▶ NEW SYSTEM – Costume CLOSET/ Costume PRESET - Costume CLOSET > Costume Preview / Enable to Store Costumes in the CLOSET. > Can store various costumes in the CLOSET.
- Costume PRESET > Costume PRESET: Can SAVE / LOAD your favorite costume settings in Districts.
[ CLOSET MENU ] * GAME MENU (Key: V) → Can find ‘CLOSET’ menu * System Menu (Esc) → Settings → Hotkeys → UI → Closet (Assign a Shortcut Key)
[ More About CLOSET ]
① Closet Filter * Filter – [Character]: Can select a Character (From Haru Estia to Lee Nabi) → Enable to check each character's Closet Lists.
* Filter – [Grade]: Can select Normal / Special / Premium / Premium S
* Filter – [Storage]: Can select All / Not Stored (in the Closet) / Stored (in the Closet)
* Filter – [Gesture]: Can select All / Possible / Not Possible > Possible: One or more costume parts have a "Gesture"
* Filter – [Extraction]: Can select All / Possible / Not Possible > Possible: One or more costume parts can be used "Extraction"
* Fileter – [Equalizer]: Can select All / Possible / Not Possible > Possible: One or more costume parts have an "Equalizer"
② Search / Reset * Search (located at the top of the Closet UI): Can search by entering the Costume Set Name * Reset (located on the right of Search): Search List can be initialized.
③ Favorites * Clicking on the "Star Shape" icon in the list → Activates "Favorites" and Exposes them first to the top.
④ Send to Closet * Inventory → Costumes → Mouse Right Click → Send to Closet → Can store a costume in the Closet * [PLEASE NOTE] "Bind on Equip" costumes will permanently CHANGE to the [Possession] state when clicked on the 'Send to Closet' menu.
* When Storing in the Closet is complete → a Hanger icon appears on the left.
⑤ Back (Inventory) * Closet → Costume you want to send to the Inventory again → Mouse Right Click → Back (Inventory) * If you send 'all parts of a costume set' back to the Inventory → a Hanger icon will disappears on the left.
⑥ PREVIEW (Including Weapons) * Closet → Mouse Left-Click on the costume icon (whether stored in the closet or not) → Preview window to view the Costume and Weapon Costumes. * Character's Appearance Preview: Closet → Costumes in the Closet → Click the [Appearance] button in the lower right corner
* Costumes that can be Dyed → Can Preview the dyed costume in the list.
* Click "Reset" icon in PREVIEW → the Preview will be changed to the costume you are currently wearing.
⑦ Pose Change (Equip a Weapon) * Preview window → Click Weapon-shaped Icon (UI) → Change to the posture holding a weapon.
⑧ Interaction
[ More About Closet PRESET ]
① Preset Menu * Closet → Preview window → Enable to find PREVIEW / PRESET menu > Preview → Clothes-shaped Icon → Can check the detailed information of Costumes / Can release each costume icon by Mouse Left-Click or Right-Click
② Save Preset * Closet → Equip your favorite costume setting → Click Save Preset Button * Saved Preset: Click the Preset Name at the top of the Preview window > Game Menu ( V ) → Closet → Closet UI → PREVIEW → Can check your PRESET in a drop-down menu > Drop-down Menu of PREVIEW: Can check [Preview] / [Preset Slot 1 ~ 20]
* A pop-up will show up [Another Preset already exists in THIS SLOT.] → When you try to save a different costume setting in the Preset Slot that has Another Preset setting
③ Preset Name Change * Closet → PREVIEW → Choose one Preset Slot that you want to change a name → Click Name Change button * Not Possible to Change the Name of “PREVIEW”
④ Apply Preset * Choose Preset Slot that you want to apply → Click [Apply Preset] button * [Please Note] Not Possible to Apply Preset when the Inventory (Costume) is full.
⑤ Costume Preset Slot Expansion * Using "Costume Preset Slot Expansion" x1 → Enable to Unlock one Preset Slot. * Costume Preset Slot Expansion: Can be purchased at Cash Shop.
▶ NEW SYSTEM – Character Quick Change * Change Character (Quick Version): No need to go back to Select Character! Enable to change to your other character IMMEDIATELY! * Can find 'Change Character (Quick Version)' via SYSTEM MENU (Esc button) → Change Character * 'Change Character' can ONLY be used in Districts and District 6. * Enable to check 'Maze Entry' Info of the Character that has accessed in the game today.
* Enable to check 'Maze Entry' Info of the Character that has accessed in the game today. * PLUS-specific FP: Shows ONLY the Character that Accessing Now
* When you select a character you want to change → Can check DAILY CONTENTS / WEEKLY CONTENTS information
A festival hosted by the West Starry Forest League will be held in the mountains near Grace City. However, hooligans began to interrupt the fireworks, the highlight of the summer night festival. Please help the Fireworks Festival go on successfully.
- Character Level Restriction: At least Lv. 30 - The maze is divided into Festival Stalls Section / Quiz Section / Boss Fight. - Festival Stalls Section: ‘Dodge’ or ‘Defeat’ enemies in street stalls and activate all 3 Fireworks. - Quiz Section: Must guess the answer to the OX quiz. - Boss Fight: Clear Festival Stalls / Quiz Section → Boss Fight - [Event] Summer Night Fireworks Festival (QUEST): Can receive through NPC 'Toru' in Grace City / Character Level - At least Lv. 30
- EVENT ITEM: [EV] RED Lantern / [EV] BLUE Lantern > Event Period: September 1st Update ~ October 6th Update
> Event Recap - [Warp Orb] Fireworks Festival: * Enable to teleport to [Fireworks Festival] maze. * Can purchase at Gruton Coin Shop (Price: Gruton Coin 30) * Can purchase once a day per Account * Character Level must be at least Lv.30
- [EV] RED Lantern / [EV] BLUE Lantern: * Clear Fireworks Festival maze → Can obtain Red / Blue Lantern items. * Gruton Coin Shop of ‘Event’ / ‘Event II’ tabs: Can be exchanged to useful items (Including Event Costume / Title). * MIDNIGHT BEACHWEAR (Event Costume): Can be crafted with [EV] Blue Lantern at Gruton Coin Shop.
- [EV] Red Lantern / [EV] Blue Lantern / [Limited] Items: Can be used until October 6th Update.
[ Crafting Lists – [EV] RED Lantern ]
[ Crafting Lists – [EV] BLUE Lantern ]
[ Costume - Midnight Beachwear ]
---------------------------------------------◆ SHOP ◆--------------------------------------------- ▶ NEW RELEASE 1. Various New Special PKGs and Products
1) 2022 Hangawi Lucky Bag - Period: September 8 ~ September 15, 2022 - Single Product / x 10 PKG / x 30 PKG / x 50 PKG / x 100 PKG - Soul Cash Price: 100 (Single Product) / 1000 (x10 PKG) / 3000 (x30 PKG) / 5000 (x50 PKG) / 10000 (x100 PKG)
[Drop Rate - 2022 Hangawi Lucky Bag]
2) 2022 CHUSEOK SPECIAL PKG - Period: September 8 ~ September 15, 2022 - 2022 Hangawi Lucky Bag x10 PKG x1 / Energy Converter x10 / [Lv.76] Familiar Random Box x10 / TERA Brooch Select Option (Possession) x1 / Parable's A.R Transmitter [★4~★5] x1 / Super High-Dose Vitamin Z x3 / 50,000 Ether Box x5 / Ultimate Refined Stone (Cannot be traded) x1 - Soul Cash Price: 3000 - Purchase Limit: Once per Account
FEATURES: [✅] Reroll challenge [✅] Main setting to turn off gem falling animations. [✅] Main setting for processing offline accuracy vs speed.
ADJUSTMENTS: [🔼] Made gems fall the whole screen width in landscape mode. [🔼] Made update popup for Steam close the game. [🔼] Removed store lvl from stats. Displayed at bottom now anyways and was wrong. [🔼] Improved offline calculations [🔼] Made Save file restore from backup when primary save is corrupted.
BUGS: [🔨] Local debug log files growing too large.
1. Added 5 leaders and 10 monsters to make the battle more strategic.
2. The holy object system is added. You can obtain holy objects after completing the challenge in the battle. Holy objects are disposable consumables to help you solve emergencies.
3. The game story has been added. Now you can see the story behind the game.
4. A large number of equipment with different mechanisms have been added, and everyone can build various strategies in the battle.
In this month’s post, we’ll be sharing some upcoming developments and briefly discussing new features the team have been working on!
Where We’re At
Currently, the team is working on two updates. The big 1.1 title update, as well as a smaller patch that’ll be releasing sooner. This next update includes two main things: animal signs and Steam achievements.
Animal Info Signs (top left) display an image of the animal, their time period, and discovered location. Players can pick from a list of nearby species.
What’s in the Pipeline?
As the next update gets closer, some of the team have already begun work on future species and new gameplay mechanics! We’ve settled on what we think is going to be a very satisfying Research system that you’ll hear more about in a later blog post.
Animal Locomotion
At the heart of animal AI is their locomotion; how they move is the foundation for what they can do. The more flexible their animation and movement systems are, the more behaviors we can add onto them. We’ve been making a lot of changes in the service of dynamic hunting, combat and ensuring that animals can get into position (i.e. drinking spots, eating, social animations) as seamlessly as possible. No stop start, no awkward idle turn.
Though we’re still experimenting, we thought we’d show off what we’ve been doing. Please note that all examples below do not include foot IKs, so there will be some sliding!
To start, animal movement speeds are now more progressive. Organically slowing down, speeding up and shifting into a run makes animals more far more responsive and lively. For animals that switch between quadruped and biped, they’ll still need a transition for it.
When walking, animals can move in 8 different directions. This allows us to easily reposition creatures by simply asking them to walk forwards, strafe or backwards. Obviously this can introduce sliding, so we’ll try to resolve it with IKs the best we can.
As you see below, we also have dynamic momentum on the head, body and tail depending on how fast an animal is walking forwards or backwards. We’ve found that adding these little touches helps to make the animal feel more grounded, especially since they’re reactive.
These are just some of the changes we’re making to core locomotion. There are a few more experimental but VERY cool things we’ve left out of today’s blog post, so keep an eye out. As a team, we’re extremely happy with the direction things are heading and once we’ve locked down our final pipeline, we’ll do a full showcase of everything the animals can do.
Once animal locomotion is 100% sorted, we can start working towards hunting and combat.
Guest AI
Work on improving guests has continued well since last month. As part of our efforts to enhance the simulation, we’ve made good headway into obstacle avoidance so that guests try to avoid each other. It’s yet to be integrated onto our actual guests, but our simulations have performed well! Our solution is pretty dang fast and has given great results thus far.
Any blue sphere below is an agent that has successfully avoided collision. A fun side effect is that much like real life, your park may suffer a traffic jam if guests can’t disperse.
Our programmer who’s been tasked with taking on crowds, Seth, also made heatmaps for us to use. Here’s a rudimentary look at a heatmap displaying guest density.
Streams!
We know you’ve all missed our adorable faces, so we'll be making our streaming comeback after our short hiatus away for the Summer break! For the month of September we'll be hosting weekly livestreams on Twitch & YouTube. Members of the team will be building a prehistoric park together, discussing the game, chatting about future updates and from time-to-time even sharing sneak peeks on what we're working on!
Finally, check out our most recent Let’s Build starring the cherished Camarasaurus!
Created by Admiral_Plackbar (Discord).
Warpath (Discord).
Created by Wikz Gaming (YouTube).
...
Thank you for reading August’s dev diary!
In case you missed it, we’d like to highlight our most recent update launching Steam Workshop support. In less than a week, we're incredibly thrilled to have seen over 1,000 remarkable builds shared with the community! We plan to host creative competitions as well as unique building challenges that we think would be great fun for the community to take part in very soon.
We’re very excited for the next few months of development, and we can’t wait to share more with you!
We're here with quite a few shopkeeping balance changes and some important fixes. As always, please message us on https://discord.gg/Saleblazers for any and all feedback.
Changes
- Regular/mediocre sales give 25% patience back and excellent/perfect sales give 50% patience back to the customer - Sitting down at benches returns 25% energy - Only if any needs are low does patience tick down now - Customers won't pick up items they dislike but will reduce their standards when their patience runs low - Scythe no longer causes customers to be afraid when swung - Increased cowboy enemy count during night attacks - Added Gulper creature - Updated attacks to be more reliable when hitting small items - Removed the ability for items to attack floors - Increased price of Bamboo Club from 3 -> 10 - Decreased self damage of Quick Sale Register from 5 -> 2 - Increased drop rate of wood logs from trees from 4 -> 6 - Increased shop performance modifier on sales in general - Reduced axe damage modifier on bushes - Increased damage dealt by falling trees from 20 -> 25 - Decreased probability of each customer generating trash
Fixes
- Fixed severe framerate drops due to excessive log file printing - Fixed issue where music didn't end on death - Fixed police not updating last seen location, making it seem like they're running away when they're looking for the player - Fixed police not starting fine dialogue sometimes - Optimized salvage meshes - Fixed issue where if a client joins a game that's been loaded from a save file, shop XP would no longer update properly - Fixed issue where clients could receive a black screen upon joining - Fixed UI toggles sometimes displaying as on when they weren't on - Fixed NRE in world stream manager that would cause disconnects - Fixed issue where item wasn't properly socketing to the hand when swapping to the same item - Fixed issue where equipped shop policy nodes weren't loading as equipped - Fixed issue where plant needs weren't saving - Player inventory will no longer be replaced by the inventory state of an old save file when loading in with a character
All you beta testers might have seen Scholar getting micro updates constantly. Sorry about that. I'm going buck-wild with the updates and will try to group them in a more concise manner next time.
You can now re-bind your keys in Scholar. This is pretty new, so if there are any bugs please let me know either through Steam's forums or twitter @endo_of
Gameplay Tweaks:
- Fixed a bug where you spawn with 0 hp. The game is supposed to be challenging... but not that challenging
- You can now see what level each enemy is.
- Some weaker spells have gotten buffs.
- If a spell states it can be combined with others, it can now be combined with ALL schools of magic. Not just some
- Your file select screen will now tell you how many spells you've found (26 in total as of this build)
What's Next?
Next up I'm going to finish the Fire Domain. With the launch of the Fire Domain will also come ROGUELIKE MODE!
Whooooo! Roguelike mode will be an endless mode where if you die, you lose everything. But every chest and puzzle you find will next you unique rewards. It can be boosts to damage, more hp, and of course spells upon spells upon spells.
I think Roguelike mode is what will give Scholar it's legs so I'm really excited to share it with everyone. The game will be launching to Early Access soon, so not only will the Beta testers be able to play, it will soon be available to all!
Please enjoy Black Stigma a lot from September 1 (Thu) to September 4 (Sun)!
* Alpha Test Period - Date : September 1st ~ September 4th - Time : 15:00 ~ 24:00 (KST, JST) / 14:00 ~ 23:00 (TST)
* Pre-download - Download available time : September 1st 14:00 (KST, JST) / 13:00 (TST) - How to install 1. Install via the 'Play Now' button on the Black Stigma store page on Steam 2. Install via the 'Install' button on the Black Stigma library page on Steam - Game play is available from 15:00 (KST, JST) / 14:00 (TST), the opening time of the alpha test.