. Legendary loot is the exception, as their attributes are already defined (not random).
Loot currently has a 10% chance of dropping from a defeated monster, whereas the game will roll again to determine its rarity.
Souls are more likely to be reaped from higher level enemies. Some loot can also influence the “Soul Find” stat, which greater boosts your chances. System draws inspiration from Castlevania games (Aria/Dawn of Sorrow).
Interested in what you see? Check out the full interview for an in-depth look at the above (and more)!
Building Momentum
Power Level Studios representing Soul Reaper at Momentum! Pictured (LtR): Danny, Griffin, Ryan, Tyler.
Our second playtest event was a success! We were able to meet with various outlets within the gaming press, influencers, and other developers to give them a test run of Soul Reaper’s newest build.
Griffin answering questions with an influencer and interacting with their livestream.
We’ve been paying close attention to player behaviour, and have already noticed several improvements since the event back in September. Many players didn’t know to how initiate combat in September’s build, and only 2 of them actually decided to look at the menus!
This time, however, we barely received any questions at all regarding how to progress through the game! Certain systems have been made to be more intuitive and user-friendly since the September build, and we’re happy that our progress is showing!
It’s important to mention just how awesome GamePlay Space has been for providing Indie Game Devs these opportunities to show off their games. It’s been an absolute blast for all of us, and we definitely want to keep attending these in the future!
The Animation Sensation (Spooky Edition)
To keep in-line with the spirit of Halloween, these last few animation previews have dealt with some bone-chilling monsters! Expect a couple more in the weeks to come, with the finale highlighting the Jackoclops!
For now, feast your eyes on the goo-encased Shadooze and the fearsome, flaming Malisade!
You Shadooze, you lose.
The Malisade Brigade takes no prisoners.
Follow Us!
Make sure to swing by our social media to stay up to date on all things Soul Reaper! Halloween is nearly upon us, and you can expect to see even more content as we get ever so closer to Early Access!
Last week we posted an article with a list of issues we've been working on. This week we're planning to release the 3.8.2 patch which includes fixes for some of the issues mentioned in that article, as well as a number of various improvements. To give you an idea of what to expect from this update, we'd like to share a preview of its patch notes today.
As usual, please note that the patch notes listed below may not be final and are still subject to change before the patch.
Blight Improvements
Updated the description on Breathstealer unique gloves to reflect the fact that a Blighted Spore can be created when your Minions kill a rare monster. This change does not affect functionality.
Fixed a rare bug where you could be placed on the upper level when entering a Blighted Ramparts Map, making it impossible to reach the Ichor Pump.
Fixed a bug where the "Deal Full Damage" ring enchantments did not correctly bypass Blight monster resistances.
Fixed a bug where the "Your Temporal Towers also grant you 20% increased action speed" ring enchantment did not work.
Fixed a rare bug where kill credit was not properly awarded to players when killing a monster through the use of damage over time skills. This affected awarding of the Defeat Rogue Exiles challenge.
Fixed a bug where Blighted Spores created by the Breathstealer unique gloves counted towards the /remaining monster count in an area.
General Improvements
Reduced the impact on performance when using Multistrike, Spell Echo, Unleash, Blastchain Mine Support and High-Impact Mine Support.
Corrupted Blood now plays audio each time it is applied to a player.
Imprinted Beasts and Bestiary Orbs can no longer have skin transfers applied to them.
Updated the description of the Inspiration Support gem to clarify that Minions, Totems, Traps and Mines cannot gain Inspiration Charges.
Durations modifiers can now affect the Flicker Strike buff which grants movement speed.
The remains of destroyed Delve Walls can no longer be consumed or destroyed like corpses, because they aren't.
The buff timer for stolen Headhunter, Inspired Learning and Hunter's Lesson buffs is no longer obscured when you have multiple instances of the buff.
Updated the Vendor Recipes page of the Help Panel to reflect changes made in 3.8.0.
Fixed a rare bug that prevented various bosses from using skills or transitioning correctly after being Frozen or Stunned.
Fixed a bug where you would respawn in town after dying in the Uber Elder encounter. You will now respawn in your hideout if you opened the portals from your hideout.
Fixed a bug where, when maps whose tiers were changed through the use of a Shaper's Orb or Elder Orb were corrupted into a different rare map (or had its modifiers rerolled), the new map would have mods of the original map's base tier, rather than of the original map's new tier.
Fixed a bug where your Auras could be disabled when a summoned Carrion Golem died.
Fixed a bug where desync would occur if you were using Cyclone while it was socketed in an item as an Incubator attached to that item reached its kill threshold.
Fixed a bug where Spectral Shield Throw could sometimes not create secondary projectiles if it chained.
Fixed a bug where Fog of War on the Subterranean Chart could sometimes restrict view of connected nodes if they were very far away.
Fixed a bug introduced in 3.8.0 where Augmented Synthete's large projectile nova skill did not deal damage.
Fixed a bug where Burning applied by Herald of Ash was not able to be removed.
Fixed a rare bug where objects could sometimes have the wrong model. For example, a monster using a tree as its weapon.
Fixed a bug where some buildings in the Lava Lake Map did not fade their roofs correctly when you were inside of them.
Fixed a bug where the microtransaction versions of Ice Nova looked different when cast on a Frostbolt than if they were cast under any other condition.
Fixed a bug where some weapon effects could not be applied to a weapon that had the Harlequin Weapon applied to it.
Fixed a bug where both the Void Emperor Body Armour and the Miracle Wings did not animate correctly while in town areas.
Fixed a bug where part of the Arcane Tome Totem Skin remained visible after the totem submerged.
Crash Fixes
Fixed a client crash that could occur when applying various weapon effects to a weapon that had Ringmaster Weapon applied to it.
Fixed a client crash that would occur when changing your Display Adapter in the Graphics options menu.
Thank you for your patience. We have rooted out what we believe to be the issue with controller compatibility. Particularly the lack of input from triggers. Please let us know if you as are still having issues. Brief patch notes below.
Fixed issue with trigger buttons not working when Steam's Controller Configuration Support mode is switched on.
I should've done this earlier, but here's the long awaited patch.
- Fixed the bug where an extra background music played during the second intro song. - Fixed a bug in Chapter 3 where the game didn't allow you to progress if you chose "only one card". - Fixed the bug where Kris' event recurred in the Blue Moon Pub. - Fixed the bug where the game kept warning you didn't get all the clues in Van Hemmings' office in spite of getting them all. - Fixed a bug where the Converse option displayed older dialog options. - Fixed multiple tile passability issues. - Fixed some incorrect variable displays - Fixed several typos and inconsistencies. - Proofreading and editing has been completed for Chapter 4.
Cheers, Rishi
PS - Credits to Starfall and Tespy for contributing to this patch.
v1.2.21 / v1.2.22 - endless mode: new battle selection screen allows player to choose from three potential games, instead of choosing to accept/reject only one. - marketplace - sell 10x water/wine/food (overproduction of resources, if possible, could generate a bit more coin with a little less tedium.) - fixed memory bug with particle cleanup before/after battles. just wow. it was there for a few years so hahaaahhhahahah whaaaaat - fixed (fingers crossed): gladiators attacking each other if they're chained to the ground - balancing: employee expansion now gets a bit more expensive as you build more employee rooms, but there is an extra space now? (i think? its been a while since i did this, and forgot to make proper notes, so pay attention kids. make proper notes.) - NOTE: REMOVING HEAL BUTTON. frankly you shouldnt be able to magically heal a dude with money if you have no medicus, so. yeah. anyway, i have a sneaky suspicion it may have been the source of some dumb errors... - chariot/horse voxel rendering artifacts cleaned up a bit (1 of ???) - architect emeritus can now improve well, wine cellar, and grainery several levels (to accomodate new ludus size in dlc) note: the Employee Production Jupiter's Blessings are now slightly more rare also, since the player can simply purchase the needed production upgrade now. - balancing: increased max days between champion/domina challenges - new endless mode battle selection provides more challenge/variation, so less call for upsetting events. - balancing: defense calculations for equipment were taking into account the gladiator's base defense and this no longer seems logical ... gladiator base defense should be applied only AFTER the equipment's maximum hp has been exceeded, not in parallel. - beta patch - equipment in 1.2.20 was borked if saved in previous version - this may still be the case, but we've done what we can. if your save game is corrupt, apologies.
v1.2.23 WINDOWS BETA - fixed: lions/behemoth memory issue / crash (yep there since launch HOW DID THIS GAME EVER FUNCTION IT DOESNT EVEN)
v1.2.26 WINDOWS BETA - fixed: empty / blank opponents in 3-up battle selection screen - attempted fix: ludus over capacity warning even if there was space in the livery/hall of heroes - FIXED: archetect emeritus could create too many spaces in teh ludus becaise what is memory and variables and arrrayys i dunno make game MAKE GAME HIT THINGS WITH OTHER THINGS RRRAWARRRR - fixed: training positions being reset after save... the savestate errors, you guys, oh the humanity...
Hall of Heroes: - FIXED: deceased gladiators appealing for release (and subsequently crashing the universe when approved or denied.. since.. they are dead... and such things should not happen but... hey 2019) - FIXED: deceased gladiators still showing training in progress (respect that drive tho. wanting to train while DEAD?! appreciate that hustle, boys!) - FIXED: hauruspex cannot revive fallen hero despite having full training (guy just squats there playing with entrails while avoiding doing work. what a work slacker. nothing i hate more than work-slackers... wasting time on some meaningless squishy blobs on the floor or writing patch notes like this instead of doing the job they were hired to do HAHAHA IM FINE NO I'M JUST UPLOADING THE PATCH NOW. NO, I AM NOT WRITING PATCH NOTES INSTEAD OF WORKING.) - FIXED: couldnt return gladiators from livery/hall fo heroes back to ludus, if the ludus was over capacity - FIXED: dudes assigned to hall of heroes showing back up in ludus
v1.2.28 WINDOWS BETA - fixed: mind control on behemoth/lions crashed on defend - fixed: chariot races: gladiators not attacking eacg other, again, ffs - cosmetic fix: dropping a card on employee while training would stop animation. - cosmetic fix: skin color between gladiator and battle HUD were not always synched correctly (esp noticable on domina)
1.2.29 WINDOWS BETA - disabled instant replay sharing on twitter / fb (if you still want instant replays saved to disk for your own purposes, let us know and we'll see about generating them to file for users who still want to share them?) - balancing: physics sim for chariot races has had a number of refinements, most notably that gladiator loadout weight now affects chariot performance (heavy dudes drift more cause lol) - balancing: scissor: chance of disarm reduced, but still scales with training - fixed: game options > inventory checkboxes and classic opponent generator checkbox broken gaahhhhhh such an idiot some times.
We turn to the Kickstarter community to help us accelerate progress on getting Rewrite+ and Rewrite Harvest festa released for everyone to enjoy. With your support, we'll be able to make physical copies of the games available along with the limited edition of the game which will contain several bonus items that originally came with Rewrite+ and Rewrite Harvest festa!
New Halloween themed island, introducing The Night Watcher! Plan your moves carefully, hold on to your loot, and stay in cover, because the eye in the night is always searching!
The new map was marked as favorite by default, so it's included in any adventure. In fact you can mark any maps as favorites in the Quick Raids list.
v0.34 [191020] - Halloween theme night in main menu (will go away after the event) - new island "the night watcher" with Halloween theme and a killer pumpkin - no more locked islands in quick raids list - support marking islands as favorite in the quick raid list (these will be included in adventures with priority) - new islands are marked as favorites by default - portals in secret tunnels must be entered by facing them now - fixed bug: removed forgotten debug keys - fixed bug: ring idol dark glow under water - fixed bug: rare crash in avatar selection if hat was on and keys pressed fast