The existing player trade quota system was designed a long time ago - the intention was to curb player trade abuse. Over time, more rules have been added to patch loopholes and the rules have become too complicated to comprehend - and it's not very obvious in-game as well. New players always have trouble understanding the system. Also, it is a bit too punishing for new players - with a limited quota available.
I have been thinking about redesigning this for a while. And it's surprisingly hard to design a trading system that is easy to understand yet can prevent market manipulation without frequent manual intervention. In the real world, international trades are heavily managed, with customs duty, quota and anti-dumping rules. I want a simple system that can capture the essence of international trading in the game.
The new player tariff system will replace the existing quota system in the upcoming version. It works as follows:
Instead of limiting the amount you can trade with other players - now you can trade an unlimited amount. However, the amount that exceeds the "tariff credit" is liable for tariff (i.e. import/export tax). Each player can acquire "tariff credit" in two days - by either producing the resource that is being traded or increasing the total market cap. This tariff is reset when the market update. The tariff rate for excess trade value depends on the price difference between the trade and local price and it is applied progressively.
The trading UI when adding and filling trades has been redesigned to show detailed tariff calculations - this should help improve the clarity and make it easier to understand.
This new system is already available on Steam beta channel - you can switch to the beta channel via your Steam Client, no code or password required. Please note downgrading to stable channel is not supported. Remember this is only the first draft version and I am sure there will be issues. Feel free to give your feedback in the #industry-idle-suggestions channel on Discord. I will continue to improve this based on your feedback.
This is a game that combines relationship simulation and whac-a-Mole mode. Set in a corporate office, you will meet three girls with different personalities.
In the game, girls will encounter various problems in work and life. To solve these problems, we need to pass the interesting game of hamster mode. There are three types of Groundhog game modes that are challenged by players in the form of multiple levels. When players finish the game, they will get the favor of the girls, so as to promote the development of the plot. Have a sweet office romance in the interesting game of beating the hamster.
In the observation mode in the scene of selecting characters, players can also have interesting interactions with girls by clicking. Girls will respond through shy and happy actions.
So August is fast approaching - and there's a pretty important date in there of August 11th when King Wash will open for the world to get their smalls clean and their scores high!
However - REAL SOON AFTER on August 24th we are going to Cologne with Wired Productions, meaning if you haven't had the chance to play yet by then you can swing on by the Indie Arena Booth to learn the finer arts of laundromat management and arcade hustle - and then get your hands on the rest of Wired's eclectic indie family, with games such as The Last Worker appearing on Switch for the first time, and the first public showing of Tiny Troopers Global Ops!
-New Opening scene (Done) After having started a new game, but Before play game levels, a new Opening scene and new location which will take you to the entrance of the cat cave
-Underwater Cat level: Remove bubbles out of the water (done) disable camera movement that advances when it dies in the water (done)
-holiday cat level: if I press the button to enter the car together with other buttons, everything stops and the camera locks (done)
In today's update we'll explain about the game's combat system for every weapon and its skill set. We divided this update in two parts, with Omen and Superbia in the first part, Mendacium and Avarice in this second part.
Mendacium
A massive sword that outperforms any weapon in your arsenal. It is also the most versatile of all weapons, allowing you to use it in different ways, depending on the situation. Mendacium's normal attacks place bombs on enemies that can be detonated by any ability of any weapon.
It has the strongest ability of all, which deals massive damage around it and knocks enemies back. In conjunction with the installed bombs, it is capable of inflicting the maximum possible damage.
An alternative way to use Mendacium is to throw it at enemies. After throwing the sword away, you can hit it with other weapons several times, which, if your reflexes are quick enough, will significantly increase the damage you deal to the target. And when you learn a certain ability, you will be able to detonate planted bombs on enemies.
Avarice
A living shield that is great for players who like to parry attacks. On a successful parry, the hero gains a charge that enhances any next ability of any weapon.
Great for fighting bosses or small groups of enemies. Avarice's passive abilities allow you to push enemies around you, heal on a successful parry, or use health packs instantly.