Hey players! We're happy to announce this new update, with new features that will be able to evolve into the more complex mechanics we have always dreamed about! We gladly introduce a new system of Ad Proposals, multiple game save feature, a new company looking for your advertising skills (Real Estate) and new objects to customize your agency.
Patch Notes:
- Multiple Saves, now you can have three saved game at the same time. - You can now give your agency a name! - You can now name your pets! - Visual improvement for the Shop; - New sound for buying items; - Fixed skill “The Photographer” not working for all cameras (just to remember: our “Upgrades system” which include the writing machines and cameras are still to be finished) - Major optimization for low-end CPUs; - Fixed running time when some menus were open; - New Ad Proposal system; - New company: Real Estate; - New items: City Lights and Jazz pictures.
Ad Agency Tycoon is finally starting to look like what we've planned from the start, but there’s still a lot of work to be done! Thank you all for your support, and please, keep giving us feedback!
Promotion: LOUD AND PROUD - Featured Rares & Epics available
The Monster World is a place of diversity and inclusion where everyone is welcome to be their authentic selves. A curated list of Featured Rares and Epics is available to buy or breed on their respective Islands this weekend only!
Special Offer: Up to 60% OFF Featured Diamond packs
Get Monster-sized savings on featured Diamond packs - up to 60% OFF across the Treasure Chest, Cart of Diamonds, Diamond Dumpster and Vault of Diamonds!
Limited COSTUMES: A quartet of different Costumes available to buy every week
Every Friday on the main Islands, different Costumes become available! Featured Costumes from the current week's Limited Quests and the previous week's Versus Challenge can be bought for their Monsters for the duration of the week. Don't forget that you can unlock Costume discounts by completing Battle Events on the Colossingum!
BATTLE Events: Different Limited Quests and Versus Challenges every week
Every Friday on the Colossingum, different Limited Quests and Versus Challenges become available! Participate for your chance to win awesome prizes like Costumes and Currency - check back every week to see what's new! NOTE: Limited Battle Events are unlocked by completing Quest 6 - Three's a Crowd.
Follow Us For More Info! Make sure to Follow My Singing Monsters to stay on top of every exciting announcement and update! There is tons more magical fun to come to your Monster World soon!
If you enjoyed the original Eiyu*Senki, then you won't want to miss the newest title in the series, Eiyu*Senki GOLD! The game will be releasing on Steam June 25th, later today! If you haven't added the game to your wish list, now is the best time, so go to the store page to check it out!
It has been ported very quickly by David Khachaturov, so make sure to send him some thanks! Both mobile versions will usually be 1 update behind the Steam version. Right now I think both are on the Mercenary update, with the Item update coming up soon.
Healer & Psyker rework
New healer class effect:[expand type=details] Healers (2, 4): +8/16% chance for enemies to drop healing orbs on death[/expand] Healer unit changes:[expand type=details]
Fairy (tier 4 healer, enchanter) - creates 1 healing orb and grants 1 unit +100% attack speed for 6 seconds, Lv.3 effect: creates 2 healing orbs and grants 2 units +100% attack speed for 6 seconds
Psykeeper (tier 3 healer, psyker) - creates 1 healing orb every time the psykeeper takes 20% of its max HP in damage, Lv.3 effect: deal double the damage taken by the psykeeper to all enemies
[/expand] New psyker class effect:[expand type=details] Psykers (1): create a piercing, damaging orb around each psyker[/expand] Psyker unit changes:[expand type=details]
Flagellant (tier 3 psyker, enchanter) - Lv.3 effect: 2X flagellant max HP and +12% damage to all allies per cast
Psykeeper (tier 3 healer, psyker) - creates 1 healing orb every time the psykeeper takes 20% of its max HP in damage, Lv.3 effect: deal double the damage taken by the psykeeper to all enemies
[/expand]
Explorers
Added the explorer class:[expand type=details] Explorers (1): +15% attack speed and damage per active set to allied explorers[/expand] Added 1 explorer unit:[expand type=details]
Vagrant (tier 1 explorer, psyker) - shoots a projectile that deals X damage, Lv.3 effect: +15% attack speed and damage per active set
[/expand]
Items
Healer:[expand type=details]
Blessing: +10/20/30% healing effectiveness
Haste: +50% movement speed that decays over 4 seconds on healing orb pick up
Divine Barrage: 20/40/60% chance to release a ricocheting barrage on healing orb pick up
[/expand] Psyker:[expand type=details]
Orbitism: +33/66/99% orb movement speed
Psyker Orbs: +1/2/3 psyker orbs
Psychosense: +33/66/99% orb range
[/expand] Conjurer:[expand type=details]
Rearm: summons repeat their attacks once
Taunt: 10/20/30% chance for summons to taunt nearby enemies on attack
Summon Instability: summons explode when disappearing, dealing 100/150/200% damage
[/expand]
Balance
Curser: changed class effect to "+1/3 max curse targets to allied cursers"
Item reroll: decreased cost to 5 (from 8)
Enchanted: changed to "+33/66/99% attack speed to a random unit if you have two or more enchanters" (from 10/20/30%)
Sage: increased attack speed by 25%
Enemy spawn marker: increased duration by 50%. This should help with reacting to enemy spawns in time and without losing as many units.
Tank (yellow enemy): decreased throw trigger range and throw speed. Many people have mentioned that this unit was now too strong and with these changes they should be more fair and allow more counterplay.
Headbutter (orange enemy): now the headbutter can't kill multiple units at once
Exploder elite (blue boss): now turns enemies into mines instead of exploding them directly
Special enemy spawn probability: slightly decreased the chances of a special enemy being spawned at levels above 20
Enemy damage: decreased overall enemy damage at higher difficulties
Gold: increased gold rewards at levels 1-9
QoL
Added a main menu
Options menu is now accessible from any screen in the game
Added volume controls
Added unit Lv.3 effect text on the shop's card
Added current snake size and maximum snake size text at the top right of the shop
Improved text for two enchanter items that previously said "with at least n enchanters" and confused people
Lowered sound effect for gambler's attack
Bug fixes
Fixed fullscreen button and general resolution issues
Fixed barbarian stun just slowing and not actually stunning
Fixed a bug with Call of the Void that caused its DoT damage bonus to become infinite
Next week's update
The next update will feature 20~ new general items that should help with increasing the odds that items presented aren't completely useless because they don't fit the current build, the endless/looping mode which I couldn't fit into this update, as well as a small rework of the conjurer class.
Future updates & commonly requested features
As most of you know, this game was made in 3 months and I didn't really expect it to be played by that many people at all. Once it became clear that a lot of people were enjoying it I decided to start updating it weekly both to fix most immediate problems that could be fixed quickly as well as to assess what kinds of things people liked and didn't like so I could build a plan for bigger updates going forward.
Now that 4 weekly updates have passed, most issues that can be fixed or improved in 1 week bursts have been fixed, and all I'm left with doing is a bunch of stuff that will take a longer amount of time to address. As such, here's my plan going forward:
Stat Update
After next week's update is out, I'll start rewriting the game from scratch and I estimate that this will take 1 month (may take slightly longer). The reason for this is that the game's code was written from the start with the intention of being thrown away, as I didn't expect to have to keep updating it, and so as time passes it will get harder to release updates with the current codebase.
A set of very commonly requested features will be able to be addressed with this update:
New stat system: the game's current stat system was written in the game's very first week and hasn't been changed since. It is somewhat buggy and inconsistent, and because of this a lot of other features become harder to implement. In the rewrite I plan on creating a new stat system that will be both simpler and more consistent than the current one, and it will also enable:
Post-battle stats: you should be able to see which unit deals the most damage, which one heals the most, which one disables enemies the most, etc. All of this is currently very hard to implement properly and so relies on a redo of the stat system. This also happens to be one of the most requested features so it's at the very top of my list to implement.
Tag system: similar to Path of Exile, everything you hover over in the game should have tags attached to it that tell you what affects what. For instance, Call of the Void would have a DoT tag, and then units like the Witch would also have a DoT tag, and you'd know that Call of the Void affects the Witch without having to guess.
Keyword explanations: similar to most card games, whenever you hover over something it should also be clear what each keyword means. This will generally be achieved by creating additional information windows explaining each keyword. So, if you hover over an Infestor, on top of the window describing the Infestor, a window describing what "critter" means should also pop up.
In general, this update should make the game a lot more consistent and clear, as well as making it easier for me to work with the codebase and release further updates going into the future.
Roguelite Update
After I release the stat update, I plan on adding a normal roguelite mode to the game. I also estimate that this will take about 1 month (so ~2+ months from now). This will be similar to how Slay the Spire's runs work, where you have a map of nodes and each node is a different type of room. In SNKRX's case, rooms might be arenas, unit or item shops, elite fights, treasure rooms that reward you with units or items, challenges of various types (i.e. move your snake through the labyrinth without hitting the walls), and so on.
On top of the normal roguelite stuff, this update will also be able to address a couple of other commonly requested features:
Meta-progression: the kind of meta progression I'll have will be one where you simply unlock things and those unlocks add variety to the game. There will never be the kind of meta progression that you see in some games where you need to grind stats to be able to complete the game properly.
More units: since things can be unlocked it makes sense to add more and more units! Unit ideas in general are some of the most common types of threads people create and many people have contributed lots of really cool ideas that I'll use in the future, so this is at the top of my list too.
So these are my plans for the next 2 months or so. There will still be weekly updates going forward but they will be smaller than they have been so far due to the fact that I'll be focusing most of my time on these larger updates. I'll update everyone with progress on the stat update every week from now on and if it's late you'll know in advance.
If you have bug reports, further suggestions, ideas, etc about anything I said here, create a thread on the forums. Despite not always replying I'm reading everything and taking it all into consideration.
Another tiny hotfix, the latest update caused a bug where after reinfecting the start / continue button disappeared. It's fixed now! Sorry for all the hotfixes this week!
The first update of No School No Rules is already on Steam😎
Meet a new location - the school canteen🍴. We strongly advise you not to take anything from there inside! Once there, you will see with your own eyes.
Rotten food, insects, and an unbearable smell🤢. In general, there is complete unsanitary conditions, although the school workers assure that everything is fine😬. Two teachers are patrolling the territory so that no one can get into the kitchen and see what is happening there⛔. But you know how to deal with them😈👊🏻
On the technical side, we added graphical settings for the game, vertical sync, and worked with light. We also fixed some bugs.
It's that time of the month again and the July 2021 Playtest Update has just been released 🎉.
The update contains the first part of the outdoors area, including 5 new items, such as the Riding mower and the Woodchipper!
We’ve composed a little trailer with some of the new stuff in the 2021 July update. Enjoy!
A special thanks to everyone who provided feedback in the Experimental Branch. The Experimental branch is now closed. Want to test the next Experimental Branch? Looking for someone to play with? Want to report a bug? Have a great suggestion? There's so many reasons to join our Discord! 👉Join the other dads and babies.
The next Playtest update is coming July 30th 2021!
Detailed Patch Notes
Riding Mower: The most powerful mower in the game. Requires a key to operate
Keys: Keys are used to operate certain objects, and can open any locked door.
Rocks: Rocks can be eaten or used as a weapon
Woodchipper: Destroys items thrown into it
Pool Furniture: Sit on it and hop around!
The Shed: A great place to keep the mower
Plates & Glasses only deal 1 damage to health (previously 5).
Fixed some general ragdoll issues, attempted to make them more stable
Fixed a bug that caused babies to float when not in water
Pool now uses fog
Fixed a bug that allowed ragdolled daddies to drive the baby car
Climbing now only happens when the character is roughly facing the climb edge - this prevents some instances of unintentional climbing
Fixed some collision issues with the trash can
Players can now use items while ragdolled
Removed left-click instant action (This caused a lot of intended interactions, especially when using items like the vacuum)
Interact (Default 'E') can now be held to eat/interact items repeatably
Hello, welcome back to another week's DD. This week's development is back to the zombie-infested town of Queensmouth.
It shall be more dangerous than walking in a "zombie theme park" as one of our characters mentioned. Thus, to begin with, zombie dogs and a new type of zombie have been added into different areas of Queensmouth.
However, zombies are not the worst in the town. In many cases, the worst enemies in this supernatural world are ironically not supernatural threats.
A hotel has unlocked in Queensmouth. In the 1978 version of the hotel, you will find something even a demon prince feels disgusting. That's another page of humanity's dark history, luckily many parts of the world have turned that page over while unfortunately it still exists somewhere in the world.
For centuries, it's from the very human nature that people seek liberality, freedom and equality. It's everyone's right to want to have a happier life with fewer restraints. However, that does not come without a price.
Look back to the past. Many "heretics" and "witches" were burned. Many of their works were banned. Many were sent to asylums. Many were accused of reasons, jailed, or executed.
This is the "pride month". But, in a large part of the world, what people celebrate this month is even straightforward illegal. (Just go check which nations that game called "Tell Me Why" does not release.) I even heard some of my friends who live in more liberated nations having their parents shouting at them just because they are wearing "inappropriate clothes".
I believe, people shall be allowed to wear whatever clothes they want. I believe, people shall be allowed to have a relationship with whoever they want no matter of their race, gender, or anything, as long as both parties agree. I also don't like the way many games using nudity and sexual content just to make eye candies.
Thus, on this day, I lifted the content restriction of [Neolithic] To the End a bit and added a strong female figure wearing sexy clothes in the game, and in this very hotel that also contains the ugly parts of human history in the game. This is not a princess that needs anyone's rescue. There shall be more deep meanings beneath her nudity and sexuality as the story reveals in the future.
Here is today's changelog: English #########Content##################### The room on the left side of the Ardham hotel is now accessible. (It does not have a 1978 version for now) Warning, potentially NSFW content inside. It has 2 cutscenes containing nudity, a female player character can get into a sexual scenario (black screen + text), and there are lots of blood. ########System####################### Added function to dynamically change the message window's back_opacity