Starting with today's update, you will have a new instrument to play in your virtual concerts:
You can practice in the menu, play it in "free play" mode in one of the 14 OSTs included in the game, or try to import your custom songs produced with the community tools. Our custom editor will return in future updates.
A dedicated campaign, with unlockable skins, will also arrive soon.
To accommodate the differences between the multitude of controllers available in VR, as well as the fact that we love having options, we have decided to give you the possibility to choose "classic" and "advanced" hand play-style mode:
We also took the opportunity to improve the flow and clarity of the menus, you won't lose the grabbed guitar anymore while navigating in the menus, you can still hold the guitar while changing its skin for example. Also some UI elements, such as some gameplay modifiers, will only be visible if they make sense for the current instrument and/or play-style.
A brief summary of the update content:
- New instrument: Drums! - Freeplay mode levels for Drums (campaign coming soon) - "Classic" or "Advanced" for "Hand" play-style - Menu flow improvements - More confortable angle for UI laser poiters - Other misc fixes and improvements
Your constructive feedback is important to us, as always, stay tuned for the next updates!
Make sure to restart any current runs in progress to see the new visuals!
New Additions
All units now get knocked off the screen based on how much HP they were overkilled by
All units now get a recoil effect based on how much damage they take
Made the animations all the units without a unique attack a bit more drastic/obvious
Added effect to Fires
Added effect to Comets
Added effect to Angel
Added effect to Germ
Added effect to Hungry emoji
Added effect to show when Hedgehog or Blowfish do recoil damage
Added effect to show when a unit's shield in gained or broken
Added effect to food units to show when they are consumed
Added animation to dice reroll button
Added tutorial gifs to show the order units and enemies attack
Added tutorial gif to show how player units target enemies
Balance
Lowered damage scaling on Bull a tiny bit
Lowered damage scaling on Smiling Imp a tiny bit
Bug Fixes/QOL
Fixed horizontal text alignment on battle draw popup
Fixed a bug where the description for the merge space would show up behind your units
Fixed a bug where using dynamite to the left of the Moai Statue made a dynamite that would lock battle
Extra Thoughts My primary feedback from day one has been that battles were dull to watch, and that attacks didn't feed like they had any "impact." I had a lot of fun making the battles a little more dynamic and visually interesting! I wanted to strike a balance between the screen being engaging versus too busy to follow. Not every unit has a unique animation, but I added effects to most of the units with effects that trigger outside their turns or have a non-standard target. Let me know if there are any other units you would like to see little animations when their effects trigger!
Beyond that, I changed up the tutorial with the intent to make it very clear as to what all the icons on your units mean and how battles will play out. Hopefully that helps to make the gameplay easy to understand for new players.
My next update will be focused on adding in new difficulty levels to unlock as you complete runs. I am envisioning something similar to the "Ascension Mode" in Slay the Spire. I would also like to find a good way to implement "boss battles" with high risk/high reward on the map screen just to add some variety to runs. I am also going to make a new trailer that shows the updated graphics and animations- so look forward to seeing that soon!
Village Monsters v1.05 is now available, and it fixes exactly one bug. It's a terrible one, so I wanted to provide a longer explanation.
The bug occurs during the Cool Stuff event in the Summer. It's bugged, and it loads a cutscene with no dialogue. To avoid crashing, the game attempts to pull dialogue from another source - in this case, debug dialogue.
The dialogue it randomly chose is extremely inappropriate and contains offensive language. v1.05 disables the event entirely and removes all offending text from the game outright.
Why is this "inappropriate" text in the game at all?
There are two features in Village Monsters where I check for profanity and slurs.
Players can send letters to villagers, and villagers attempt to "read" what you send them. I have profanity checks in place to see if you're sending them awful things and they will respond negatively if so.
In addition, there was once a feature where villagers could reply back to your letters using the same words and language you used in the letter. It used a type of text generation known as a Markov Chain. I have further checks here to ensure that the simple AI used to create these letters didn't accidentally send something awful.
To test both of these features, I had ~40 lines of text that I used for sending letters. 10 of these lines of text purposefully contain inappropriate words to ensure the game handles them correctly. The line in the Cool Stuff cutscene is one of those.
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Even though this text was never meant to be seen by a player, I should have taken far better precautions.
To this end, I have deleted all offensive debug text I used for testing, and will use a different solution for this testing going forward.
I am so sorry. It's beyond inappropriate that people had to see this. I hope my explanation makes sense, but obviously I understand any damage has already been done. I can only hope to regain your trust.
Knights of the Chalice 2 - HeroicFantasyGamesDotCom
Fixes the bug with the Moon Crypt puzzle and other puzzles.
What was wrong: There's a variable called 'Clicked Position' in the script of the puzzles. Normally this variable gets initialised in the earlier parts of the game. However, if the player skips certain parts of the game, it doesn't get initialised, leading to the bug with the Moon Crypt puzzle and elsewhere. That is why only a few people experienced the issue.
How was it fixed: Now the script will automatically create the missing variable if it doesn't already exist (i.e. if it wasn't declared by a script somewhere). As a result, the game is able to record where the player clicks (what moon, etc).
Thank you jgasser, C4MP3R, Matt (from the Matt Chat Youtube channel) and everyone else in the Steam forum for helping resolve the problem!!
• At Sim difficulty enemy aircraft can now spot your submerged boat. Range decreases to 0 as you approach depth of 60 feet (moddable) • Play sound cue when torpedo finishes loading • Prevent multiple crew death sound cues playing at once • Added option to use Metric instead of Imperial units • Ascend button/hotkey long-press now surfaces instead of ascending to periscope depth • Increased Bofors AA gun damage by 20% • Added distinctive "kerplunk" sound when depth charges hit the water • Modding: Options>Modding now opens the internal editor directly. • Modding: Exposed values to adjust number of escorts in a convoy (Game Vars>Convoys) • Modding: Gray out just the “reset” button instead of entire row for un-modded items • Fixed bug where single Convoy mission with a very large convoy could immediately end with “Convoy Escaped” • Fixed sped-up waves during some weather state transitions • Fixed incorrectly sized spotting range rings for aircraft • Fixed spelling of Ryukyu's “Ie Island” • Modding: Fixed not being able to type in decimal point in multi-value Game Var fields
Greetings dear Comrades of the Soviet Republic. Spring has arrived and Summer Daylight saving time was set. Finally, we feel a bit warmer beams of the Sun here in Europe which means it is the proper time to initiate the development of many successful new Republics in our game because as you may know March is the month when every new Republic is born. We finally made another step in the development process and now the current water and sewage treatment update is available for internal testers and few YouTubers out there. This way, you can see the new stuff and mechanics if you wish because it will take few weeks until the updated game will be ready for public testing. You can get some inspiration and prepare to enjoy all the new features with new challenges the game will offer to you this way.