- 1 new, hard Challenge Stage - 1 new Character and 1 new Weapon - 1 more rank for Reroll and Skip powerups - 2 new Arcanas
Time to go back to the dark and serious roots of Vampire Survivors ☠
Tweaks: - Added a toggle in Stage Selection to disable Arcanas. Disabling them also disables the extra minibosses at 11:00 and 21:00 - Added the option to pick a random first Arcana. - Reduced long term gains of Gatti's attack power when stealing chicken. - Halved projectile explosion damage from Arcana XIX - Heart Of Fire. - Reduced cost of Reroll, Skip, and Banish.
Bugfixes: - Tentative fix to chicken/coinbag choice presenting itself when there are still items that can be leveled up - Phieraggi is now affected by Arcana V - Chaos in the Dark Night. - Added an extra backup system for save data in %appdata%/Vampire_Survivors/saves/backups. These backups will not sync with Steam Cloud, so you can restore them manually if needed.
Community
A big welcome to all the new players, and a big thank you to all the returning players that are pushing the game once again to some incredible concurrent players peak! 🤯
Come and show the developer how much better you are than him at his own game!
With sufficient participation, a tournament will take place. Winner(s) will be awarded some amazing bragging rights, as well as the "Absolute Legend" discord role.
Over the past few weeks we've had the free demo available and the player feedback from that has proven invaluable in improving the game. However it's also clear that the game is not yet fully balanced and polished.
We want to continue to work with our players to make sure the game is the best it can be, and we think the right next step for that is to enter early access. I've recently submitted the latest full content version for review by Valve and hope that will be ready for you all to play very soon. I appreciate that some of you have been waiting patiently for a final version, but I hope you can understand that we believe working with the player feedback a bit longer will get us all the best version of Hipster Café. The Demo version will remain free if you prefer to wait.
I've just set the latest version of the Demo live. This one includes a big bunch of bug fixes and improvements from player feedback.
Customers shouldn't pepper the social media with pictures of their food quite as often. I wish I had this setting for Instagram too.
Staff should now be able to research on multiple research stations at once if the technology is advanced enough.
Events that previously removed a member of staff if you failed the missions now instead reduce their skills.
Saving and loading games should now be a lot more robust.
Fixed a number of issues where Tooter would render the messages strangely.
Removed some questionable/offensive content from the string builders that generate the Tooter content.
Fixed a lot of staff issues where their equipment was moved or sold.
Fixed a number of bugs with the in game feedback form.
Plus many other minor bug fixes.
I also found the source of a bug which breaks the coffee maker on some computers. If this happens on your computer, you need to make sure you have installed bot the X86 and the X64 version of the Visual C++ Redistributable from Microsoft. You can find these here: https://docs.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist?view=msvc-170
Special thanks to everyone who have provided feedback and bug reports. You're awesome!
"Stretch Screen" in the Options menu was updated to allow the player to choose between four full-screen options: "Off" (no stretch), "Pixel Perfect", "Soft" (filtered stretch), and "Stretch" (no filter) -Temporarily removed "the Stretch Screen" option as it's causing lag spikes. Full-screen will default to Filtered Stretch until this is fixed
Some skills, items, and location names were changed to prevent text oddities
All interactable objects had their floating text replaced with "?" symbols to fix a similar problem as the one above
Many sound effects (mostly tied to skills) were replaced with new ones*
*Absinthia still uses some stock sound effects from the RPG Maker library. I'm in the process of replacing them so the game can be safely ported to consoles--after I secure a publishing deal
Cover Art
I've announced this previously, but Absinthia's cover art is being updated with a new look that more accurately reflects the story's theme. Here's a sketch - the full illustration should be ready by next week!
We're also working on in-game pixel art illustrations! Here's a rough sketch of the first one, when the party first meets Freya in Northwood:
Lastly, here's a reminder that I'll be launching a Kickstarter campaign for Absinthia in late May-early July. Click here to be notified when it goes live. Help me reach 200 followers so we can set a launch date!
As always, if you encounter any bugs with Absinthia or have suggestions, feel free to comment here or say something on the Discord server. Have a great week!
More emphasis on damage from chained punches / combos (IE, it's tougher to take your opponent down with single punches if there is no follow up within a few seconds) Giving your opponent time to recover is a bad idea. - Light hits cannot take down your opponent - All body parts have regenerative HP (same as before) but a certain amount of damage must be done to a body part before it will contribute toward knockdowns - Blocking hits will interrupt a combo chain (you'll still take the punch damage but there is less chance you will go down until later in the fight) - Precise hits do not have to be as hard to contribute toward a combo / chain that will take down your opponent
- Clues 2.0: when you deliver N amount of clues (2 by default), CPU process them for N seconds (5 by default) and reveals one random traitor; - Fixed a bug when revealed traitors would not get revealed in scoreboard; - Made team menu and similar background panels darker; - Reworked Heal ability: now you need to hold the button to heal.
"Stretch Screen" in the Options menu was updated to allow the player to choose between four full-screen options: "Off" (no stretch), "Pixel Perfect", "Soft" (filtered stretch), and "Stretch" (no filter) -Temporarily removed "the Stretch Screen" option as it's causing lag spikes. Full-screen will default to Filtered Stretch until this is fixed
Some skills, items, and location names were changed to prevent text oddities
All interactable objects had their floating text replaced with "?" symbols to fix a similar problem as the one above
Many sound effects (mostly tied to skills) were replaced with new ones*
*Absinthia still uses some stock sound effects from the RPG Maker library. I'm in the process of replacing them so the game can be safely ported to consoles--after I secure a publishing deal
Absinthia's cover art is being updated with a new look that more accurately reflects the story's theme. Here's a sketch - the full illustration should be ready by next week!
Lastly, here's a reminder that I'll be launching a Kickstarter campaign for Absinthia in late May-early July. Click here to be notified when it goes live. Help me reach 200 followers so we can set a launch date!
As always, if you encounter any bugs with Absinthia or have suggestions, feel free to comment here or say something on the Discord server. Have a great week!
A slower puzzle with historical premise-we have 30:00 to sit back and watch our lumber and caoutchouc operation succeed. No tunnels and a lot of scenic train routing.
Bridge your way to the Yellow Potion brewery by building on suspiciously evenly spaced, almost man-made stone pillars. Or go for a longer, intricate route if you have time. 12:00, DNDATT, multilevel two part engineering marvel of a railway junction to construct and test :)
Watch the last water drain from the lake floor and start building. Local authorities set up this terraforming job to clear more place for future tourist attractions as well as a new energy source... DNSAT, build at least 4 tunnels, 12:00.
Stitch the valley together with a network of many tunnels and at least 7 bridges, watch out for incoming planes and notice several clues left around by our...benefactors :) 13:00 minutes, hyperloop connections, autotrains.
Easter is coming! Help the Egg Colouring Site to complete all the pending orders in time. Supply the dyes, mix a fresh batch of glue and make sure there is no chocolate egg shortage for the foreseeable future :) DNRT, very limited demolition job budget, 7:30.
A spooky hunt for twisty paths to resource sites amid red mountains, forgotten dragon lairs and dark misty forests as well as a search for a meaning of letters B and G used in local Passenger Flow schedule a lot. 23:00, 15000 TV2$ demolition jobs budget, infuriatingly fun, thoroughly LPT'ed and enjoyed :)
Complete the city's transition into oil industry-both production and refining-and dominate transportation market of Sand Quarry's sandy valleys. Battle both DNSAT and DNDATT, make it less than 12:00 and keep an eye on the power plant :)
Pastel Colours, explosions, hyperloops, fast locomotives, terraforming events, furniture in high demand and your train driving skills are the last bastion between local businesses and financial ruin. 17 minutes, no train crashing, both aesthetic and train puzzle solving pleasure.
Taking in local scenery eats through that 24:30 time limit, fast. Intricate track layout backed by multistorey valley design, quite some industries to erect, supply, mantain, locomotive fleet and bank account to micromanage and at least 3 bridges to build. Coming back up from the abyss is as difficult as not trying to shave off a minute or two after a MadeInAbyss restart.
Congratulations on your well-deserved award @Dracken! A €10 Steam gift card will be delivered by our contact ASAP.
Tell us about your TV2 workshop adventures and visit our Discord server for an upcoming LPT challenge. Until next week!
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*Do No Stop Any Trains *Do Not Destroy Any Track Tiles *Do Not Reverse Trains *Do Not Use Pause
Age of Comics: The Golden Years is a worker-placement board game in which you play the role of a fictional comic-book publishing company during the golden age of comics (circa 1938-1956).
In each round the players, in turn, must position 4 meeples (workers called editors). They can choose 4 out of 6 spaces, called publishing tasks. There are 6 publishing tasks in total that can be performed in any order and lead to 6 specific player actions: hire, develop, ideas, print, sales, royalties. When a player prints a comic book she must pay using monetary resources ($) + 2 identical token ideas and display, on the table, the comic book cover and, underneath, show both a writer and an artist card. The comics’ value (needed for collecting orders on the map) will be the sum of the value of its creatives (artist + writer). Each creative card has a value ranging from 1 to 3.
The game lasts 5 rounds. The objective of the game is to accumulate the highest number of fans, make money by publishing comics and create the best portfolio of comic books.