Another week another patch! This one has lots of great fixes and adjustments, big thanks to my good friend Kyle Toom who has been helping me accelerate the pace of development and bug squashing, it's all because of the Early Access support you've all shown that I can bring him aboard to help out.
Work continues on Content Pack #3, which as you might remember will be quite large, but in the meantime here are some general fixes
EA v1.474 ---------------------- +0 damage attacks no longer can healing +0 damage moves no longer do 1 dmg +Backspace no longer deletes more than one character in monster rename +Scouting camera can no longer go off into infinity if you spam the button +Having too many moves in the move list causes moves lower in the list to display improperly, or become unreadable. fixed +Crawkadega OW sprite realigned +Crossroads indoors graphics revamped +Gene lab graphics revamped +If you're out of an item you get a message "Fresh out!" +Type icon in monster box now accurate +Gene editor fixes +Farm box monster icons no longer get trimmed on the right side if they're longer than usual +Tree topper missing north of the farm +Inverted phys/magical attack info during battle fixed +Attack info now updates when scrolling left and right through part monster info screens +Encyclopedia past Gigadrile fixed
#Please note that we want to keep the primary EA build stable so new builds will be uploaded to the EA-BETA branch for one week before being moved to the main stream. Anyone can access this branch, just right-click Monster Crown in Steam, go to properties and select the EA-BETA branch to have the up to the minute, bleeding edge updates.
In a couple maps if you hacked the androids they would turn non-sentient and still have destinations, which slowed the game way down. Also, if an AI had a text/book equipped and tried attacking something, it would keep bringing up the text non-stop. Can't believe nobody found that bug for 3 years, but thanks, theenglishman.
Oh, also, AI now switches to a viable weapon automatically unless otherwise instructed in the AI scripts. If this causes some unforeseen problems, please let me know.
Thanks for the support and feedback on this game so far!
We are glad to announce that an entirely localized German version will come up until December 15st. Other localized versions might be released later and will be announced separately. Steam users with a German language setting will get the updated version automatically. You can still choose to play the English version by using the game settings on Steam.
Patch 20100301 is now live, bringing a few quality of life improvements and bug fixes based on the feedback received after the demo launch yesterday. Thank you for all the feedback received so far!
Balance changes:
The objective holder in "Pumpkin thief" will now slowly loose health
Improvements:
Improved AI pathing in race modes
Improved AI in "Pumpkin thief" game mode
Improved AI performance in many situations
[Visual] AI now get different profile pictures depending on their difficulty
Added more loading screen hints
Reduced load in times
[Demo] You can now see placeholders for the bits not in the demo
Fixes:
AI will no longer try to cast against themselves
[Visual] Whirlwind trap no longer flickers
AI Information and changes are now properly synced to other players in the lobby
AI profile pictures did not appear in the scoreboard
[Demo] Log spam and various odd behaviours due to missing assets in Demo builds
Misc:
[Spooktober] Renamed "Crown thief" game mode to "Pumpkin thief" for October
[Spooktober] Made the background menu music slightly spookier for October.
Removed date on welcome page
Versioning changed, new scheme starting at 20100300
Super High Ball: Pinball Platformer - Poupito (Dev)
Hello everyone! After a nice isolated summer, and all the complications that come with it, I am finally releasing this new content update! It has been hard to put together!
The Volcano Update:
If you have finished the Cliff Zone, you will be able to access the Volcano Zone. For this new set of levels, I wanted to vary more the challenges, using a bit more creativity in the way you use the flippers, and a bit more strategy when it comes to using your slow power.
5 New Levels, each of them has been crafted around previous and new game mechanics.
So you might wonder, how can the game be more strategic? Well, let me introduce you this new trap!
I called it "Power Killer", and it's self-explanatory! Touch it, and you'll be cursed for a small amount of time. While cursed, slowing down the ball will kill you and send you back to the latest checkpoint! You'll be able to avoid these, but sometimes, you'll have to deal with the curse! Good luck!
I was not happy with how the ball customization screen was working, I have redone it, added more customizations, better-looking materials and trails. I have removed the tutorial, now the information on how to get Golden/Rubis/Sapphire balls are displayed within the interface. Hope you like it better!
I really hope you enjoy the update, I'll wait for feedback and improve these levels if needed. The next content update will be called "The Peak Update", which will introduce the last Zone of the game, it will be amazing!
But that's not all, I'll continue to publish content updates, I have been working on adding a Dark version of each level (I think I will call them "B-Roll", feel free to propose another name). Here is a sneak peek at what it might look like:
This is the second content update I do for the game, so it might have issues (collisions, difficulty etc...). Please report any issues on the Discord Channel:
This is the universe reset patch to prep for the upcoming healing revamp changes. The actual healing revamp changes will be in a few weeks.
The Battle Thatch, Battle Sphere, Massif III and Massif IV will be changing significantly in a few weeks, so take this under advisement when considering these ships as trade bots. Please refer to the Community Testing Event on test to review their stats further.
Base slots for galaxy assault have been changed to reduce the advantage of alt teams in war. When assaulting a galaxy, you now receive +1 BvB slot for every adjacent galaxy that you own. This bonus increases from +1 to +5 for each galaxy that you have owned continuously for the past 24 hours. Also, BvB Amplifiers now only grant their bonus (additional +5 slots) when the galaxy they’re located in has been owned continuously for the past 72 hours..
Skill Changes
Fixed the Perpetual Motion missions for Astral Injection skill training to properly complete if your skill level was 6, 8, or 9 from the previous skill training system.
Random AI bases will no longer have skills to train.
With the streamlining of progression via zones. Removed various skilling locations. (Updated wiki).
Added Zen of Devices to the Zen Skill Reset Mission and clarified you need at least one of each skill.
Added a new Zen of Devices Mission as well.
Item Changes
Fixed Junkyard and a few other station expansions taking 0 workers. They now take one worker like the others.
Added Ginmill energy to the station in Brigand’s Stronghold needed for the pickpocket drones in perpetual motion.
AI Changes
Reduced the XP bonus from Invasion AI in subspace.
Cybernetic Interceptors now drop better loot
George Ohm spawns no longer give XP.
Universe Changes
Skins are now saved with universe reset.
KD will now have subspace links to Perilous Space.
Increased the respawn rate of Combo and Umbra
Added a dementium base factory for sale in The Junkyard.
Moved Space Rat Broodmother from Sol to Shadow and added a Space Cheese moon.
Visual improvements to Blanco.
Moved Building Academy Entrance to Lyceum and increased the instance gate size
Fixed the wormholes in Bedrock Depths, part of the Vulcan zone, to properly lock the instance entrance.
System
Fixed additional issues with bots unpacking crates.
Fixed various typos in error messages.
Changed BvB slot rules:
You now get +5 BvB slots for each galaxy owned (at least 24hr) adjacent to the beseiged galaxy.
BvB amps require the gal to be owned for 72 hours before granting their slots.
Made it so that the “You’re moving too fast to dock” error rounds up your own speed in its output, to avoid issues like “your speed is 10 and your max docking speed is 10″.
Fixed a bug which prevented doing Adv. Subskill reset when you have Wild Man or Bot Ph. D.
Fix for “/endwar player playername” not working.
Paid global xp boosts used on a bot now act as if they were used from their owner.
Paid global boosts can only be used if the user is current or former subscriber.
Combat bots “Guard Object” is now only valid in the current galaxy. If the guarded object jumps to another galaxy, the bot will reset to following after 5 minutes if the owner isn’t in the galaxy.
Removed the ability to place TSL (Storage Tab) on the towing station in Sol or Arena Lobby.
It has been a while since the last announcement and you might be wondering what's going on.
While there's no ETA for the planned MMORPG features, we'd like to outline an important change to the combat system: Zeal is now a tab targeted game with controls and combat similar to WoW.
How to play: join our Discord and install Zeal from the #zeal-install channel. https://discord.gg/txFRc94
The Dungeon Beneath Demo is now live! You can download it from our store page or use the link below - but make sure to play it quick! The demo is only available until October 14th.
If you enjoy the demo, don't forget to wishlist the game on Steam - it's a HUGE HELP!
What is The Dungeon Beneath?
The Dungeon Beneath is a tactical rogue-like autobattler. Gather your party and descend into the dungeon, battling your way through room after room of nefarious enemies. Collect powerful artifacts and equipment to create an endless variety of strategies.
Full-game vs Demo
What's in the full-game vs. the demo? More of everything! At launch the full-game will include:
20 more playable characters, unlocked through a progression system
More difficulty levels
More enemies & bosses
More areas to explore, including new trap rooms and bonus objectives