Hello! Today's 30XX patch iterates on Prototype Augs and adds a handful of new ones, adding some spice to the system. Just in time for Halloween! Spooky. Prototype stat balances have been removed, and we've buffed a few of the less powerful Blessings to compensate. Today's patch also experiments with new Surge controls for Ace - he can now either hold the button press to Surge or double-tap as before.
Lots of other changes & bugfixes below as usual - thanks for playing!
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GAME CHANGES & FIXES:
Adjusted how Prototype Augs work:
Prototype "balances" - the third, stat-based component of a prototype - have been removed. They weren't very fun. (Protobalancer now instead grants nuts when acquiring a Prototype. Its tooltip may be out of date in some languages until next patch.)
Adjusted the penalty applied by some Curses (Powerless, Outcast, Noodly) so they limit your interactions with the relevant system (attacking, powers, shopping) without making them completely unusable. (Outcast currently increases shop prices starting *next* shop spawn - in a future patch, this will also affect the current level's items.)
Buffed a few existing Blessings that aren't very good without a hefty Prototype Balance. (Mender, Grab Bag, and Archive).
Added a handful of Singleton Prototypes that spawn as a complete unit (a combined Blessing and Curse) so we can bring back some of our favorites from 20XX and add a few new ones. This patch introduces 5 new Prototypes into 30XX.
Experimental: Ace can now Surge his Techniques either by double tapping (as before) or holding the button a bit longer (150ms currently). We're feeling out which style works better here. Let us know what you think!
Mind Palace NRG down to 8 (from 10).
Reboot's laser attack now spawns relative to the player's vertical position (instead of Reboot's), making it more reliable to aim the laser since Reboot floats a bit behind you.
Shortened Dustria's level length in the midgame.
Fixed another issue where you could start a Daily/Weekly challenge with Rerolls.
Fixed an issue that could rarely cause Clockzone Gear Platforms to teleport once after loading their room. (We did this by adjusting how their timing works when a room is loaded, so some chunk sequences could have slightly different timing connections now.)
Fixed a similar issue for Clockzone's Waterfall Platforms (that wasn't quite as visible/obvious).
Fixed an issue with Clockzone's Gear Rollies (sawblade gears) teleporting after recovering from being frozen. They'll now properly resume their patrol once they've thawed out.
Fixed a visual issue with re-applying Freeze effects before they've ended on a victim. Also polished up Freeze effects a bit in general.
Fixed an issue causing Maker Mode's chunk skip feature (hold Interact for two seconds like you're teleporting in co-op!) to sometimes fail to work in some themes.
Leaving a Glory Zone before completing it now always results in a Bronze reward if you re-enter (instead of always resulting in a Gold reward).
Added a better tell before Dustria's Tractor miniboss movements.
Fixed a potential cause for Damage Numbers showing up with the option to hide them activated. (Imminent Rapture damage still shows, else you might not notice it's on.)
Fixed an issue causing Dracopent's Claw's second-level Charge to not properly work with Nina's Wave Beam.
Ace's charged attacks with Armatort's Pound (shot eraser) no longer destroy his own saber throw.
In local co-op, pausing the game or entering a menu of any kind now prevents input from other players for one second (so you won't accidentally pick something up out of the options by interacting with an Aug Choice while your partner's moving around and jumping).
Fixed an inconsistency where using Techniques canceled Ace's autocharge, but not manual charging. (All Technique activations now interrupt charging as intended.)
Adjusted a few elements of Deepverse's background (and fixed some others).
All text popups now last an additional half second on-screen before beginning to fade.
- Fixed various out of bounds glitches in Dom Krola, Mount Mlody, and the Neverending Tower. - Fixed a bug which allowed Erika to join the party permanently. - Fixed glitched Emma dialogue when Jack gets summoned to the head master's office. - Fixed the prison door respawning. - Fixed Southern Woods Erika dialogue appearing when she isn't in the party. - Stopped Heinrich ghost woman from reappearing. - Fixed Corvus Construction Stairs. - Returned Save restriction to normal after rescuing the missing child from the fire cave. - Bachelor G properly labelled. - Removed awkward White Witch dialogue. - Changed Dom Krola Castle guard dialogue. - Items from the Queen's shopping list are removed from your inventory after completing the quest. - Can no longer enter the Neverending Tower while riding the ship. - Docking the ship at the desert port no longer breaks the game. - Properly updated a Pandemonium NPC's dialogue. - The King Dragon boss fight can no longer be retriggered. - Fixed a continuity error during the "Life Goes On" ending. - Fixed a typo during the "A New Emperor" ending. - Fixed certain guards in the prison so that they can't be beaten or fought infinitely. - Can no longer take equipment from Dio's chapter to Johann's chapter. - Removed the Lottery minigame.
Our next major update is coming soon - actual release date to be announced - and while a huge chunk is secret, we did reveal new Roles would be part of it. As a little treat for being so patient, here’s a peek at what the new Impostor role will be. The rest of the roles will be for Crewmates only!
Introducing: THE SHAPESHIFTER.
The Shapeshifter can change their appearance and disguise themselves as other Crewmates. Do it well to frame other Crewmates and create confusion about who the real Impostor is. But watch out! The disguise doesn't last forever and leaves evidence behind.
Ability: This Impostor can pull up a menu of all other living Crewmates in the game and select one to copy their appearance (name, colour, and cosmetics). However the shapeshifting only lasts for a limited amount of time, unless altered in the lobby settings. Crewmates can see you midway through shapeshifting if they’re within line of sight, and the shift will leave evidence behind. During meetings, the Shapeshifter will appear as their original selves.
Adjustable gameplay options:
Probability: In the game lobby settings, you’ll be able to change the number and chance of an Impostor to have the Shapeshift ability.
Shapeshift Duration: How long an Impostor stays shifted after they change.
Leave Shapeshifting Evidence: Whether or not there is physical evidence of a shapeshift being left in a room after the Impostor morphs.
Our internal playtests have already become extremely chaotic from this change, and it’s a ton of fun trying to guess who’s who. Especially when you stumble upon two of the same Crewmate in one room! That’s it for this sneak peek!
There’s going to be a special event coming up VERY SOON with more information about release so please watch out for the news on our Twitter, Discord, or newsletter for when it’ll be happening.
Fixed a couple of more things: - V-sync works again - Ending cutscene possibly breaking by shotguns should be fixed now - wrong weapon animations after healing and going in/out water is fixed now - crawling through the elevator machine should work correctly now - placed a couple of new items on the map - made the sandwich room walls a tiny bit slower - sliding through garden portals while swapping weapon will no longer break your weapon
This is the first major update to Big Fish since it has been on steam! This update includes a new area and a complete overhaul of the world, from gameplay to graphics. I also wanted to address all the things that had been brought to my attention by players, commenters, streamers, interviewers, and family and friends. Below is a list of those changes:
Graphics
Now in 4K! The default is still 1920x1080, but you can upscale or downscale in the settings menu.
Beautiful new particle effects to replace a lot of the hand drawn effects.
Better Parallax Effects for the horizons and backgrounds.
Game
New "Arctic Shores" area with a new boss and a new ability. (mid game boss/room near the beginning)
A new map that can be found on the pause screen. Sections of the map can be found and unlocked.
The world has been completely overhauled so that the water level between rooms match.
A new enemy type has been added throughout the world.
Fixes
Better Collision along the ground, but removed the "nose climb" glitch.
Removed the floating icons that can be eaten to access menus. Instead I just left it as Escape/Pause.
Small bug fixes, like removing the escape button as an option for one of the controls.
New Characters - Peggy and Rob are the latest additions to the squad.
New Items - Some substantial equipment options are now available. These consumables will let you see artefacts and even demons through walls, and one of them will even trap demons in place.
Achievements - A new secret achievement is out there, and the long awaited Magoroku Challenge will keep the masochists out there busy for a while.
Pets - Frederick the duck is a rare spawn that can be found in levels. If you catch him he'll be a permanent new addition to your van.
On top of this all cosmetics have been reduced in price throughout Halloween, so this is the perfect time to unlock the new characters and get the Halloween theme for your van.
Future Updates The observant among you may have noticed the above image is not set in an existing level. That's because it's from Evilator - the new map coming in November.
This adventure will be very different and more replayable than the others. The Evilator will transport you to a variety of locations, some new and some old, and you'll have a fixed amount of time to do what it demands before its doors shut on you forever. Will you be able to ride the Evilator all the way to its gruesome finale?
On a personal note I'd love to thank the community and everyone who has helped to shape Malum into what it is today. Your feedback and support has been invaluable and I love working on this game. So thanks again, and I can't wait to get more awesome content out there for you :)
🧠 It’s time for October’s Brainstorming Session! 🧠
This month's theme: Skills and Hobbies 🏀🎨🎸🔭
Here are some questions that you can ask yourself:
🏸 Which specific skills and hobbies would you like to see in Paralives? 📖 What would be the different ways to learn new skills and improve them? 📈 Which game mechanics related to progression and leveling up your skills would you like to see? 🎒 How should skills and hobbies impact your job, your studies, your relationships and your life in general?
Arm yourself and your people with the new matchlock rifles to defend your castle from zombies! Use the training dummy and target board to train your swordsmen and crossbowmen, and eventually musketeers to become a force to be reckoned with. Also, we've adjusted the difficulty of the waves to make it much easier for newbies, but more challenging for veterans. Remember to be careful in getting yourself promoted!
New Features and Changes:
Added Matchlocks.
Two new jobs: Melee Trainee and Ranged Trainee.
Two new equipment: Training Dummy and Target Board.
Protection and damage stat gain swapped between Strength and Dexterity.
Removed bandit camp building.
Nerfed bandit waves to make it easier for newer players.
Bandits' appearance changed to zombies for Halloween.
Bandits should not spawn in your castle anymore.
Reduced Omega Crossbow damage and price in order to balance with the new Matchlock.
Shield blocking projectiles now gives some experience.
Added Player's Portrait to Diplomacy UI.
Press L to access the Towns Panel (still work in progress).
Changed Scythe name to Sickle.
Adjusted some hair colors to make it less Anime-looking.
Bugs Hopefully Fixed:
Level up effect not showing.
Server and and save data will be wiped.
Enjoy this Halloween Special from our hearts! Twin Sword Studio