After way too long, Version 0.55 is finally here! Comes with the first two chapters of the brand new Campaign, a whole host of balance changes, quality of life fixes, and more!
Campaign
A series of missions divided among Chapters, each one providing a unique challenge. With each Mission that you clear, you'll unlock new towers and upgrades through an interweaving tech tree. Experience new maps, mixed waves, bosses, and craft an evolving build with countless possibilities!
Progression
Much of the standard game still applies here, but there’s a few differences. Most notably, instead of killing Elementals to gain Elements, you now unlock towers one at a time, and it’s done between Missions.
With each Mission that you clear, you’ll gain Unlock Points, which can be used to unlock Towers, as well as unique upgrades called Specializations. You'll be able to freely respec between Missions, so experiment at will!
Map Variants
Nearly every Mission will feature a different map. Many of these are the same as the standard game, but mixed in here are some all new map layouts that use existing biomes.
And More!
As seen above, some maps feature 3 Portals. As a Mission progresses, the Portals may change positions, and some may even appear in some unconventional locations.
Lastly, it wouldn't be a proper Campaign if it didn't have Bosses...
Improvements & Bug Fixes
Arrow & Cannon Towers can now directly upgrade into Elemental Towers for 100 Gold a piece.
To be clear, we're not talking new elemental versions of Arrow & Cannon, just adding a transition to Single Element Towers.
If a tower upgrade doesn't exist, it will no longer appear in the Tower Select UI.
Tower Table is now labeled with an actual title.
Fixed Scoreboard not being up by default at the start of a game.
Version Number on the main menu now links to Patch Notes.
Geyser bounce is much smoother than before.
Forest visuals are 50% less stony.
Colored outlines on creeps are 50% more visible.
Death Sounds updated, should sound much more consistent.
Finnish & Czech localizations updated.
Balance
Our last patch had a lot of balance updates, some of which were risky. Overall, we think they made the game a better experience, but it helped highlight many long-running problems, like OP Debuff Stacking, Life Tower shenanigans, the Score System, early game getting overpowered, etc.
With this update, it should fix the majority of these issues, and really help even the playing field for most builds.
Score
Perfection Bonus reduced from x1.2 to x1.1
Speed Score Multiplier reduces by 0.05 every minute, down from 0.1
Full Length starting multiplier reduced from 5.5 to 4.0
Short Length starting multiplier reduced from 5.0 to 3.4
Extra Short Length starting multiplier reduced from 4.0 to 2.4
Minimum Speed Score Multiplier reduced from 0.50 to 0.25
General Changes
Starting Creep HP increased from 100 to 110
HP Scaling reduced from 16% to 15.8% per wave
By the end of Wave 55, it's the same HP as before
Wave 56+ HP Scaling increased from x1.2 to x1.25 per wave
Income Upgrade increased from 15% / 30% to 18% / 36% bounty
Atlantis Elemental Bosses now spawn left-right-left-right with higher player counts, instead of all left and then all right.
Creeps
Timelapse creeps renamed to Temporal:
Old: When it drops to 25% of its health, it resets to its health and position from 4 seconds ago.
New: When it drops to 50% of its health, it resets to its health from 3 seconds ago and jumps forward.
Fast creeps now properly ignore slows during their speed burst.
Speed multiplier reduced from x2.25 to x2
Towers
Level 3 Single gold cost reduced from 2700 to 2500
Darkness overflow damage bonus reduced from 12% to 10%
Water search radius increased from 100 to 125 AoE
Fire damage increased from 20 / 120 / 720 / 7200 to 30 / 180 / 1080 / 10800
Damage growth reduced from 1 / 6 / 36 / 360 to 0.5 / 3 / 18 / 180
Now caps at x3 damage
Earth damage increased from 70 / 420 / 2520 / 25200 to 80 / 480 / 2880 / 28800
Shockwave damage reduced from 40 / 240 / 1440 / 14400 to 30 / 180 / 1080 / 10800
Lightning bounce target priority now matches the tower's priority, instead of always bouncing to the nearest target
Damage reduced from 300 / 1200 / 4800 to 200 / 800 / 3200
Attack speed increased from 0.66 to 1
Vapor adjusted:
Damage reduced from 175 / 700 / 2800 to 170 / 680 / 2720
Attack speed increased from 0.66 to 1
Range decreased from 900 to 750
AoE increased from 200 to 300
Solar adjusted:
Damage-per-second increased from 105 / 420 / 1680 to 140 / 560 / 2240
Attack speed increased from 0.66 to 1
Attack AoE reduced from 200 to 100
Life adjusted:
Damage increased from 500 / 2000 / 8000 to 800 / 3200 / 12800
Attack speed reduced from 1.5 to 1
Now takes 30 kills to gain a life when over 50 lives, regardless of Level
Geyser adjusted:
Damage reduced from 1300 / 5200 / 20800 to 900 / 3600 / 14400
Attack speed increased from 0.66 to 1
Runic damage increased from 900 / 3600 to 1000 / 4000
Search radius increased from 225 to 250 AoE
Flooding damage reduced from 375 / 1500 to 350 / 1400
Consecutive AoE bonus reduced from 20 to 15
Wisp damage increased from 500 / 2000 to 600 / 2400
AoE increased from 450 to 500
Effect cap increased from 50 to 60 attacks, increasing its max damage from 1500 / 6000 to 1800 / 7200
Haste attack speed growth reduced from 25% to 10%
Max attack speed increased from 5 to 6
Flamethrower Napalm damage increased from 125 / 500
Impulse adjusted:
Damage reduced from 3400 / 13600 to 2000 / 8000
Attack speed increased from 0.66 to 1
Quake AoE increased from 0 to 100
Nova Level 2 Slow reduced from 25% to 20%
Windstorm Level 2 Slow reduced from 25% to 20%
Root Level 2 Slow reduced from 25% to 20%
Muck Level 2 Slow reduced from 25% to 20%
Jinx Level 2 Bonus Damage reduced from 15% to 12%
Corrosion Level 2 Amp reduced from 40% to 30%
Incantation Level 2 Amp reduced from 25% to 20%
Isolated Amp reduced from 75% to 60%
Polar Level 2 HP Shave reduced from 25% to 20%
It now returns half the HP back at the end, up from full.
Periodic damage increased from 35000 to 38000
That's it for this patch! As usual, with balance updates, the Leaderboards have been reset. We hope you enjoy the Campaign, whether you're new or experienced, and the many balance changes should fix the staleness of last patch's multiplayer. Let us know what you think on our forums or our Discord!
With the first part of the Campaign released, we still have a few things left before we exit Early Access. Coming next, expect to see Ranked Mode finally arrive! We're also working hard on getting the visuals of the Atlantis Co-op Map up, as well as the next parts of the Campaign.
Next week, we'll be announcing the official release date for the game. Look forward to it!
After nearly 2 years of a “one man army” style development I can finally announce the release date.
The game is in the final phase of several weeks of multiplayer testing and will be ready for release in Early Access on Steam for Windows, Linux and Mac. WISHLIST NOW if you haven't already!
It will be still in development, I'll be collecting feedback from the players and introducing new features.
Soldat 2 Capture The Flag multiplayer tests gameplay on CTF_DIVISION:
Soldat 2 aims to recreate the classic experience of online deathmatch famous in Soldat, with the same physics-based movement, violence and guns. But it is much more than that with a new 2.5D look, weapons, customizations, gamemodes and experimental features such as:
motorbikes
battle royale
and an agar.io inspired gamemode
Early Access Features:
online multiplayer (with dedicated servers)
iconic physics-based movement
essential multiplayer gamemodes (capture the flag, point capture, battle royale)
Ladies and gentlemen, Thank you for supporting Time for Quest for almost a year! This month, we have a super discount of -81% for you with this new update, we are close to enter Beta from Alpha!
Alright, I didn't put any event of the past couple of updates, so there is at least 2/3 hours more footage since the last event.
Sadly I wasn't able to record new water videos since my grandfather passed away... This is also true for the water game... I'm sorry. The updates are on pause for maybe another week, if you leave reviews I will make sure to read them when I get back from the funerals and everything... Stay safe everyone, hope you enjoy the past updates anyway!
There’s been a lot of commotion in the Creativerse universe in the past few months… We have welcomed the arrivals of Baby Leafi, Petey the Parroki, Buzzkill, butterflies, and many more to Creativerse with curiosity. The world feels more friendly.
If you followed our weekend build challenge, you may have heard about the mysterious friendly traveller who sent letters out through the Pebble Postal Service asking if they could visit. Until today, their identities have been unknown…
We call them Villagers! While they aren't the first non-player characters to appear in Creativerse (shout out to Pumpkiru and Elfi), these friendly folks have some powerful surprises in store for you. They are out there now, in the world, waiting for you to find them. They each have their own favorite hangout spots, so you'll have to go looking for them. Once found, they will present you with a challenge. Upon completion, you will be granted a most curious reward: Programmable Villagers, which are customizable NPCs you can place anywhere you like! Villagers are eager to become extant and fill your creations with life, and they each have their own unique quirks, tastes, and things to share.
As always, we look forward to your feedback!
Happy building! —The Playful Team
New Features
Villagers have arrived!
Villagers are helpful, customizable, interactable NPC friends-in-waiting.
Villagers have jobs that define their behavior.
You'll have one villager job unlocked by default: Talker
Additional jobs, like Miner or Logger, can be permanently unlocked by:
Collecting Villager Upgrade Chips from treasure chests.
Finding villagers in the wild and helping them.
Villagers will spawn in various locations, depending on their assigned job.
Villagers will ask you for help with a certain task. If you can complete their task, you'll permanently unlock that villager's job, and receive a Programmable Villager to use anywhere!
New item: Programmable Villager
Programmable Villagers can be placed anywhere and assigned a job to perform.
Point your wiring tool at a Programmable Villager's base and press your View Details shortcut ('n' by default) to customize the villager's settings.
Name them!
Customize their look!
Assign their job!
Depending on their assigned job, a villager can give you loot if their specific needs and wants are met.
Each job has its own set of conditions - interact with a villager and select a job from the dropdown menu to learn about the likes and/or dislikes associated with that job.
Depending on how well their needs are met, villagers will do their job extremely well (and give you lots of loot), do it just well enough (some loot), or, if they're totally in a bad mood, they won't do it at all!
5 new villager jobs
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Talker - Give your talker villager numbered lines of dialogue. Then, when the talker receives a numerical input, it will output the associated line of dialogue. Great for interactive builds and adventures!
Unlocked by default - select 'None' from the job dropdown menu on your Programmable Villager.
Miner - Gathers ore from nearby nodes (without depleting them) and shares it with you.
Spawns in stalactite caves.
Logger - Gathers wood, leaves, saplings, and more from nearby trees (without destroying them) and shares it with you.
Spawns in elderwood forests.
Chef - Cooks delicious dishes for you.
Spawns by desert oases.
Researcher - Shares wisdom with you via lore items like notes and chips.
This job can only be unlocked via Villager Upgrade Chips.
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Updated Treasure Chests
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Added Lumite and Iron treasure chests. There is now one treasure chest corresponding with each material tier.
Loot has been updated for each chest, including Villager Upgrade Chips (to unlock jobs), and new lore items.
New Block
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Full Grass Slab - By special request of our sneak preview players! It's got grass on every side. Process grass to craft some.
New Items in the Store
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Trainer Suit Costume - super-comfy and FREE for a limited time!
Villager Hat Combo - Includes a chef hat, logger hat, and researcher hat!
Alphi Companion - An early version of QB to float alongside you!
Packs of Programmable Villagers - Find these in the wild or grab 'em from the store!
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Improvements
Several new special creatures added to support Villager tasks. Have you met Big Baby Leafi yet?
QuickTM potion is now craftable
Recipe found in treasure chests
Speed Potion did the same thing as QuickTM, so we changed it to a Stamina Regeneration Potion
Found footage of an early Villager traveling cyberspace en route to Creativerse. I guess he got lost because to this day, Creativerse is without a Plumber Villager….
Alright, I didn't put any event of the past couple of updates, so there is at least 2/3 hours more footage since the last event.
Sadly I wasn't able to record new water videos since my grandfather passed away... This is also true for the balloon game... I'm sorry. The updates are on pause for maybe another week, if you leave reviews I will make sure to read them when I get back from the funerals and everything... Stay safe everyone, hope you enjoy the past updates anyway!
Following up on last week's post, I've deemed version 91 ready for release! Thanks to all who helped me test this. The primary reason that I did a beta test before releasing this build was because I updated the Unity engine powering the game to a much newer version.
If you run into any issues with the new version that we didn't catch, please let me know!
Though the engine upgrade is the primary purpose of this update, I've also made a bunch of new gameplay fixes, as detailed below.
Version 91
UI / Controls
Fix for player being able to change their multiplayer username if they began a LAN game and then started hosting an internet game
Certain prohibited words from the bad word filter are now allowed
Items
Fix for players being able to give away Bomb Processor and possibly other important items as a bribe
Fix for Paralyzer Trap causing hostility when the player uses it on someone while invisible
Party members and mind controlled NPCs are no longer affected by Memory Mutilator
Fix for items disappearing if the player is dragging an item with the mouse, then picks up an item creating a full inventory, then attempts to drop the dragged item
Status Effects / Traits / Special Abilities
Fix for Antisocial not canceling out Bodyguard, even though the reverse did cause a cancellation
Players with The Law will not receive Friend of the Common Folk or Random Reverence as rewards
Fix for player being able to use Power Sap on dead robots
Fix for upgrades to the player's starting traits being considered non-starting traits (affects whether the player keeps them during transformations)
Stats / Unlocks
Fix for Mech Pilot’s big quest targets sometimes being considered Innocent
Big Quests
Fix for custom characters' big quests changing if they possess another custom character
Disasters
Shifting Status Effects disaster will not occur when playing as a character with the Courier big quest
Artificial Intelligence
Preventative measure to ensure dead NPCs cannot ever pick up weapons
Fix for Cops becoming hostile toward players who chloroform Zombies
Fix for NPCs walking to ending cinematic while frozen
Fix for NPCs becoming hostile toward player for depossessing another NPC when the first NPC is not facing the player
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“Quick and Dead” and “Inhuman Strength” trait descriptions modified to clarify that they only apply to NPCs
Fixed a typo in “Extra Health for NPCs” description
Multiplayer
Fail-safe for cases where multiplayer client could lose items and traits when loading saved game
Fix for random multiplayer client errors with bullets
Engine
Unity engine updated from 2018.2.14f1 to 2019.3.7f1
Only one instance of the game can be opened at once
Random seeds from previous versions will no longer produce the same levels as before
Version 91b
Fix for not being able to interact with NPCs sleeping in beds
Version 91c (September 13)
Fix for possessing NPCs sometimes creating a clone
Fix for cases where Augmentation Booth menu could disappear when scrolling
Attempted fix for cases where players were not able to close doors
Fix for cases where gamepad player who is combining items in inventory stops combining for seemingly no reason