Today's update brings a new multiplayer mode - Arena, as well as various improvements and bugfixes, including:
- new firing effects - toned down low health effects for better visibility - network optimizations - conquest mode fixes - baked lighting for conquest maps (interior lights) - improved roads on conquest maps - added Eye Adaptation on some maps - new vehicle explosion sounds
The new baked lights aim to offer better lighting quality and performance. In some areas minor shading errors can be seen when the lights are on, but the issue will be resolved in future updates.
Heya adventurers! This week has been super chill but how fun are those Paper Doll costumes you got during the April Fool’s event? They’re extremely silly and fun, no? You also have a few hours left to finish Noah’s last Moonlight Gala and haul the rewards! Hopefully, you got most of the rewards before it ends! And as always, don’t forget to check the Item Mall for the new things we have instore for you this week!
Item Mall Goodies Let Noah master the force of the cosmos! And with this celestial attire, he can only grow stronger! Get him the Celestial Master Ice Burner when it comes out!
Today we celebrate the second anniversary of Super Jigsaw Puzzle: Generations!
It's been two years building our great community and we can only say, thank you! Thank you for your suggestions, your comments, your screenshots... and for enjoying our game!
And as a gift to you for all this support, here is a new free DLC! It will be only available this month so don't forget to add it to the game!
We'll continue working hard to bring you new puzzles and improvements for Super Jigsaw Puzzles: Generations, we promise :)
Cursed Mansion is now finally available as an early access on Steam We've added more story after the demo, and of course more stuffs to come! For more info, you could check our store page on the Early Access section or join our Discord: https://discord.gg/E9rJQeT
Happy Easter, I have uploaded a new version of my game. This time included are many bug fixes that previously crashed the game.
New features
New Tree Textures + Higher Resolution
Better Tree Rendering
New Landscape Renderer
Improvements regarding the cross bow
Better Grass Texture
Better Grass Rendering
Updated "Start World"
Screenshots
The new forest. We fixed the bug of the "flying trees" (thanks to V.).
In the back you can the new forest with a building.
This is how the forest looks like in a flat landscape.
Upcoming Features
Completely new rendering engine that supports Vulkan, OpenGL ES, DirectX 12, OpenGL and Metal.
Ambient Occlusion + Procedural Materials (when this is done, I will rework all 3D models)
Spherical Harmonics for Light Probes
Radiosity (2 variants)
AI: In a very small level 2 AIs could make war with each other (attack cities, destroy them, found settlements). That it works on a large scale will be a challenge.
Improved memory management for framebuffers (will make Screen Space Reflections possible)
In the next month I will also tune the AI so that it can work on bigger landscapes.
I am thrilled to say Public beta will begin within the next week on Android... alongside iOS and Steam. That's right, cross platform support is finally here.
Leaderboards will be shared across platforms, but usual region-specific restrictions will still apply. Translation systems have been updated and some of you are already contributing, but we would greatly appreciate further support for your local language so others in your country can enjoy the game as much as possible! You can help us to translate the game here: https://infinitode.prineside.com/?m=translate
As promised, a Q&A stream hosted by Zeraco, one of the two community managers (The other is MarshallUA!) will be held over on April 7th 6:30pm BST at https://www.twitch.tv/Zeraco. Here we will attempt to answer as many questions as possible that aren't covered in the changelog. The stream will showcase the new changes as well as feature casual gameplay of stage 6 from top players from the Closed Beta.
Steam and iOS version of the game. Your progress can be synced between the platforms at any time
Games can now be continued instantly, no need to wait for long frame loading
More score is now given for early wave calls, killed enemies and cleared waves. Miners generate less score, removed extra score for coins on hand, 40% more Green Papers are given for the score
Every tower got a completely unique Ultimate Ability and the "Powerful" ability that can be unlocked at level 20
Towers and enemies were heavily rebalanced, also fixed bosses immunity and made them more balanced
Season 2 will start and leaderboards will be reset. Season 1 players will get rewards according to their ranks
Added player profiles with pictures, account levels and badges
Fixed Blast's and Freezing tower's stunlock issues
Miners now continue working on custom maps even when the source tile is depleted
Abilities now use an energy pool instead of individual cooldowns, which allows to use the same ability few times in a row. Also added additional effects to the abilities
Greatly improved Laser tower, Flamethrower, Anti-air and some of the others
Regular enemies became more vulnerable to some towers and have less HP on a higher waves
191 new unique research (47% more than before) for abilities of the towers, modifiers, miners and bonuses like "passive coin generation", "loot frequency" and "bit dust drop rate"
Increased max level for many of the Endless mode research. Endless mode difficulty can be increased up to a point when you can farm millions of papers per minute
Fixed lots of bugs: attack speed cap, MDPS farming, inventory lags and crashes, cores XP generation rate etc.
Everything had been heeeavily optimized, which made it possible to implement this next feature:
Highest game speed increased from x3 to x4 - faster runs, faster farming, less boredom
Added many QoL features like live statistics, replay viewer, more info in detailed mode etc
Added diverse Achievements, not based on grinding
Graphics became more smooth and clean, added many visual effects
4 new scripted levels for stage 6 with brand new mechanics
Gauss tower is now fully unlockable for use on all stages and has a research tree
Crusher tower is now fully unlockable for use on all stages and has a research tree. Crusher grabs and chews enemies or even forces them to attack your enemies
Added dozens of features for map/mod makers that are already used in new storyline levels - You will no longer need to use text files
No extra ads nor payments were added, everything listed here can be unlocked easily and for free
LONG LIST
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New features and QoL changes
Replays can now be started through the Statistics screen
Added Crusher tower
Added more info to the Detailed map mode - towers XP level, available upgrade points in Cores etc
Added "Ultimate" and "Powerful" (XP LVL 20) abilities to towers, see "Towers" section
Redesigned ability buttons in the menu of a tower to fit 5th and 6th ability
Lost coins (when a bounty mod is placed near the the tower and it kills someone) are now being reflected on the tower menu
Added detailed in-game statistics panel for gained score and coins. Statistics will be compared to your best run on the same map in real time to make it easier to search for the best source of coins/score and see if your current run goes better than the previous one
Damage stat line is now capped (won't grow in width if damage exceeds 10,000) and has an exponential nature - low damage should now be visible
Now it is possible to purchase or unpack 5 chests at once by holding the unpack button.
Added additional info for tiles in the inventory
"Portals and bases" item category is now divided into "Portals" and "Bases". Added separate tabs to the map editor inventory menu
Translations are now dynamic - the game will try to download the latest translations from infinitode.prineside.com for the selected language when you switch to other language / start the game
New ability - Overload. A risky one, allows to speed up miners and get much more score, makes enemies tougher and faster for a short period of time. May be useful for bonus / limited in waves levels
Now you can double tap and drag to change zoom (right / bottom = closer, up / left = further)
Explosions and XP orbs are now less opaque in the detailed mode
Max research level added to the research menu
Loot icons and Realtime statistics can be turned off in Settings
Easy & Endless mode will not send replays to the leaderboards
Added Achievements
Levels 6.1 - 6.4 with custom scripted mechanics
Volume sliders now have larger touch area - should be easier to drag
Source tiles now have the amount of resources on their icons
Anti-aliasing can now be turned off in settings
Map is now zoomed to fit the screen at the start of a game
UI safe zone size can now be precisely adjusted in Settings
Made Sign in form fields larger
3rd game speed is now x4 instead of x3, on every platform. Game optimisations now allow it, so why not
Added "unsaved progress" hint to the list of cloud saves when there are unsaved local changes (new items from packs / purchases / ad rewards / finished research etc)
Added Google Play Games achievements on Android - you should be signed in with Google
Replaced screen flashing with HP label animation when an enemy passess to the base
Map zooming now should not depend on the screen resolution - tiles should be 0.6 inches in size on max zoom and zooming out should allow you to see 125% of the map's size
Added tile position to the tile menu (upper right corner of the menu)
Lucky shot: now contains x2/x3 sectors and can be re-spinned few more times
Hotkey editor on PC version of the game
Cores can now contain upgrades that can be installed for coins
Added player profile pictures, badges and profile levels. Players who reach level 30 can now exchange 30 levels for a higher level of the "Of Merit" badge. If you are at level 30, all excess XP will be saved but not shown to you (for example: you've reached level 30 and got extra 1500 xp. After you get the badge, you'll instantly get level 2 with 500/1000 xp). At badge level 5 it is possible to get 30+ level shown for your account.
Added lots of new effects that affect abilities of the towers, score calculation, coins generation, speed of the enemies and many other things - you can find them in new research nodes and on the levels of Stage 6. Now maps can change more than 520 different parameters to heavily affect the gameplay
Cores can now give many different bonuses, give abilities and coins, have bonuses that can be upgraded multiple times. Maps can now contain multiple Cores (custom maps are still limited to 1 Core)
Added 35 new teleport colors (will not appear as regular loot)
New settings: auto save interval, graphics anti-aliasing, adjustable screen safe zone, slow motion pause, statistics pane visibility
Added Zeraco and MarshallUA to the About screen
Balance (general)
Warning: some numbers are likely to be changed after Open Beta test
Many changes were made to the score calculation, towers, towers abilities, modifiers, usable abilities and enemies - see corresponding sections for more details
New explosion mechanics - enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
Removed that tiny part of score which was based on the amount of coins
Amount of green papers given on custom maps is now less dependent on the score (to address the new score rebalancing)
Towers loose the green sell button if already gave any damage
Tower XP generation now depends on its upgrade level. Tower doesn't generate XP passively on upgrade level 0. Added this stat to the tower menu
Early wave call now give coins even if no enemies were killed. In previous versions it was calculated as "time left * coins gained for killed enemies", now it is "time left * (coins gained for killed enemies * 80% + sum coins of the whole wave * 20%)
Bosses are immune to killshots
Modifiers can only be sold for 0 coins if they were built recently
Abilities use shared pool of energy, max 10 energy, restores every 45s
Added additional effects to abilities, can be viewed in the ability selection overlay (amount of coins enemies drop / bonus damage to affected enemies / next wave delay). Replaced effects of trophies to match the new bonuses
Bounty - price depends on difficulty of map
Ignited enemies can now be frozen. Burning enemies freeze 3x slower and max freezing percentage is reduced by 33%
Miners on custom maps will not stop mining resources when they dug all of them from the source. Still give limited amount of resources at the end of a game
Score
Starting bonus for early called waves increased 8% => 10%
Mined resources give 10-30 score points instead of 50-90 (-66% score for mined resources)
Score for killed enemies: +75%
Score for early wave calls: +100%
Score for completely destroyed wave: +300%
Amount of Green Papers given for score +40%
Towers
Towers XP generation reduced by ~30-50%
Slightly reduced range of some towers in research tree
Added 6th Powerful ability for every tower which multiplies their PWR by 110%, can be unlocked at XP level 20
All of the towers abilities can now be upgraded with Research
PWR affects all stats of towers except Range and the special ones (yellow)
Basic
Projectile speed reduced (3.0 -> 2.8)
Large caliber ability: damage increased
Foundation ability: same as before + projectiles have a chance to ricochet on another enemy
Ultimate ability: Clones one random tower standing close to it with part of tower's upgrade level and transfers all experience gained to it - if no other towers nearby will clone itself.
Sniper
Max crit chance = 90%
Damage increased (35 -> 46), attack speed reduced a bit (0.3 -> 0.28)
Aiming speed reduced (100 -> 90)
Crit chance decreased (20% -> 15%)
Damage increased by 10-110% depending on the upgrade level
Piercing shots now inherit critical damage. Critical shot chance reduced a bit
Killshot ability: triggers every 4 kills instead of 3
Ultimate ability: Deals great damage at max range, gradually decreases to normal closer to the tower. Enemies explode if killed with a critical shot close to the tower
Cannon
Rotation and projectile speed were reduced (50 -> 40, 2.4 -> 2.2)
Damage increased (12.5 -> 14.0)
Explosions: enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
Slightly reduced range of explosions. Max range is 2.5 tiles
Foundation ability: same as before + explosions become better at piercing through the enemies
Ultimate ability: Places mines on a nearby empty tiles
Freezing
Fixed bug - Freezing percentage being carried with the weaker freezing towers
Freezing percentage has been slightly reduced (stock 20% -> 15%) and capped at 65%
Snowball ability: Duration of stuns depends on the upgrade level of the tower. Increased stun duration on the higher upgrade levels
Ultimate ability: Creates snowballs even if there are enemies in range and snowballs generate faster
Antiair
Damage now scales much better with Upgrade Level, up to 2x the damage of 1.7's antiair at max rank
Will search for new target if the current one got ignited (venom style)
Projectile speed decreased (2.3 -> 2.2)
Targets Burned by Antiair are slowed by 40%
Heavy weapons ability: Damage increased
Foundation ability: Rotation and projectile speed increased
Aimed drop ability: Damage greatly increased
Ultimate ability: Aimed drop places a mine instead of exploding the enemy instantly, mines deal additional damage
Splash
Accuracy reduced by 0.2 on max upgrade level (1.2 -> 1.0)
Damage reduced (14.0 -> 11.9)
Can't attack Regular enemies
Ultimate ability: Killed enemies launch spikes in different directions with a percentage of the damage of the spike that killed them, which may cause powerful chain reaction of killed enemies
Blast
Each enemy can only be stunned 10 times with any tower, each next stun is reduced in duration by 10% (100%, 90%...10%)
4th ability (Special) depends on the upgrade level (0.5 tiles on Lvl 0, 1.5 tiles on Lvl 10 - previously 1 tile on any level)
Reduced stun chance (15% -> 10%)
Damage improved (18 -> 27)
Attack speed reduced (0.5 -> 0.35)
Stun duration reduced (2.0 -> 1.5)
Heavy shell ability: Damage increased (1.5 => 2.0)
Stopping force ability: Effect depends on the upgrade level of the tower
Ultimate ability: Enemies receive much more damage while being thrown back, effect depends on the upgrade level of the tower
Multishot
Slightly reduced projectile count on higher XP levels
Ultimate ability: Shoots one projectile backwards which deals huge damage
Minigun
Damage increased (9.2 -> 13.6)
Fixed 30+ attack speed (endless mode)
Attack speed increased by 5-30% depending on the upgrade level
Acceleration reduced (18%/s -> 15%/s)
Foundation ability: now also improves damage of the Hot bullets ability
Ultimate ability: periodically creates a microgun on a random empty road in tower's range which inherits a portion of the tower's stats
Venom
Deals more damage to Basic enemies
Damage increased (12.2 -> 14.6)
Hard shells ability: Damage increased
Fast shells ability: Same as before + projectiles will find another target if current one is dead
Poisonous cloud ability: Range increased
Ultimate ability: debuffs enemies with Chain Reaction for a few seconds which gives them a chance to spread their debuffs to the enemies nearby on death. Effect depends on the upgrade level of the tower
Tesla
Lightnings always cause at least 10% of the tower's damage - makes chain lightnings more effective on high lengths
Increased voltage ability: Same as before + chains always deal at least 20% of tower's damage
Ultimate ability: When the tower deals as much damage as needed to kill a certain amount of enemies, starts a Ball lightning ability scaling with the damage of the tower
Missile
Explosions: enemies absorb part of the blast wave, which reduces damage to enemies that are behind them
Slightly reduced range of explosions. Max range is 2.5 tiles
Upgrade price increased (+10-50%)
Vertical launch ability: Same as before + projectiles rotate faster
Anti-air system ability: Same as before + tower has no min range
Ultimate ability: Undamaged enemies (those with 100% HP) receive much greater damage from this tower. If tower has Compact weapons ability, it will aim multiple enemies at once
Ultimate ability: Instantly kills enemies in direct fire who have less than certain % of HP left. Killed enemies drop Green Papers. Effect scales with upgrade level of the tower
Laser
Damage greatly improved (41.3 -> 120)
Does not pierce enemies (without abilities)
High frequency ability: allows tower's lasers to pierce through the enemies and reduces its damage
Large batteries ability: same as before + allows tower to rotate while shooting
Ultimate ability: every killed enemy increases the damage of the tower for a couple of seconds, effect stacks
Gauss
Can be unlocked to play on any level, can be upgraded with Research
Can only rotate when fully discharged. Will be forced to shot first if already started to charge
Every next level of Gauss's bonus damage requires a bit more XP
Ultimate ability: Every killed (or severely damaged with Nanoparticles) enemy increases the duration of double mining speed to the miners near this tower
Crusher
Can be unlocked to play on any level, can be upgraded with Research
Catches enemies and damages them before releasing them. Released enemies may avoid further Crushers
Other towers can continue to damage and debuff the enemies that are being held by the Crusher
Debuffs enemies with "XP bonus" which greatly increases the amount of XP given for damaging the enemies with Crusher or any other tower
Heavy vice ability: greatly increases tower's damage
Increased capacity ability: allows to hold more enemies at the same time
Disorientation ability: has a chance to force an enemy to walk towards a random Portal, dealing damage to enemies on the way. Disoriented enemies deal damage equal to 300% of their remaining HP
Ultimate ability: disorientated enemies give some coins for each tile they were able to walk. Effect depends on the upgrade level of the tower
Enemies
Regular
Completely immune to Splash (was 25%)
Now have their HP reduced on higher waves
More vulnerable to Venom tower (100% -> 150%)
Fast
Completely immune to Missile (was 25%)
Strong
Completely immune to Multishot (was 25%)
Heli
More immune to Multishot (50% -> 25%)
Healer
Regenerates 5% max hp of nearby enemies, value is capped by 5% of healer's max hp (useful for the bosses); Constructor can spawn Healers again
Toxic
Now completely invulnerable to poison damage and "Poisoned" debuffs (Venom tower, Minigun's ability, Poison cloud ability)
Icy
Can't be stunned
Completely immune to Laser (was 25%)
Fully immune to Blizzard and snowballs if have armor left (blue hp line)
Freezing tower does not slow it down
Fighter
Completely immune to fire damage and "Burning" debuff (Flamethrower / Minigun ability / fiery abilities)
Completely immune to Minigun (was 25%)
Light
Immunity to the last damage type decreased a bit (80% => 75%)
Bosses
HP and speed were balanced - bosses become a bit easier in general
All bosses are immune to the Killshot (Sniper's ability), Stun (Blast / Gauss's ability) and snowballs (Freezing tower ability)
Broot became slower and its "rage" stage became longer & regenerates less HP
Broot: immune to Freezing / Blizzard debuffs, has 90% immunity to Ball lightning ability
Stakey: immune to Throw back debuff (Blast's ability / Windstorm), has 90% immunity to Ball lightning ability and takes 400% damage from LOIC
Constructor: immune to Throw back and Freezing debuffs, has 90% immunity to Ball lightning ability
Mobchain: fixed spawnkill bug; became slower and is now immune to Throw back / Freezing / Blizzard debuffs
Metaphor: immune to Throw back / Freezing / Blizzard debuffs, doesn't receive Healing buff (from Healer enemies)
Mobchain: immune to Throw back / Blizzard debuffs, has 90% immunity to Ball lightning ability
Abilities
New visuals for Nuke, Blizzard and Windstorm
All abilities got new distinctive sounds
All abilities use a shared pool of energy which restores over time
Fireball (2 energy)
Increased explosion range (3 -> 4 tiles)
Increased damage and burn duration (+30%, +50%)
Killed enemies drop bonus coins (research required)
Blizzard (2 energy)
Enemies spawned while Blizzard is active will receive 100% Freezing buff which'll last till the ability has done its work
Debuffed enemies take additional damage from any source
Windstorm (3 energy)
Now affects enemies only in a range of 5 tiles
Constantly applies "Throw back" debuff to every enemy in range
Delays next enemy wave
Thunder (1 energy)
Killed enemies give lots of bonus coins
Smoke bomb (3 energy)
Duration increased (22 -> 30s)
Killed enemies drop fewer coins
Firestorm (3 energy)
Killed enemies drop fewer coins
Magnet (2 energy)
Killed enemies give bonus coins
No longer affects MDPS
Bullet wall (2 energy)
Killed enemies give bonus coins
Ball lightning (1 energy)
Killed enemies give bonus coins
LOIC (3 energy)
Increased damage and duration
Killed enemies give bonus coins
Nuke (4 energy)
Killed enemies drop fewer coins
Damage increased (+30%)
Overload (1 energy, new ability)
Increases HP and speed of enemies for a short period of time, killed enemies give bonus score. Effects multiply if called again while being active
Increases mining speed of all miners while active
Modifiers
Modifiers give zero coins if sold in less than 1 minute since being built (except Bounty, it has 5 minutes delay)
Balance
Can be upgraded with XP to pump more XP per second (up to 100xp/s, was hard-capped at 5xp/s in the earlier versions)
Search
Gives bonus range to the towers nearby
Now works properly with Flamethrower
Power
No longer affects range of the towers
Bounty
Price depends on the difficulty of the map (Average portal %)
Experience
Will not generate XP from miners that don't have enough resources; now has a menu for convenience
Gives 30% less XP
Research
Added 191 new research nodes with 500+ levels:
Added Gauss tower research branch. Gauss can be unlocked through the completion of Stage 6 levels
Added Crusher tower research branch. Crusher can be unlocked through the completion of Stage 6 levels
Added research for all abilities of all towers
Added new research for stars:
Enemies speed
Explosions piercing
Abilities energy generation rate
Loot frequency
Coins generation
Added Coins generation upgradeable global research
Added "Loot slots" and "Max upgrade level" research for every miner
Added "Range" upgrade for Search modifier
Added Overload ability research branch
Added "LSTM network" story line research which increases Cores XP generation rate
Added crafting-related research (reduced crafting time / increased crafting item stack)
Increased max level of endless research. New levels will grow in price linearly, some research became a bit cheaper
Added new endless-only research:
Max amount of abilities energy and abilities energy generation rate
Number of Basic's ultimate ability tower copies (can copy more than 1 tower on level 20)
Sniper's killshot interval and ultimate ability explosion range
Amount of splinters produced by Cannon's Shrapnel ability
Max amount of Freezing towers that can be stacked for Cold evaporation ability bonus damage
Amount of splinters shot by Splash's ultimate ability
Number of microguns that can be placed by Minigun with it's ultimate ability
Amount of damage required to cause Tesla to start the Ball lightning ability
Amount of missiles shot by Missile tower with Compact weapons ability
Number of lasers shot at the same time with Laser's Mirrors system ability
Amount of HP the Gauss leaves for its victims with Nanoparticles ability
Amount of enemies that can be held by Crusher simultaneously
Visuals and sound
Added muzzle flash effects for some towers and made them a bit brighter
Graphics interpolation for smoothness
New graphical effects - screen shake, slow motion and new visuals for the abilities
Replaced Green paper loot icon with custom particles
Abilities now have unique sounds, some abilities got new visuals
New visuals for game over scenario and some of the bosses
Shooting sounds are now being played more frequently and naturally, Android got new implementation of sounds for better performance
Important sounds should not be cut off less frequently
Added enemy death sounds
Bug fixes and performance optimizations
Now the game saves the current state of the game which increases games loading speed (continue games) dramatically. If the game fails to save its state / load it when "continue" is pressed, it will fall back to the old version of loading
Attack speed is now fixed (30 per second cap removed)
Fixed: Magnet ability affected MDPS
Optimized some code of the Freezing tower
Sound manager performance improvements
Fixed DPS counters of towers
Sniper's piercing shots now give proper 75% damage instead of 50%
Fixed invalid XP generation of the predefined Cores
Mobchain - fixed spawnkill bug
Fixed tutorials
Replays are now saved as a separate binary files on disk - should fix periodical lags and use less memory/storage space
Fixed: particles appeared at 0:0 point of the map
The game will not remove abilities from the inventory if they were given by the map (in daily quests / on maps with "no abilities" base)
Reduced (fixed) Scalar miner mining speed research price in the endless mode
Fixed Accelerator description, removed Double gain shard sell button if there's no permanent Double Gain
Green paper packs contain much more papers (amount depends on your progression)
Fixed huge lags caused by mass selling of items in inventory
Reduced memory usage by UI
Added "item cell streamer" to deal with performance issues of the inventory filled with thousands of tiles - item icons are not created until they are first drawn (icons are not being drawn until you scroll down to them). Invisible icons should unload themselves if the game runs low on memory
Towers ability description should now fit completely into the popup on the side of menu
Enemy path rendering optimized
Reduced overall memory usage
Optimized enemy searching, should be ~x2.5 faster
Freezing buff - reduced memory usage. Now lasts for a short period of time, which should fix some of the related bugs
Optimized explosions - should search for enemies much faster
Towers are now being updated on a different time intervals to greatly reduce their performance impact
Now it should not be possible to pause the game after it is over to prevent item loss
Abilities description and tower stats will now update instantly after the difficulty is changed
Optimized explosion visuals and Flamethrower's flame particles
Faster game loading (starting with the 2nd run of the game)
Amount of mined resources is now saved in the tile instead of the miner and now should be visible even if miner is replaced with some other miner
Fixed Tutorial 0.4
Fixed: Gauss gave wrong damage and somehow managed to pierce through an enemies
Fixed: Gauss made Stakey invulnerable in some scenarios
Fixed Source tiles given as a quest rewards (those with 0% density)
Fixed item selling, now should not allow to select huge amount of items and exceed integer size
Fixed music playback on pause (sometimes music started to play from the beginning when the game is paused)
Fixed paths rendering in map editor
Fixed: Flamethrower's projectile spray visual does not scale with arc.
Fixed: Flamethrower Animation is stuck when the tower is disabled
Fixed: Search mod isn't working on Flamethrower
Fixed: Cake trophy not being given when doing 100% prestige (when Accelerators are used to skip quests)
Towers won't shot faster than 30 shots per second. Instead, on attack speed 30+ projectile damage will start to grow. This should heavily reduce performance demands of Endless still keep the same efficiency of towers (if you are concerned about buffs: they were not added multiple times per frame before)
Removed unused textures, optimized tower textures for better graphics performance
Added Updates Per Second to the FPS counter. Game speed now should change instantly even when the game lags
Sounds were converted into the other format to reduce their size / memory footprint
Textures were compressed into Basis Universal format. Should reduce memory usage, reduce apk size and improve graphics performance
Improved server's security, just in case
Game now saves every 3 minutes instead of every 5 waves. Auto-save interval can be adjusted or disabled in Settings. This also made the game more stable
Fixed - amount of stars on the Research screen now should update correctly
Lucky shot should now be completely deterministic to prevent cloud save abuse
Fixed - rewarding ads were giving case keys depending on the amount of research
Fixed many other bugs
Dev mode and modding
Dev mode with full access to anything in the game will be available for everyone in the future updates. Note from Zeraco: To make this clear, we do support modding wholeheartedly, especially creative ones. There's a good one recently with custom stages made by players. This new version of Dev mode will help a lot with things like this. That said, please be careful whose mods you use. Stay safe!
(List of "Dev mode and modding" category changes will be posted as a comment - we've reached the news article size limit) [/expand]
Thank you all for your continued support and patience. Good luck and have fun!
Greetings to everyone who knows us, and who has not yet heard about us. We are a small studio of indie-developers "MAD SPROUTS", and for almost 3 years, we have been working on our first project - a video game, a raccoon simulator "Wanted raccoon". Finally, this year in March, we went into Early Access on Steam. In this article, we would like to talk about our work after the release, our impressions over the past 2 weeks, and also share the plans for the upcoming months.
We are so much thankful to our community - they are our assistants, our faithful friends! We were getting feedback in our groups in social networks over all these 3 years, trying to listen to every review, every comment, and have always tried to do what people could happily spend their time doing.
What is the first day of the release? Is it exciting, worrying? No, these are not proper words. We were having a voice chat on Telegram with the team, hysterically joking and trying to pull ourselves together to finally press the long-awaited "Release" button (we even shot a video to remember this moment). The first streams on Twitch started in a couple of hours after the release, and the whole week passed in one breath - we were monitoring all the websites, watching video reviews, streams, reading comments - all for the sake of mastering all the bugs. Most of the mistakes have already been solved, there are some patches ahead, where we are carrying out the final clean-up.
Since this is our first project, creating the storyline was not an easy task. We needed to think over all possible actions of the players for the plot and take into account all the cases where some of the actions are skipped or some task is completed earlier. We have already fixed most of the weaknesses in the story. For example, some doors would not open, boxes would disappear if the player stunned some enemy ahead of time. These errors should not show up again.
The saving function combined with the plot created additional errors in the game, that's why we`ve made a new saving system that allows us to develop the game, increase the game world, add new characters, locations, and new game mechanics without losing progress while playing the game. The localization system will be fixed during April. This will allow us to add the translation into many languages, such as: Russian, English, French, German, Spanish, Chinese.
Also, we will add the ability to restart the mission this month, i.e. if an error appears somewhere, the player will not need to start the game over, one can simply restart the active mission and continue the game from the last checkpoint.
We are very pleased that people share everything that happens with them on Steam, which helps us to make a bugfix faster. Also, we receive many messages in our Discord, join here: https://discord.gg/RRGSj4Xb86
Despite the bugs in the game, we receive pleasant letters and proposals for cooperation from various influencers, both from starting streamers/bloggers and from large publications, which greatly motivates us to make the game better!
Already completed: 1. Building the Raccoon's base; 2. A new location was added (gas station); 3. Player's buildings are saved now; 4. More zones where you can build were added... complete list of the latest updates you can read in our news on Steam: https://store.steampowered.com/news/app/1320100
What will be in the next updates: 1. New location; 2. Localization of the game into a number of languages; 3. Open world (by the end of June); 4. Controller support.
And we continue to fix all the bugs and issues that you report about. We want to remind you of our plans for a distant, but not too distant future - there will be multiplayer!
Hey, a new version is out and it contains a new mission. This update also adds easy to use throwing knives. Please let me know if you find any bugs, or just leave a comment how do you like the new mission. Since I'm working on this alone, it can take painfully long time to spot some bugs even they would be severe.
0.7.5 Patch Notes
New content:
Added a new mission, Heavy Load
New features:
Added throwing knives. Press the melee key (default F) when targeting an enemy that is out of melee range to throw a knife. Damage is increased by Close Combat skill (former Melee Combat), and attacking unaware enemies deals double damage. Used knives can be picked again.
Fixes and improvements:
Fixed a bug that caused enemies unable to shoot at crouching players as they should
The aiming cursor can't be moved beyond the screen edges anymore
Enemies that are spawned but distance is far should now have less impact on performance
Improved auto turrets accuracy against moving targets
Fixed a bug that allowed planting laser trip mines on another characters (stayed floating in the air after the character moves)
Jinx has now PDA in her hands while hacking
Jinx's Hacking ability can now be used to hack certain control panels that require a key card otherwise
The enemy attack range is now increased when they are targeting at players who are sniping from higher elevation
AI teammates attack range is increased in specific situations to make sure they are always able to shoot back
Added point of interest markers for all mission interactables (visible on the map after found by the player or team)
The area of the active mission objective is now shown on the map
Fixed a bug that allowed AI characters to shoot through floors sometimes
Players are now not able to take another copy of a key card they already have (multiplayer only)
It's now possible to throw grenades to higher locations while on outdoors
Using a First Aid Kit to heal a friendly doesn't fail anymore if the target makes a small move but stays within 2.5m range
The flash effect from exploding fire extinguishers is now less flashy than flashbangs' effect
Fixed a weird bug that caused a client player to be unable to move after exits a ladder if a dead host player is spectating
Fixed a bug that caused enemies fly around too much and not fall down directly if died on a ladder
If a player dies and he has a rescued civilian follower, the civilian can now be rescued by another player
Enemies that are shooting shares their current target for a bit longer distance on higher difficulty levels (blocked by building walls)
Skill adjustments:
Melee Combat skill is renamed to Close Combat and it also affects Throwing Knives. The maximum damage bonus is now +100% instead of +50%
The Idle Champions community raised $14,000 USD for the Grant Imahara STEAM Foundation with the Grant, the Baby Blue Dragon Familiar! Thank you!
The Foundation envisions a world where every student has equal access to STEAM education, regardless of their socio-economic status, race, color, or gender.
This update fixes a few bugs that crept in to the initial release. Thanks to everyone who reported an issue! Hopefully this makes things a little more stable everyone - don’t hesitate to let us know if you find anything else!
Fix: In top level of Verituf Labs, it was possible to get multiple copies of the same key - possibly resulting in a crash or inability to progress.
Fix: Multiplayer games were incorrectly reporting a Draw when two or more of the losing players had identical scores.
Fix: Crash on startup for some players, related to certain peripherals being connected at startup.