Another patch went live last night - catching up wtih Patch Notes here now!
Content/Gameplay Changes
Start of implemention for the new class. Please don't take anything shown on this so far as gospel, all is subject to change
New Battle UI for Deck/Spells/Energy etc. Can also now view your played out Items
Updated the Daughters Mastery pool
Fishhook moved to be a Hidden class item.
Damage text will now tell you if the creature is Immune
Multi-strike will now always reduce by miniumn of 1
When Haunted, a purple glowing rune will appear above the Voidstone showing you they won't be played.
Changed the way Overcharge works. Your Max Energy will be increased by your current Overcharge value (ie, if you have overcharge 3, your max energy is increased by +3). It's no longer a "start of turn" check. I have more visual tooltips coming to help process this information
Crystal Lake Hand-me-down: Every 3rd Heavy Card played will cost 0.
Active Debuffs will now show a coloured glow
Reworked the damage projection scripts to acount for creatures who will buff others mid turn. For example, if a creature will increase Frenzy by 1 for all creatures, that will be factored into the "Incoming Damage" total on your Threat stack. (because of the nature of this change, please let me know any oddities that show up, there will be some teething issues).
Block Values will now show up with the capped Block number in the Red Dragon encounter.
Changed how Expel works for Volatile cards, Items etc. There is now a clear difference between Expel and Destroy. Volatile cards, Items, Dazes, Infections etc will all be Destroyed. Expelled cards will be returned to your deck at the end of the fight. Destroyed cards are Destroyed.
Added icons to the Discard/Destroy/Expel piles
Color change for Opener
Scaling for the Sacrifice Daughter. One of the biggest issues for Sacrifice Daughter has been scaling. To address this, I implemented the Multi-Strike ability, but have only added that to one card so far. Now that I see it working and feedback has been positive, its time to start drip feeding that out a bit more. To help with this, I've changed how Opportunity works, as well as its upgrade. Best to see it in game to see the change. The only thing I'm cautious about is the cost increase on upgrade, but I'm confident it's still worth the cost, without become abuseable with a Black Void Stone
Bugs
Fixed crash when Bleed was being triggered occasionally
FIxed bug with map tile sound effect playing on right click
There was a bug with Elite relics and their distribution.
Update 25.2 is a minor update that brings even more appearance options, this time to clouds, galaxies, and asteroids. We’ve also improved energy transfer calculations, laser settings, asteroid visuals, and provided various other bug fixes.
Most of the team has been hard at work on our upcoming major updates, but we didn’t want you to wait for these features and bug fixes. Keep an eye out for Update 26 (Coming Soon™) which will bring major improvements to our user interface and VR implementation.
Cloudy with a Chance of Purple Change the color of clouds, galaxies, city lights, and asteroids. Toggle snow visuals on or off to help distinguish snow from sea ice.
Asteroid Makeover Asteroids received a complete visual overhaul and color correction.
Improved Energy Simulation Energy Flow calculations now including lasers, explosions, and impacts. Learn more about Energy Flow from Home > Guides > Science > Energy and Heating in Depth.
Featured Fixes
Simulations with broken surface data can now be opened
City Lights no longer appearing incorrectly on some rocky objects
Black hole radius can now be manually changed as expected
Please report any issues on our forum, on Discord, or in-game via Home > Send Feedback.
Lots of things to recap, lots of maps to review! Alas, writer’s block strikes suddenly and without warning. So, let’s make up for lost time!
You may have noticed the title change – that’s right, these posts are no longer constrained by a weekly schedule! We believe posting on an irregular basis can help avoid future burnout and give us more time to pick truly noteworthy maps. Besides that, the premise stays the same – giving the maps that stand out the proper credit and recognition! Let’s get right to that, shall we? (oh, and you might want to stick around for something interesting at the end)
King Goose’s “Shakedown at the Docks” can pride itself with being an inspiration for revival of this series. There’s something beautiful about its simplicity as a standard DEADBOLT level: apartment blocks, drugs to burn, and undead to reap. What made it stand out for me though, is that no space feels wasted. You’ll be visiting every room at least once to deal with enemies or ash caches, and the vents, though admittedly a bit over expansive, provide a plethora of opportunities for infiltration and flanking.
The variety also comes from the enemies - relatively close-ranged Sergeants and Succubi are accompanied by Grunts and Nightcrawlers with itchy trigger fingers, forcing you to constantly adapt to different situations and maybe look for better-suiting weapons. When the action stops, all sorts of viscera will end up decorating the walls of this building.
Oh, and there’s also a really neat dock with a boat. How the heck did King Goose add open water without any dock tiles?
There’s beauty in simplicity, and simplicity is one thing this map does exceptionally well.
And since you’ve stuck around till this bit, I bet you’ll be interested in a bit of a community recap? Three months have passed, after all.
The major news is that we’ve got modding now! It’s still at a relatively basic level, but there’s already pretty cool stuff, like fixed crossbow sprites and barebones controller support! The real highlight is the modded level editor, featuring unused objects and more options than ever before. There’s even a particularly interesting level that comes to mind…
For all modding purposes, check out the #modding channel in the community Discord server, with the pinned messages containing mods and other necessary resources!
- Added : Copy / paste function in the unit editor. - Added : Type filter in the unit editor. You can see units of 1 type only by selecting a filter. - Added : Kharkov 1943 scenario.
- Change : Recon units can now move twice. - Change : Pioneers act as bridge. Your units will be able to cross rivers if your pionner/ engineer is on the river tile. - Change : Removed the save button in the unit editor. Any time you leave the editor it is going to save. - Change : Moved away the delete button in the unit editor, to make sure no one accidentally delete its unit instead of adding it, LOL. - Change / Fix : Can't add a unit without a country anymore in the unit editor. Otherwise you simply won't be able to find it EVER. Because they are classified by country. So if it has no country, well you can't find it.
This update is a long time coming and I'll admit, I've pushed against doing this for a long time, despite the fact that it has come up more than a few times.
Today's build combines the storehouse resources and the resources in your backpack when checking to see if you can build a structure or craft an item. So no more having to go back to the storehouse to get that one piece of leather or dropping off wood to place a new building! The system removes items from your backpack first and then from the storehouse if more are needed.
Note the town UI will continue to only display the amount of resources in the storehouse and the inventory UI only displays what's in your backpack. Dwarves who use resources to make things for the town, such as the Carpenter, will continue to only use resources from the Storehouse. However, the crafting and building UI will update based on the combined amounts when determining whether to show the amount needed in red or green.
This update also adds the new resources to the resource tracking UI.
After playing with the system for a while I have to say...you all were right. This is so much better! Humble pie actually tastes pretty good when it leads to something more fun. :)
So, thank you again everyone for your feedback and support!
Tuesday July 7th from 9pm to 12am EDT join DeadPoolPlays for the Chimi My Changa Tournament! 1st place will win the Stripes Noir marble, 2nd to 15th get the Orange Painted, and the Top 15 all get some PbP Coins!
Marbles on Stream Tournaments Kits are specially purchased events that members of the Marbles on Stream Community host. To participate all you need to do is join their Twitch channel and participate in the races during the listed time.
The Top 15 at the end of the Tournament will win a mixture of prizes for their Marbles on Stream accounts!
Marble effects once owned can be activated by using our Marbles on Stream companion app for iOS & Android. To get the app visit this link on your mobile device: Marbles on Stream Companion Mobile App
Beach Buggy Racing 2: Island Adventure - VectorMatt
Welcome the super-fancy new gold car skins, unlockable via the Collection challenges. Complete the missions, unlock the **bling**, and switch to it when you're setting up your race.
The cars with gold skins (so far) include:
Beach Buggy
Dune Jumper
Bulldog
Crusher
Lightning
Micro
By the way, we're trying to go for a mix on all these challenges, with some being easy and some hard, some grindy and others not. We really want your feedback! Are they too hard? Too easy? Too grindy? Not grindy enough? Most importantly, are they fun?!
Oh and we have some new cars for your driving pleasure:
A fine day to you. And finer still, we hope, once we share a little treat we’ve whipped up.
We’ve got another outfit for you fashion types that like to see attractive men in their underwear. We know WE love it, and we sense you do too. And this time, the outfit is for none other than our solid sweetheart, Garret!
That’s right! The new Limited Time Event reward is a comfy set of undies for Garret, so don’t miss it. Just log in every day, get those tokens, and the prize is yours.
We hope you enjoy, and as always - let us know what you think.