Summary: This patch focuses on stability and crash fixes. it also has a handful of balance tweaks. Please note that the AMI screen has some graphical issues that we are working to resolve.
Details: - Reduced meteor damage to 200 from 400. - Increased the Viper's FP cap to 300 from 200. - FIxed a bug where beating the final mission while the location was infected would not win the game. - Fixed a bug where the Stop Poking Me upgrade didn't work properly. - Fixed a bug where players had vision of algae trees. - Fixed a crash where a sound would attempt to play at end of a mission and it would crash. - Fixed a crash involved in selecting an upgrade (including reinforcements). - Change how biohazard levels are calculated. - The final mission will always have 3 biohazards. - When players disconnect, the game should be able to handle it better. - Votes are no longer saved between sessions. - Minor UI and bug fixes.
Every man dreams of peeking at the forbidden. Getting a glimpse at what lies beyond that small opening in a shirt is the stuff of legends! ...Huh? It's just being a pervert, you say?! No, it's not! It's not like we look on purpose. It's just kind of a force majeure thing, you know?
Anyway, our story this time has the girls forcing our hero to play a game where he is not allowed to peek no matter what happens. To not be able to look at the incredible sights they reveal before him is a darn shame I tell you! It should be considered a crime! But it may be better that way, as a terrible punishment awaits him if he gives into temptation...?!
Introducing our new Spin-Off event: Peeping Pressure!
❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ SPIN OFF: Peeping Pressure! Early Bird Special Period Ends: Jul. 11, 5 PM (PST) Event Ends: Jul. 19, 5 PM (PST)
- updated ability sql table variables, - setup ability panel to disable interaction of punch ability, - ability sql translation now has updated variables, - fixed sprinting sprite effect layer and set sprint value to max by default, - fixed loot bag zsnap , - setup userInfo cache for newly created characters, - fixed initial equipment data cache when logging in using new character, - fixed xml converting when equipment type is 0 , - fixed item processing using admin manager commands
- Fix stamina bar ui blinking, - Fixed punch animation and distace in combat, - Disabled player movement on combat trigger, - Set boss enemy to spawn only 1 enemy in combat, - Fixed issue where player can only enter the combat once, - Setup combat trigger to function in client side rather than server side, - updated player combat restriction in joining on going combat, - Updated enemy combat collision trigger
- Added Unity.IO.Compression Plugin for Zip alternative
- Added alternative compression for Linux builds, - Setup xml manager server to write another zip to the database, - Setup nubis xml version and xml byte fetching to support 2 types of data fetch request
- Fixed unpublished maps taken into account in some cases, made player's position be updated every frame on land maps
- Made it so players can add new prefabs when customizing a map
- ArcaneButler: Major Refactorings and Additions ( Session, Logging, Scheduling and Deployment systems), - ArcaneWatersWebsite: Sync to UCollab
- Fixed shipyard panel empty item list processing, - Fixed placeholder issue for weapon panel and added handling for empty shop, - Added sprint animation speed, - Fixed enemy material so shadows will render, - Removed CSharpZipLib usage and set all platforms to use GZipStream,
- Fixed voyage instances not generated., - Hid unused horizontal separator in the options panel of the title screen., - Deleted SharipZipLib
- FootStep Audio Expansion - , , - Now includes modular scritable objects "Audio Data Groups". Along with expansion of data structures, footstep logic now allows adjustments in pitch range. ,
- Enabled name and level texts for the offline character in Character Screen
- Web version for Perks Tool, - Can get, create, update and delete perks
- Attack, Buff, and Sea Monster effects are now affected by the effects volume slider
- Fixed shop issue for Shipyard, - Fixed shop issue for weapons, - Fixed bot ship materials, - Added nation type to bot ships in map tool, - Updated battle buff abilities during combat, - Updated combat selectors for allies in combat, - Setup buff abilities to target allies, - Fixed hovering name and health during combat, - Fixed loot drop spawn positions after winnning combat
- Webtools:, - Disabled Helms, temporary fix, - Fixes for image uploading in Task / Bug Report, - Can paste screenshot from clipboard in Task / Bug Report
- Minor changes, - Removing unnecessary files
- Updated ore and crops mining visuals, - Fixed alpha altering fade out in simple anim, - Removed redundant chat logs, - Fixed crops creation using dbmain, - Updated crops into saving areas, - Updated crop spots into using areakey as primary key for cache, - Added crop queue, - Updated ore pickup and crops pickup, - Fixed enemy interaction upon defeat, - Updated loot bag spawning offsets, - Web Tools, - Added Jenkins box link to Main Menu
- bitbucket helper - open project and install gitlfs, - builds helper - open jenkins
- added logs to help investigate crop planting issue and sprite swap issue
- Added logs for crops timestamp issue and player sprite swap issue for Pirate_Base
- Added farming trigger logs, - Fixed sprite name issue for client build
- Set sprite swapper to ignore "_" symbol in fetching the sprite index, - Set interact animation to play on client build before sending to server the animation request
- Removed debug logs, - Fixed farming features { planting / harvest }, - Fixed spam warning for pirate_base enemy
- Added trycatch for failed index extract for sprites
- updated pirate_base sprite, - added gameobject log to sprite swap for unavailable sprite index
- Added extra logs to track broken objects in the scene
- Removed hardcoded farm and house keys. , - Fixed an error when getting new ID for customized prefab. , - Made spawns prioritize "main" and "default" when no spawn is given. , - Changed default town., - Old LoopedSound Components are now removed from the ambience manager appropriately
- Updated sprite swap logic
- Removed Class.cs / Faction.cs / Specialty.cs from the game, - Deleted Class/Faction/Specialty/Job tools , - Temporarily Replaced Faction.Type into Perk.Category for leaderboards , - Removed Faction.Type for Guild Feature
- Added farming trigger logs for client and server for tracking
- Added logs for blank sprites in sprite swapper, - Removed return blocker for crop manager when planting seeds
- Integrated group loot data when opening loot bags dropped by land and sea monsters
- new dev db
- Fixed character creation issue, - Updated watering and harvesting logic
- Web tools important updates:, , - Can assign multiple developers to a single task, - Multiselection of developers, using a ComboBox, - Major Improvements to UI and UX, - Restructuration of React app, - Reworked history for tasks, - And more!
- Updated instance manager condition for farm areas
- Added logs for crop water timer for investigation
- Added timer manager blocker, - Added crop water progress blocker when timer manager is not yet loaded, - Added background sprite to the map templates
- fixed null issues for crop manager, - ArcaneButler: New App Version (update)., - ArcaneButler: New Butler Version. Stability improvements. Usability Improvements., - Website: Added Releases Page. Fixing Issues with deployment. Major Refactorings.
- #360 - fixing "red_button_material" which changes button color to red, - Website: Moved EmailSender to right folder in the UCollab codebase., - Website: Removed Links to the Releases Page from the Home Page., - Added GUI Scaling in options panels, - Modified Camera Orthographic size depending on canvas scale
- Website: Improved Performance of the Releases Page., - Website: Tweaked fonts., - Website: Minor Refactorings., - Delete empty element in array - panelStack in PanelManager.cs
- Web Tools: restructuring project
- WARNING: my last commit reverting a bunch of changes from other commits, recommiting them now, - Removed warnings about unhandled prefab fields. , - Set new available prefabs for customization. , - Small fix to outline in map editor.
- Adding nation type palette creation at runtime - ships are having flag assigned at Start()
- Added custom guild icons to the guild and guild creation panels., - Added the guild icon above player ships., - Added guild icon background and sigil image types to the palette tool., - Added name rule checks for guild names at guild creation.
- Fixed referencing issues for OptionsPanel, - Integrated chat improvement sprites, - Improved mining and crops, - Cached user currencies, - Updated GUI Loading sprite animations, - Setup character info to cache user equipment, - Setup character info to load instantly, - Updated text for floating text indicators, - Updated speech bubble assets, - Modified the guild icons above player ships to only show the sigil.
- Web Tools:, - Reworked backend & frontend for Equipments Tools (Armor, Hat, Weapon), - Faster xml serialization, - Simplifying structure for React components and Ruby controllers, - Removed GuilType and referred to GuildID only, - Updated all Sea_Arena maps into using guild id 1 and 2, - Commit autogenerated/autoupdated files after collab fetch, - Speech bubble sprite integration
- Fixed sprite reference issues for ability tool, - Added enemy name hover, - Added crafting ingredient selection sorting, - Updated chat colors, , - Web Tools:, - Removing Player Tools (Jobs, Factions, Classes...), - New layout for assignees e-mail, - Can update a comment, - Comment label shows developers to notify when published/updated, - And more!
- Integrated sound effects tool icon, - Extended input field character limit for greeting texts, - Map customization: , - Refactored data so each prefab customization gets a separate record in the database, - Added proper UI for prefab dropdown, - Changed how selection and deletion works
- Added error handling for weapon xml loading, - Updated ActionType Enum to have {CustomizeMap} to avoid xml errors when fetching weapons, - Added db main error catcher for invalid xml content, - Changing palette of flags in ships - only non-bot ships should have their colors changed, - Generated streaming assets after collab fetch
- log cleanup
- Map customization:, - Added indication where prefab is going to be placed, - Made customization be entered by wearing a hammer, - Website: Website project re-added to codebase.
- Web Tools:, - Removing Player Tools endpoints from agent.ts
- Web Tools:, - Tasks could not be created without assignees. Fixed, - Improvements to emails layouts, - Reworked & improved daily and weekly reports logic, - Comment React component for simplifying frontend code, - And more!
- Web Tools:, - Recent tasks, using lastModified column in database, - Date range filter for lastModified, - Recent shortcut, tasks with recent activity in the last 48 hours, - Reworking Achievements backend, using new XML workflow, - Reworking Crops backend, using new XML workflow, - Minor changes to both Achievements & Crops Forms, - And more!, - Made it so location banner shows better names when handling custom maps, - Added an arrow to voyage warp/panel trigger, - Added placeholder sprites for hammer
- Web Tools:, - Readded "Recent" shortcut
- Website: Added new Screenshots and Changed the Website Title., - Website: UI tweaks for the Releases Pages., - Website: Code Improvements, Refactorings and Clean Up.
- #251 - use RGBA32 format for character spritesheets; Added threshold for palette comparision , - Added blocker override for ability panel if no weapon is equipped, - Setup nubis logs, - Removed tracking logs for simple animation, - Fixed null reference simple animation for client builds
- Updating the Amazon EC2 server address, - Change textures format to RGBA32
- Storing screenshots in bug_reports_screenshots table, - Remove warnings after "reimport all"
This month I am focusing on optimizing the game, reducing load times, and filling out the industrial, port, and prison areas with emergencies. Optimization is extremely important to me, and I like to add a decent amount, then spend times making sure it is performance friendly as possible. I am currently not happy with the stuttering or the extended load times people are experiencing. I am working extremely hard to reduce it by a large a large margin.
I'm proud to announce the game has sold over 850 copies so far without advertisement since launch. The community is growing rapidly, and I'm working to keep all you guys/gals happy. I will also be fixing bugs as I go.
- Adding more details to industrial area - Adding Port details + Emergencies - Adding Prison Details + Emergencies - Adding new emergencies to existing map - Bug fixes - Private Servers - More Host Options - Tuning Steering
”More arrive, foolishly seeking fortune and glory in this domain of the damned.”
Here are this weeks mods:
The Arsonist: by Nathorus, Shay, Ocean, EbonyBetty, RedDye, Golden Yak
The Arsonist is a mid-ranged damage dealer who shines best in ranks 3 and 2 that can employ various ranged and melee abilities. Although very agile the Arsonist can be a bit fragile at times, this can be neglected with the use of his support skills that prolong his life and fix his positioning. The Arsonist as his name implies, loves using fire to burn and kill his enemies. His molotov cocktails have a special and powerful actor dot that does damage to enemies after they attack in battle while his powerful incinerate skill can clear the entire battlefield but at the risk of his own safety.
A once proud Hunter now betrayed by those that once saved and employed him. With feelings of regret of what he has done, he now seeks vengeance."
Welcome to the first class in a series of class mods called Class Variety Project. Banished Hunter is a versatile melee/ranged damage dealer aimed to compliment existing classes. Offers a set of skills and trinkets that allow many different builds so he fits well in any party. Lore wise, he has heavy ties with my upcoming enemy monster faction called The Purity Order. As the skin suggests the faction and Banished Hunter are heavily inspired by Bloodborne.
Looking for a challenging new way to experience the world of Etheldia? Nuzlocke mode lets you replay the game with a unique set of rules to change how you think about the game. A popular fan challenge in the Pokemon community, the Etheldia Nuzlocke mode works similarly and changes the game in the following ways:
1. You can only recruit the first character you encounter on each new route. (Recruit rates are 100%) 2. Characters are given automatically generated names to foster attachment. (Names are changeable) 3. If the HP of a character falls to zero at any time that character cannot be used again. 4. If the HP of Colthan falls to zero the challenge is over. (Game file can still be played as normal)
These rules up the stakes of each encounter and make you really think about your strategy for approaching the game. As a reward for successfully completing the challenge, Colthan will be gifted a special weapon at the end of the game. Also included in this update is a fix to the way speed and characters turns are calculated, and a few other minor bug fixes.
Moving forward I'm planning probably one more major update to Etheldia Pepper, featuring more postgame content in the form of the Knights Tournament. All of the graphics for this have already been completed and the programming phase can begin. If you have any suggestions for extra content or things you'd like to see improved please get in touch and I'll see if I can add it in for the next version!
We will perform our server maintenance as follows:
Maintenance Period: July 6, 2020 @18:00 – 21:00 PDT
Duration: 2 Hours
Reason: Server stabilization, Network operations
※ The game will be unavailable during the maintenance period. ※ Please note that the maintenance duration is subject to change. If there are any changes to the maintenance duration, we will edit this post with updates.
We apologize for any inconvenience this may cause and thank you for your patience. EOS Team
I completely rebalanced the game. I thought to myself I had to make the game better and I decided to improve it once more. with new balance system enemies progression will feel better.
I also fixed a bug that was stoping people from buying Items in the shop.
Chalk this one up to a learning experience for a new developer... I mistakenly set the discount at 75%, I guess I was still in programmer mindset where I commonly multiply something by 0.75 to get 75% of that value, when in reality we are subtracting that amount to get the discount... It's a psychological phenomena called "machination" where you automatically do something, a useful ability, though sometimes it can be in error. You can actually trigger a deliberate misfire of this in people with jokes like "How do you say G O?" and they say "go". "How do you say A T?" and they say "at" and you say "How do you say them together?" and they say "go-at" instead of "goat", because you patterned them into the parts of the word instead of the whole. Anyway...
So the game spent a little while at the ridiculous all-time-low of 75%, way too early for that kind of all-time-low, considering the major update I have planned for this in the next couple months. Of course I would love to get the game in your hands sooner, but as you can probably understand, I want to actually live off game dev and set the right price at the right time.
I spoke to Steam Support, asked them for advice, and they actually set it to 25% for me. I would've been willing to take the hit and leave it till the end of the sale if that was the best thing to do by the community, but they said they will just correct it and advised me to make an announcement explaining the error. So here I am.
If you snapped it up when it was 75%, lucky you! I'm actually super glad you were playing that close attention to my game, heheh. Consider it a bonus. Well, stay tuned, who knows what other mistakes I might make that you can take advantage of. Maybe I'll accidentally post a bunch of Steam keys to Twitter (psst... that's very likely, it's a thing indie devs sometimes do to get a bit of exposure!).