You can now fully renovate the Wayfort and, after the first stage of work is done, you can get a little unprofessional with your trusty bailiff, Daliza. Obviously, this requires having taken Etheryn up on her offer of baron-hood.
Nakano has a new quest for you: it seems Mai needs some fire gems...
Sorry for the delay on this release, I kinda got the scope of this one a bit too high had to scale it better at the end hahaha. I hope you enjoy this one!
There's some really exciting stuff coming for the game in 2022, I can't wait to show it off to you all <3
Release Notes 0.5.3:
Features: Added the "Path of the Embrace" for Torgar's storyline where players can push him to embrace his ever increasing lust. Added the "Torgar's Bond" ability which grants the player a portion of Torgar's Strength stat. Torgar can now join the player's party.
Added "Select Teammate" menu to the village hub.
Added detailed descriptions of Corruption fight moves when they are used.
The UI now tracks Expeditions instead of days. The Cycles UI now tracks the amount of newgame+
The "Verse" abilities have been reworked to represent distant stars that affect the world they shine on. These perks now switch every day instead of every 30 days. The order in which they appear is: -"Power of the Golden Star" (Your strength is increased by 20%) -"Tenacity of the Green Star" (Your stamina is increased by 20%) -"Adaptation of the Blue Star" (All growth is increased by 20%) -"Ferocity of the Red Star" (Your crit chance is increased by 20%)
Changed how Corruption tiers function. They are now separated into 5 tiers: 0 - 25 Uncorrupted 25 - 50 Minor Corruption 50 - 75 Major Corruption 75 - 200 Overwhelming Corruption 200+ Lord of Corruption
I'm experimenting with a new design for the progression of Corruption. Basically, the idea is to have players be rewarded by choosing to go down the corruption route, while making it more challenging to sustain.
Achieving certain tiers of corruption rewards growth multiplier and arousal bonuses, but Corruption would gradually go down with every in-game day. Reaching high Corruption tiers also makes you heal from Corruption at a slower rate. This lets players experiment and dip into Corruption if they feel like it, while having the choice of letting it wither down until they become normal again. It's also one of the steps to make growth feel more impactful, since growth on a normal human will be slower until they see what Corruption has to offer.
This also reflects how I see the Lost in the lore. They have become beasts of lust and pleasure because they want to have their Corruption be at an all time high, while normal people getting tainted by Corruption would end up healing with time. I'm not a fan of the idea that one touch of Corruption will set you in a dark path forever. The Lost always have a chance to go back, they just choose not to.
TLDR of that experiment: -Corruption now goes down every day. -Events in-game give more Corruption to compensate. -Reaching 25, 50, 75, 100 and 200 Corruption now grants abilities that affect growth multipliers and arousal. -Initial growth multipliers are lower to compensate. This makes me excited to have the game change more when Corruption is very high, since it needs to be actively chased to trigger
This version is NOT compatible with saves from 0.5.2 but you can now restart the game with your Essence and Exp from older saves!
The Last Warlord Version Patch No. 139 Update Notice (V1.0.0.323) 1.New contents: 1)Custom officer, avatar and treasures all are gathered into ‘Create’;
2.Adds the function of ‘custom treasures’, which can support to distribute the created treasures to corresponding force as player’s willing. 1)The treasures can be able to edit properties and custom icon, level, type, price, and description etc.; 2)Player is capable of treasures distribution when start a new scenario; 3)The in-game function, Cheating, is supported to rearrange the properties of custom treasure.
3.The upper limit value of legendary weapon properties are advanced.
This post is a bit late so thank you for your patience! I'm currently working on a very large update for welcome home 2. West chitin is large over world location that can be accessed via subway train. The current ending room (the grey building that needs brain parts) Will be changed so the player can find a subway token to access the subway station. West Chitin will be about as large as East Chitin (the over world currently released on steam) with several "dungeons" (buildings like the mall and school in the East Chitin) I've labeled them in green on the map.
This update will focus more on puzzles and atmosphere/horror rather than combat. A lot of the reviews tell me that the combat is a bit dull but the puzzles are really good, so I think having enemies that require unique puzzle-like solutions rather than just hitting them would be much more interesting. I really want to focus on a "liminal space" like atmosphere because I'm absolutely in love with the concept of liminal space. I might even make some locations based on known photos of the concept.
As for patreon grave stones, I still plan to credit all patrons (current and past) in the game but I am still trying to figure out a practical way to do this cause it is over 100 people. My current plan is to add grave stones scattered about the game in various locations with usernames written on them. I'm going to try to have unique messages from every user on these grave stones but If a patron is unable to get back to me with a unique dialogue line then they will at the very least have their name in the game. I will send out a second request before the update is live!
I'm currently the only one working on this at the moment so I am sincerely thankful for your patience
We've created a new particle system, replacing the old (really slow) one, which has improved performance considerably. We have also drastically improved the file size of the game, down from ~621mb to ~291mb. Hopefully, having a massive amount of bullets shouldn't be quite as laggy, nor crash the game as often. Hopefully.
Changes
Added several new particles using the new particle system.
Added the Rat Buddy item.
Gave Wildfire some cool and new sounds, and it now throws out an additional fire burster.
Tweaked a few item descriptions.
Added firing particles to some buddies that should've had them.
Better weighted Zenith's attack patterns, so you're less likely to get a string of the same attack.
Updated several UI text nodes, so they look crisper now.
Item and pickup text is now split up into its name and description.
Made Sporesploder bursters somewhat inaccurate.
Zenith has a new sound during his yellow star shot phase.
Changed hint visuals.
Added a bullet count debug underneath the FPS counter. Have fun with this.
Added a discord link button to the title screen.
Removed damage bonus from Creepy Gunpowder
Reduced shotspeed given by Railgun.
Rubber Band Ball bullets now wait slightly before bouncing off of the planet.
Burst Laser now works with all buddies that fire bullets.
Decreased Yellow Gem's firerate.
Snoobes (Boss 1) now fires more yellow and red bullets when past half health.
Adjusted firing position of yellow bullets on the red twin.
Restored Firework Bullet's description.
Moved Sawed-Off to regular item pool and increased its charge time.
Made Split Bullets a cursed item.
Bug Fixes
Buddies no longer target invincible enemies.
Fixed Sporesploder giving combo and paperclips when it detonates.
Fixed Swarmers still dropping paperclips and giving combo even if the last swarmer of a group to die hit the planet.
Ricochet will stay free for at least a month. Anyone can still download the game for free and will still be able to for a while. I apologize for the mishap, its my bad. I hope this isn't an inconvenience to anyone. I hope that more people are happy with the ability to download for free.
Ricochet is planned, but not guaranteed, to become paid on February 17th.
-Added a new item Bed Roll: A one time use bed that can be made in the character inventory. -Added what ammo type to use in the item description. -Added some more tutorial things for people who are confused about totems. -Added .05% chance to gain iron from stone nodes.
-Adjusted Fiber oil to cost more to craft and take longer. -Adjusted dual dagger stamina cost on each attack.
-Changed daggers to be 6 damage less than a 1h weapon instead of equal with an added bonus of crit chance and crit damage.
-Edited workbenches to only be pick-up able by members authorized on the land claim or the original builder.
-Fixed fire dungeon entrance collision. -Fixed able to hit attached cart when attacking. -Fixed attacking while crouched draining energy. -Fixed scroll of knowledge not giving enchanting xp. -Fixed t1 sturdy gem not giving any crafting xp.
-Increase mammoth blood drop rate from 1-6 to 6-9. -Increased bow and staff melee energy cost.
-Updated fall damage to do more damage. -Updated crouching to detach cart.
-Removed branch xp gain. -Removed plank xp gain. -Removed duplicate shrines from alchemical station 3.
-Took pulse spell radius by half and took damage down by half. -Is mainly meant to be knockback skill.
-Tweaked Landscape Texture to 4k. -Tweaked AI Texture to 2k. -Tweaked stone tier xp gain. -Tweaked starter weapon xp gain. -Tweaked mage aim offset. -Tweaked throwing daggers damage. -Tweaked coins gain from chests and bosses.