I try to always avoid this, but sometimes it's not possible. Due to the sheer volume of code added in this patch, old character saves will not work properly, and will throw out bugs. So unfortunately I cannot hunt down any bugs reported on old characters, for that reason I would strongly recommend starting fresh. The shared stash SHOULD still work, however, relics and uniques stored there will become "legacy" items, as they have been updated with new values. Sorry for any inconvenience this has caused.
General
Added Volume Control for Music, Combat and Voice Overs.
Fully working Minimap with player location, rotation, boundary lines and zoom in/out. I am aware that some of the maps are a little off and will work to improve this over the next few patches.
Added sound effects to all enemies and player skills.
Revamped UI.
Escape now removes all widgets and also itself upon reuse (unfortunately the game can no longer be paused as a side effect of this).
Added “screen blood” when on low HP (can be turned off in Gameplay Options).
Added colour coded floating damage text.
Added a more pronounced camera shake to crits.
Added a ilvl 31 set of Items.
Updated Portal FX.
Added 6 shrines. Shrines are corrupted with the dark forces of their inhabitants. To cleanse the shrine and it’s buff simply kill the enemies guarding it. Buffs come in many varieties, but you may only have 1 buff at a time. You are free to swap between them, however, to do so, you must go back to reclaim the shrine to switch buffs.
Warbringer and Hexlord will be unavailable until the next patch. This is because I am testing the new Skill Tree system, and as it requires a significant amount of coding and therefore time, I didn’t want to do all 4 classes at once, thus adding more time to the patch, and potentially having to redo it if the addition is not well received.
Spellblade and Elementalist have new Skill Trees and Skill Development Panels. Each skill has a panel and gains a point to be spent when you level up the skill. Each tree consists of 30 potential points spread over 4 Major Nodes (these change the way a skill functions), 4 Augment Nodes (these further enhance a Major Node’s effects), and 8 Minor Nodes (these add small buffs to the skills current values). You must put at least 1 point in a pathway to unlock the next node. Development Panels can be reset but will take the skill back to level 1.
Added all of Act 3. Act 3 is a non linear act, meaning that when you take a portal it could lead anywhere, potentially straight to the final zone with the Boss guarding the next Fragment piece! These zones are typically far larger than Act 1 and 2 zones and the intent is that you don’t have to fully explore every zone in order to be strong enough to progress, but you are of course free to do so if you wish (extra xp never hurt anyone!).
Added a portal to Sanctum Sanctorum to the World Map. This zone can only be accessed at level 35+ as it is the Endgame Hub.
Bug Fixes
Fixed a bug that was causing skill level up damage to not always apply.
Fixed a bug that caused Phoenix to not correctly award Mastery Points.
Fixed a bug that caused Dream Weaver to not correctly award Mastery Points and drop Loot Chests.
“R” no longer casts skills at a faster rate when spam clicked.
Fixed death in Verdant River.
Lightning Orb should now level up correctly.
Fire Trap should now level up correctly.
Exiting to Main Menu should now always save correctly.
Fixed a bug that allowed players to deposit Class Weapons in the stash.
Balance
Made all of Act 1 enemies easier (less HP/Damage).
Further nerfs to Vipers and Shamans to bring them in line with other enemies around their level.
Reduced Fire Trap damage to 4-5 from 8-10 and exposed Collision Radius, Collision Frequency and Arming Delay.
Reduced damage to 2-3 from 3-4 on Thunderstorm.
Thunderstorm should now level up correctly.
Demon Lord acquired a new whip. This one has more range.
Werecrabs have larger aggro radius.
Adjusted Level Curve so the spike happens at 35 instead of 20.
Changed Iron Armour ilvl to 11 instead of 10 to keep it in line with other sets.
Adjusted Weapons to every 10 item levels instead of 5 levels.
Changed Giant Viper’s attack to a projectile.
Reduced the effectiveness of “Increased Speed” by half, but it now works properly when holding down buttons to attack. So you know, swings and roundabouts.
Lightning Strike damage reduced to 6-9 down from 7-13.
Endgame has been scaled up. It now starts at level 35 and goes up to level 45. All Relics and Uniques have been scaled up to match this new threshold.
Tundra Blast Area of Effect reduced to 400 from 500.
Tundra Blast Mana Cost increased to 8 from 5.
Revamped Bosses to feel “bossier”.
Significantly reduced the XP required to level skills up to level 3 and then slightly reduced the XP required to level skills up to level 6, this evens out to the same amount by level 9. This change was made in conjunction with the Skill Tree Development update because it allows players to quickly level up new skills to gain their first Major Upgrade if they wish to rush to it.
Ethos Moving Forwards
I decided to split the new skill trees over 2 patches because it is a significant amount of code and I wanted to gain some feedback on it first. As with every patch I have made a concerted effort to bug test as thoroughly as it is possible for one person to do. However, this is a very large patch with a lot of changes, so if you do find bugs please post them and I will try my very best to get them resolved asap!
As always thank you for the support you have shown the game thus far!
For this week's expansion, I've added a couple more tweaks and balances, as well as more decorations and characters to play as!
You can now play as a Panda and a Cat character, and unlock them accordingly!
For Decorations, I've added:
Black Chandelier
A couple more window variations
Arcade Cabinets
A Movie Poster
Some new light variations
For recipes, I added bagels! As well as bagels with cream cheese! As such, I've also added an oven so that you can toast the bagels.
I also tweaked a number of things, such as the rate at which the orders come in depending on how many players you are playing as. This way you don't get too overwhelmed when playing solo.
After all of the kinks and bugs have been worked out, I finally was able to release the game on January 31, 2020 at 3:21. Hope you all enjoy my high-school project, and may it bring you much joy in solving it's puzzles!
We worked hard and added some of your requested features:
- Achievements. - Bosses do special attacks now. (A lot more fun!) - Rebalanced ships. - Rebalanced bosses. - Normal mode is a bit easier now! - Japanese translation (90% texts, still WIP!) - Extra buttons on the ships selection to understand the controls a bit better.
We'll continue working on:
- ONE HAND MODE (almost there) - EXTRA SHIP (for one hand mode). - EXTRA WAIFU and EXTRA BOSS.
Please let us know if everything works well. Don't forget you can ask for more features. We will evaluate if they are worth we'll work on them right after (as you can see).
Players can now change the hotkeys for movement and skills. This option is now available under the Controls section on the options menu (in the lobby).
- New level system
The experience and level system is now balanced and following a fixed pattern. For older players, the experience gained since this patch will be converted to match the new level formula. The levels will be used to reward players on future patchs.
- UI improvements
Lobby
Removed the 'Online players' counter, since it was showing inaccurate data;
After pressing the 'Play' button, it will show the elapsed time, instead a regressive counter;
The experience meter on the player panel is now working properly.
Ingame
Player names now have different colors for allies (green) and enemies (red);
AOE skills color now follow the same pattern (green and red);
- Other changes and Bug fix
Solo vs AI matches now reward half experience and gold;
Bots now have avatars, titles and names;
Fixed a bug where the Ninja chain was dealing 1 damage;
Fixed a bug where the Cyborg AOE skill was enduring 5 seconds instead 1.
For the next patchs, we're working on 2 new characters, Tutorials, Quests and more.
Enter our Discord Server to meet other players and have direct access to Developers.
We will have a new build uploaded tomorrow (Saturday) rather than tonight because we want to do more testing to make sure the changes we made this week are not causing trouble but rest assured that it will be uploaded.
We were hoping to have more of the career system done this week and into the build but we just did not have time. The aim was to have first parts of the "Aquarium School" tutorials ready. For instance basic tutorials that teach players how the cameras work, selecting, de-selecting, creating objects and fish, caring for plants etc. There are going to be pre-made aquariums that are to be used as teaching aquariums which are loaded when players decide to try and gain qualifications and complete these tutorials. These aquariums will be loaded much like normal aquariums that the player creates.
However sharp eyed players might have noticed how long it takes to load an aquarium or make a new one. It is not horrendously slow but it's not super fast either. It can take anywhere from 8-15 seconds depending on the computer it is run on. The reason it takes this long is actually nothing to do with the aquarium it is loading. Every time an aquarium is loaded the entire gameplay scene is reloaded along with it. That means all the art assets and code is freed from memory and reloaded again. This is quite nice because it ensures that everything is loaded and setup afresh but it is not how it should be when players want to switch rapidly between aquariums.
The solution therefore is to just delete only the contents of the aquariums that were created by the player before recreating the aquarium to be loaded. It sounds easy bit it is actually quite tricky because so many of these objects connect to other parts of the game so they can simulate correctly. Removing all these connections has to be done quite carefully so parts of the code are not accessing memory that has been made invalid because an object has been deleted.
We finally managed to get it all working correctly and now the loading times that previously took 8-15 seconds now take around 1 second. Which is great. We also managed to increase the stability and reduce complexity of the main gameplay scene's loading code and greatly increased the stability and robustness of the aquarium manager where players actually manage their aquarium files.
In reality loading times, reading and writing files are quite uninteresting to most players but wasting 10+ seconds every time players want to load an aquarium is just not good enough. For instance if we manage to sell 100,000 copies of fishery and every player loaded one aquarium after the game booted and loaded itself once. That is approximately 1,000,000 seconds of loading which translates to approximately 11.5 days collectively spent just loading. If you extrapolate that over the course of the game's lifetime it quickly adds up to tens of thousands of years spent on loading.
But anyway, now that it has been fixed up and made more robust we can start adding the more interesting gameplay stuff so stay tuned for that in next week's update.
We have also been working more on designing the first art content for the plumbing system. Our research into the subject has found that it is common to have plastic pipes for such systems. However plastic is not the most interesting of materials so we have spent time trying to make the models themselves quite interesting and not just simple cylinders.
We have also made more progress with the design work for a few basic devices like filters and gas regulators but they are not quite ready for showing just yet. We will be able to show something next week along with a few other things.
January has gone by quite fast indeed. Although we have not got everything into the game that we wanted in this month, what has been added is quite important and we are glad they are off the to-do list. We wish you all a good weekend.
Insurgence - Second Assault - Platonic Game Studio
Hello! Today we'd like to share our current progress for this project. We currently on the phase of polishing the game, reworking some of the game scene/events and so on.
First is the World Map overhaul.
We overhaul the world map system, now including names of the Area/Dungeon/City.
Second is the Event & Scene remake, We making a VN Style CG event. Instead of just character sprites talking to each other.
Here is an example.
The third is we currently working on Achievement, currently, there is 15 Achievement on the game, most of it is when you completing certain subquests, defeating the secret boss and of course beating the game.
As for gameplay time, considering you do all the subquest, you looking around 8-9 hours.
This is our gameplay time just before the final event and after do all the quest and stuff.
I think that's for now, see you again on our next development blog!