To get this update, you have to opt in inside your library: Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.
It has been over a month since the last update, which means this is a relatively big one.
I have updated level generation with new tools that can generate more dynamic and interesting structures. Using this it is now possible to find rivers that flow through islands, a new mini biome found in the caves and a big new structure found in the new deep desert caves. Cave spider nests and cave lakes now also use this, which means they will be more smooth and natural.
The desert now has a custom deep cave system. Complete with a new ore, a couple of new enemies and a bunch of new items found in it. The boss introduced in the last update has been moved to this new cave, where it can be spawned by interacting with an object.
Building has gotten a few new additions, including a couple of new fences and new columns. A few textures have also been updated like stone path which now also shows a bridge when placed above water tiles.
Lastly, there are a lot of smaller balance tweaks, a new animation to dropped items and debris, the occasional texture update and more.
See the full changelog below
Changelog
Additions:
Added small rivers that can spawn on islands. Added ability to automatically track new quests. Added Traveler Cloak trinket, crafted from Mobility Cloak. Added Explorer Cloak trinket, crafted from Traveler Cloak. Added the ability to scroll on items to quick move one item between inventories. Added height and bounce animation to dropped items. Added small drop animation to death particles. Added ability to filter which items settlers should move. Added stone fence and gates. Added iron fence and gates. Added wood and 3 different stone columns. Added crypt mini biomes to forest/plains caves. Added Fuzzy Dice trinket, obtained from surface ruins. Added Lucky Cape trinket, crafted using Fuzzy Dice and Noble Horseshoe. Added deep desert caves. Added Ancient Fossil ore and bars, found in deep desert caves. Added Ancient Fossil armor set. Added Ancient Dredging Staff weapon. Added Sandworm mob. Added Desert Crawler mob. Added move sound to Grit and Sage. Added Skeleton Staff weapon, dropped from Grit and Sage. Added Scrying Mirror trinket, found in deep desert cave chests. Added Digging Claw trinket, found in deep desert cave chests. Added Antique Rifle weapon, found in deep desert cave chests.
Changes/misc:
Updated mini biome generation, will now have less hard edges. Increased the amount of quartz in desert biomes. Updated island tree generation to be more natural with open areas. Made holding down to craft/buy faster. Items will now no longer sink completely in water. Reduced giant cave spider health and drops. Reduced damage of Swamp Guardian. Chests in the same dungeon, pirate village, caves etc. will now have more varied loot. Updated Mobility Cloak Texture. Reduced deep cave mobs health and aggro range. Reduced Deep Cave Spirit spawn rate. Hostile mobs will now also target settlers. Settlers will now run to their home if they cannot defend themselves. Updated stone path texture and added bridge when placed above water. Updated village generation presets slightly. Decreased drop chance of bait from grass. Increased Razor Blade damage slightly. Reworked mob spawn logic, allowing much more control over spawns. Blood Bolt will now only be found in new cave crypt mini biome. Noble Horseshoe is now found in cave chests. Increased damage of weapons dropped from Reaper and up. Sage and Grit is now summoned in deep desert caves. Crates will now always drop biome specific loot. Reduced loot from crates slightly, since it now spawns way more places. Reduced boss item drops slightly. Increased Ostrich mount speed slightly. Reduced recipe cost of basic arrows and bullets.
Fixes:
Fixed possible crash when joining multiplayer server. Fixed possible fatal Java crash when music changes. Fixed potential issue with fishing reel phase. Fixed possible crash when killing Pirate Captain with a projectile. Fixed some items getting unlocked when sorting. Fixed homing projectiles sometimes not homing in on distant targets. Fixed possible crash when opening a crafting station.
Words cannot describe how awesome it feels to have an article written about my game. Thank you so much for everyone who helped me get to where I am today and who helped shape the game into what it is!!!
I fixed a major bug that affected fleet intercepts, and I fixed an issue screwing up Russian localization. Let me know if you see any more show-stoppers. Thanks!
The Lunar New Year event is live on Adventure Land - the highlight of the event is Dragold, there's a new item like the Dragon Armor, the OX Helmet - and an upcoming priest-only weapon
Jayson designed 6 adversaries for the instanced Cave dungeon, the dungeon should arrive within a month
I started a new project, going to work on it alongside with Adventure Land, these 2 weeks I've dedicated to that new project, it's going pretty well, good news for Adventure Land is that I've tackled all the NodeJS as a backend solution challenges - so when the time comes to open source Adventure Land, I'll probably spend around 2 weeks re-writing everything in NodeJS. Unlike the earlier speculation, it will have local emulation so players/developer will be able to test things fast locally
Since the community is so helpful, it seems like a good idea to open source before the hard to reach goal too, but honestly it's a pretty big step and I didn't completely think it through - security-wise it's a big risk to take
Tune in to watch a dev showcase the game play and features of the Genomon: Genetic Monsters Demo. The dev will go through building a lab, completing research, and of course monster creating, by extracting and splicing DNA to grow, battle and upgrade Genomon.
ABOUT THIS GAME
Even in the modern age, there are locations on Earth so remote that few people have ever heard, let alone visited. Among these obscure places are the WHITHERWARD ISLANDS, a collection of six islands in the South Pacific so distant from other landmasses, so removed from shipping lanes, strategic passages, and air routes that the world has nearly forgotten their existence.
Push the boundaries of science while battling the creations of rival genetic engineers on the beautiful and remote WHITHERWARD ISLANDS. EXTRACT, SEQUENCE and SPLICE DNA. INCUBATE, BATTLE and UPGRADE Genomon. Genomon is a genetic monster making lab and battling sandbox.
We're digitally exhibiting at the Big Adventure Event #theBEA from January 21st - January 25th. We'll run multiple streams and announce them here. Apologies if you see several announcements.
Dev insights & gameplay
We introduce the team and talk about the inspiration and ideas behind LUNA The Shadow Dust. We show concept art and some gameplay. A lot of behind the scenes content is waiting for you.
About LUNA The Shadow Dust
LUNA The Shadow Dust is a fully hand-animated Point&Click puzzle adventure, brought to life through wordless storytelling, beautiful cinematics and a breathtaking original soundtrack.
We finally have a major release for you guys! Within this update you will now have a whole suite of new graphical assets along with some amazing new features.
I have personally been working very hard to bring the Chaos Theory Pirates features over to Chaos Theory along with implementing some amazing new graphical assets from Synty Studios.
【Patch Note 1.825】 Fixed a bug related to black vinegar. -Dash attack hit detection. -The start-up time of the jump pad is lost. -The black vinegar skill does not appear in Tamburla's main skill. -The blue indicator of the grape wine gift is the same as the black vinegar. -The blue indicator on the grape wine gift is the same as the black vinegar one. -The black vinegar skill is mislabeled in the main menu.
I added a progress meter to your home terrarium. Right off in the corner. The purpose of this progress meter? It shows the player how many Gooberries they've unlocked in the market. And with that...we officially have a PURPOSE. A reason to exist in the Gooberverse. A goal to work towards.
What is that purpose?
It should have been obvious from the get to. The new addition of this progress meter really helped shine a light on it though. The goal is to UNLOCK all of the Gooberries in the market. It's not going to be that simple though because unlocking new items required GEMS and you're going to have to earn those with a little hard work.
Let's check it out
What's next?
So now that Gooberries has found its purpose. Its time to renovate the tutorial. To really explain to the player why they ended up in the Gooberverse. It's the last step on the roadmap to the full release. It's finally here...I can't believe it!