We’ve released a bug fix patch for Step 4 of Our Life! These are the patch notes:
• The errors on the character/Cove creation screens are gone • The game skipping to the wrong Step is resolved • Part of the ending CG not being able to appear for some MCs was fixed • Some typo/continuity errors in the script were updated • A few wrongly set flags were switched • And other miscellaneous small tweaks
Older save files might not work this this updated build.
If you already have the game, it should update automatically.
Thank you very much for all of the feedback. If you’re still running into issues, let us know!
This patch corrects a small store bug, and updates the title screen with some more pertinent information.
Thanks @Cutter & @ghostface for finding this one.
Polish
Moved the "R" to Rotate key note so that it does not overlap with the de-materialize text.
Balance
Production times for farms and fuel rigs were adjusted (see below).
The standardized price of FLORP was increased from 75 credits to 100 credits.
The standardized price of Batteries was increased from 40 credits to 60 credits.
Food items are less valuable (see below).
Fuel cells are less valuable (see below).
Updated Production Rate Table
Bug Fixes
When the user selects a new store, the actions scroll window will automatically scroll to the top. Without this feature, it can be hard for users to find the available actions, as one can crol
Hey everyone, I'm back with a big update. I have been working on this update for the past week in my free time. I know I made it seem like the Linux port was coming out soon and well uhh yeah it didn't happen :( I ran into some issues and just haven't had the time to do it. Regardless I was able to rework the battle system :)
Battle System Changes
General Changes
Players will now be alerted when a party member is low on health.
Pay 2 Win's formula has now been changed. Now your level is going to affect the cost.
Water now does not get rid of the player's total corruption after they pass the halfway point.
CEO
CEO's Rage now gets rid of any status and buffs ATK by 10% more and debuffs DEF by 10% more.
GUY
Guy Box of Sandwiches now can't miss. Cost 10% more. If the skill fails it heals the party a small amount of 25%-50% Guy's ATK. Now has an 80% chance of success.
Fixed bug with Box of Sandwiches not using AP.
JEROME
Jerome's Staple Down chance of success increased to 75% cost now 50% AP.
Jerome's Staple Storm now does 50% more damage to enemies with full health.
MY MAN!
EVE
Eve's max base health has been increased from 70 to 130 DEF dropped from 9 to 4 ATK increased from 3 to 4.
Eve's poison cannot fail. AP cost increased by 15%. Poison now lowers enemies' ATK.
Eve's Pheremones cannot fail. AP cost increased by 10%. Now Pheremones will execute before the others.
Eve's Thorn Armor now drops DEF by -25% to -35%. Now Thorn Armor will execute before the other members' and enemies' skills.
New Content
While I was making this update I remembered that we had two enemies that we made but never added in the game due to not knowing where exactly to put them (and we also forgot).
We got a lot of feedback from this demo and have been making changes. We want the Steam demo to have the first two levels of the game so it's going to take some time before we can do that. If you haven't heard we are in the progress of changing game engines. Suits: Absolute Power and the first demo for Gamma 19 were both made with Gamemaker Studios 2. However, after making the demo we were already pushing the engine to its limits. Gamemaker doesn't handle large textures very well and we saw that near the end of Suits 2. Gamemaker also just doesn't have all the tools and features we need to make the best games we can. The engine hasn't changed very much since GM8. So made the decision to switch to the Godot engine after doing some research. Godot has proven to be the best engine for our current and future games. The current build of Gamma 19 on Godot is already 100 times better than the Gamemaker version. Both in terms of performance and graphical fidelity.
Today's patch should make College OT solid, fixes a bug in Casual play, improves the Play by Play output, and corrects some of the rules for clock. It also greatly improves the AI in closing minutes. Another big thing is improvements to penalties and more settings.
New settings include the ability to tweak penalty percentages, an option to always automatically load rules from the home league in exhibition play (good idea in general), and whether to retain the Motion setting between plays.
Patch 1.0.7 (2022092601), 9/26/21 - Fixed several issues with modern College OT - Fixed older pro clock rules, and improved the Quick Set options - Fixed bug in Casual mode if a formation isn't supported - Fixed several issues in Play by Play - Improved AI in closing seconds of both halves - Improved penalties logic - Added new setting to adjust penalties globally - Added new setting to automatically load home league rules any time a different league is selected (exhibition play) - Added new setting to toggle whether to keep Motion settings between plays