The KurtzPel team is working hard to add new contents and to improve existing systems to make KurtzPel more appealing and compelling as a PVP centric game. We want to show you a preview of what will arrive with the system update on October 20th, 2021.
In summary:
We will remove barriers to entry for PVP including PVP stat related items, skill acquisition based off levels, and randomized stat options.
As a revamp to reward systems, in addition to existing reward structure for PVP based on rankings, we will also add the Progression System to reward players who prefer to play with their favorite Karmas.
To ease new users into PVP, we will add a Tutorial Mode and various difficulty of AI battle modes to help them build their skills and confidence.
To address the issue where the PVE player base is divided by level and to avoid tediously repetitive gameplay, we will remove character levels and structure of level-based dungeon gameplay entirely.
Please read on for further details. We hope to hear more feedback from players so that we can continue to improve KurtzPel.
1. Progression System
Progression System will be an account-wide system that allows players to earn rewards as they gain levels from in-game activities for the account. Progression Levels are gained by leveling up Karma and reflects a total of the player’s Karma Levels. Previously, each character had its own Karma Level but after the system update, all characters on the account will share the same Karma Level. For example, if a player made a new character, that player used to start from scratch to level up Karmas. After the system update, players will be able to start with whatever pre-existing Karma levels player have obtained from their previous characters on the same account. Pre-existing Karmas Levels on multiple characters from before the system update will be combined into one total Karma Level per Karma that can be shared across all characters account-wide. Karma Level cap will be removed to allow repetitive leveling and rewards through the Progression System.
2. Tutorial Mode
Tutorial Mode will give new and returning KurtzPel players unfamiliar with the game a chance to learn and practice the battle systems before jumping into matches against other players. This will provide a much-needed tutorial for the game as well as an opportunity for players to choose and practice specific aspects of combat.
3. Road to Grand Chase
Road to Grand Chase is a 1v1 Deathmatch mode where players will be able to face AI of varying difficulties as their opponent. The opponent and the map will be randomized. Players can tackle the next difficulty after they have cleared the previous one.
4. PVE Revamp
Character levels will be removed for PVE. Equipment acquired before the PVE revamp along with their stats, enhancements, and sockets will remain the same. Although character levels will be removed, players will be able to continue leveling up their Karmas through PVE and receive Progression Rewards. Level restrictions for dungeons will also be removed. Players will not need to repeat the same dungeon for progression. Players will be able to play dungeons at their leisure based on their equipment. A new system called <Invasion Dungeons> where Abyss monsters appear in normal dungeons will be added. These Invasions will be considerably more difficult than normal dungeons and will make various dungeons viable for farming. Players will be able to work together to challenge even higher difficulty in the ‘Abyss Dungeon’ as players will be able to descend down to a maximum of 15th floor of the Abyss.
5. Collection System
The all-new collection system will be added. This system will allow players to check costumes & accessories that currently exist in KurtzPel. The collection system will reward players with new collection items including Title, Profile, and a new accessory slot. If the player completes a fixed collection based on the costume outfits and accessories the player currently possesses, the player will able to receive the new rewards. We will add more collection materials in following updates.
6. Changes to Karma acquisition
To ‘normal unlock’ a Karma, what previously required CP will now require a certain amount of gameplay to unlock. Special unlock will work the same as before through ‘Heroic Karma Token’. When a Karma is unlocked, players will start from Karma Level 0. Unlocking a Karma will also give the player access to all skills (active and passive) from the start. Karmas acquired from before the change will also continue to be available after the update.
7. Removal of Karma Level-dependent Skill Tree
The skill tree system will be removed to eliminate the impact it may give to match results based on whether someone had certain skills or not. All players will have access to the same active and passive skills acquired from unlocking their respective Karmas. Any skills that gave bonus stats will be removed completely.
8. Removal of the Awakening System
Awakening Skills served to bring a lot of changes to gameplay, but acquiring it required a lot of play time. Also, balancing around the fact that players may or may not have awakening skills proved to be very problematic. Therefore, the Awakening system will be removed. Normal awakening skills will be provided upon unlocking the Karma. Awakening bonuses such as Increase Karma Slot, Increase Stats, and Rage Awakening skills will be removed from the game.
9. Quest System Revamp
Daily and Weekly Challenges from before will be merged into the Quest System. Following this merge, Quest Log will have a ‘Daily’ category in which players can do quests and receive rewards on a daily basis. Any unfinished quests when the system update arrives will be deleted. Please complete any ongoing quests before the system update arrives. Quests used to be on a per character basis but after the system update, quests will be account-wide. Make sure to complete quests on the desired character as the quest and rewards will not be given to other characters on the account once the quest has been completed on a certain character.
10. Randomized Magic Stone Stat Revamp
Previously existing magic stone stat system will be changed for Karma, Costume Weapon, Costume Outfit, and Costume Accessories. Magic Stone stats will be removed from Karmas. Number of stats per costume part will be reduced from 2 to 1. The system that forced using different magic stones for different costume parts will be changed to use the same magic stones for all costume parts. Magic Stones will no longer randomize stats. Using a magic stone will now allow a selection of desired stat from a list of available stats. If new costumes are acquired after the system update, each piece will be given a fixed stat that can be changed by using magic stones. Magic stones from before the system update will be available for conversion to the revamped ‘Radiant Magic Stone’ after the system update.
11. Currency System Changes
Due to changes to Karma progression, DP will be removed. CP will also be removed. CP will be converted to the new currency GP. Everything that used to cost CP will now cost GP instead.
12. End of ongoing Attendance Event
The current Attendance Event in progress will be deleted due to changes and removal of items rewarded in the event. Please make sure to claim any unclaimed items in the current Attendance Event. Once the update is implemented, players will no longer be able to claim any unclaimed attendance rewards.
We have plans to continue improving the non-PVP aspects of KurtzPel through reinforcing new and varied content. We are currently looking at improvements to Story Mode as well as the Affinity System next. We had to put Karma balance changes on hold while we were working on these updates, but we will also continue to work on Karma balance through subsequent patches. Thank you for your patience and continued support of KurtzPel.
※ The videos and/or images in this announcement are pulled from development in progress and may be different from the final results in-game.
Did you know that Coyote warriors existed both with the Mexica and the Tlaxcalans?
The Coyote warrior appears numerous times in the History of Tlaxcala, participating on the side of the Mexica, as well as the Tlaxcalan. It also appears in Mixtec codices and in Teotihuacan murals.
It was a creature of a carnivorous nature and great libido, and was associated with the immutable cycle of regeneration and death, the base of the Mesoamerican cosmovision; so it is not surprising that it sought to have its own power and strength, just as it was for the eagle and jaguar warriors.
The coyote was so important that the name of Nezahualcoyotl, an extraordinary character in Mesoamerican history (a poet, reformer, warrior and lover) means “fasting coyote”.
This is why for this WIP we present a coyote warrior, in this case, a fire coyote, represented in the first memoirs. We based its shield on one of the few Mesoamerican shields that have survived to this day, besides adding multicolored plumage, representing the noble background of the character.
Legends, myths, facts, history: Mictlan has it all! We're aiming at including in our game the most incredible stories, and we will continue updating you with news, concept arts, sneak&peeks of our creative process, so make sure to follow us on our social media channels to stay updated!
We tried killing two birds with one stone in this update. What if we could completely redesign the tutorial system, and also refactor everything about how things were (previously very lazily) loaded and unloaded in our game, as well as change the entire structure of our AssetBundles?
This of course lead to a bigger cleanup than we anticipated, but the results will be worth it for future ports such as the Switch version. Nintendo places strict limits on patch size, and very specific requirements for gameplay displaying their hardware in-game.
Another thing we did was redo how our translation system works. We have moved to a Google Sheets system which can import into Unity in a single click. It’s now super easy to change strings in-game as we don’t have to deal with an external translation system (OneSky), saving time, money and revisions from translators who sometimes did not fully understand the context of a rhythm game.
Huge thanks to Discord users Raoul1808, Gamer97, Mapy, Edge, DJ_Mike, TreXDer, G4, A. Park, 20/3, CrunchyRominaeLettuce, Auth, Dr Chicken, NeoDuck, haomakk, SleepingKotofey and our mobile publisher Habby for your work on this.
If you think there are any particularly bad strings in your language of choice, let us know and we can fix them far more quickly than before.
Patch notes below.
UPDATE 13 - TUTORIAL OVERHAUL
FEATURES
New tutorial system!
The gameplay mechanics for SRXD are slightly unique in the rhythm game space. While it clicks once you understand the game and have played for a bit, we want to make the initial experience with the game as easy as possible for players new to the genre.
We now have 4 separate tutorials that quickly teach all of the game mechanics one note at a time and in a way that is relevant to the difficulty level the player is attempting to play.
Easy - match notes, spins with a tap at the end, and scratches
Normal - hold notes and tap notes
Hard - beats and hold note releases
XD - beat holds and beat hold releases
The tutorials show correct keybinds if remapped, and clear demonstrations of how to play using 3D animated glyphs of gamepad buttons, keyboard keys and a mouse.
If you miss the old tutorial music, you can still create a custom track and it will be the default music.
Another feature we have wanted for a long time is proper text explanations of how each mechanic works, and clear “objectives” (number of times the player must hit a note to proceed). There was also previously an issue where if a player didn’t understand an issue in the tutorial, they could get stuck in an endless loop of negative feedback. Now if a player fails twice, the tutorial will rewind and play the demo section with text explanation and animated 3D glyphs.
Levels are now gated by having to play a tutorial (which is easily skippable for seasoned players), and tutorials are always accessible from the level select menu (without having to dig around the track list).
Other features:
Refactored the way everything in the game is loaded and unloaded
Completely restructured our assetbundles to allow for leaner patches and better resource use and future optimisation
Improved translation system (now using a Google Sheets file)
POLISH
Improved beat release effect
Improves beat note hit effect
Improved the effect hold notes have on the background heightmap (removed flickering)
SpinFM no longer spams track select sounds when moving quickly through difficulties
Menu navigation SFX is more consistent between input devices and menus
Audio spectrum visualiser (in-game HUD) is now properly aligned in the center
Made the options menu wider, made the debug buttons (bottom of options menu) fit all languages
Incorporated all feedback from the chart feedback form
Re-added the track info in the bottom left corner during play, and made long titles scale properly
Added missing HDR to some elements in the key binding screen
Fixed “next leaderboard in xx:xx time” text overflow in some languages
Updated Chinese and Italian translations for many in-game strings (thanks to Gex, Edge and 20/3)
Added translation string for “add input” in controller / MIDI mapping menu in all languages
Added dynamic resolution scaling on track preview (level select) and wheel preview (options menu) - these should look better at higher resolutions
Improved album art loading process (now loads with a smooth transparent crossfade)
BUGS
Fixed RichText working for Steam names in SpinFM
Fixed a dodgy looking text raycasting issue on level select menu
Fixed a bug submitted by user 20/3 (IndexOutOfRangeexception) caused by putting too many legacy tutorial notes in a custom chart - the game will now ignore the tutorial notes and mark them as chart errors
Fixed a bug that could cause a crash when quickly scrolling through hundreds of customs
Fixed a rare bug that could cause the game to never launch due to resolution being too low
Fixed a bug where the final ping of the audio calibration tool would sometimes not play
A maintenance free patch is being distributed starting from 19:00 (PT). The hotfix will be applied to each server over about 1~2 hours. An update is not required.
[Fixes]
Zahir - Narayanastra(Q) is now fixed to deal the right amount of damage.
Shuriken - Caltrops(D) is now fixed to deal the right amount of damage.
When the saved game is first loaded, the wave may not work properly. Subsequent waves will work normally. If you have any problems, please send an email to the address below. support@jacktostudios.com
[Official Server Improvements]
- Changed so that it is no longer possible to escape from the official server. - The server is automatically initialized according to certain conditions. In case user rarely connected (5 days)
- Zombie wave is automatically initialized according to certain conditions. When there is no user connected (2 days) or when user rarely connected (3 days) If wave defense is never successful (2 days)
- Corrosion functionality is added to buildings on teams that have not been connected for a long time. Decrease by 5% every day after 10 days of game time
[Save System Improvements]
- The game save system is improved. The game play has not changed from before, and if you have any problems due to changes to the save system, please send an email to the following address. support@jacktostudios.com Also, if you save the game to the new system, the file size may be slightly larger than before. This can cause lag on the main screen if there are too many files. If the above issue occurs, please clean up your saved games.
[Game Balancing]
- The drop rate of the animal intestines of the rabbit's corpse has been increased. - The spawn rate of the Stag has been increased.
[Game System]
- Items are also auto combined when you sort them in the chest. - When disassembling at the workbench, the maximum number of disassembling has been changed to be limited depending on the inventory remain. - When a building is destroyed, a material box appears instead of materials. - Changed animal corpses to disappear faster. - Changed items on the ground to disappear faster. - Changed the sleeping bag's build detection. - Changed the collision detection of the bait trap. - Changed the quick save function of the dedicated server to work the same as the player server. - The trigger range where zombies spawn has been decreased. - The animal's hearing system has been improved. - The noise system has been improved. When there is a difference in height or there is an obstacle, the degree of perception of noise is reduced.
[UI Improvements]
- Some UI changed. (Crafting, Settings, Server Info) - UI effects have been applied. - A warning popup is an output when deleting a saved game. - A warning popup is an output when exiting the game. - A keypad icon has been added. - Changed inventory tooltips to not leave the game screen. - Changed the item acquisition notification so that it does not cover the inventory. - The position of the buttons has been changed to be coherence.
[FPP Improvements]
- The depth of the camera has been adjusted relative to the FOV. - Changed the judgment of the attack that was not normal. - Interaction behavior has been improved. - Fixed the camera would shake in certain situations.
[Multiplay Improvements]
- The team name is displayed when viewing other team buildings. - For other teams, all interactions except for opening/closing doors, entering passwords, storing items, and writing posts have been changed to be impossible. - If there is no input in the chat window for a certain period of time, it will be deactivated, and if there is input, it will be activated. - Areas that cannot be built when other teams' buildings are present are increased. - Team names are limited to 30 characters.
[Zombie AI Improvements]
- The zombie's hearing system has been improved. - The zombie vision system has been improved. - The overall functionality of zombies has been improved. - Added ability to call nearby zombies when Screamer screams. - The range of rotation decreased when the zombie was attacking. - The priority for the bait trap has been changed. - Giant zombies have been changed to attack buildings better. - Screamer has been changed to activate aggro on bait traps. - Zombie's escape range has been changed to be narrower. - The zombie in combat has been changed so that it cannot escape to inside the building. - Zombies have been changed to perform ranged attacks in the direction they are facing. - The chance of zombies will respond to the zombie's scream has been decreased.
[Optimization]
- The optimization has progressed. Foliage optimization Building destruction simulation optimization Item simulation optimization Corpse simulation optimization Trap optimization Zombie optimization
[Localization]
- Fixed some awkward localizations. Chinese(Traditional) Turkish Hungarian
[Bug Fixed]
- Fixed the issue that player would respawn in place if there was an obstacle at the respawn location. - Fixed the issue that the maximum number of thrown weapons was not affected by the ammo bag. - Fixed the issue that Trap's Modify HUD was displayed when a Claw Hammer was equipped. - FIxed the issue that zombies would disappear when built a player's building nearby a building. - Fixed the issue that the LED light was not displayed even though it was operating normally when charging the battery. - Fixed the issue that the zombie hitting sound was playing on the Minigun Turret. - Fixed the issue that caused tiles to appear where lights were built. - Fixed the issue that that skeleton indicator did not work properly when loading a game after 20 days. - Fixed the issue that the wave start message was not displayed when loading a game after 20 days. - Fixed the issue that the wire could not be connected to the Trap Door's socket with 0 remaining counts. - Fixed the issue that the traps with 0 remaining counts appeared to work when the game was loaded. - Fixed the issue that the hit detection remained even after using the flamethrower. - Fixed the issue that the left mouse button click was maintained when open the system menu in single player mode. - Fixed the issue that the small animal trap caused a physical collision with the animal corpse. - Fixed the issue that the reloading sound of the gun was low in the TPP environment. - Fixed the issue that equipped bullets disappeared when upgrading the Spike Launcher and Trebuchet. - Fixed the issue that the obstacle determination function of ranged-traps. - Fixed the issue that items fell under objects such as cars and paper boxes. - Fixed the issue that the Grinder's build detection. - Fixed the issue that the trap could receive settings even when the Trap Controller was turned off. - Fixed the issue that the Trap Controller settings are could not be received normally under certain circumstances. - Fixed the issue that that tearing animal corpses. - Fixed the issue that the building team name was pushed to the left under certain circumstances. - Fixed the issue that the zombie could come through the Gate. - Fixed the issue that the +10 Lightsaber was displayed as a Two-Handed Lightsaber. - Fixed the issue that the wave in progress would end when loading a saved game. - Fixed the issue that the wave did not work properly under certain circumstances. - Fixed the issue that the electric LED of the battery connected to the generator was not displayed properly in the client environment. - Fixed the issue that the electric LED was not displayed properly if the Trap Controller was turned off when the game was loaded in the client environment. - Fixed the issue that electric lights could not visible in the client environment. - Fixed the issue that the Plasma Shocker seemed to be running continuously in the client environment. - Fixed the issue that items were floating in the air in the client environment. - Fixed the issue that the first hit could not hit natural objects in the client environment. - Fixed the issue that the client's projectile effect was not displayed. - Fixed the issue that a problem occurred in certain areas of the subway. - Fixed the issue that the message log was continuously displayed when entering the subway on a dedicated server. - Fixed the issue that Molotov Cocktail attack power was different from the tooltip. - Fixed the issue that the subtitles of inventory and research tooltips for some languages were not displayed properly.
Heya adventurers! We’re doing some improvements to your home away from home! They may seem like small changes but the efficiency they provide is invaluable to every player! You can check out more details about the update when it comes out this week! But for now, we have an exciting but simple event for you to take part on so you can get new furniture and other useful things for your El House! And as always, don’t forget to take a peek at the Item Mall for all the wonderful stuff we have for you this week!
El House Improvements Events This simple chain quest will reward you every time you finish one chain! Get amazing things like furniture, [Cobo] Music Streaming Tickets, and so much more! Don’t miss this opportunity to haul in your rewards!
Item Mall Goodies
With all these new improvements, you’ll definitely want to upgrade the look of your house! Here’s a space-themed set that will take your décor senses out this world! Get the full DIY El House (Space Life) when it comes out!
It’s a shark attack! With your adorable, new Pet: Shai enemies will flee at the sight of this cutie! It’s shark week every week!
Noah’s ready to size you up! He’ll snip and sew away the imperfections, so your enemies won’t even stand a chance! They’re below his elite standard! Get the Noah Elite Taylor Costume Set when it comes out!