About As a mouse, the law of survival is to eat everything on the shelf. Watch out for the guards, destroy the container and enjoy the shelves as a space mouse. Feature The DLC include full 10 missions
Greetings Commanders, The maintenance for Oct. 27th is complete.
1. Akiyama Rinko Unlocked for Gem Purchase! Recruit the playable character Akiyama Rinko with Gems! ※ Price: 1,000 Gems
2. New Main Quests!
The Task Force has returned to Gosha after the tragedy of Kotrara Island. While they were busy training for upcoming missions, a sudden alarm turns their training sessions into another mission......
Main Quest Chapter 6 'Gosha Under Attack' - The story continues!
3. New Pick Up Gacha!
UR Pick Up gacha with increased drop rates of UR Supporter 'Fuuma Hibiki' are open!
※ Pick Up Gacha until 2020 Nov. 10th 01:59 (UTC)
4. 'Kotrara Support Mission' Event
Earn Event Gacha Tickets by clearing event stages, and roll the event-exclusive gacha for various rewards!
※ Event available until 2020 Nov. 10th, 01:59 (UTC) ※ Event Gacha available until 2020 Nov. 17th, 01:59 (UTC)
※ Check the in-game descriptions for more details. ※ Event Gacha Ticket cannot be used for the next event.
5. New Content! - New theme 'Sports Center' to decorate your Private Room! - 'Heavyweight Cavalry' Package on sale now! Purchase this package to recruit your very own adorable but trustworthy character 'Watarase Tsumugi'!
6. Game Fixes - +5 AP every time you recruit a playable character! - Basic material for supporter awakening, weapon forge, and character promotion in Main Quests, Daily Quests, and Gold Gacha now drops double! - Fixed error of camera position changing right after using Yukikaze's 'Raimei' skill. - Fixed error of character selection menu being covered in the Private Room. - Discount the price of rolling 1 Premium Gacha to 50%, and Gold Gacha 10x to 25% ONCE every day!
This is the first decent content update that adds some quality of life changes to the game, all while we're heading towards releasing the full prologue update that should be finished some time later.
Changes
Items - Added several key items to the starting inventory (which was a part of the hotfixes released some time before the update).
Visuals - Added smooth camera movement. - Other minor additions and fixes to the visuals of the game.
Combat - Added a combat tutorial. - Walking now drains TP depending on the distance you've travelled. - Other minor fixes and rebalances to the combat system.
Menus and UI - Added an instant text option to the game settings. - Added an option to turn off tutorials to the game settings (set to "On" by default). - Added tooltips to some combat buttons. - Added highlighting of the skills you choose during combat. - Added visible hyper skills' counters. - Other minor additions and tweaks to the UI system.
Bug fixes - Fixed some text typos. - Minor performance fixes. - A lot of bug fixes of all sizes, making you playtime safer.
That's it for the update time. Stay tuned and wait until the next one!
*v4.4 * Added tamable mount(tamed creatures are not saved yet) * Crafting and taming no longer use rng * Craft items now have a time and skill level required, and taming also has a skill level required per creature * When your skill level is higher than required to craft an item, or tame a creature, youll craft/tame it every time otherwise youll just gain skill for attempting * If your skill level is more than 5 points higher than what youre taming/crafting you will no longer gain skill from that creature/item * Changed Inventory UI * Updated craft recipe UI * Removed 400 max skill point limit which also removed need to increase or decrease skill points, however each skill still has 100 max limit * Skills now increase by 0.1 instead of 0.01 * Fixed Auto-Loot not working after death * Fixed sheeps collider * Fixed not being able to zoom in and out while running Thank you every one for your support and suggestions!
How are you all? And how was your experience playing When the Past was Around? We want to thank you all for the feedback and for the bug report, they are really helpful! We really enjoyed the time developing this game and we're excited to make more heartwarming games!
In case you're curious what the team is doing right now, we're currently moving to A Space for the Unbound and we can finally focus on working on the game.
Anyway, the reason we made this post is because we have prepared something!
If you enjoy your time with Eda and Owl in When the Past was Around, spend a minute or two and leave us a review on Steam! We read them all <3 Please do leave us a feedback or anything we can improve on our next game probably we'd love to hear it.
As a token of gratitude for all the reviews we receive, we have prepared this set of desktop and phone wallpaper especially for you and will share it on our next announcement post!
Once the milestone has been reached, we will share the wallpaper above which you can use for you PC, laptop, iPad, or smartphone!
Look forward to our next announcement! We'll have the wallpaper ready by then. Yay yayyy~ OvO)/
You ever just sit there, enjoying a nice Ephemeral Tale session when suddenly it's just MISS, MISS, MISS, MISS, MISS? Yeah, me too. After putting it off for quite some time, I was finally able to unravel the mess that is the hit calculations inside of the Ephemeral Tale engine. Let's go over what the issue was, why it could seem so pervasive, and how it's been addressed (after this week's changelog, of course).
Ephemeral Tale 1.30.3 Changelog
Implemented a form of hit protection (see details below)
Because of the above hit protection, the hit floor is now 60% (down from 80%)
Lowered encounter rate within the Lost Caverns
Added additional dialogue to the Lost Caverns
Adjusted the experience rate of enemies in the Lost Caverns
Adjusted the cost and damage output of Double Strike and Arcane Bolt (cost increased slightly, damage output lowered slightly)
Adjusted the HP pool of Psychopomp Empress, from base amount of 2750 to base amount of 3000
Adjusted the Defense and Magic Defense stats of Psychopomp Empress, from base amount of 30/40 to 40/50
Empowerment on Psychopomp Empress has been increased in effectiveness: from 5% stat buff at Lv. 1, to 10%, and from 20% buff at Lv. 4 to 40%
Moved a ladder in the Oasis to help better guide players
The mini-bosses in the Forgotten Forest will now appear in order of difficulty
Adjusted the Defense and Magic Defense stats of Tyranis, from base amount of 35/25 to 45/35
Fixed an issue where the Power icon wasn’t displaying inside of the combat reward screen
Fixed an issue where Paralyzing Tyranis could cause the game to crash (thanks, Chris!)
Fixed an issue with portraits being blurry inside of combat (thanks, fmoo!)
Fixed an issue where players could overpower evasion mechanics with sheer, brute force
Fixed an issue where players could skip mini-boss encounters inside of the Forgotten Forest
Fixed a number of instances where certain text wasn’t properly centered
HIT ME!
The way that hits (really, combat formulae in general) are calculated inside of Ephemeral Tale has always been a bit of an odd duck. For the sake of making this easier to discuss (and the added bonus of transparency), here's the current equation for how hits work:
Now here's what this means, in plain English. You have your base hit rate (which is 80%), this is added to your level divided by 5. So, for example, if you're level 10, you'd get a bonus of 2% hit rate, where as at level 50 you'd get a 10% bonus. Then, a secondary bonus is added based on your agility. The higher the agility, the higher the hit rate. Keep in mind, this is all added to that base rate of 80%-- so we can afford to have these be smaller, incremental increases.
Finally, this is multiplied by 0.01 to turn it into a decimal. At which point, we choose the larger number between your hit rate (which, if it was for example 200% would now read as 2) and 0.6 (i.e., a 60% hit rate floor). Finally, we choose the smaller number between your hit rate and 1.5 (which serves as a 150% hit rate ceiling). This is your final, displayed hit rate. Okay! Now we can hop into the complex stuff.
You see, hit rate is only one part of the equation: another piece is enemy evasion. That's right, enemies can evade your attacks! Since this is functionally the same thing as a miss, they aren't delineated or presented in any different kind of way. What does this mean for you, the player? If you're up against an enemy with a 10% evade rate, and you have an 80% hit rate, this means that your hit rate is closer to 70%. I can't really report that in the menu, however, as it varies from enemy to enemy.
So how can we approach this, then? Simple solution, complicated to implement. Hit protection! Whenever you attack, the engine now checks the result of that attack. If you've missed, we trigger an internal timer that will be checked on any subsequent attacks that miss. If you're still within your timer, we override that miss and force a hit instead. If not (i.e., a couple turns have passed and you've hit successfully within them), we allow you to miss once more.
The goal of this change is to stop you from rolling several, subsequent misses. Because of these changes, you can miss a maximum of one out of every three hits! This will help alleviate the feeling that players are constantly missing, without edging things too far in their favor.
Next week, I've got another round of balance changes scheduled that will address other issues I've come across in recent play, and maybe another surprise or two (depending on time).
Currently, there is an issue on XBOX where Sea Forts are unable to be claimed. We have a fix coming out for this tomorrow. We apologize for the inconvenience and thank you for your understanding!
Private Servers
Private Server owners will need to update the ServerGrid.ServerOnly.json file by adding a new entry to the database connections called new TradeDB:
Replacing the correct url, port, and password for your redis server in the above.
It is also necessary to update to the latest ServerGridEditorhere and re-export. You will also be able to add Sea Forts to the map if you wish to.
Released Patch Notes
v411.1
New Feature: Sea Forts
Sea Forts are a form of Control Points that give Companies control over trading in an area. This system is foundational for the upcoming Trade System.
Sea Forts have automated defenses that will respawn over time when neutral
Players have a limited number of build points (100) to spend on a Sea Fort they own
Currently only Defense Towers may be built (15 pts each)
On PVP Servers, they may be captured and controlled!
To capture them, destroy the defenses and plant a flag inside the central tower
The flag takes 25 minutes to force an owned Fort return to neutral
The flag takes 10 minutes to capture on a neutral Fort
Sea Forts in Freeport Servers may not be captured
In an upcoming patch, Sea Forts will allow access through a server for Trading
You will be able to grant or restrict access to Allies or other Companies
Access to a Sea Fort is required for you to have trade routes that travel through a server!
Sea Forts may have a Tax Bank built on them
The Tax Bank can be raided for gold. Neutral points have the Tax Bank as well
NOTE: Until trading starts, they aren't actually earning any gold, so the Bank is empty
Tax Banks will allow companies to tax Trade Routes that use their Fort for access
Neutral Forts will have a high tax rate and allow everyone access to a server
Map
Added the Ship Salesman's Island to the center of each Freeport Grid
NOTE: Ships are not yet available for purchase. They will be added in a future update
Added Sea Fort Islands to the map. 1-4 exist on every server except the center
Ships
Increased maximum Ship level from 52 to 60
Adjusted Ship XP curve to increase the amount of XP required for early levels and greatly reduce the amount of XP required for later levels
Overall, this change reduces the total amount of XP required to reach max level
Added Gold cost for crafting Ships in a Shipyard
Schooner: 50 Gold
Brigantine: 250 Gold
Galleon: 500 Gold
NOTE: These costs will increase when the trade system has been fully implemented
Structures
Defense Towers may be built at the Smithy
May only be placed at Sea Forts
Requires Advanced Automation Skill from the Construction Tree
Added Fuel Slot to Farmhouse and Warehouse
Dedicated slot holds up to 1,000 units of Fuel
This slot is separate from the main inventory
Burns a unit of fuel at the following intervals:
Oil: 350 seconds
Coal: 200 seconds
Wood: 100 seconds
Thatch: 40 seconds
Weapons
Changed delay before using newly placed land artillery to 10 minutes
This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns
Bug Fix: Cannons can no longer be fired underwater
Misc
Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra
Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold
Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount
Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed
Known Issues
No Sea Forts in D8
Golden Age Sea Forts currently cannot be claimed
Map may flicker when zoomed
Sea Forts currently have Peace Time which may be removed at a later date
Players may spawn on Sea Forts sometimes
Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed.
As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)