- Fixed some bugs with the faceling animation - Put an amogus shield on the sus door - Pushed the horde further back in level !-! - Dark level fun isn't as dark - Fixed lag with arcade machines - There isn't any bloom in level 6 now
Release day. Woohoo! Here's another large patch that fixes a few of the most requested bugs and more, plus some new story content.
NOTE: Steam achievements are still not enabled. I still have to figure out the sdk situation and test them all to make sure they are working. Apologies about this, I love achievements as much as anybody, there were just bigger fish to fry before release. Expect achievements in a patch sometime soon.
Fix Left slopes being somehow accidentally set to persistent, leading them to not get destroyed when transitioning rooms, making them show up in weird spots they shouldn't be
Fix elevator collision issues, introduced in last patch
Adjust room transition code to avoid falling and missing trigger, then taking damage when you fall out of bounds (if still happens to you please let me know)
Fix AI teleporting to ground if the NPC's horizontal speed causes them to miss a ghost platform collision
Remove command menu/quick switch hold delay if command menu is not double mapped to another action
Update gunslinger music
Give whip boss slight HP boost
Fix crash with new Emma dialogue in mountain area
Fix Emma voice sound not being consistent
Fix ledge snap code so you won't get jittery on solid corners any more
Adjust default brightness values
Fix enemy patrol behavior to work with slopes
Extend cutscene with princess in throne room once you've gathered all four power cores
Update gravity Cannon shop description
Change movement speed threshold for interacting with objects to only apply when interact is double mapped
Add more fat guy dialogue
Slightly lower max ammo upgrade increase count
Add melee level stat to inventory screen
Increase default file slots to 40
Lower default master volume to 70
Fix possible map crash in depths (could not reproduce this bug, but I fixed what I assume was causing it)
Fix text offset scaling for ending rank room
Add unique dialogue to some NPCs in the ending rank room
Add final miles quest to kill the plant boss
Update Miles' weapon offset so when carrying a gun it doesn't come out of his head (LMFAO btw, hilarious bug)
Fix rare crash if you get hit by an angel blast wave the same frame that it spawns
Fix tower background not stopping when ship crashes during intro cutscene
Update final boss phase 1 music mixdown
Turn shadow for player light off (still on for ALI's light, if shadows are on)
Fix arrows damaging you when grounded, letting you pick enemy arrows back up
Make some NPCs in tower gate room available to follow if you have all 4 power cells
Fix health upgrade being visible in overrun part of the city
Today's challenge has been in remapping the height ranges on the heightmap so that both the lava and the land go from 0-1 while maintaining their relative heights. Or to put it another way, making sure the upper boundary of the lava colour gradient matches the lower boundary of the landmass colour gradient. I'm still not completely happy with it yet, but we're just about there.
Here's an example of a lava world with a tenuous atmosphere and sulfuric clouds:
The landscape shader takes the relative height of the lava into account when defining its regions, and I'll be driving that value using the planet's kelvin temperature on the procedural generation. Here's what it looks like when you turn up the temperature on the same planet :)
I'm going to add a bit of heat haze to the lava next, and then I'm onto the final polish for all the various flavours of exoplanet generation. Oh, and I've also had a good idea for how we can create a single circular sea of lava for tidally locked worlds, so I'll take a quick look at that too :)
It feels like just yesterday that we announced the 2022 Organized Play program for Storybook Brawl, but we are already entering the final season of the year! Two players have already been crowned season champions and punched their tickets to the World Championship (which will be live from The Bahamas) along with 14 others. Now let's crown the final season's champion and find the final 8 players who will be at Worlds!
Fall Season Schedule
Tournament
Dates
July SBBMonthly
Jul 30-31
August SBBMonthly
Aug 27-28
September SBBMonthly
Sep 17-18
October SBBMonthly
Oct 22-23
Fall Championship
Nov 5-6
Changes for the Fall Season
Four qualifying SBBMonthlies (was three)
Prior to this season, we would take off the SBBMonthlies during Championship months. However, we understand that players want more play opportunities and decided that SBBMonthlies should be...well, monthly.
July had both a Championship and an SBBMonthly. There are four Fall qualifying months (July-August-September-October), rather than the previous three.
The Fall Championship will have 40 players:
the Top 8 of each qualifying Fall SBBMonthly
the Pro Club leaderboard's top 4 who aren't already qualified
4 discretionary invites
November and December SBBMonthlies
There will be regular SBBMonthlies in November and December, but they will be part of the 2023 competitive year. 2022 Organized Play will culminate with the World Championship on December 2-4, with the Fall Championship in early November as its last qualifying event. Those with keen eyes will realize this means the November SBBMonthly (2023 OP) will occur before the World Championships. We know it's a little odd, but its the simplest way to do it.
Adjusted system for pod overflow / byes
One of the more difficult logistical aspects of SBB tournaments are how to handle flights where we have a non-divisible-by-eight number of players (maths & coders may recognize this as 'modulo'). We're not happy with the previous two systems (deferred rounds and auto-byes), as we feel they both had issues. For the Fall Season we will be implementing a new system to handle these.
Here is how it will work this season:
Each round we will calculate the "modulo 8" (the remainder after splitting the players into sets of 8).
The bottom X players are determined according to points.
There will be a maximum of 1 total bot per round.
Players who have already played in a bot pod will not be assigned to another one.
Pods will then be generated based on the following chart:
# Modulo
Pod Structure
0
All 8-player pods
7
One 8-player pod with 1 bot
6
One 6-player pod (no bots)
5
One 6-player pod + one 8-player pod with 1 bot
4
Two 6-player pods (no bots)
3
Two 6-player pods + one 8-player pod with 1 bot
2
Three 6-player pods (no bots)
1
Three 6-player pods + one 8-player pod with 1 bot
We will adjust the scoring of pod respectively to account for the difference in sizes:
[h4]8 player pods[/h4]
Finish
Points
1st
10
2nd
8
3rd
7
4th
6
5th
4
6th
3
7th
2
8th
1
[h4]6 player pods[/h4]
Finish
Points
1st
10
2nd
8
3rd
6
4th
4
5th
2
6th
1
Pro Club & Player of the Year
We are in the process of revamping the system behind the Pro Club tracking - we appreciate your patience as we finish this up. We know everyone is excited to check their points and benefits, and this new system is needed to help make this much smoother for everyone going forward.
[h4]Pro Club Nameplates[/h4] One of the hottest requested rewards from Pro Club members is an exclusive cosmetic to show off in-game. Originally we planned to use hero frames, but we determined that this could be a feel-bad for players. We are planning to release tons of beautiful frames into the game soon, and we wouldn't want our top competitive players to have to choose. Therefore, we have created a new cosmetic that for the time-being will only be available to Pro Club members. Introducing Pro Club Nameplates!
When you earn your Pro Club status, you will automatically be granted one of these gorgeous, exclusive nameplates according to your status level. These nameplates will show under your hero in-game and will provide you the ultimate flex.
[h4]Player of the Year race[/h4] In the final stretch of Organized Play this year, we will keep a closer eye on the Pro Points leaderboard to see who will earn the coveted title of Player of the Year. More information about this will be revealed soon!
Thank you all for reading and see you at the tournaments!
Congratulations to Storybook Brawl's top 100 players in July! All Legend or higher players have been reset to 3000 and are ready to duke it out again in August.
Yes, you read that right, Cult of the Lamb will launch at lunchtime (EDT) on August 11.
When is lunchtime? Well, that's part of the fun! You can expect it to be available around the middle of the day-ish on August 11. (EDT - New York timezone)
That also means that there's less than 10 days to get the Cthulhu Follower Form! It is exclusive as a Pre-Purchase bonus which means that after the game launches, there will not be any way to make a cult of cute Cthulhu's worshipping the Lamb.
More Features
While you can get a taste of the core combat and management gameplay in the Cult of the Lamb Demo, there are many other features that add depth while bolstering your Cult. I'll share a few of my favourites in this Dev Blog.
Weddings and relationships
What is a Cult leader without a faithful partner at their side? Each Follower will have their own loyalty level towards you. There are many ways to boost their loyalty like blessing them, giving them gifts and yes, accepting their marriage proposals. Since this is an authentic Cult, of course you can marry as many Followers as you'd like. But the more you spread out your love, the more jealous your other spouses will get!
Just keep fishing
All the best games have fishing minigames! At Pilgrim's Passage, you can join the Fisherman to cast a line into open waters. The fish are plentiful but certain kinds are rarer than others. You can cook your catch in several different recipes or trade your best specimens to the Fisherman for Holy Talisman Pieces. These can be used to impact your dungeon gameplay through swappable permanent modifiers.
The Trials of the tarot
Speaking of dungeon runs, you may encounter Clauneck, the Dealer of cards and Teller of fortunes. They will give you a choice of two tarot cards. Each card will buff your dungeon run in a different way so you'll need to choose wisely depending on your preferred playstyle. There are 36 different cards to unlock and you may find them in some curious places around the world!
Knucklebones, a dice game of risk and reward
When you want to make a quick buck, you can try your luck at Knucklebones. Matching dice🎲 gives you powerful multipliers but also makes them susceptible to getting destroyed. Will you spread your dice out to fill the board quickly or risk your matches for the big money multipliers?
You can read a full step-by-step explanation in this Twitter thread!
Keep up with the latest news
We share updates on several different platforms. To hear about every tidbit as soon the info drops, you should join our other communities!
We also did a first run of the Cult of the Lamb Plushie! It sold out in just a few minutes but we are already working on having more made. They will be available on the Devolver Merch Store where you can also buy evangelistic apparel to show everyone your devotion to the Lamb.
We would like to thank everyone for a great launch weekend. If you still haven't picked up the game, there is still time to grab the game and OST bundle for 10% off.
Don't miss out on this opportunity to get a great game and the wonderful sound track to go with it.