Dear DEAD CIDE CLUB members We have some exciting DCC news to share!
◈About New Modes - We're currently testing two new modes, Team Mode and Defense Mode, in which players defend against stampeding zombies. - Please look forward to the mode that will be chosen to enter the developement process. We will do our best to come up with the most enjoyable mode for everyone.
◈Platform Expansion - We're preparing for DCC to launch on additional platforms.
◈System Improvement - We are working on updating Hideout and Beholder Mode to improve technical factors to ensure DCC’s gameplay is stable.
◈Community - We have a survey on DCC’s Discord and would like to hear your thoughts! - Follow us on Twitter, where you can find DCC news, unreleased illustrations, and events! - Subscribe to DCC’s YouTube channel for a look behind the scenes at the game's development and more!
Good day, commanders! We have an update! What’s new: Fixed a bug with incorrect aim assist Improved car movement Improved game performance and bug fixes Good luck and enjoy the game!
We are back with Patch #9! Once again this is a bug fix patch! No incredible new features 😞 but a load of bug fixes 😃 to things which our wonderful fantabulous players have reported on our Discord 📡 Thank you as always for your support!
💡 New Features
Not really a new "feature" per se, but Chris has made it a bit more intuitive when scrap is consumed from around the city. Now it will fly from around the city (or warehouses) to items you pull out of the store, just to make it more clear that pulling items from the store consumes scrap. 📉📈
Not really a new feature either, but trashed decor items now correctly return a portion of their scrap cost to the player! 💸
The largest facilities (that need 3 interests to work) are now locked until you actually have 3 interests - hopefully this will lead to less issues for new players! 🏢
👾 Bug Fixes
Fixed some issues with overly bright lights
Fixed an issue with homes losing their colouration if you remove or re-add decorations during construction.
Addressed some localisation errors.
Fixed a problem where a folk's home heart would never come back if you TNT'ed the home and then rebuilt it.
Fixed an issue with the “Has seen 5 items” heart disappearing
Fixed an issue with the “Been to Birthday party” heart not saving
Fixed a rare problem where folk would try and get scrap that had fallen into space.
Fixed an issue with the Warehouse job - folk now also collect scrap from Refineries properly.
Defence stations now correctly cease to function if the power station is destroyed.
Fixed an issue with Facility banners incorrectly displaying "Put Back" for certain decor items.
Changed behaviour of construction folk so they can again pull scrap from Warehouses even if they're not accessible.
Trashed decor items now correctly return a portion of their scrap cost to the player.
Fixed an issue with Defence Beacon folk continuing to work even after the Beacon was destroyed.
We would love to hear from you and see your cities! Come by our Discord to say hi and share your city images with our wonderful community of players: 👉 https://linktr.ee/MoonModeGames
In addition to the previous patch here is the changelog for v1.8.7 with some more fixes we have been working on & more to come soon. Report bugs and issues for the public release right over here - thanks a lot!: https://empyriononline.com/forums/bugs.24/
2022-08-05 v1.8.7 B3863
Fixes:
Exception that can trigger when far away from a planet in space
July was a slow month of development, I took some breaks after the last big update due to slight burnout. On top of that I got sick with corona for the first time at the end of the month after avoiding the virus for over 2 years (and I'm still sick right now but getting better).
I'm hoping to start implementing the next area soon and also new Astral gates. Anyway, in this update I've finally added the Custom Difficulties! This allows you to play the game in new ways either by making the game easier or doing insanely hard (and tedious) custom challenge runs. This is a quite modular system and it allows me to add more modifiers later. I've also added a bunch of new skins to the game that you can unlock. And then there are fixes and tweaks to a bunch of other stuff. Enjoy!
Changelog
- Custom Difficulties and changes to previous difficulty settings! - New unlockable Skin: Puffercap - New unlockable Skin: Vinnycap - New unlockable Skin: Skullcap - New unlockable Skin: Godgamercap - Meteor Strike now requires holding dash to initiate - Added a Ladybug statue that explains the Ladybug wall - Ice Elementals Body won't trigger the spike-reset - New Silver-Shrine added to Lava Temple - Very w.i.p Meteor Strike and spell interactions (Only for Spicy Nut, Bouncy Spore and Vibrant Crystal) - Some minor animation/pixel cleanup tweaks to animations and caps - Updated the Shelldon gate and fixed a bug where you got stuck on it (I think) - Fixed the bug where you would spawn in a Ladybug instead of the Silver-Shrine in top Color Caverns - Slight level design changes - Fixed the Ceiling Ice Crawler gibs spawning inside the ceiling - A silver and gold shrine in Corrupted Tunnels have swapped locations - Made it so the boulders in Undergrounds give MP if you have less than 25 - Tweaks to Knight's Relic icon - Lowered the cost of Lunar Orb and increased the speed of which it fills - Increased Spicy Nuts damage a bit - Increased Vibrant Crystals damage a bit - Increased the amount of slashes you need to unlock the Samuraicap - Fixed so parried projectiles don't spawn particles when paused - Fixed a bug with Goblin boss running around on death - Made it so Vibrant Crystal upgrade floats towards the middle of the room - Rebalanced the Counter Attack relic so the damage increase makes sense - You don't longer get 5MP when taking damage - Mind Recovery now gives 20% of Max MP back when you take damage - Changed the Screw Sentinel arena and increased his HP slightly to compensate - Two new Mindshrooms added in Undergrounds