Introducing "RPGLIKE", this year's Winter special event and all-new optional way to play Cogmind, with a completely different progression system and other significantly game-altering mechanics!
With RPGLIKE mode you'll be able to
raise levels!
select from a range of permanent upgrades!
repair your core with protomatter!
and keep your parts intact indefinitely!
This mode plays with the concept of making Cogmind a little bit more like other traditional roguelikes, though combined with Cogmind's unique content opens up quite a few new strategic horizons.
Lots more info and demos below, but first, the changelog--with all the work put into 9.3 and the resulting decent-sized changelog, you'll see that "RPGLIKE" is essentially a semi-major release masquerading as a minor version update :)
Cogmind Beta 9.3 "RPGLIKE" (191217) changelog:
NEW: Special event for Winter 2019, automatically activates between 12/17 and 1/1 (inclusive) for anyone who has played at least 10 runs
NEW: Command line argument "-forceMode:Winter2019" (or "-forceMode:RPGLIKE") to enable the Winter mode from 2019, regardless of system date
NEW: [RPGLIKE mode] Cogmind does not evolve, instead uses leveling mechanics with an XP system enabling free-form assignment of permanent upgrades
NEW: [RPGLIKE mode] Gain XP by exploring and/or raising the alert level
NEW: [RPGLIKE mode] Start with much higher core integrity, but only one of each slot type (can upgrade immediately in Scrapyard)
NEW: [RPGLIKE mode] 80% of incoming damage to parts instead transferred to core, thus losing parts is relatively rare
NEW: [RPGLIKE mode] Use Protomatter to restore integrity of core and parts
NEW: [RPGLIKE mode] Storage units do not exist and Cogmind starts with no base inventory, optionally expand capacity with level upgrades
NEW: [RPGLIKE mode] Dynamic build type analysis always shown above parts list, even before activating showBuildType advanced.cfg option
NEW: [RPGLIKE mode] Fewer Relay Couplers spawn, but all that do have double their normal value
NEW: [RPGLIKE mode] Extra "RPGLIKE" section in scoresheet containing mode-specific stats
NEW: "Alternative Rules" section of manual describes all previous special modes/events and how to access them
NEW: Mouse movement pathfinding and running via keyboard both stop on spotting a hidden door or phase wall
NEW: Keyboard mode pathfind to cursor (Shift-Alt-g in examine mode to set, same key outside examine mode to continue approaching if stopped)
NEW: Ctrl-Alt in keyboard mode also highlights path to most recent keyboard pathfinding target, if still valid
NEW: Pathfinding directly to an interactive machine automatically initiates hacking on arrival
NEW: Scan window shows faint map label buttons while no object info loaded
NEW: Item labels outside FOV remember which are Faulty or Rigged, include this status in label name
NEW: Item labels both within and outside FOV also reflect the "Non-functional" status (marked as "Broken")
NEW: Option to always close robot/item info windows instantly rather than animating the close (advanced.cfg: disableInfoWindowCloseAnimation)
NEW: Option to adjust movement interval for running and pathfinding (advanced.cfg: movementDelayInterval)
NEW: Option to have parts list always sort destroy-on-removal parts like Processors to the top (advanced.cfg: partSortSeparatesDestroyOnRemoval)
MOD: Running via keyboard stops before reaching corners and doors rather than continuing one space past them
MOD: Running via keyboard now supports layout-based autostopping on diagonal movement as well
MOD: Removed disablePersistentScanInfo/disablePersistentAccuracyInfo advanced.cfg options, both now default behavior by necessity
MOD: Keyboard running behavior matches mouse pathfinding when approaching stairs, allowing a run to exit a map if recently confirmed the exit action
MOD: All Gyrokinetic Inverter overweight penalties increased from 30 to 40
MOD: "Perfect Aim" achievement description specifies accuracy bonus from utilities only
MOD: Class name modifier "Mechanic" renamed to "Machinist"
MOD: Unidentified parts no longer display their integrity in Scanalyzer lists
MOD: Sorting inventory by type or integrity groups all unidentified parts together
MOD: Allies reactivated via Datajack no longer recalled automatically for subsequent "attacks"
MOD: Updated some major NPC parse text
MOD: Temporary allies gained via streamctrl_ hacks no longer follow to other maps
MOD: Dormant bot systems no longer accessible for RIF hacking purposes
MOD: High Security dispatch composition expanded to deal with a wider range of threats
MOD: More time to explore W base, tweaked composition of later attacking squads
MOD: [Pay2Buy mode] Hotkey for opening Cogshop change from '0' to '9'
MOD: [Pay2Buy mode] Cogshop windows displaced from bottom/left edges of map view to avoid covering intel markers and exit labels
MOD: Special game modes now override challenge modes, rather than the other way around
MOD: Toggling special modes or challenge modes via command line or advanced.cfg will not apply the effect unless game started for a fresh run (no saves)
MOD: "-forceMode:" command line argument's mode name no longer case-sensitive
MOD: "Challenge Modes" list in manual moved under new section "Alternative Rules"
MOD: Simplified Hacking immunity context help accessed via robot info page
MOD: All achievements are allowed to be earned regardless of active challenge modes or special modes
FIX: Holding cursor stationary while using 'f' to retarget a previously targeted robot that moved displayed incorrect base hit chance [Valguris]
FIX: Ejecting Relay Couplers from a just-opened Garrison Access might not be able to create the Couplers in some layouts [Valguris]
FIX: Any type of damage that didn't destroy a door could cause a malfunction, instead of just EM [Valguris]
FIX: Unpowered/Broken bots could still have active parts which might cause side effects [Valguris]
FIX: Controllable ally names might be the same if allies of same class acquired on different maps at the same depth [Valguris]
FIX: 0b10 Decoders attached to a hostile could give Cogmind info [Valguris]
FIX: Crash while pathfinding to a distant location and using keyboard to order nearby drones to RETURN and have a Drone Bay with free space [Valguris]
FIX: Hostile Programmers assimilating Protectors converted them to non-threat faction, causing Cogmind allies to stop targeting them [Valguris]
FIX: Warlord outpost in caves might have two Commanders, both of which could offer an escort in rare cases [CaptainWinky]
FIX: Crash in rare layouts while closing hacking window when that target machine is indirectly destroyed by the hack itself [CaptainWinky]
FIX: Abominations update began allowing Cogmind to use autoswapping to swap in unidentified parts [core_nxt]
FIX: Crash during a certain special event if player had specifically muted Prop audio levels, or had system audio off at the time [MitchellFJN]
FIX: Terminal dynamic key increased difficulty of hacks with negative chances of success, sometimes noticeable with hackware or Operator allies [Joshua]
FIX: Part autopair validity may not always be checked correctly, potentially even crashing on attempting to leave the map [Driana]
FIX: Becoming enemies with Zion after imprinting could still allow for terminal network hard line cut in 0b10 [Finestep]
FIX: Post-streamctrl_high behavior of Operators unusual [Benjamin]
FIX: "Winner's Signature" achievement was still possible if scanned by any Researcher, rather than only in a certain map [sideriver81]
FIX: Comparing different Datajacks showed a numeric difference next to their effect even though irrelevant to player [aperiodic]
FIX: Any potential [C]-type Relay Couplers unattached but in inventory on acquiring Crosswire RIF ability became usable from inventory [Pimski]
FIX: Crash on a Worker following deconstruct_machine orders on a Network Hub [Xii]
FIX: Stopping a running/pathfinding movement in progress was not completely reliable
FIX: Potential crash if a Core Expander used while any info window open
FIX: Temporary allies gained via overwrite_iff hack or Autooverride RIF ability would follow to a new map if exited quickly enough after hacking
"RPGLIKE"
This event/mode is focused around an "RPG-ish" progression model, envisioning Cogmind as if it were more like a lot of other traditional roguelikes featuring a leveling system but without rampant item destruction :P. While it's still possible to lose parts, it's not very likely, and many of your abilities can also be gained from the upgrade mechanics, altogether allowing you to create sturdier builds with more permanence.
At its core Cogmind is about mitigating loss and adapting to changing situations (including losing your own capabilities!), so naturally this mode is seemingly the "anti-Cogmind," turning the game on its head. As one of testers put it "this mode definitely feels like other games," so for those out there who are looking for a new/different traditional roguelike maybe not quite so radical in terms of strategy and tactics as regular Cogmind, this mode might be for them/you. You can possibly play it as a break from the sometimes stressful regular mode, or even switch to RPGLIKE altogether, as it's meant to be a permanent gameplay option from now on, and will continue to get more updates as necessary if people are into it.
Progression aside, one of the key features of this mode that allows you to retain your build is the automatic damage transfer: 80% of incoming damage to your attached parts is instead transferred to your core. This does mean your core takes a lot more damage than usual, but in RPGLIKE mode you'll have more core integrity and you can also restore the integrity of both your core and parts using the new Protomatter item that you'll sometimes find among the salvage of newly fallen bots.
Again, overall this is going to be quite a different Cogmind experience, but one that might be more enjoyable for those who prefer to have more attachment to their build, or rely on certain rare parts for much of their run without having to worry about protecting or replacing them, among other benefits.
RPGLIKE: Upgrading
In this mode you start with 600 core integrity instead of the usual 250, and also only one of each slot type for a total of 4 instead of the usual 7. But right away in the Scrapyard you can allocate an initial amount of XP to upgrade your build, which you could liken to "character creation" at the beginning of a run in many other roguelikes. You can add more slots right away, but it's not required since there's no limit to what you can upgrade when--all types of upgrade are available immediately!
You won't encounter the usual evolution interface as you play, because you can gain levels and apply upgrades at any time, or even save your XP to upgrade later if you want (for example to save up for something more expensive, since individual upgrades become increasingly expensive as you specialize in them).
Here's what it looks like to raise a level and choose some upgrades:
As with Pay2Buy mode, you can see there's a dedicated RPGLIKE interface in the bottom left corner of the map view, displaying your current level and how close you are to reaching the next one, and providing access to the full upgrade interface via the mouse button (or hotkey '9').
The menu is of course fully accessible via keyboard. Including the mouse there are three different input schemes, supporting increasing/decreasing upgrades via their corresponding letters, or using arrow keys or numpad to move around (also '1' for reset and Enter to confirm).
XP is earned by exploring, raising the alert level, or from any source of bonus points. (For the RPGLIKE event, Adventurer and Explorer modes get additional starting XP to distribute, and also have an easier time gaining XP to catch up if they fall behind the level curve.)
You'll probably want to upgrade your inventory size at some point, because in this mode you start with 0 capacity and Storage Units do not exist at all! Inventory isn't as important for RPGLIKE mode anyway, since you don't need to worry about carrying a bunch of spare parts, so it's more about just having what capacity you need for the occasional consumable or unique parts for special situations.
Those of you who haven't activated it manually (or didn't even know it's existed since Beta 9 :P) might notice the class indicator appearing at the top of your parts list while you're playing this mode. This feature is off by default because it normally doesn't quite jive with Cogmind's goal of immersion, but hey this is the great "RPGLIKE" event so of course we need class names! The class detection/categorization even now includes consideration of any applicable upgrades you might have, in addition to the usual factors.
If you checked out the banner image for today's release it includes some sample classes there off to the right...
(You may have seen class names like this appearing on Steam since the 9.2 release since Steam rich presence support was added.)
When you're done with your run (or if you use the relatively new mid-run dump feature), you can see a new RPGLIKE-specific section of the mode-specific stats appearing towards the end of your scoresheet. For example:
RPGLIKE: Protomatter
Instead of regular matter, some bots might drop Protomatter when destroyed, and this is your key to restoring core and part integrity.
It eventually decays out in the open, however, so you generally have to use it immediately or carry it with you.
As per its in-game description, using Protomatter is fairly easy, just stand on it and wait in order to apply some, and repeatedly do so if more is necessary. You can also simply repeatedly wait (even holding down the key) and it will stop you from waiting once it reaches a threshold so that you don't waste extra turns. The process restores integrity in two stages: first your core, then your parts.
Note that even though this is a special mode, having acquired Protomatter at least once is technically required for 100% gallery completion.
RPGLIKE: Access and Notes
Unlike some special modes (e.g. Abominations) and challenge modes, in RPGLIKE you have access to the entire game as normal. That combined with the new change which allows you to earn achievements regardless of active special/challenge modes means that you can indeed make RPGLIKE the primary way you play Cogmind without losing much of anything. I'm interested to know if some players decide to do this, and I guess we'll see once the leaderboards are active since we will have a separate one for this mode (again, even though the leaderboards aren't available for the time being, run data is still being collected for them in the meantime!).
Certain achievements might technically be easier for you in this mode as well, making it possible to obtain those that are otherwise normally outside your reach in terms of skill (or enjoyment) level.
Winter 2019/RPGLIKE mode will automatically activate for you on new runs from 12/17 through 1/1 if you've played at least 10 runs. This number is higher than the usual restriction because the event lasts quite a while and makes such sweeping changes.
On days outside that range, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:RPGLIKE". (Within Steam this is handled by going to Cogmind > Properties > Set Launch Options.) If you want to play a regular run during the event, you can suppress event date triggering by adding the "-noSpecialMode" command line parameter.
Note: As of Beta 9.3, there is a new requirement specifying that regardless of settings, special modes and challenge modes will only be activated if the game starts up without loading a save. Even restarting/self-destructing won't work in this case, because some modes, especially this one, actually modify the underlying game data, which cannot be reloaded while the game is running.
Not long after this announcement goes up, I'll be streaming an RPGLIKE run no later than 8 PM EST (Monday 12/16), and probably again the day after. (If you miss it it'll be up on YouTube later.)
At some point over the coming weeks I'll also be publishing a blog post covering the RPGLIKE design.
Movement QoL
It's not all RPGLIKE! There's actually plenty more to this release in the form of fixes, tweaks, and other features, one of the larger categories being movement-related QoL features.
Keyboard-based running behavior is now more tactically optimal, stopping before reaching a corner, rather than beyond it, which is both safer and saves time if the intention is to round the corner. It also stops in a doorway rather than entering the room if running directly towards a door.
Pure keyboard players now also have access to mouse-like pathfinding via Shift-Alt-g (for "go" to), which heads straight for the cursor in examine mode, useful for crossing large distances through known territory, or for example heading straight for an item you just examined.
Spotting a hidden door will also cause you to stop running or autopathing now, in case you want to change trajectory based on the new information.
Both mouse and keyboard pathfinding can now be directed to approach a hackable machine and will start hacking automatically on arrival:
And no one asked for this and it's pretty non-optimal and potentially dangerous to use, but... lo and behold the new movementDelayInterval setting!
I imagine at least realtime speedrunners might want to tweak their delay :P
You can read more about movement QoL features and their background in this dev blog article.
Other QoL
Another advanced option, disableInfoWindowCloseAnimation, was requested, and can be used to disable the less than half-second close animation on the item info window so you can close and open new item info nearly instantly via keyboard, or as many times as you want xD
More broadly useful is the addition of special item statuses to their on-map labels, both inside and outside FOV, so it's much easier to quickly identify Faulty, Broken, and Rigged parts at a glance \o/
Another requested option, partSortSeparatesDestroyOnRemoval, sorts all your processors/hackware/etc together, since those are the kinds of things you're less likely to remove.
(It's off by default though, since such parts are already visible marked in the list and are sorted among other parts based on their function rather than this secondary characteristic.)
A separate new sorting behavior which is automatically enforced now puts all of your unidentified inventory objects together, so you can't use their sorting order among other parts to guess at what they might be.
The Scan window no longer holds info for objects when the cursor is not over it. This used to be the default behavior (tweakable in the options), but could indirectly cause bugs and could be generally confusing anyway, so instead it'll otherwise hold the faded buttons you can access with the mouse, making it easier for new players to discover those features, and remind you which key is which if you like hotkeys and are still learning.
Numbers
Thank you all for your votes! With your help Cogmind made the IndieDB Top 100 for the 6th year in a row, this time sitting there next to Noita in the, uh, "roguelike" category :P
And thanks for the reviews! We hit Overwhelmingly Positive last month and as promised this means I’ll be adding a significant expansion around a new “Merchants Guild” faction. And now that we’ve hit that goal, I’ve already set the next one: if we can maintain this rating up to 800 reviews, I’ll also add a new derelict community.
The concepts for both expansions are fairly fleshed out at this point, but building either/both will take quite some time. I’ve also even added a third but smaller expansion as a Patreon goal... As I see it there’s still room yet to liven up the world even more!
For now, enjoy RPGLIKE, it's pretty fun :D
Saves from earlier versions are incompatible with Beta 9.3, but even if you're on Steam and Cogmind automatically updates, Beta 9.2 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like.
It will be active from now until just after the new year, so play a game and see what you think! - Just a bit of fun!
If you prefer the normal look and feel of TetraLogical, then just tap 'S' to disable or enable the festive atmosphere, any time whilst playing a game! ;)
As always, thanks for the support, and enjoy the game!
🎁 Ho-ho-hope you're ready for some good news: there's an official date for the next major Cat Lady update! Chilly, cheery... and with a brand new area of the mansion for you to explore, the Chilly, Cheery Update will arrive on Steam on December 19th, 2019! 🎉
With this update, you'll find some delicious new foes to fight, in addition to a brand-new boss! Of course, Grandma would be upset if we missed any excuse to decorate over the holidays, so expect a few other festive embellishments in the mansion.
If you’ve been enjoying Cat Lady thus far, please consider leaving a review! Not only does it make us feel happy (it does!) but it also helps us in the Steam algorithms, allowing folks to find our game more readily (and get a stronger sense of if the game is a good fit for them).
And if you have any feedback, please leave it here in the Steam forums or in our Discord!
Exciting news: we’ve got a new build ready for you!
Thanks to your support, we’ve been able to push out a new build of ViRo Club with some fun new features:
Two FREE tokens will now be applied to every user account so you can try out two experiences before you buy additional tokens. Lovense Max 2 devices are now fully supported in the app VIP Club Members can now access rentals for free
We’re excited to expand ViRo Club and continue to create new sexy experiences for you and it’s all made possible by support from you, our excellent community.
v0.05b released on Dec. 16, 2019 - updates to adult device haptics to support Lovense Max 2 - added holiday decorations and effects - new dance floor effect - improvements to UI glass - only allow one rental per experience (rental now permanently gives a 1 token discount toward purchase of that experience, even if the rental expired) - fixes for trial/rental time remaining clock - give all current and future users 2 tokens to use on rentals or purchases - added 0 token trials for VIP members
Welcome to the Holiday Update, featuring our first ever community goal where your progress gets collected with the entire player base to unlock exclusive rewards!
Steam, PS4, and Xbox "Play Anywhere" players should receive this update today, December 16th, 2019.
UPDATES
Exo Community Recovery Mission is live! The Holidays in the Sol system have arrived, and due to unforseen circumstances, EXO Dynamics needs you to participate in project CHEER to save them! Delivery crates from an LRCV have crash landed all over the system, and EXO needs you to locate and recover these top secret experiments. The Project CHEER Holiday Limited Time event begins on December 16th, 2019 until 12:00am PT on Jan 17th, 2020.
Rewards for participation include:
Frosty Visor - Rewarded after achieving 400 recovery points Frosty Palette - Rewarded after achieving 2500 recovery points Frosty Mask - Rewarded after achieving 2500 recovery points Holiday Top Hat Reward - Rewarded to all players after the community goal of 100,000,000 recovery points is achieved
That is right! We have included some rewards for new types of customization that the community has asked us for for a while: Masks and Hats! Stay tuned for more cool iterations in these categories ;)
As an added holiday bonus, System Era is running an Extra Life campaign (supporting Seattle Children's Hospital :) ) based on the amount of recovery points the community as a whole achieves! At every 50,000,000 recovery points, SES will donate 5,000 USD to the campaign, up to a total of 20,000 dollars! You can join our team and/or donate to the cause here: https://www.extra-life.org/team/48680
EXO Request Platform has been added to the game. Use this new module to send recovered project CHEER experiments back to EXO Dynamics. Check the module's control panel for full mission parameters.
Recipe: 2 Resin
Prints from: Medium Printer
Festive light tethers have returned and will be available in the game till the end of the year!
A Happy Holidays photo frame has been added for a limited time. Snap holiday photos using the Camera item to send to your friends with your warmest season’s greetings.
PERFORMANCE OPTIMIZATIONS
Optimized texture compression settings to significantly reduce memory usage.
Fixed a bug in the research system which caused it to severely degrade performance if the research module was active in multiplayer games.
Fixed a bug involving tethers that caused performance to degrade for clients in multiplayer games.
Various stability fixes.
As we addressed in our most recent vlog, this is an ongoing process, but these bugfixes and optimizations should be a great start to ensure better performance in multiplayer sessions. Next months update will be focused solely on bugfixes, quality of life, and performance upgrades for multiplayer. You can watch the vlog where Brendan talks about this in more detail below:
The following bugs have been fixed as of version 1.8.64.0
General
[AS-8093] - Tutorial [FR]: The "Approach the {item} to interact with it" text string now appears correctly when playing in french.
[AS-9221] - Wanderer Photo widget now correctly shows PlayStation button on PS4.
Audio
[AS-9338] - Packager audio no longer gets cut off during repackaging event.
[AS-9410] - Oxygenator audio now correctly stops when the oxygenator is packaged, destroyed, or deleted.
[AS-9411] - RTG audio loop no longer continues to play after being packaged up.
Creative Mode
[AS-9193] - Controller now changes terrain painter settings after a player interacts with an attached mouse.
[AS-9207] - The correct creative mode options are now selected by default.
Multiplayer
[AS-8319] - Resource deposits are now consistently visible to client and should no longer pop in in late.
[AS-8637] - Client can now see the Trade Platform’s rocket animating back into place when it is returning from a trade.
[AS-5501] - Tooltips now appear for client’s when interacting with the Odd Stone/teleporter control panel.
[AS-9260] - Atmospheric Condenser’s control panel no longer enters broken state for multiplayer client when they return to relevance.
Localization
[AS-8607] - Jetpack is now translated correctly in Russian in the tooltip, backpack printer, research catalog and creative catalog
[AS-8822] - Medium Buggy Horn is now translated correctly in Polish.
[AS-9242] - Text string for “PLAYER WILL NO LONGER TAKE DAMAGE” is now properly capitalized in creative mode tutorial in Italian.
Thanks so much for reading and for an amazing year! We can't wait to tell you all about our plans for 2020 and we hope everyone has a great holiday! ❤️
For about one year in Early Access, we've listened to users' feedback and we have rehauled the graphics, the single player campaign, and we have tweaked some of the mechanics. What's left, you may ask?
The same sheer fun of, Blinking between lanes, to steal an opponent's Boss and Megahealth, or to kill a chunk of enemies while chasing the 3 stars in every mission! ːsteamhappyː
The graphics
The new lowpoly graphics were widely more appreciated by the users than the old ones, more in-tune with the game setting, and also way faster to tweak! Win-win-win!
Blink & Flip
We started by asking what if we made a splitscreen shmup-like game, but with a twist: be able to teleport to the opponent's screen and steal his loot, or simply kill them? And so appeared BLINK. Somewhere along the way we also noticed that if a ship had passed you, you either had to give up on it, or spend a lot of time flying around. We thought that maybe laziness has its merits, and so we came up with FLIP.
Multiplayer
You don't necessarily have to be very competitive, all it takes is having a friend that you feel like punching from time to time - frag them in PvP a couple of times and you'll feel instantly refreshed! ːsteamhappyː Alternatively, you can now play Co-op Mode, which will really test your collaboration skills!
Singleplayer
New mechanics aside, some people really wanted a solo challenge, and the classic shmup feel. We have quite a challenge for them as well, in the form of the single player campaign, that they can try to master by getting 100% destruction in each mission, and/or making it to the leaderboards. Funny enough, these are not the same thing! And if that is not enough, we also have the Survival Mode, run the entire campaign with only one ship!
Next Steps
We're planning to add more content in form of maps and enemies in the near-future, as well as a Party-Mode: create local tournaments of up to 8 players! ːsteamhappyː
Merry Christmas & happy holidays! Our Christmas Patch is scheduled to go live at 12:00 am PDT on December 17th. Official Servers will be offline for a few hours.
New Creatures
Cobalt Kairuku and Cobalt Griffin.
New Gameplay
The Blessing Christmas Tree - Decorate the Christmas Tree with various decor, and activate the Christmas Blessing buff. The Christmas Tree can be exchanged for Christmas Token at the Christmas Goblin Trade Center. Decorate the tree with Christmas Dolls in five unique colors, and you will be gifted with the Christmas Blessing Buff and Christmas Gift Box, which may contain one or more of the below gifts: Rocking Reindeer, Christmas Painting, and Christmas Curtain.
Note: -Christmas Dolls drop from Snowman kill. -Christmas Goblin Trade Center will drop from Red-Hat Goblin kill and the Christmas Santa Supply. -Christmas Token can be harvested from digging Christmas Blizzard Snow Cube.
Snowman Fight - Snowmen will spawn in Noviceland, Grassland, Dawnisland, and Woodland. Players will need to craft Snowballs to attack the Snowmen, to receive their drops: Christmas Candy, Christmas Dolls (50% drop rate), Snowman Model, Snowman Clothing Skins, and Christmas Token.
Red Hat Creatures - Some dinos will be wearing Christmas Red Hats. Killing them could drop Red Hat (wearable on tames), and Christmas Token.
Christmas Santa Supply - Santa will be riding his Reindeer Sleigh to give away Santa Supply, which might contain Christmas Paintings, Christmas Candy, Christmas Fireworks, and more.
Christmas Snowy Biomes - The majority of the biomes will be enjoying snowy views. During snowy seasons, some biomes might be blessed with specific “Christmas Blizzard”. Explorers digging blizzard snow cubes in Christmas Snowy biomes will have the chance of getting Christmas Tokens, Christmas Blizzard Snow Cube and Christmas Candy.
Double Harvest Rate and Snowman Kill Exp - Explorers will enjoy double ore-harvest rate and higher exp from Snowman kills.
New Items
Christmas Goblin Trade Center - Drops from Red-Hat Goblins or the Santa Supply.
Christmas Reindeer Costume - Exchangeable at the Christmas Goblin Trade Center for 500 Christmas Tokens.
Christmas Treant Costume - Exchangeable at the Christmas Goblin Trade Center for 500 Christmas Tokens.
Reindeer Sled Saddle - Equipping it on the Reindeer allows one player to ride on it and fly across PixARK and Skyward. With a Reindeer Christmas Platform Saddle, players can place a max of 50 structure pieces. The Reindeer Sleigh can be exchanged at the Christmas Goblin Trade Center for 2000 Christmas Tokens.
Christmas Hat (2019) Skin - A new Character-wearable Christmas Hat skin dedicated to celebrating Christmas 2019. It can be exchanged at the Christmas Goblin Trade Center for 200 Christmas Tokens.
Rocking Reindeer - Has a drop rate of 10% from Christmas Tree Gift Boxes.
Christmas Paintings - Has a drop rate of 40% from Christmas Tree Gift Boxes.
Christmas Curtain - Has a drop rate of 30% from Christmas Tree Gift Boxes and Santa Supply.
White Creature Dye and Dark Green Creature Dye -Craftable at the Dye Workbench.
Optimization
Added a Get Free option at the pause menu, so that when players get stuck at certain locations, they can get unstuck by being teleported to a random spawn point. The Get Free option has a cooldown of 30 minutes, and it can not be used when your characters are engaged in a fight.
Changes
Breeding
Imprint Stats: imprint Health Points will be buffed from 20% to 40%, and imprint Stamina will be buffed by 20%.
Mutation levels: offspring will have their max mutation level raised by 30
Bone Creatures
Bone creatures will now consume Void Energy in order to sprint.
Bone Griffin and Bone Ghost Dragon now have faster-flying speed.
Bone Carno may fly using Void Energy
Bone Trike’s RMB skill now depends on melee damage and can be used when its Fury is zero.
Bone creatures now receive 1.5x damage from Cobaltenergy Golem.
Each server will now spawn 10 Bone creatures at the Summoning Altar.
The cost for reviving bone creatures will now depend on the type of bone creature & their level (see below). A success rate is added to the summoning process. If the summoning fails, the material will be used, but the bone creature cube will be kept intact.
~~~Bone Trike: summoning time is 2 minutes
-Level 1-60 will require 6 Spine Fossil and 9 Thighbone Fossil
-Level 61-90 will require 12 Spine Fossil and 18 Thighbone Fossil
-Level 91-120 will require 18 Spine Fossil and 27 Thighbone Fossil
-Level 121-150 will require 24 Spine Fossil and 36 Thighbone Fossil
-Level 151-185 will require 30 Spine Fossil, 45 Thighbone Fossil, & 1 Triceraptorskull Fossil
~~~Bone Carno: summoning time is 5 minutes
-Level 1-60 will require 9 Spine Fossil and 12 Thighbone Fossil
-Level 61-90 will require 18 Spine Fossil and 24 Thighbone Fossil
-Level 91-120 will require 27 Spine Fossil and 36 Thighbone Fossil
-Level 121-150 will require 36 Spine Fossil and 48 Thighbone Fossil
-Level 151-185 will require 45 Spine Fossil, 60 Thighbone Fossil & 1 Carnotaurus Skull Fossil
~~~Bone Griffin: summoning time is 10 minutes
-Level 1-60 will require 8 Spine Fossil and 12 Thighbone Fossil
-Level 61-90 will require 16 Spine Fossil and 24 Thighbone Fossil
-Level 91-120 will require 24 Spine Fossil and 36 Thighbone Fossil
-Level 121-150 will require 32 Spine Fossil and 48 Thighbone Fossil
-Level 151-185 will require 40 Spine Fossil, 60 Thighbone Fossil, & 1 Griffin Skull Fossil
~~~Bone Ghost Dragon: summoning time is 15 minutes
-Level 1-60 will require 10 Spine Fossil and 14 Thighbone Fossil
-Level 61-90 will require 20 Spine Fossil and 28 Thighbone Fossil
-Level 91-120 will require 30 Spine Fossil and 42 Thighbone Fossil
-Level 121-150 will require 40 Spine Fossil and 56 Thighbone Fossil
-Level 151-185 will require 50 Spine Fossil, 70 Thighbone Fossil, & 1 Ghost Dragon Skull Fossil
~~~Bone Megarock Dragon: summoning time is 30 minutes
-Level 1-60 will require 12 Spine Fossil and 16 Thighbone Fossil
-Level 61-90 will require 24 Spine Fossil and 32 Thighbone Fossil
-Level 91-120 will require 36 Spine Fossil and 48 Thighbone Fossil
-Level 121-150 will require 48 Spine Fossil and 64 Thighbone Fossil
-Level 151-185 will require 60 Spine Fossil, 90 Thighbone Fossil, & 1 Megarock Dragon Skull Fossil
~~~Bone T-rex: summoning time is 30 minutes
-Level 1-60 will require 12 Spine Fossil and 16 Thighbone Fossil
-Level 61-90 will require 24 Spine Fossil and 32 Thighbone Fossil
-Level 91-120 will require 36 Spine Fossil and 48 Thighbone Fossil
-Level 121-150 will require 48 Spine Fossil and 64 Thighbone Fossil
-Level 151-185 will require 60 Spine Fossil, 90 Thighbone Fossil, &1 Rex Skull Fossil
We’re up to snow good in MPQ with the holidays in full force! Sleigh all day with new characters, seasonal content, jolly offers, and more! Icy what you did there ;)
For full update notes (English) visit d3go.com. MPQ 193
SHIPWRECK FOLLOW-ON UPDATE: 5 kraken arena achievements, and a new birth feat that unlocks if all are done: PRACTICALIST (any class): gains spell and skill proficiency from USE twice as fast as normal; has a more than doubled chance of getting a skill/spell raise when already above class cap; needs 50% more xp to level than normal players; gains one talent point less per levelup (if class is BARD, gets 1 TP every 2nd level)
2.8.100: SHIPWRECK update! The shipwreck in the north east of Tartessos can now be accessed (with a bit of effort). Lots of treasure, some pirate opponents, secret puzzles, and an arena with very unique rewards, and a very unique host. Also, special arena rules... (water creatures can walk over tiles you can't. and take much less physical damage because they are mostly submerged).