MoistCr1TiKal (aka Charlie) from the youtube channel Penguinz0 is in AdventureQuest 3D for the most unusual special guest event in the history of the game.
IMPORTANT NOTE: Charlie has not seen this event. He has no idea what is in this special event. I mean, we got permission first. We built it with his friends and manager. Charlie will stream playing it "sight-unseen" on Twitch. But we have no idea what will happen when he does. What could possibly go wrong?
Story map event.... Moistverse: Resurrected
In a recent Youtube video, Charlie officially killed the Moistverse. It was a meme. A meme centered around an uncanny number of people who were dressing up like Charlie in other videos and photos. A multiverse of Charlie variants. Like I said, Charlie killed it. Well, at least he thought he did. Hop in game and talk to Charlie. He's standing on the bridge in AdventureQuest 3D's home town.
About Charlie / MoistCr1tikal / penguinz0
Charlie makes videos on YouTube and streams on Twitch.
WARNING! The content on Charlie's stuff includes profanity, wholesome vulgarity, obscene subject matter, dead-pan sarcasm, and should only be viewed by mature viewers with a sense of humor. Our player support team is looking forward to complaint emails from your angry parent.
How did MoistCr1TiKaL end up in a family friendly (well, it *WAS* family friendly) game like AdventureQuest 3D? Grab a can of goblin fuel energy drink and join us for story time. It was just a few months ago. Artix, the creator of AQ3D got swat-ed. One of the law enforcement officers mentioned there was another gamer in the area dealing with some stuff. Turned out to be Charlie. Next thing you know, the entire Artix Entertainment staff is wearing plain white T-shirts. The rest is a history.... that you are about to make. Meet the Moist Crew
There are a lot of amazing people behind the scenes of Charlie's videos.
Matt (Charlie’s Manager) - Main Quest Giver
Danny (Videographer) - Family Friendly Quests
Chelsey (Video Editor) - Crafts and Shops
Caleb/Swolejoels (Streamer)
Rex Gunderson (Stramer / Guns Expert)
2D Charlie
(Rumored to appear in 2D AdventureQuest World's town)
smol Charlie
Charlie Horse
Moist Kat1kal
Stick Charlie
Charlizard
Charleena
Count Charrula
The event happening now in AdventureQuest 3D
Charlie is standing on the bridge in the home town of Battleon. This event features:
Story Map
New Rewards & Loot
New Monsters
Parkour (& timed Parkour Challenge)
Parkour Leaderboard (New Feature)
Wall Running (New Feature)
Boss Challenge Fight
Hot Peppers
A new Emote
...and a T-Shirt
New player? Beat the short intro and save that burning keep from some void monsters... and the next place you go will take you to where Charlie is in the town of Battleon.
Be careful in the Moistverse...
We do not want this Charlie variant thing spreading...
MAC USERS NOTE: I've ran into some challenges with deploying the Mac version. My regular development machine stopped launching the game engine entirely so I'm having to transfer everything over to another machine. Working as hard as I can to get it out for Mac users but it'll be a little late.
Run History + Stats, stats and more stats
A new run history feature has been added to the game! Every run from here on out will be recorded in the history so you can look back at your best or worst runs and help understand how to make future runs successful.
Along with this I've entirely reworked the type of stats that are collected and tracked from each run. I hope these give a lot more clarity how well or poorly a run went and what players can tweak to improve. I'd love to know if there's other stats you'd like to see so let me know in Discord!
This particular feature was a lot of refactoring of how the game handled data so it took a lot longer than I had intended to develop. Good news here is this investment will make developing harder difficulties much easier and give me more visibility into data that will help me balance the game with data alongside the feedback I receive.
This feature checks another major feature off the roadmap. Check it out:
Balance
I want to to scale down the difficulty in the later game (mostly in preparation of harder difficulties). I'm pretty happy with the difficulty in the first two regions but I think the difficulty jump in the third and final region are a bit much so there's a few tweaks to help balance that out.
Reduced the scaling for resources vs civilian costs of later regions. It'll be cheaper to power up shields in the later regions.
Reduced the health, fire rate and increased repair time of the final encounter. Should result in an easier first phase but still an intense final phase.
Content
Two new weapons
Fresh new music in the Dread Region from Chris Inston
Added a sound effect for ship's engines.
New background creature
Fixes
Progression upgrades should be present in the next run even if you fully complete the current run.
Fixed a couple of crashes
All friendly transports should have an engine trail again
Hi everyone! Evan Tor here for another dev update on Transmute. Between dealing with the harsh realities of Covid, attempting to stay sane, and finally going full-time on Transmute, 2021 was a doozy. But I've made good progress and am excited for the future! Transmute is looking better than ever :)
Critical Path Complete!
First of all, this month I've finally gotten the critical path for Transmute finished. That means the game can be played, start to finish, in the most basic sense. All major abilities, bosses, and rooms are in the game. As it's a metroidvania there are still quite a few optional rooms, bosses and abilities to implement, but this is a great milestone, and means I can really get a feel for how the game flows and what needs work.
Recent Progress
Other major improvements and progress over the past few months include:
Reworked many of the earlier areas based on playtester + demo feedback to make the world more interconnected.
Designed + added in a completely new major ability.
Added in many optional areas and reworked the overall map layout to allow for more open-ended exploration.
Added in additional Augments.
Improved controller + keyboard rebind support.
Added localization support.
Added cutscenes and new NPCs.
Added new dialog and side quests.
We're Going to Need a Bigger Map
Here's a preview of the new Map Overview screen where you can select different areas at a glance. This was much needed after the size of the world continued to grow and it was taking longer and longer to pan the map around.
What's Next? (Spoiler, Story is Next)
Looking forward, February is going to be all about getting the Main Story implemented and polished up, along with all the locales, NPCs, and cutscenes that are needed. In addition, I hope to get all planned Augments (optional abilities) added in some form or another.
That's all for this update, I'm going to try and post another update next month but no promises :) In all seriousness updates here have been few and far between, so I truly do want to try posting more regularly. I also post smaller updates on my twitter @evan_tor and in the official Transmute Discord.
Oh and Wishlist if you haven't yet!! Thanks for reading!
Fixed: windstorm ability did not affect some enemies
(Android) Fixed: music stopped to play shortly after game launch
Added game version to the list of cloud saves, made buttons a bit larger. Game now properly chooses the latest cloud save to load
Improved game stability in case of server issues
Crafting price discount is now applied to every item and not the final amount of crafted items - should fix crafting price inconsistencies. Increased crafting discount effect of the research
Screen safe area is now transparent (no black bars at the sides of the screen)
Loot ticket: timer now ticks only when any game is being played, nothing is wasted when you do not play the game. Idea by ELfox513
Early wave calls now give double passive coin generation and towers XP generation bonuses, also gives bonus loot drop rate. Click the timer to show more info
Fixed: profile pictures were not shown on the daily quest leaderboards
Endless mode now gives profile XP with 50% rate only for the first 1h of each run. Endless mode does not affect profile badges (except days in game)
Endless leaderboards are back but score is limited by the first 1 hour of each run. The game will show a hint when you reach the time limit
Score is now limited to 9 quintillions instead of 2 billions. Yes, some players really need that
Fixed: saved run has been erased at the end of playback of any replay
Added small delay for some dialogs that needed an extra attention
(Android) Fixed: sound lagged due to the large amount of sounds of shots
Dark overlay below some of the pop-up windows do not overlap anymore (improves performance in some cases)
(Android) Added new type of rewarding ads in case the regular one is not available, please leave your feedback here