Eternal Return, after the addition of Cobalt Protocol, has a total of 7 Game Modes including Normal and Ranked queues for Solo, Duo, and Squad. Frankly, that is a lot of game modes players have to choose from.
As it stands, many new players find themselves in a long queue during off peak times. This is not on the player; the game should be guiding the players towards the best user experience as possible.
To address the issue, we will be changing the server schedule for NA as follows:
Normal
Solo: Always
Duo/Squad: 1PM - 1AM Everyday (PT)
Ranked
Solo: Always
Duo/Squad: 4PM - 1AM Friday - Sunday (PT)
We apologize for not taking action any sooner, and we hope this change helps streamline the experience for players.
We recognize this may bring inconveniences for players, but we want to ensure that there is a solid foundation for new players going forward. As always, please feel free to be vocal with feedback, especially with the new server schedule update.
And as always, thank you for playing Eternal Return.
- Updated items in the seed NPC shop - Updated NPC shops to also sell bamboo, wood, and fiber - Changed money that comes out of the cash register after a sale to come out of the cash register towards the seller - Added countdown before players are sent into an invasion - Added damage taken and received modifier to invaders during an invasion to make things more fair for the invaded - Significantly increased damage dealt by common resources - Money now breaks on impact when thrown (use G to throw) - Added inverse mouse options
Fixes
- Fixed Gulper not dealing damage to clients - Added proper collision to the outpost walls with new outpost meshes - Fixed floor tiles snapping weirdly to stair pieces - Fixed beds not detecting roofs properly - Fixed customers being able to sit in chairs that are placed in display containers (and other items) - Fixed some item attributes drawing too many times - Characters are now properly autosaved, preventing an issue where characters could get deleted if players crashed - Fixed invaders being able to damage shop plots with explosives - Fixed some lobbies being able to be invaded by 2 separate groups of invaders - Fixed Bellcoat flying into the air when attacking - Fixed bug with inserting weapons into containers - Fixed Stone building set being unavailable - Fixed Bamboo Chair falling through some surfaces - Fixed not being able to place things in the snow and desert areas - Fixed bug where 0 Movement Speed attribute was being drawn repeatedly - Fixed save issue that occurs when the host of an invasion is downed before invading - Potentially fixed a DC/save error when you happen to make changes to the save file while async saving
Note: The naming rules for local save files have been optimized to address an issue that caused some players to fail to read save files due to file name changes in previous versions. Local archive files (.sav) are currently automatically named [save.sav] files. If you still find that the game is not read successfully, please go to the local game root directory: Steam\steamapps\common\xiake, change the previous [(S+ID).sav] file to [save.sav], then open the game to take effect
Official Version September 28 Update Description [/]
1. Add a new batch of potential breakthrough characters: ordinary, Shu Fen, Ren Tianxing, Ren Tootsie, LAN Minghuang 2. Difficulty adjustment: A real low difficulty experience bonus function. Xp gained on Difficulty 2 and 3 has been increased by 50%. Experience gain increased by 100% on Difficulty 4. Experience gain increased by 150% on Difficulty 5 2. Reduced the percentage of enemy stats that float up on Difficulty 4/ 5 (from 400%/600% to 350/500%) ③ The four seas limit has been increased from 40 to 60
Feedback problem fix: 1. Fixed the abnormal settlement of the end of the monk in some cases, and added the guarantee treatment: If you are a Shaolin disciple and the current time is over 70 years, you can trigger the settlement of the monk by clicking "Chanting" scene again. 2. Fixed an unusual issue when some equipment generates attributes, affecting equipment: True sword, Heavenly Sword, Dog stick, Jade Xiao, Red Sword, Golden silk cassock, etc., a total of 77 items with special attributes. 3. Screen overlap caused by shortcut keys in the production screen. 4. Fixed the problem that there was no recasting when recasting items in some cases. 5. Fixed an issue where the shot was incorrectly directed in the landmarks near Songshan Mountain in the grand map. 6. Fixed the problem of attribute cap configuration in Part 5 of Difficulty, which would cause the enemy's attribute to be too high, but our attribute could not reach the threshold normally (attribute includes: martial attack cap, speed cap, mastery cap, defense cap).
Cosmoteer: Starship Architect & Commander Playtest - Walt Destler
It is now possible to repair destroyed parts that you haven't purchased the blueprints for. (Such as if you got them by commandeering an abandoned ship.)
It is now possible to make changes to your ship while don't have enough beds as long as you aren't actually removing any addtional beds.
A ship's default attack radius and rotation are no longer set automatically when attacking but may now be set manually by clicking the new "Save Attack Defaults" option above the "Reset Attack Defaults" option in the ship's hamburger menu.
The number of nearby missions shown on the HUD can now be changed in the settings. The default is 3 but can be set to anywhere between 0 and 5. (It is still possible to "favorite" up to 5 missions which will be shown on the HUD in place of nearby missions.)
Airlocks can no longer be set to enter-only or exit-only. (This was removed because it didn't seem like a very useful feature and was adding a lot of code complexity with potential for bugs and player confusion.)
When starting a new Career game, there is now a new "Galaxy Seed" value in the advanced options. Starting a new game with the same galaxy seed and galaxy size using the same version of Cosmoteer will always generate identical galaxies.
While playing a game, the current galaxy seed can be seen (but not modified) and copied to the clipboard within the Current Game settings tab.
When an empty folder is selected in the Ship Library, a message will now be displayed to indicate that it is empty. If the folder has sub-folders, the message will instruct the player on how to view them.
Clarified the text for the "Pirate Hunter" mission objectives. (Only applies to newly-generated Pirate Hunter missions.)
Added a note to the 2nd tutorial about being able to re-read tutorials from the codex.
Bugfix: Crash if a Large Shield Generator is destroyed while its arc is being blocked by another ship.
Bugfix: Rare crash while managing resources.
Bugfix: If multiple of certain types of projectiles (such as Nukes and H.E. missiles) hit and destroy the same part simultaneously then any hits that are registered after the part is destroyed would not cause explosions.
Swords and Sandals Immortals - Whiskeybarrel Studios
Hey gladiators - this week's patch is *not* the anticipated Starbound Gladiator final battle, though that is not that far away. I have finished all the endgame cutscenes but wanted to do something a bit more special for the final fight.
So that one is maybe a week away, but this patch is pretty important in that it fixes a number of big bugs ( well, hopefully, please let me know if you still encounter them as I've done a few pretty sweeping code changes, it may create other issues)
There's also now the option to skip cutscenes, (this will skip all dialogue and most of the text cutscenes), be aware that you're going to completely miss the story of the game this way, no game ending scenes or anything, but if you are impatient or have seen them before, well that option is for you. Maybe good for speedrunners perhaps.
PLEASE let me know if you encounter any craziness with the game from this patch as I have done a lot of tweaking, armour and weapon values have changed a bit but I really hope the armour degradation issue is solved ( as well as a talent exploit bug ).
Until next week my friends! Oliver Joyce Whiskeybarrel Studios
--- NEW FEATURES --- • Added Excelsior Armour Set to the game • You can now rename your character at any time from the Vital Stats section of your character sheet. • Non major cutscenes can be now skipped by setting them to 'OFF' in the settings menu. (You will miss some story elements by doing this!) --- BALANCE CHANGES / STAT FIXES --- • Refactoring of weapon damage ( relative increased damage overall, but reduced the damage value output of all rare + level weapons ) • Refactoring of armour values. All armour values will appear somewhat different across the board.
--- BATTLE CHANGES / FIXES --- • Fixed a bug where special rules applied to Grand Champion Battles ( should always be standard rules ) • Fixed a bug where tag team gladiators would appear during Grand Champion battles • Fixed a bug where throwing your weapon then drinking a cooldown potion would not return your weapon to you. • Fixed a bug where Excelsior and Blood Magic talents healed your enemy instead of you • Fixed a bug where Captivation returned essence to your enemy instead of you
--- MISC FIXES AND CHANGES --- • POTENTIAL FIX for armour degradation (armour would lose points after a few days) - please let me know if you are still experiencing this • POTENTIAL FIX for talent points exploit on level up ( levelling up talent points while wearing items also containing that talent), again let me know if you are still experiencing this • Fixed a bug where the game would crash on load if it could not retrieve the daily rules of the arena you were in. • Fixed a bug where sometimes you could not equip a weapon in your alt hand even with Dual Wielding skill learned • Fixed some story typos • Fixed a bug where sometimes in during Survival arenas with Random Rules mode you saw the "Challenge Arena Champion" panel. • Fixed a bug where selecting certain huge champions to fight as simulcrums would increase the size of other simulcrum champions
-Fixed a typo in the tutorial -Gave the option to skip the tutorial in case you already know how RPG's work/replay -Fixed a softlock with the Rest ability -Added a funny at the end of World 0 (Temporary, enjoy it while you can) -Fixed some abilities being in the wrong ability category
Also, I made 4 achievements, but I could not figure out how to work them into RPG Maker MZ. If any of you out there know how I would be able to do that, please help me out, it would be greatly appreciated!
This month, I wrapped up most of the main storyline, added important supporting mechanics, worked on more location artwork (such as building interiors), and gave NPCs some routines… There was progress in a variety of areas, and here are some highlights:
Building interiors and map update 🏡
More building interiors have been added. Some rooms require a certain level of friendship with specific NPCs to enter!
Along with more areas to explore, I’ve also updated the Map UI - players can now view location information when checking their maps.
NPC Stories 💜
Cutscenes
Various cutscenes will be triggered as you progress the story, and as you get closer to townsfolk. Here's an example of one involving Vallee and Suo'e:
Routines
Townsfolk will have different routines based on: 1) Whether they are working that day or not; and 2) Weather. For example, most townsfolk will stay indoors when it rains, engaging in a different activity. They will also have different dialogues during different times of the day depending on where they are/what they are doing.
Fatigue/Fainting System 💦
Players mentioned that there isn’t much penalty to using up energy other than decreased speed. I’ve added a fatigue and fainting system: players move and act more slowly when fatigued, and the day is skipped if players faint. This gives the energy system more meaning, and also makes eating food more important!
Player fainting from working too much
Updates to the Creature System 🦊
I’ve added more creature traits, a way to release tamed creatures, and even different types of creature pens that are required by specific creatures!
Different creature pens will be required for different creatures
What’s next? 📝
More NPC content
There is still much work left to do to bring the NPCs to life - cutscenes, dialogue, routines, date activities - that content will take a lot of time! There will be 15+ NPCs by Early Access. There is also a bunch of artwork for the NPCs that needs to be completed and polished.
More systems/side content
I want to work on more supporting systems/mechanics, such as having a job board (i.e. fetch quests)/building & decoration/simple teleportation system.
Content for a few more researchables
There will be at least 60+ researchables in Early Access, which includes plants, creatures, and fish - most of them are already added but there’s still some testing/balancing to do, and I hope to add just a few more on top of what we have now.
Mines
Finally, I’m also working on a Mines area where players can collect their ores - will share that when it’s more complete.
Well, that’s all for now, see you next month! <3 - Miki