Here are some more updates about the clothing variations that our main character will be able to wear.
As you level up, gaining more experience, you will get access to better equipment, like headdresses, bracelets, tilmatli or breastplates. Some of these items and accessories will grant you extra advantages, like life points, better armors, agility or strength levels.
We are also developing more features to customize your character. What do you think about tattoos, piercings, earrings and hairstyles to make your protagonist truly unique?
- FIX Skadi, Heimdall, and Odin draw "Lyre" instead of their unique card. - FIX 2 same heroes have a buff/passive and active at the same time, only 1 of them get the buff/passive. - FIX Buff removal is not working properly. - FIX Cannot find any treasure event after stage 15. - FIX Last chance effect and rage of the monster's passive is swapped. - FIX Last chance effect not working properly. - FIX Cards used by the opponent are counted in the player's quest.
There seems to be some players only use the mouse to operate an airplane. It is difficult to operate the aircraft unless you use the A and D keys on the keyboard to move sideways. Please also use the keyboard.
Hello everyone, and welcome to the Weekly Dev Log for November 23rd, 2021, detailing all the changes that have happened since November 15th, 2021. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
November Quality of Life and Cove Update (0.14.6.0)
Yesterday, we released Update 0.14.6.0 which brought an end to the Halloween Events. This update also included numerous bug fixes and quality of life changes.
We're continuing to work on stabilizing the backend systems and fix issues that cropped up with the initial migration. You can follow our status updates here.
December's almost here, so it's time for the next contest!
The theme this time, just like last year, is Winter and/or Winter Festivity!
As always, feel free to interpret that how you see fit, as long as the connection to the theme is clear. Desolate snowy landscapes, snowed-in cabins, winter wonderlands, Christmas villages- anything wintery can work, so have fun with it!
The deadline to submit your entries is January 2nd, 2022 at 11:59PM CT.
We've created a forum post asking the community for suggestions on how we can improve gameplay for players with certain conditions such as colorblindness, dyslexia, or anything else that might affect a players ability to use the standard presentation and controls of the game.
If you have any ideas or suggestions, and possible solutions on how to solve a particular issue, please check out the forum post here.
Condo
macdguy worked on adding a masked mode to canvases. This mode clips out the transparent parts of the image, and only the opaque area is rendered. He also added a stroke count to the Minigolf milestone, added comment support to Canvases, and created a Workshop download progress bar UI.
JJosh worked on some Thanksgiving related items.
madmijk continued working on the playable guitar.
Condo: Masked Canvas Mode
Condo: Masked Canvas Statues
Condo: Minigolf Milestone Stroke Count
Condo: Canvas Comments
Condo: Workshop Loading Bar UI
Condo: Thanksgiving Items
Zombie Massacre: Acrophobia
Lifeless began working again on the Zombie Massacre map, Acrophobia.
Zombie Massacre: Acrophobia
Miscellany
Caboose700 continued working on migrating user information (exp, achievements, items) off of Steam.
Johanna worked on finishing touches for the Plaza. She also worked on finishing up the Accelerate map, Sunrise Isles: Track 2. Her current project is preparing the Winter Plaza for release.
Lifeless continued working on the Ball Race map, Midori remaster.
macdguy converted the dropdown for sorting on the Workshop Browser to individual buttons.
Sketchman continued working on migrating user information (exp, achievements, items) off of Steam.
Wheezwer worked on concepts for store redesigns, and worked on signs for the Monorail.
UI: Workshop Browser Sort Buttons
Wrap It Up
That about covers everything that happened since November 15th, 2021 at PixelTail Games.
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One of the main differences will be the appearance of factories. The economic cycle will be 1 day. There will also be changes in the social sphere. The POP-unemployed and POP-pensioners will disappear, a new pop - investors will appear (pop is a kind of citizens).
A new state will appear - Mars and possibly some other state. Accordingly, there will be both domestic and foreign markets. States will not have their own AI yet.
Now the social aspects of the game are being developed: migration, search for POPs of oneself (transition from one POP to another). Before that, the economic system was being developed. Therefore, write how you would like to interact with AI on these issues.
The game is expected to go to very early access soon. So that you can see the economic and social features of the game and maybe improve something. Then the systems of ships and fleets will be refined. And on this the skeleton of the game will be completed and the most pleasant part will remain - the plot and the technology tree.
Near Sol is a challenging game that will allow modders to create their own "Foundation" and possibly "Star Wars". Subscribe, stay tuned and help the developer with your competent constructive opinion).
P.S. if you have any questions, do not hesitate to ask.
With this update we finally bring you Warhall priorities to help defend against your many enemies. This release also has many balance changes and the usual swath of UI improvements and bug fixes. You will find that the game pace is a bit slower and more controlled now – as we have added features over the last months and years the game has increased in complexity and the pace of the game that it had when it was still early in development no longer makes sense when you have all these new spinning plates with dozens of goblins running amok! We look forward to your feedback on these changes, so please come join us on discord and let us know what you think.
<3
Features:
• Gods will now awaken the need for worship sequentially, after reaching certain population thresholds, goblins in the village will gain a need for the next god. • The Trek UI has had a full overhaul and rework. • The Warhall now has strategies that can be used around changing the behavior of goblins during combat. Vigilance greatly increases all goblins’ vision, Cautious stops goblins from straying too far out of the village and Bloodthirsty changes targeting priorities from closest to lowest health enemies. • Placing down buildings will now highlight their relevant resources if they are a resource gathering type building, or any threats on the map if they are a defensive building.
Balance:
• Revised breeding curves to decrease the frequency of new goblins being born. • The number of resources delivered to meet a goblin’s needs is now a 1:1 ratio—it matches the amount needed instead of it being based on the expected duration of use. • Revised building construction costs. • Revised goblin food need amounts. • Decreased total resources available on most resource nodes. • Decreased maximum resource nodes spawned for trees. • Increased min/max number of resource nodes spawned for elder resources. • Decreased base carry amounts for basic resources. • Revised trek success chances.
UI:
• Needs wheel, temples, spell book, and diplomacy screens have been updated to show the gods as they awaken in different stages from dormancy. • Region map now has icons for settlements with an active diplomat that takes you to their Diplomacy screen. • Trek UI has been updated across the board, with animations for the results screen to allow the player to see what changed during their trek more easily. • New notification categories, with some new notifications for the king assignment and gods awakening.
Bugs:
• Sound levels should always be adjustable from the options menu now. • Town watch will now try to work in shifts to avoid leaving their post unguarded. • Fixed visual bug with trek success chances."
Hey everyone, Plague Breaker has been out for over 2 months now and it's finally time for a major update! I've had a lot of great feedback from everyone and I've incorporated a lot of it into this update. I also have some plans for future updates, which can be found before the Patch Notes.
Check out the major points below, or scroll all the way to the bottom to see the full Patch Notes. Have fun playing the update and don't forget to report any bugs you find!
Plague Breaker's backgrounds have had a face lift! I've had some great feedback suggesting that I have the backgrounds end in an even darker tone, rather than being a repeating tile. I've implemented this in each floor and it looks great!
Check out these images below to see the new redesigns, or jump into Plague Breaker and check them out yourself!
New Foyer
New Library
New Alchemist Lab
New mini bosses!
One of the best parts of Binding of Isaac or Enter the Gungeon is having a pool of bosses to fight instead of having the same one for each level. This is what I'd love to do for Plague Breaker in the long run, but for now I've added variants to each mini boss.
There's now a Flame Enchanted Armor, a Poison Giant Bloat and the Ice Twins! Each of these will appear on Harder or Nightmare difficulty, for those looking for a real challenge!
Greater Flame Armor
The Greater Flame Armor can appear in the level 1 boss room. He has less health than the normal Greater Armor, but he moves faster and creates damaging flames.
Giant Poison Bloat
The Giant Poison Bloat can appear in the level 3 boss room. This monstrosity covers the floor in poison and creates poisonous explosions.
Ice Twins
The Ice Twins can appear in the level 5 boss room. These two are slower and have more health than their counterparts. They also summon ice minions and deal ice damage!
Quality of Life Improvements
In addition to some bug fixes (See the Patch Notes at the bottom of this announcement!) I've also added a prompt when you find a new item that gets automatically equipped. This prompt will show the description of the item and it's name for a short time.
New Items
There are also 6 new items for this update!
Backpack: Gain 1 Magic Item Slot
Rabbit's Foot: Increase in the quality of magic items, better items in the shop
Lucky Chip: No effect from negative rolls in the Wheel of Chance
Bascinet: On Death, reset health 1 hp and gain 5 seconds of invulnerability
Spellbook: Increase damage with spells by 20%
Waterskin: Heal 15 hp on use. Refreshes when you use a fountain
New Enemy
And finally, there's a new enemy! The Healing Mage will heal enemies closest to the player. Be careful, or they might out heal the damage you deal!
Going Forward
Plague Breaker has been a lot of fun to work on and play. I fully intend to finish this game when possible, but I'm currently in a very busy part of my life. I'll keep updating it consistently, but I am usually only able to work on it on weekends instead of daily like I used to.
Next Update
If I had to guess, the next update will likely be in about 2 months. This update will be a quality of life improvement update, in which I hope to add:
Shop and Chest rooms: No more enemies spawning on them!
Improve boss room backgrounds to match levels
More Items: I have a lot of items I'd love to add
Fix any bugs that pop up
Future Goals
These will be done once I have more time, which I expect to have in 3-6 months. These won't all come out at once but I will get to them in time. These are where the real fun will be had!
A new boss after the final boss
A new area to explore
New classes
New minibosses to add more variety
Redo art that has non-uniform pixel sizes
Lots more items!
Full Patch notes:
Content:
- New Flame Armor boss variant that randomly appears on Normal or higher difficulties
- Has less health than the Enchanted Armor boss, but creates flames and moves much faster
- New Poison Spitting Corpse boss variant that randomly appears on Normal or higher difficulties
- Deals poison damage
- Has different attacks than the normal spitting corpse boss
- New Ice Twins boss variant that randomly appears on Normal or higher difficulties
- Twins are slower but deal ice damage and summon ice archers
- Added a new Healing Mage enemy which heals enemies, similar to the buff mage
- New items that are auto equipped will create a small information window so you can see what item you collected
- Overhauled background style
- Edges now get progressively darker, instead of only one shade darker
New Items:
- Lucky Chip: Negative outcomes on the game wheel have no effect
- Waterskin: Heal 15 hp on use. Recharges its use after using a fountain.
- Backpack: Gain an extra magic item slot (Max of 4)
- Rabbit Foot: Increases quality of magic items
- Bascinet: One death, reset to 1 hp
- Spellbook: Increase spell damage by 20%
Bugs:
- Fixed bug where ice armor would explode into normal armor coloured pieces
- Fixed bug where co-op progress is not saved
- Fixed bug where game would not end if you got stuck during final animation
- Fixed bug where player could jump during final animation
- Updating how saves are loaded to prevent any issues with reverting to previous updates
- Fixed bug where Greater Enchanted armor could get stuck in the corner
Changes:
- Bookshelf traps now harm enemies
- Sprites flicker for as long as the player is invulnerable