* Adjusted skills for Dark Bat, Hairy Dark, BomberBug, Fishman, Mummy, Veteran Mummy, Frost Mummy, Green Mushroom, Blue Mushroom, Plant, Veteran Plant, Posion Plant, Small Snake, Snake, Small Spider and Spider * Added more alternative animations for Golem Slap attack * Fixed dynamic clothing and body-parts to be configurable per Monster * Updated new highresolution textures for Golem characters * Fixed a regression regarding buttons and secondary triggers
Hello buggy racers! This update is a bit bigger than usual. Most notable are the cosmetic improvements and the new car, but it also features a bunch of smaller fixes and improvements. Also, more steering wheels should be supported now.
overhauled input system. should support more joysticks/wheels now.
overhauled toyato86: less wobble on accel, but also less stable, harder to drive
moved toyato 86 & audo quattrus to new difficulty class, added new car to it too, the chevra comora
improved obstacle placement algorithm. should be less in the way
AI crashes into walls a little less often during battles
dust particle intensity a bit higher, configurable in graphics options
built with newer unity version, let me know if you notice any regressions!
I hope this version is to your liking, and if not, let me know! Especially if you have any problems/regressions with your controller/gamepad/steering wheel - since a lot has changed in the input code,
Last week we spent tuning, tweaking and fixing a bunch of code to make things run faster, smoother and with less errors. As a result, you probably won't notice any difference! If you know how to code, you know that's awesome news.
For everyone who's not a developer - we've now opened tournament registrations so you can register for this weekends tournament from today! In addition to that, here's a bunch of things that should be noticeable in this release:
New stuff
🏆 Tournament registration is now open! 🕐 In-game timer now shows how much time is left until the game auto-resolves as a draw!
Changes
💥 Improved damage display on cards and lane protectors 🎴 Improved card positioning when dragging and dropping cards 🛡️ Increased hitbox when targetting lane protectors ⚡ General game speed has been improved
Fixes
🎴 No more ghost card packs appearing randomly 🆗 Fixed a bug that was causing onboarding popups in the deck builder to prevent you from continuing 💻 Server backend stuff. Such code. Very developer.
We hope you enjoy this release, and as always let us know if you experience any bugs or issues!
We cordially invite you to our new game announcement Tuesday, April 12th at 10a PST / 1p EST on the following channels (do remember it’s BYOE: bring your own eats):
We’ll be live on the Cook, Serve, Delicious! 3?! Steam store page stream with Vertigo Gaming's Producer @cupogoodness as well. We have quite a bit in store to celebrate the unveiling tomorrow and can’t wait to show everyone what we’ve been up to, hope you’re able to tune in!
Can’t make it or just want to stay in the know? Join our community Discord and Newsletter for reminders, updates, and more!
We cordially invite you to our new game announcement Tuesday, April 12th at 10a PST / 1p EST on the following channels (do remember it’s BYOE: bring your own eats):
We’ll be live on the Cook, Serve, Delicious! 3?! Steam store page stream with Vertigo Gaming's Producer @cupogoodness as well. We have quite a bit in store to celebrate the unveiling tomorrow and can’t wait to show everyone what we’ve been up to, hope you’re able to tune in!
Can’t make it or just want to stay in the know? Join our community Discord and Newsletter for reminders, updates, and more!
We cordially invite you to our new game announcement Tuesday, April 12th at 10a PST / 1p EST on the following channels (do remember it’s BYOE: bring your own eats):
We’ll be live on the Cook, Serve, Delicious! 3?! Steam store page stream with Vertigo Gaming's Producer @cupogoodness as well. We have quite a bit in store to celebrate the unveiling tomorrow and can’t wait to show everyone what we’ve been up to, hope you’re able to tune in!
Can’t make it or just want to stay in the know? Join our community Discord and Newsletter for reminders, updates, and more!
- Issue regarding Loading games from versions below 110010 has been fixed - Locking on to enemies with the Falconite Revolver is now possible - Fire Bombs have been added back into the game - Cross's Bombs now display a countdown and animate while active
// General Bug Fixes
- Fixed an item icon bug on Vault Keys - Fixed hit collider issue on Large enemies - Fixed lock-on issues for various rare enemy types - Fixed camera zoom issue when triggering a cutscene while aiming with the Falconite Revolver - Fixed Event located in the Southern Sands, which was spawning below the ground - The Quest Log now has a scroll bar when you've received too many quests to fit on the static panel - Vehicle physics are now disabled when exiting the vehicle - New item discovery popup text display issues have been resolved - Fixed issue with missing tresure chest near Sanctuary - Fixed floating treasure chests located in "the Fissure" - Fixed issue that would cause the cursor to lock to the center of the screen when opening the Inventory while aiming with the Falconite Revolver - Fixed various ambience issues - Ally Healthbars have been adjusted in important scenarios (they now display on-screen under the player's health bar) - Events now have proper time displays - Cross will now be reduced to 1 LIFE if above a certain threshold when getting hit by one of his own bomb explosions - Fixed water detection issues in Misty Caverns
* Other various bug fixes included not listed here
* Note that loading a save file from versions below 110010 may spawn the character in odd locations. After saving in the new version, this issue should be resolved.
* Saves are not always backwards compatible with previous versions.
This hotfix adds several quality of life improvements as well as fixes to many issues. One of the bugs fixed in this hotfix is that Workers were not properly counted as population for the purposes of consuming food, be warned that your planets food consumption might go up quite a bit with this hotfix if you have a lot of Workers on the planet. If you find yourself in a situation where your population is starving to death due to a lack of food, and too many workers, the only remedy available at this point is to raze buildings in order to remove Workers, so that you might gain more population to put to work in Farms. A way to Fire individual workers from a building, instead of razing it, is coming.
GAMEPLAY
Citadel now provides 200 Stockpile, up from 50
Some Worker modifier choices have been adjusted
+1 Production lines now has 5% weight, up from 0.01% (Max is still 4 Production lines)
+1 Max queue now has 1.1% weight, up from 0.1%
Some new modifiers, and additional tiers to existing ones, have been added
Seeding a planet now starts it off with 50 Population, up from 2
Each building now provide space for 10 population, down from 100
Citadel still provides space for 100 population
INTERFACE
Building modifiers panel now lists effects added by Workers
The Add worker panel now show available resources in addition to Worker cost
The Add worker panel now show the tier of modifier effects
Added tooltip hint to the Workers part of the planet stats panel
BUGS (Thank you for reporting issues and bugs, your help is greatly appreciated!)
Fixed issue where producing some things was impossible due to lack of Stockpile space
Fixed several issues related to razing buildings
Fixed some Worker effects being inversed (e.g. -x% Production time is actually beneficial)
Fixed Worker costs not updating, or showing, properly
Fixed Workers not eating food
Fixed Workers not being taken into account for population
Sorry for being late with this for almost a two weeks. As you may notice, I am a belarusian guy who is being sanctioned as hell. But I live in Ukraine with Ukrainian wife. So war kinda affects my performance. Even the final release date may be delayed. Luckily, I do it on my own and don't have any publisher to tell me what to do.
Anyway. I am continue improving my game. And I finally have managed to apply some fixes I wanted for a long time.
Here it is. Version 1.3 includes:
- Update of ragdoll system - no more double triggering ragdoll state - Update of melee system - hitboxes doesn't collide without purpose - Item destruction module fix - no more freezes on destruction - AI Navmesh fix - enemies can walk between rooms now. And almost not being stuck when chasing you - Gold can be found in the dungeon. And if you are lucky, you can find a trader and buy something from him (currently unbalanced thing. So you really need to be very lucky) - Parts can be found in the dungeon - use them for green skills or repair mechanisms - Skill system rework - now red skills are free but have long cooldown. Blue skills consume mana but have less cooldown. And green skills have no cooldown, but each use consumes a certain amount of parts - Now you can upgrade your weapons with blessing altars - 3 new rooms were added: workshop, labyrinth, puzzlefloor room. As well as one interesting encounter. - Source collection effect is fixed - now it triggers every time you get source. Not just one time. - Chests are now highlighted to make them easier to find - Shadows were disabled for player and some other objects, which drastically improved the performance on Mac - Weapon special skills have been fixed. Some of them are not finished, but all of them are working now. I also added a slow mo effects to some of them. - Other minor bug fixes
Wow, I realised the amount of work I did only after I wrote this list.
At the beginning of may there will be a Steam festival for Roguelike games. I am planning to make my demo polished as much as I can to maximise the effect. Specifically, I am going to:
- Add more little decorative objects to rooms, making them visually beautiful - AI improvements - Sounds rework - Save/Load system (Probably)
So stay in touch! And please, shout in the comments if something isn't working in new build.