Features - Tree planting (When fruits are sown on the ground, they grow to the same size as the original tree and bear fruits with a certain probability) - Rubber (Raw rubber can be obtained by damaging a rubber tree, and becomes rubber when combined with sulfur) - Multiple saves - Added a music for cold regions
Adjustments - Increased the burning speed (maximum temperature) of objects in contact with niter (the niter disappears when a certain amount of combustion is assisted) - Suppressed penetration of high-speed objects and beams - Changed the calculation formula for explosion damage - The size of naturally generated objects is now in 1 cm increments - Limited the ground and temperature on which each plant can grow - Increased the movement speed of the player in the air - Changed the material of the trunk of coniferous trees - Adjusted the density and durability of wood - Changed the composition ratio of gunpowder - Adjusted the range where slime detects food - Changed so that the durability of leaves is gradually restored - Changed so that the leaves wither as soon as they are removed from the trunk
Fixes -Fixed a bug that heat was not transferred to the objects in contact
Note: The save data of the previous version can be inherited, but additional features are generated only in the unexplored area.
Firstly we would like to thank you for the huge amount of feedback we got based on the last Dev Diary. It's just awesome to see how much thought many of you have put into it! <3 We're still looking into it and discussing it, and will comment on some of the points soon.
Today we would like to share a bit more information about the Blueprints update we're planning for the next update. So far you your options to build something awesome and (re)use it in Exploration as a Blueprint were extremely limited. That shouldn't be the case anymore.
If all goes well, in 1.10 we'll introduce some rather big changes to Blueprints. Blueprints and Compositions will turn into two types of Blueprints (naming can change) - Explorer and Creator Blueprints.
Let us share a bit more about their specifics:
Creator Blueprints are pretty much what Compositions were (and your existing Compositions, will, in fact, be considered Creator Blueprints). Within those you will be able to store pretty much everything you create in the Editor. However, those will be usable only in the Editor.
Explorer Blueprints will be usable in both Exploration and the Editor. The biggest change when compared to pre-1.10 Blueprints is, that you can create those in the Editor and then use in your Exploration world. Also, they can contain much more than just building blocks. You can have a Blueprint of a house, filled with items, surrounded by a garden with flowers and trees.
In 1.10 you will be able to use these only locally and we'll check if it all works as intended and improve it based on your feedback. In 1.11 we will add advanced options of sharing and monetizing for creators of both kinds of Blueprints.
Even though it will become much easier to create amazing Blueprints and use them in the Exploration, don't forget that they're still just that - something that requires your effort to get all the resources (be it materials or specific items) to build it. The more sophisticated the blueprint, the more effort you'll need to build it.
That's it for this week, as always, let us know what you think and on top of that...
sometimes, reality shifts away from a plan. And while you can just accept this and continue, in my case I want to react to these changes.
A price increase on an already released game is rather unconventional - Beat Invaders is not an Early Access game where it is much more common to increase the price of the product with added content.
And that Beat Invaders is not an Early Access title was, in hindsight, a mistake from my side.
I noticed I didn't want to leave the game in the state it was originally released. It wasn't super buggy or boring, but it just felt incomplete to me.
So - a lot of the problems have been tackled in 2.0 and I am sure I will continue to add new content to the game as the community and player base grows.
But I am at the point where the price of the game does just not represent what a buyer is getting and this puts the game in a bad spot.
I have been contacted over and over with opinions that the game is way too cheap. That it can also be received as a low-end product because of the low-end price.
As a result of really thinking a lot about it and also talking about the topic with friends - the price of Beat Invaders will be increased.
As a player that already bought the game, nothing will change for you - of course! 😘
The price that Beat Invaders is available right now won't be that low in the close future.
I just felt it would be fair to write this news before increasing the price to give everyone interested a fair chance to grab it at the current price.
Between mid and end of May, the price for Beat Invaders will be raised - my plan, for now, is $9.99 (€7.99 / £6.99)
You probably wouldn't even notice this, but we did some minor changes and tweaks. Thanx for the feedback, by the way! Some of it was included in this fix too.
Patch 1.006 addresses some early feedback on game balance. - Decreased the size of the player hitbox - Increased the rate at which the Gunmachine recharges - Increased player weapon firing speed - Decreased the health of late game enemies, the Act 3 shielding enemy and Act 4 'boss rush' enemies in particular. - Adjusted early level enemy movement speed - Reduced the window for chaining dashes - Increased the damage the Gunmachine does on bosses (This was originally greatly reduced so you couldn't walk into a boss fight, trigger the Gunmachine and trivialise the whole encounter)
Known issues: - Final boss stuttering. This seems to be only on the first time that scene loads. A temporary fix for now is to reload the level. - The Gunmachine sprite staying active when the Gunmachine ability has expired. This is difficult to reproduce. If this happens to you, please leave any info you have in the game's Discord channel:
Any other feedback or bug reporting is appreciated in the Discord channel. I'm a solo dev so these things will take more time than if the game was made by a full team of people. I appreciate your patience.
Check the Opening Time here: 20:00, May 6th, 2022 to 20:00, May 9th, 2022 (UTC+8) 20:00, May 13th, 2022 to 20:00, May 16th, 2022 (UTC+8) 20:00, May 20th, 2022 to 20:00, May 23rd, 2022 (UTC+8)
And of course the REWARDS (depend on your accumulated watch time):
20:00, May 6th, 2022 to 20:00, May 9th, 2022 (UTC+8):
Watch 1 hour: Fame *100
Watch 2 hours: 10-Battle Hero XP Card *1
Watch 3 hours: Powdered Silver *15
Watch 4 hours: Rare Schematic Chest*1
20:00, May 13th, 2022 to 20:00, May 16th, 2022 (UTC+8):
Watch 1 hour: Unit Medal *15
Watch 2 hours: 10-Battle Unit XP Card *1
Watch 3 hours: Gold Dust r *5
Watch 4 hours: Golden Treasure Order *1
20:00, May 20th, 2022 to 20:00, May 23rd, 2022 (UTC+8):
Watch 1 hour: Basic Supply Crate *3
Watch 2 hours: 10-Battle Hero XP Card *1
Watch 3 hours: Powdered Silver *15
Watch 4 hours: Rare Schematic Chest *1
So, warlords please arrange your time accordingly to make sure you won’t miss the rewards and keep fighting well!
Welcome back adventurers to another #FeatureFriday!
We had a small vacation this week due to a national holiday.
Changelog
Added several new crossbows.
Added several new staves.
Several fixes to doodads, activities, loots, paths, and traits.
Stay tuned for the next week, we will be announcing exciting stuff!
While we were having a break, our settlers were doing some great work in the Discord minigame, this week's raids dropped 11 new Steam Playtest keys for our new champions! If you want to participate in the playtest please consider joining TFM DISCORD SERVER.
- New desert map! - Introducing mana! I'm going to test out a healing spell to begin with. You can heal a party member once every expedition. The mana only depletes if you hit someone. I can use mana in the future to replace the heal spell with something else through lobby perks and upgrades - If you hit a player with your main weapon, the player drops coins if they have any - Toned down the blood dripping - 3 games + 1 boss per expedition for now
Hope you're all doing well. This patch changes a few quick things and handles many bugs which were present in the latest patch.
Here's the list:
Changes tagged with <COMMUNITY> were suggestions from you, the players, in the Discussion board, in YouTube videos, in Twitch streams, or in the Discord. Thanks!
CHANGELOG
The Divine has been changed. Despite the description, items still magnetize to them while casting. The Divine no longer gains SP while invincible. This change had to happen as it was impossible to properly balance The Divine due to their invincibility.
OLD Description: Temporarily lose control, damaging nearby foes. While casting, you become immune to damage. Items slowly move towards you while casting, as well.
NEW Description: Temporarily lose control, damaging enemies. While casting and for a short time after. Cannot gain SP while invincible.
Lightning Strike has had its cooldown increased from a 1.4x multiplier to 2x. It was noticeably too strong with 1.4x
<COMMUNITY> EXP Orbs, Coins, and Hearts no longer despawn after a period of time off-screen. Rare items, such as Magnets, never despawned and that is still the case.
<COMMUNITY> Mindflayer summons now draw over all skill animations. Hopefully, you never lose track of them again.
<COMMUNITY> Necromancer summoning circles have been changed from red to a white that fades blue. This should help with the overall consistency where blue is typically a friendly color and red is not.
<COMMUNITY> The Shardsoul and final boss of The Crossroads have had their Shard Ray (the white Infernal Ray-esque boss skill) behavior changed. Now, when these bosses first spawn, these rays will always start facing 90 degrees away from you, so that they'll never spawn in such a way that their beam is right on top of you.
<COMMUNITY> When an Upgrade in the Upgrades Menu is maxed out, the visual indication has been made more distinct so you can better see it's maxed out at a glance.
<COMMUNITY> The game version now displays to the top-left in the Title Screen (this was actually done with Minor Update 5, but I forgot to include it there!).
Added button sound effect to the Game Speed modifier and "Back to Title" buttons (same sound you hear when clicking every other button).
<COMMUNITY> Infernal Ray's Level 10 description has been modified to be more clear as to what it actually does.
OLD Description: Create a single, never-ending ray. No other rays will be created. +5 Base Damage
NEW Description: Both of your rays never end, but no other rays can be created. +5 Base Damage
BUG FIXES
Minions no longer stretch vertically when acquiring Skill Size modifiers.
Fixed issue where the game would crash when having Player Blood disabled in some certain situations.
Fixed issue where, when playing as The Divine, Spectral Swords were also displaying the screenwide flash (which was also overwriting the new Divine Dark Mode option).
SP Regen Booster no longer provides 20 seconds of real-time effect, but instead 20 seconds of in-game effect, as it should be.
The max level Lightning Strike effect now properly adds to the Lightning Strike damage/DPS instead of Chain Lightshock.
Fixed issue where tips in the Pause Menu would display the same message no matter which tip is shown.
Enemies cannot hit you for less than 1 damage. Fixed issue where damage taken display (shown at the end of a run) would display damage that incorrectly went below 1, resulting in wrong numbers if you had defense which exceeded an enemies damage.
Fixed issue where sometimes the Necromancer would summon nothing at all.
Fixed issue where you should not have more than 5 active Summons as a Summoner (this limit doesn't count for Necromancer's summons).
Fixed issue where if you somehow managed to open a chest while paused (leveling up also counts), you wouldn't get the chest rewards. NOTE: Please let me know if there continues to be issues with chest behavior.
Fixed issue where Poxbringer Heritage damage-over-time would go by 1 real-time second and not 1 in-game second.
Fixed issue where Poxbringer Heritage damage-over-time would work while paused (but only one tick). It's not supposed to do anything while paused, of course.
Fixed issue where Poxbringer Heritage damage-over-time would work while you're dead, which allowed weird situations where you could simultaneously lose and win a level.
As usual, let me know if there are any more problems!