Note: The following changelog contains game spoilers! View at your own risk!
New Options:
Added an additional 'Screenshake' setting: 50%, which is now the default
Added the 'Grab Mode' option, which allows you to use the grab button as a toggle rather than holding it
Control Rebinding:
Overhauled the control rebinding system, to allow for much more granular and complete rebinding, including menu inputs and more
Added a bind for Advanced: Crouch Dash
After a 'Crouch Dash' bind is set, a 'Crouch Dash Mode' option will appear. 'Press' mode crouch dashes when the button is pressed. 'Hold' mode crouch dashes when the button is held and a regular dash button is pressed
Added binds for Advanced: Directionals for movement- or dashing-only
The option to reset all controls to defaults must now be held to confirm
Removed the hard-coded Quick Restart shortcut on gamepads (L + R + Start), because it can now conflict with custom rebinds. You can bind a dedicated Quick Restart button to use this feature
Control rebinds will be reset to default when you download this update
Pause Buffering:
Added 0.1s of input buffering on the Pause input
Fixed game timer freezing during unpause (this adds 0.15s IGT to each unpause compared to before)
Physics and Gameplay Changes:
Madeline now uses the ducking sprite when crouch dashing
Moved the bottom screen kill zone down 4px
Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall
Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally
Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period.
Dash corner correction no longer applies if the corner has spikes on top of it
Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it
Dash correction checks now use the hurtbox rather than the physicsbox
Dashes no longer correct below to ground with spikes
Fixed squish correction putting Madeline in the ducking state while climbing
Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should still be survivable, despite the previous fix
Fixed squish correction not applying when pushed by fast-moving blocks
Chapter 9 Level Changes:
Added a spike to Singular 11
Added cracked tiles and indicators to Power Source Hub
Added spikes to Power Source 4th Key
Added a spike to Event Horizon 9
Restructured Determination 8
Shifted spikes and electricity, added a refill in Reconciliation 8
Minor Changes:
Made Ch3 Master Suite Oshiro idle conversation skippable
Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used
Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size
Removed old Binary save file format from when the game first released
Added some visual hints to the Chapter 4 Heart
Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac
Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room
Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively
Some minor changes to 3B
Small tweaks to 7A flag 11
Updated Presented By titlecard
Implemented unused Dash Assist aim SFX
Bug Fixes:
File Renaming text now respects Photosensitive Mode
Fixed 'See Theo' cutscene in Chapter 5 repeating if you leave and re-enter the room
Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version
Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn
Fixed XNA crash when moving the game window between monitors
Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time
Fixed weird bug in temple ending if you run into the eyeball while holding Theo
Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed
Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
Fixed the Chapter Select card graphic being slightly misaligned
Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes)
Fixed a crash if the Lookout spawns inside an Exit Block
Fixed a few missing filler rooms in Ch5 that you could see during room transitions
Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids
Fixed soft lock in Ch5 Cutscene if you save Theo with Dash Assist enabled
Fixed Credits soft lock if you have Dash Assist enabled
Fixed summit ridge section using resort-style moving wooden platforms
Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it
Fixed a few small visual errors with decals
Fixed threading error with the File Slot graphic which stopped them from becoming visible in rare instances
This isn’t your garden-variety card game! A bumper-crop of prickly produce has overtaken your patch, and there’s only one choice: abandon all artichokes! Prune your deck by harvesting fresh vegetables, each with a special power that lets you swap, discard, or compost cards. You’ll need luck, strategy, and a green thumb to grow a winning hand!
Welcome to Abandon All Artichokes, a fast-paced, “deck-wrecking” card game. Harvest vegetables to build your deck and gain new powers, while abandoning Artichokes by any means necessary. If you’re able to draw a hand free of Artichokes at the end of your turn, you win the game!
This game has been called "my first deckbuilder", and plays in 20 minutes. Recommended for 10+.
*Despite the title, no harm or offence is intended towards artichokes!
March has been a great month in animations, models, and VFX for us. We have lots of cool new things to share with you. First, here is a message from our head hamster himself.
From the Lead Developer
Q1 2021 is coming to a close wrapping up 16 months of funded development on Day of Dragons, and with that, I get to be the bearer of the news you all have not been waiting for - that being that the 1.0 update will not release in Q1 of 2021 as we had originally planned. We thought we could get it out by the end of March back when we put out our production schedule, but when it comes to game development, you never really know for sure which is why I was hesitant to release a release date when we did several months ago. Q1 was a stretch back then, but we thought we could get it out by then, but that didn't happen.
So what's holding back DoD Genesis? Well, we still have a few things to finish first, such as animations, AI, the new flight system, and a few sounds and particle effects. The good news is that the 1.0 Genesis Open Beta will most definitely be coming in Q2, most likely sooner than later and that will happen once the AI and the Shadow Scale animations are finished. At the time of this blog, we are 90% done with the adult SS anim set and are working on the hatchling anims. Once the Open Beta is live, the remaining production items such as the animated FS, IR, and Magma will be added into the Open Beta as soon as they clear Closed Testing Q&A. Once all the items are out of testing and the Open Beta is cleared of any blocker bugs, Genesis 1.0 will officially release to the public replacing the current alpha build (which will be deprecated) and fans will be able to host their own private Genesis servers. Then, we will begin testing Update 1.1. Speaking of which, our modeling team has already completed most of the 1.1 modeling content and are starting on update 1.2 modeling content this week. Modeling and Sound FX are much farther along currently than Programming and Animations, which I think is usually the case for every game studio.
Some of the things we are doing to help improve our production pipeline include hiring more talent, offload some of my jobs onto other capable developers to allow me to focus more on programming, and better distribute the workload for tasks that can be completed by other developers.
We know that not everyone will take the news of the pushback kindly, but I believe most people understand that game development takes a lot of time. So thank you for your understanding and patience as we continue to work on Day of Dragons Genesis. Those who follow our updates know we are getting things done, and one day at a time it is all coming together. There will come a day when you see Update 1.0 has been released, ːsteamhappyː but it is not this day. ːsteamsadː But someday in 2021! ːsteamhappyː
Thank you for your beawesome patience, beawesome understanding, and continue beawesome support.
- Jon Slabaugh Lead Developer of Day of Dragons
Alright, back to the blog... Some of you following our Twitter account may have noticed our new weekly "Dev Diaries", a feature that was requested by the community. These short diaries go over what we have been working on in each department each week. Then at the end of the month, you get to see the results in the monthly Dev Blog! Here is what we worked on this month.
Bioluminescent Dragon Completed
Wow. This dragon was sure a challenge to create and one we could have never completed without the help and support of our awesome community. In total, it took us 5 months to complete this dragon with many scrapped designs. Patrons have already seen part 1 of the concept process and will be getting the second half sometime next month.
However, with the help of the community, we feel we delivered on our promise of the Bioluminescent Dragon being the most beautiful dragon in the game. This is a pure Kickstarter dragon and will only be available for the Kickstarter's who backed for the bio pledge (or winners of the Bio Key). Other players will have to acquire an egg invitation to become one of these dragons.
A special shoutout to ThatOneArtist#2163, 🌻KyraG🌻#6415, and Ulta (Nicole S.)#8037 in our official discord community for their work in helping create the sketches that inspired the final bio concept design.
Discord Bio Skinning Contest
There will still be chances to get a bio key if you missed out on the Kickstarter and your first chance is happening now in our official discord.
We are currently hold our first skinning contest featuring the Bioluminescent Dragon! The winners of this contest will be chosen by the community and have the chance for their skin to be added into the game. The top three prizes include Bio Keys.
The contest runs until April 2nd, with voting lasting until end of day on April 4th. For more information, check out our official discord.
What's next?
We still have a handful of promised concepts to finish including the biggest dragon so far; the Ice Behemoth. This kickstarter dragon will be next followed by the Fire Behemoth. Stay tuned for updates on these dragons next month!
Animations, VFX, and Assets
As stated above, this month we have a lot of new future content to share with you. Our VFX, Environmental Asset, and Animation teams have done a great job as always. Check out what they have been up to this month.
Animations
Like the last few months, the Shadow Scale has been the focus of our animation team as we get closer to permanently opening the Open Testing branch. This month we focused on the remaining ground locomotion as well as his attacks.
The Shadow Scale didn't get all the love this month. The Acid Spitter also got some new moves. Please keep in mind, these are all first takes on the animations. The animations will be polished later on in development.
Stalk
Stalk Idle
Plasma Blast Attack
Backup
Swimming
Mating Display
VFX
Flicker has been EXTRA busy this month. She has worked on everything from burning nests to burning dragons to puddle splashes. Check out some of the work she has done in this past month.
Blood Splatter
Bleed Status Effect
Splashing
Swimming
Fire Burn Status Effect
Acid Burn Status Effect
Nest Incubating Effect
Nests
All of the nests for Genesis are now complete, thanks for the hard work of Brigade. Each nests is unique to that species and made to fit their incubation needs. In the last two blogs, you saw the nests of the Acid Spitter and Shadow Scale. Now, here are the remaining two.
The Flame Stalker's nest is made out of an old burnt tree stump. This cozy design allows the eggs to stay extra warm as the nest burns.
The Inferno Ravager nest is built from a mount of ash and coal. The warm embers from these nests are perfect for reaching the ideal incubation temperature of the Inferno eggs.
Now that all the nests are complete, Brigade will be turning her attention to her next project; sculpting the aquatic AI for the 1.1 update.
Dev Q&A Livestream
Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!
From the Community
Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!
Some of our favorite recent screenshots...
by Nomi#4129
by Kuda the Noodle#1432
by Zenora#2649
Some of our favorite artwork from the community...
by Nihil#0404
by ✪That Darn Plague Doctor✪#4724
by Guppies27#8123
As always thanks for reading and your continued support. See you next month for our #12 blog! Don't forget to follow our official Twitter account for our weekly "Dev Diaries".
~The Day of Dragons Development Team
Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!
- Fixed the synchronization error that would occur when players left mid-match. - Removed the GameSpy codebase due to it becoming obsolete, tidying up the code.
Hello everyone, and welcome to the Weekly Dev Log for March 29th, 2021, detailing all the changes that have happened since March 22nd, 2021. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Update 0.14.0.0 (Upgrades)
We're working hard to release Update 0.14.0.0 early this week.
This update will include the introduction of Upgrades, customizable gameplay elements such as different Minigolf balls and trails, different Ball Race balls, and more. You can read about our progress on this update here.
Caboose700 added all of the upgrade item descriptions to the main item manifest.
Johanna worked on making icons for various upgrades, along with setting up the Achievement and EXP requirements.
macdguy worked on implementing various upgrades, along with hooking up their sound and particle effects. He also finished the upgrades previewer.
Madmijk continued working on various upgrades.
Wheezwer created the upgrade item descriptions.
Will cleaned up and mixed the upgrade sounds.
Upcoming Events
Friday, April 2nd, 2021 marks the return of the yearly Easter event, which will run until Thursday, April 8th, 2021.
Thursday, April 8th, 2021 will start the celebrations of the 5th Anniversary of Tower Unite's release, which will run throughout the month of April.
This month's contest is about architecture, more specifically building a house. This contest will end on March 31st, 2021. First place winner will take home at least 1,000,000 units, and all participants may be rewarded 75,000 units! You can read the details here.
Accessibility Suggestions
We've created a forum post asking the community for suggestions on how we can improve gameplay for players with certain conditions such as colorblindness, dyslexia, or anything else that might affect a players ability to use the standard presentation and controls of the game.
If you have any ideas or suggestions, and possible solutions on how to solve a particular issue, please check out the forum post here.
New Condo
Lifeless continued working on the new condo.
New Condo Preview (EARLY WIP)
Miscellany
Caboose700 updated Tower Express to use the latest item manifest.
Johanna worked on implementing the fading system into Ball Race, along with polishing and touching up various Minigolf and Ball Race materials.
Sketchman continued working on backend improvements.
Wheezwer started working on concept art for pillars in the Ball Race map, "Nimbus", as well as finishing the character dialogue icons. She also started working on murals for the new Laser Tag arena, and worked on more animations for the Arcade machine, "Galaxy Time".
Wrap It Up
That about covers everything that happened since March 22nd, 2021 at PixelTail Games. We'll see you all next week!
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Join our Discord for development updates and community fun! https://discord.gg/pixeltail We love awesome people like you!
Today we are releasing Town of Salem 3.3.5. This patch adds some new limitations on the symbols allowed to be entered in chat, last wills, death notes, and notepad to help minimize character substitution by those seeking to circumvent our chat filters. We also stomped some bugs. Happy hanging!
CHANGES • Chat, Last Will, Death Note, Notepad: Restricted the allowed characters and symbols that can be typed. This was to prevent players from using certain non-English characters that looked like English ones to bypass the filter.
BUG FIXES • Customization, Lobby: Fixed missing Coven lobby icon. • Featured Items: Fixed Mafioso character in featured items appearing to be purchasable with MP when it is not. • Report Player Dialog: Removed Inappropriate Account Name as a reason, added Leaving as a reason. • Crash: Fixed a null reference exception that could occur.
NEW Major Character / FxM full act - Fleet-Admiral Horveek of the Dragonfire Fleet - A Skiirborn admiral who is second highest ranked member in the Dragonfire Fleet. You’ll be meeting him a few times along the story, and characters with vagina can get a bit deeper meeting the first time too!
NEW Major Character - Advisor Selis, a regal ex-captain of The Unnamed.
NEW Characters - A duo of short stocky cute kizan guards with Horveek.
NEW Character - Ribbons, a black market coin vendor - Replaces temporary function from Myghan as the Guild Drake converter, and offers a few additional ways to complete item related quests.
NEW Position switcher - You can now switch between top and bottom in acts where it is possible; Generally MxM and FxF acts with crew are compatible. Player in act presentation ghost is colored brighter than the crew member.
NEW Store stock updating - Vendors now update and refresh their stocks, getting new items for sale, removing old items, and so on. Updating happens at different times making passing of time more important than prior (see next entry).
NEW Sleeping function - You can now rent a room at The Cotton Ball and sleep there to pass time. The “free bed” in the old shack is gone though, due to sleep actually having a gameplay meaning now. You can re-sleep only after enough time has passed from the last time you slept; It is basically sleep time + 50% to determine when you’re tired enough to sleep. E.g. If you slept to the morning and it was only 4 hours to it, you can’t re-sleep before 6 hours have passed after waking up. Maximum sleep delay is 18 hours.
NEW Showroom stage rework - Improvements to atmosphere of old stages with lighting, audio, stage naming, and decoration. Showroom stages no longer use generic locations with table prop and instead uses fitting locations within the stages themselves.
NEW Showroom stages - Inn room, and Cellar mini stages.
NEW Item hover accessibility rework - Item hover info now displays colors of clothes in writing, and also displays both rarity name and item type in writing. E.g. cloth color: “red shirt”, item type: “piercing”, and rarity: “uncommon”.
NEW Increased crew size - You can now have 5 crew members to ensure you can keep a higher variety of crew.
NEW Trash cans - Have a lot of pesky items you just want to get rid of? Donate them to the trash cans! Also people occasionally throw away items, so you might find something new in the trash cans as time goes by.
Improved bulge size calculation for pants to increase bulge size.
Improved camera sensitivity options (in options menu).
Improved underwater rendering of the sea when the camera accidentally goes underwater.
Improved randomization of random acts to minimize repeating and increase selection.
Improved rotated items positioning on cursor at drag.
Improved functionality of collars from “decorative” to actual physical item that can be removed or added back with crew.
Improved performance of jiggly parts like breasts, tails, ears, and penis.
Improved performance/memory usage of character fur.
Improved general NPC, animation, and spawner performance optimization.
Improved prey capture and crew follow handling; New capture will only automatically follow if you don’t have a follower with you.
Improved camera zoom values by allowing longer zoom out in acts.
Improved item recovery checks for unique items (like map markers, gold bottle, Stringer, or hat).
Improved ship in the main menu, namely by adding the ship figurehead that was missing.
Improved character cursor look at the Main Menu.
Improved usage of bed in Showroom acts.
Improved readability of main text font (less “damaged” or thin letters).
Writing improvements to many older NPCs to react to new NPCs, improvements to their opinion and tag checks, and general fixes to spelling.
Writing fixes internally to Tecius, Girda, Gwenevieve, and Fenry. They will basically rerun their “first meeting” part of the conversation before settling in
Writing fixes to lizards being referred to as being furred in many places in the conversations.
Fixed huge breasts defaulting to inverted nipples.
Fixed paperdoll not resetting properly when equipping crew members.
Fixed Debyrrah act missing bedroll (not sure which build it was missing from though).
Fixed unerect penis piercings not tracking correctly.
Fixed navel piercing parented wrong and flying in some cases.
Fixed some background tags (namely Dragonfire Fleet Captain) displaying in tag options without spaces.
Fixed “hat” icon showing up on unplayable characters.
Fixed small visual gap in Kirhaal docks.
Fixed only fog and semi-cloudy weather appearing in game.
Fixed prey getting tranquilized while swimming; They’ll now only get tranquilized after they’ve been out of swimming mode for three seconds.
Fixed Spirit quest checking wrong for the juicy davh drop, and also general improvements to flow of the quest in case player already has one.
Fixed prey spawners constantly spawning new prey next to the player.
Fixed prey occasionally spawning in view.
Fixed a vertical visual gap in terrain and improved textures in a few spots along the same axis.
Fixed splitting large item stacks into smaller slots.
Fixed item duplication bug.
Fixed performance issue caused when character list is open (e.g. in main menu when picking character, or in showroom, or character list in character creator).
Fixed crouch jumping causing the player to visually float above ground.
Fixed capture animation messing up player’s neck.
Fixed moon shafts appearing bright at day even when the moon is not visible.
Fixed traders adding unsellable items into their stock and/or trying to sell unsellable items at zero value.
Fixed players getting stuck inside Magistrate’s mansion walls by adding more rocks so it’s easier to jump out xD
Fixed casings falling into sea occasionally causing massive performance tanking.
Fixed opening inventory not stopping autorun properly.
Fixed on hover info hovering on screen after closing inventory.
Fixed inverted palettes on character creator color templates.
Fixed being able to override the autosave slot with custom save that would then in turn get overridden by autosave.
Fixed Juin’s troubles opening her notebook; Was it glued? Was it fake? We’ll never know.