My Time at Sandrock combat-focused Livestream has finally here, with 10 minutes to go!
It'll cover My Time at Sandrock's improved combat system, including experimental features that aren't even in the beta yet. The stream will once again be hosted on Youtube, Twitch, and Steam
Sandrock now features multiple new weapon options, including more ranged weapon types. We have also implemented an exciting more hands-on aiming mechanic for guns, rather than the automatic aiming system featured in Portia.
- Fixed an incorrectly placed input on Level 3 - *Fixed getting a 30/30 on Level 15 not reflecting in achievements or in the game (*I haven't gotten a 30/30 on Level 15 yet but the code should work for anyone who gets a 30/30 after this update goes live)
- New endless challenge mode open for testing: Face endless waves of enemies and push your fleet composition to its limit for the top score. Create your perfect fleet from the ships and equipment you have unlocked and enter battle. Waves of increasing difficulties will try to destroy you. Fight to the end for final scoring. End scoring will occur when your flagship is destroyed. The score is calculated based on the cost of ships you destroy divided by the value of the fleet you brought in. Starting wave will be a close mirror fleet and increase in size from that point.
Bug fixes: - fixed Escort Frigate oversized hologram - fixed beam weapons hologram looking like autogun tracer if autogun present - fixed issue with randomly generated enemy weapon configurations being positioned inside the enemy ship - fixed fighter squadron hologram blip not showing up
Other changes: - AI no longer retreats if no warp zone is present - changed the wording on the tooltip to better describe how damage is dealt to hull or shields, the actual code is damage mitigation oriented instead of a weapon having a "bonus". So kinetic damage type actually deal 100% to hull, and 50% to shields instead of how it was worded as doing double damage to hull. - changed energy weapon damage to 100% to shields, 33% to hull (from 50%) - "Act As One" battlegroup formation setting now applies to move commands, will route the command to the group leader instead of breaking off. So this setting effectively locks the ships together in this formation mode. - Targeted location-based abilities (flak, tact warp) now also work with "Act As One" formation setting with offset to target position based on group position. So if all ships have Tactical Warp in a formation set to "Act As One", they should all trigger it when executing one, and they will warp in formation.
Guys, I'm recruiting sponsors, to help with the investment in graphics for the game. Before we used ready-made graphics, but paid. And many other games ended up using the same graphics for their own game engine.
I am planning to do The Celtos, as I always wanted to do, with original content, invested properly and focused for the game.
And this generates costs to pay a professional to make the graphics, characters, Some graphics as items I can make myself, like equipment, cosmetics etc ...
I know, there will always be improvements on my part, but make other graphics as characters ... this is more work ...
I will take care of the programming part of the engine, the graphics part invested will help me a lot to evolve the game as soon as possible! And that, you will be able to help me in this mission!
Thanks to everyone who helped before, and who can help now, any amount will be added up, and added to The Celtos' investment savings
- Fixed an error that allowed to harvest some plants without them being fully ready for harvest - Fixed an error that blocked the buttons when trying to interact with an empty farm plots - Fixed a rare bug related to procedural generation of enemies - Fixed an error that prevented the acquisition of the Mason skill - Fixed a bug related to the forge and the stone cutter - Fixed an unusual bug that caused the commands to freeze when using a chest - Fixed a rare bug that prevented the plantation from loading correctly - Fixed a bug that related to the player movement - Various text corrections - Adjustments to the external colliders of the mines - Adjustments to some objects in the mines - Adjustments and corrections of some skills - Adjustments of the crafting menu
Two updates in the same Sunday. Introducing Hotfix 1.1b that should resolve two uncommon crashes that we've discovered. We have collected your feedback and will be sharing a Trello shortly going over the state of the reported bugs, what we've been able to reproduce and what we're currently working on.
We're requesting a little more time to test the new commodity import mechanics from the US, Russia and China, but our hope is to get those live as soon as possible.
Bug fixes Fixed - Removed middle mouse button triggering victory dance. This was something that I was using to test the dance moves during development and had forgotten to take out but now it is gone ːsteamhappyː
Some quality of life changes and an update to the spirit deck!
Cards
Major update to spirit cards! The basic cards are the same, the higher rarity cards have all been adjusted to be more flexible. The changes are kinda long...but check them out in-game, the deck should feel noticeably nicer to play and generally more powerful as a result.
Nerfed Gunner.eden Now needs to deal damage multiple times to lower turn draw countdown. Adjusted level of Ragnarok, Crossfire, and BowSnipe. They are now the level you think they should be.
Enemies
Dark bosses generally buffed.
All Dark bosses act 1 turn faster. (The previous change to wave threat meant all enemies act 1 turn slower, this change will make dark bosses more interactive, since many dark bosses rely on layering their actions quickly).
Remi 45hp -> 55hp Griffin now starts with an extra minion card. Lorado 80hp -> 95hp Persephone attack 1 -> 2 Demeter 55hp -> 65hp Demeter thorn enemies now have more health, but Demeter's counters are reduced from 5 -> 3 Kobo 50hp -> 55hp. Now starts with a lantern instead of a katana. Decima spawns with extra minions.
Game
Fixed issue where upgrading multiple cards could result in health going below 0.
Reduced wave threat penalty, 50% -> 25% health
Dealing 0 damage will now prevent wave threat from increasing. Minimum enemy action time is now 2 (up from 1)
Can now view the board when game over. Can skip death animation by clicking. Can now close level select panel by pressing ESC. Pausing now disabled while game is resolving actions. Quitting the game at bad times was resulting in crashes.