Dear shopkeepers. There will be a maintenance between 14:00~17:00 (GMT+8) on Aug.9th. Please log out from the game before the maintenance. We apologize for any inconvenience caused. The following is the maintenance content of this update:
The following is the maintenance content of this update: -Add level 36 conventional formula: Shield of Morningstar
-Zhongyuan festival activities: (2022.8.10 ~ 2022.9.3) *Open the Zhongyuan Festival login activity, and you can receive luxury rewards by logging in continuously! *The Zhongyuan Festival town event was opened; *Open the Zhongyuan Festival Carnival activities, collect talismans and exchange them for Zhongyuan Festival exclusive prizes: Unlock the hero Yin and Yang master ghost Ji, the drawing "exorcism wooden sword", "Tai Chi Taoist Robe", "ebony beads", "Kazmi's Lantern", "Petrochemical potion", Kar Khan fashion "the disaster of the wilderness", ghost Ji fashion "psychic skill", and so on; *Wear 4 Zhongyuan Festival props for Yin and Yang master ghost Ji to unlock the head of the little ghost shopkeeper
Hey everyone! This post contains information about new updates as well as the changelog for v1.1.6.
What's next? Good news: there will be more updates after the Island Update! We already have some very exciting ideas for new content. We'll be taking a short break after which we're getting started. The next update is gonna be pretty big again, so it's going to take a while. We'll let you know more about it when we're further in the development.
To help us out with making updates, a new team member has joined the Stacklands team: Wouter. He will be helping out with implementing the new content. Thanks Wouter!
Changelog 1.1.6
Fixed a bug where the Fish Trap could soft lock when playing in Peaceful Mode
Fixed a bug where you could use a combination of a coin/shell stack to buy packs on the Island
Fixed a bug where the options menu would not save the preferences when pressing Escape
Iron Bar idea is now only worth 1 Coin
Momma Crab no longer spawns in Peaceful Mode
Added a framerate limit option to the options menu
Fisher can now be upgraded into Militia/Swordsmen/Explorer
Added Wouter to the credits
Garden/Farm/Greenhouse can now be used in Garden/Farm/Greenhouse Ideas as replacements for Soil
Tiny Teams is a festival of indie games run by Yogscast. Tiny Teams Festival is back for the third time this summer, and TrinityS will be there!
Tiny Teams is a festival of indie games and developers. In addition to TrinityS, more than 100 indie games will participate in this event. With a dedicated feature page on Steam, it's going to be a veritable festival!
Tiny Teams 2022 will run from August 1 at 17:00 (BST) - August 8 at 17:00 (BST).
TrinityS will be celebrating its participation in this event with a 20% off sale. This promotion will start from July 30 at 12:00 (BST) - August 9 at 12:00 (BST)! I'll be at other events, so stay tuned for more info!
Dungeon Looter is getting some redesign as stated in last post. The preview of new design are now LIVE in demo. Get it in the game store page now.
New design
The New Economic
Before, there was no real concept of currency, player just trade out their stuff for something new, you don't actually get the payout or change in form of currency.
Now, you can sell items you got from dungeon for money (the new eco) just like everyone would expected from a average RPG game.
Currency is then used in item shop or upgrade shop.
Roguelike Perk
This was something I planned for some time after the EA but I decided that it would be more healthy to put it now. As you can already guess, the perk add up during the run and reset when start a new run.
More minor improvement
Such as highlighting enemies and players, boxes loot which you can destroy, which sometimes hard to spot when they are behind the wall.
Current state of full game
4 theme dungeons + Final boss, game can now complete in full loop. (DONE)
New design (New eco, roguelike perk) as seen in new DEMO (DONE)
Composing BGM for last theme and last boss.
Last mile polishing (tuning, credit and acknowledgement screen, tuning reward for career mode, etc)
Trivial Chat
The game is going in good direction and so far I'm satisfied with it.
During the 7 months from last demo release that I keep tuning the game to be more 'FUN' for me is really a pitfall, because when I looked back it makes the game harder. When I'm using the that database with this new DEMO and let new player test it, it was already absurdly hard and not enjoyable at all. Now I have to re-tune everything in database (sweat).
Looking at how each popular game like Left4Dead set the bar for their 'Normal' difficulty, I just realized that it has to be 'absurdly easy' in veteran player's eyes. In Left4Dead Normal mode you can take a beat from horde of zombies with ease, there are more room in making dumb mistake, you have 100 HP while normal zombies do only like 1-2 HP in this mode.
While in my game, player had 300HP on start and most basic enemy "Bone Skeleton" hits you for ~35 damage, so you only take 8-9 hits to bite the dust, not to mention that if you encounter 2 of them that's now only 4 hits from each of them! Even faster death. That would surely transform into awkward rage quit for new player who is going to try my game.
Now that I've learned from this, from now on when I'm testing for myself, I have to offset extra player into the game, like I'm playing on 4-players setting while I'm solo-ing it. That's more or less make it better! Better for me and new player!
(Image: Content of the same wave for Left: 1 player setting, Right: 4 players setting)
Hello, dear players, our game ‘Thriving City: Song’ is participating in the 2022 F5 GAMES SHOW held on 7.29.
The theme of this exhibition is: new story. During the show, you can watch the new trailer in Bilibili live stream, and the "second test opening time", which has attracted a lot of attention, will also be announced when the game attends the F5 show.
Thank you very much for your support of the game, if you have any advice for the game, you can discuss in the community page or join the official discord.