This update is important to us, as it brings a bunch of new and handsome features to Craftomation 101! Without further ado...
Version 0.35 Is Released
Research tree: get points for completing objects at the Command Center and unlock new commands for Craftomates
New commands: directed pick and directed drop - same as your regular pick and drop, but now you can specify which hand of a Craftomate an item goes to
New command: compare checks whether a Craftomate is holding same or different items in each hand. Further commands are exectued depending on the comparison result
Small resource deposits reworked: they now contain smaller amounts of items and have more visual degrading stages
Upgraded visuals for Sand, Coal Dust and Spark
Each Craftomate now has 2 animations for picking, dropping, mixing and eating items. Those animations are played randomly, making the game more visually pleasant
Upgraded visuals for frozen Rocket
We're dying to know how you like all those things, and you can check them out right now:
- Green/Pink Tint over game fixed - Water block turning speed is now instant - Attack speed nerfed slightly to mitigate spam-killing enemies - Game should no longer start larger than screen size - Fixed issue where player would be placed at the origin when closing - Changed one Amethyst so it wasn't near impossible to find - Edited a couple rooms to patch up holes and make one jump less blind
Correction and addition of translations added monsters
Unfortunately, the programming of some functions is turning out to be longer than expected, so the locksmith cannot work yet. We hope to be able to open the shop with the next update!
Hello everyone! This week's update just rolled out, and with it came foundational changes preparing us for reward systems that'll be added in the near future. In addition to that, we have new sounds, tablet changes, evidence changes, and a handful of fixes. For the first time we'll also be wiping player inventory and vault data due to the switch over to storing data in the cloud. We know many of you will be bummed to have your items wiped and we apologize. As compensation for starting over, we've added more credits and a bitcoin into starting items.
- Added foundation to support dynamic inventory rewards, xp, and management (imagine top 10% of players every month get a special reward). These systems aren't in yet but this update will make all of this much easier going forward. - Inventory now stored in cloud instead of local file - Local inventory is wiped and updated new starting equipment for everyone since wiping - Lowered chance all around for ghost interaction events to trigger - Evidence now can be completed alongside investigation, both systems and some other goals will be part of completing in future - New Case tablet app: displays investigation and evidence status, whether they've been completed or remain incomplete. - New evidence visuals - New health monitor visuals (note there are still persistent issues with the health monitor we're looking into) - New ghost laugh sounds - New ambient sounds - New hunt sounds - New death item pickup sound - Improved hiding spots in all levels - Room names are now more specific in clues - Removed some task spawn points that were causing small items to be unreachable - Updated steam library icons - Fixed tablet task glowing in the dark
Welcome back! Today's update delivers quality of life improvements to combat in general. We'll also share with you a bit of the progress of the map : Stravux, the Frozen Sea.
If you have any feedback let us know on our Discord Server!
Additions :
Enemies no longer aim at the player or move after starting an attack animation. Let us know if some of them do not follow this rule.
Whenever an enemy uses a spell, a shape similar to the ones you've seen while holding skills appears. Staying in the red areas may result in receiving damage.
The friendly skills have blue shapes while the dangerous ones are colored red.
Combat rooms will spawn the next wave after 18 sec of combat. Let us know if the delay needs to be adjusted.
@NelsieOo on Instagram finished the first iteration of the world map! Here it is: Gorgeous, isn't it? This is our current vision of the Chaos Crown universe. An entrance to the Chaos Lord realm will eventually be added.
Added a new VFX for shields.
Added black borders to the statistic icons.
Bug Fixes :
Fixed an issue that made the game not remember the rooms visited, allowing you to visite twice in a row the same room. Let us know if you get this bug again after starting a fresh game.
Fixed the big imps. The melee imps have a different texture instead of being beefy.
Applied a translation fix from @Zythum's feedback (thank's again!).
Stravux, the Frozen Sea :
The land of the Ice Titans is under construction. Loïc is currently having fun with our frozen assets. Here are screenshots of his recent creations :
We are getting more confident over time. We want to aim a little higher, especially with Challenge Rooms. Why not make a dungeon out of them?
We made a system for environment enemies. This should allow us to place enemies that are not part of the waves and add secret location that should spice the exploration of challenge rooms.
The final boss of Stravux will be an Ice Dragon. As a big Skyrim fan, I really want it to switch from flying to grounded, to remind us of this amazing game. Its a coding challenge that I'm currently enjoying.
A few enemies where made for Stravux : an Ice Elemental, Baby Drakes, Hungry Snow Rabbits, and a Zombie Bear full of Zombie Rats. We sometimes post short videos on our YouTube Channel if you want spoilers.
We are getting featured in a Roguelite Steam Event! Any feedback before Monday would help us a lot!
1. Adjustment of the player's physical behavior 2. Adjustment of multiplayer synchronization 3. Adjustment of some monsters' behavior
Postscript: The previous update fixed the effects of HP/MP absorption or recovery, which was originally planned to be done before launch. However, due to an error on our part, it was omitted from the update and was delivered after launch, causing confusion. After discussing the issue with the person in charge, the following adjustments have been made.
No.1: HP/MP absorption The amount of HP/MP absorption is affected by the type of main weapon and luck, and an upper limit to the amount of HP/MP absorption has been set for each monster.
No.2: Natural recovery of HP/MP HP is recovered once every 6 seconds and MP once every 3 seconds, and the amount of recovery from item effects has been lowered overall.
The person in charge is currently making changes and corrections to the problem areas as needed, so it is difficult to check the specific revisions in detail. We ask for everyone's understanding in this matter.
Bug Fixes -Fixed a bug where the Coffin and Queen Ant would summon their minions on damage instead of end of turn -fixed an exploit where you could get "false" level ups that triggered effects like the ice cream cone -the fuchsia stat increases and level up SFX don't pop up now unless you have actually increased a unit's level
First note is that I have new units in the game files- so don't panic when you see a big file size update for only two bug fixes! Lots of secrets stuff is being added in the game that can't be accessed yet ;)
The first bug was an quick fix- just overlooked when I added the ability for all enemies to get a shield in higher difficulties. The level up mechanic was changed as I was making units for the new pack, read below if you would like the detailed breakdown.
Pretty much a unit's level starts as a value of 0 for the purposes of stat checking. When you combine a unit with no level, it gains .333 level. When it reaches a whole number it counts as a level up. Originally if you had a unit that was 0.0 and put a 1+anything on it, it would count as a new level up. So you could just keep putting the higher leveled unit on a 0.0 to grant a level up trigger every time. Now it only triggers if the combined decimals in the level would be greater than 1 (thus actually increasing a level). So if you have two units that are at 1.0 and combine them to be at 2.0, you haven't actually added any new units to the total. Your level will still act as 2, but it doesn't count as a new level up. If you had a unit at 1.333+1.666, the .333 and .666 would combine to equal a new level- thus granting the trigger and bonus +2/2 to stats. Hopefully that all makes sense to anyone who wants the details!