Hello everyone! The update I previewed in the last bug fix patch is finally here! Featuring a new loading screen, a new enemy, some updated graphics, new menus and more! Thanks to everyone who have been providing feedback and helping Plague Breaker grow into a great game!
New Progression Screen
The old progression screen was very basic and rather boring, now there's a flashy new map of the castle that shows your progress and how much further you have left to go. The final 4th level is still blocked off for now, but keep and eye out for an update later this year that will add it.
New Enemy
The Bat is here! These flying monsters will hang out on the ceiling and attack if you come too close. I think flying enemies add a lot more variety to the game, and I'm excited to add some more in the future as well.
New Options Menu
The options menu and control rebind screen have been merged into a single menu, with different pages to separate them.
Updated Tileset
The tilesets fade to black much faster in backgrounds, which should make the levels more visually appealing and be less distracting.
New Dialog Boxes
The dialog from characters was previously a bit hard to read, so now they've been revamped with much easier to read boxes.
Balance Changes
The Acolyte and the Twin Doctors bosses have been some pain points for a few players. Here are some changes I've made to balance them.
Acolyte Changes
The Acolyte fights went on for a bit too long, and had some slow parts where the player just had to sit and wait for the pillars to disappear. I've tried to make this boss a bit faster now with these changes:
Reduced HP slightly for Easy and Normal difficulty
Zombie spawns have been staggered much further on Easy and Normal difficulty
Pillars will appear less often, usually only when Zombies are on screen
Twin Doctors Changes
The Twin Doctors have ended far too many runs, usually requiring a combination of very high damage, high armor and high healing to survive. I've attempted to fix this boss to make it a bit faster paced and less punishing:
Dramatically reduced both Doctors HP
Increased spawn rate for the spawning doctor while both doctors are alive
Bug Fixes
Fixed UI bug which sometimes caused players to get locked in an idle animation after exiting a shop
Fixed bug where enemy HP was scaling based on level, rather than off difficulty
Future Updates
This update took a while as I had to deal with a lot of tech debt from old code, especially around flying enemy AI and the options menu fix. I hope these changes will mean my next updates won't take as long. I intend to have a smaller update next, with a few new items and some visual changes. The next major update will be in a few months, where I intend to add a new boss and a new level!
So we’ve got a couple of interesting updates for you folks over the next few days.
Firstly and before you get your hopes up, we’ve been working extremely hard to get our initial raid mode all finalized, however it's not quite ready yet. Feature wise we’re very close but we want to try to polish and squash as many bugs as possible first. We’ll be putting out a detailed update on our plans for this process in the next few weeks.
What I am super excited to announce is that we’ve been selected to take part in the OTK Games Expo. For those who don't know this is a new indie game expo hosted on Streamer Asmongold’s channel, joined by several other popular streamers.
Apparently hundreds of games applied, and we’ve been selected as one of the 30 picks.
As such we’ve got a brand new trailer to look forward to. Likewise our CEO Delta will be doing a Live Interview on stream.
We really hope you’ll like the trailer and interview but we also need to ask a favor of you kind folks. The Expo has a $50,000 USD prize selected by votes in chat. Its on june 8th at 11 am PT • 1pm CT • 2pm ET. If you'd like to see updates their twitter is https://twitter.com/OTKGamesExpo.
If you’re able to attend on http://twitch.tv/Asmongold and help represent Renown, we’d be hugely grateful.
Ultimately we’re very proud that we’ve been selected at all (which you've already helped us with greatly), and hopefully this is a great opportunity for some new folks to see the game regardless. That said if we can win, it’ll be a huge booster to the team right now.
We’ll be posting our next big piece of news on the same day so stay tuned.
Art: Grenades will now show different visuals depending on whether they are enemy or player grenades. This is to better communicate if a grenade contributes to a combo and whether a grenade will be affected by the Friendly Fire Escalation Protocol.
Art: Show icon in world on player death that indicates reason for death.
Gameplay: Changed tech targeting rules so that special (previously hazard) tiles are always valid targets for the player.
Gameplay: Dash Vactics can now move when they are on cooldown. This cooldown behaviours consistent across enemies.
Gameplay: Implemented a new discrete ending point for the demo.
Gameplay: Ranged Vactics and Dash Vactics can now destroy buildings with their attacks.
Gameplay: Reduced cooldown between attacks for Grenade Vactics by 1.
Gameplay: Removed redundant Target Special Tiles mod from game as rule changes made it redundant.
Presentation: Added new option to the settings screen to run transitions between levels at faster speeds.
Presentation: Generally sped up the transition speeds between levels by shortening or removing some repeated elements.
UI: the re-centre button on the map now will only show when the player has scrolled away from the mech on the map. This will prevent instances where it can be pressed but nothing will happen.
Bugfixes
Fix bug where game text was not being loaded properly when system language was set to French.
Fixed bug that allowed Towerfall Escalation to appear in demo when not intended.
Fixed bug where enemies targetted by the Swap Location Tech mod were not being marked as moved by the player for the purposes of determining combos.
Fixed UI bug where text elements on the map would not be updated if the color palette was changed.
Fixed visual flickering that could between enemy and shield visuals.
Made some changes to audio file path lengths in project to reduce chance that previous unzip issues will occur.
DDS has hit version 0.6! This is a pretty big update that comes with a new mission (for beta testers) , a new class, improved UI, and lots of delicious fixes. With this update comes a release announcement! DDS will be launching in Early Access this October! The planned date is October 13th but this may change slightly depending on coinciding Steam Next Fest.
+New mission for the closed beta! Some VIPs are blocking an important merger. Not good! +Added ending sequence for paying off your debt. +Added a new secret class with 5 new abilities and 2 perks. +Better upgrades! You can now upgrade your skeleton and grenade. The new upgrade system just levels up the weapon instead of adding a flat two damage like before. +Better shop UI. They now display each stat with its full name instead of using abbreviations. Hopefully this will make things easier on new players. This also applies to the armory. +Updated the way proc gen mission colors are chosen. +Construct enemies now apply a slowing effect to their target while hacking them. +Added the ability to apply slow debuff to hacked enemies. +Added a secret and extremely brief conversation to the closed beta.
Fixes
+Vac Bois no longer throws up an exclamation point when seeing you. +Tweaked the effects on several abilities that were not fading properly. +Fixed some computers that did not snap properly in the Safehouse mission +Added a fade effect to the “I’m In” ability. +Disabled sprinting in dialogue sequences +Fixed bug where player’s first gun was not being placed in the armory. +Fixed an AI issue where enemies were sometimes unable to pursue targets after losing sight of them while hacking. +Fixed a bug where piloting a turret would disable its alert sound from there on out +Selective Relativity spell now only applies to gunfire. +Enemies will now wait until you are 5 meters within their line of sight before attempting to hack you. This cuts down on enemies repeatedly hacking and failing while at the edge of your line of sight, and makes them a little trickier to deal with. +Many other small bug fixes.
This is a small hot-fix update, mostly focused on bug-fixing for Achievements. It cleans up some achievements that could fail to trigger, a few graphical glitches, and a few continuity errors (where a spot in Elsewhere could show up before the story opens it).
On the Development branch book 3 is now at day 203, telling the first half of Act XII: For the want of a nail.
1.0.5b - Fixed a bug where Molly's Achievement had 8 stages, but only 7 triggers - Fixed a bug where sometimes setting up the elsewhere team wouldn't register the correct flags (which could affect Mermaid quest, Treasure hunt and Molly's Pervert) - Fixed a bug where Bella overlaps Chloe day 118 - Fixed a continuity error where the daemon staging grounds show up before day 138
1.0.5 - Fixed a bug where counting achievements wouldn't trigger locally at the right time, only on Steam - Fixed a bug where story-changing character parties didn't give the right flags () - Fixed a bug where Act 11 has started could keep popping up after you have already resumed it - Fixed Molly's Achievement (kiss the bartender) potentially being broken - Fixed How to train your dragon not triggering correctly - Fixed card collector achievement being more forgiving, and verifying each time you collect cards - Fixed Drinking Problem achievement only triggering once per savegame - Fixed Explorer triggering the same sub-achievement, instead of advancing the main counter
1.0.4 - Val's no longer hanging out naked at the Onsen after her event - Fixed Ice and Poison Mastery achievements to correct text - Clusterstrike base damage shifted to 150 points from 100 points - Fixed incorrect text in day 151 battle start - Fixed KingdomEvent Barricade 2 not triggering. - Fixed Embassy Lobby text label
The next five orders will include an acrylic keychain!
I'll be going on shore leave and living a typical landlubber life for a time but if you have any questions I'll still check in on the forums, Discord, and support email.
You turned out to be the most enchanting thing that we adore! Let’s make her day special!
All agents will get a Birthday Celebration Box containing x1 Zenith Full Set (1-Day), x1 Elite Status Voucher (1-Day), x11 Ressurection Capsule, and x20 Piece of Cake!
Receive this once per account when you logged-in on June 3 at 12:00 AM UTC.
Don’t be late! This event only runs for only 24 hours.