-Added Teleport buttons to party UI -Fixed all display issues with server buffs -Fixed a bug with staff that was causing it to disconnect everyone -Added Class level to online player list -Shift Lock now disables when a UI is window is opened with a hotkey -Decreased the laser damage bonus on gear
A Hybrid VR rig is when you use a VR headset and it's controllers that are not tracked by basestations (EX: Oculus), but you use Vive Trackers for legs and chest tracking (which do require basestations).
This is tricky because each VR system has their own coordinate systems so the vive trackers wouldn't know their position in relation to the VR headset. We've developed a system to align the different tracking methods. That said, depending on how you put on your chest tracking, it might put your head on backwards. We have a button to fix that just-in-case.
Fixed Bugs:
Muscle Smoothing
VRM Avatar List now sorting properly
Desktop Mode has the following changes:
The VR headset now displays dim text informing the user that VR rendering was disabled
You can force Desktop Mode off by using ~SetActiveState "Desktop_Mode" false~
A message will display at start if you have desktop mode set to ON with a button to disable it
Desktop Mode toggle moved from Face Tracking selection to Main Menu Settings
Galactic Glitch: Prologue - Max | Crunchy Leaf Games
After 2 years of hard work, we're happy to finally reveal Galactic Glitch, a Space-Roguelike that will be coming to Steam in 2023!
We're Space game nerds and huge Dead Cells fans, so we've always wanted to make a game that combines these two genres in a way that's never been done before: Great feeling and super fluid controls, the upgrade paths, the physicality of combat, the focus on dodging and positioning, and even some of the weapon mechanics like the dual weapon setup and the recharging abilities are only some of the parts that are heavily inspired by Dead Cells.
In Galactic Glitch you fight your way through intense physical combat, bouncing foes off walls, hurling enemy missiles back at their owners, and destroying your multi-part enemies piece-by-piece.
New individualized lobbies for maps! Now with individual spawn spots
New Mummy added to the Trick or Treat game mode. Players playing trick or treat will have an equal chance of getting a Vampire or the new Mummy. The Mummy is slow, but has a fast kill cooldown. Thralls can help by grabbing into Villagers to slow them down, but can't kill unless three thralls latch onto a Villager together. Additionally, the Mummy can teleport randomly between hiding spots, and can use their abilities to speed up or locate all Thralls.
Parts of the basement are now closed off for trick or treat, goosehunt, and dine and dash.
Hello! With this update I finally fixed a critical bug where the game would start in "1st person", quite zoomed in and with the rotor out of place. In other news, I'm currently doing finishing touches on a spiritual sequel to Deity Driving! I plan to release it in October.
As of now, I’ve fixed the release date of Dead Beacon at 28th October in the official Steam page. As much as I’d love the release to be in Spooktober, if by the two previous weeks I consider that the game requires a bit more time for polishing, the release date may be postponed to November.
I’ll post further news during October in any case and update the store page with more screenshots.
In other news, the demo has been updated with some QOL features.
Hello! 30XX Patch 0.43 adds some new behaviors for Delta, changes around his conditions some, experiments with the way levels are generated to give levels a little more natural difficulty flow, and much more! Lots of fixes and QOL improvements in today's patch - full notes below.
Thanks for playing!
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GAME CHANGES & FIXES:
Levels 2 and 6 of a run are now slightly shorter than before. Prior to this patch, Level 1 used a "short" level generation length, Levels 2-5 used a "medium" LGL, and 5-8 used a "long" one. This is an oversimplification of how the system works, but the "short" LGL will now be Levels 1-2, "medium" will be 3-6, and "long" will be 7-8. We're very likely to adjust this in the future - especially once the game's finale content is added at 1.0.
(Experimental) We've made a change to the way levels generate in 30XX aimed at achieving a better sense of difficulty cadence through each level.
Prior to this change, every chunk in a level had its difficulty selected randomly and independently, based on the level number you're on.
For example, in 0.42 and before, Level 6 would generate an somewhat-even split of Normal and Hard chunks in the level, but it wouldn't make sure they were even - each roll was independent, so you could sometimes generate Level 6 full of Hard chunks or full of Normal chunks, or clustered together such that you saw a bunch of Hard chunks early in a level, then only Normal ones later.
This change aims to smooth that out a bit. Now, the level generator will consider the entire level at once when assigning the desired difficulty rating of a chunk, and try to build an appropriate cadence where it can - when a level calls for a mix of chunk difficulties, the game will try to escalate those difficulties leading up to the miniboss, then reset, then increase again.
For example, a Level 6 in the new system with four "main" chunks in a level might be in the following order: Normal, Hard, Miniboss, Rest area, Normal, Hard, Boss.
We'll keep an eye on how this plays - it may not even be that noticeable to some players! - but we're pretty sure that 30XX's level generation is varied enough that this shouldn't harm stage generation variance.
Note that this definitely messes with Seed generation some.
Delta now has an array of weapons at his disposal during his miniboss encounter (9, up from 3). The first two times he uses each ability, he'll flash the icons for the abilities he's about to use.
Delta now offers a little more grace on killing enemies at the start of a level before he decides you've ignored his Boast and leaves. (You can now kill a few enemies without him leaving, as opposed to him leaving after one enemy.)
This also means Delta shouldn't just leave on level start sometimes.
Temporarily disabled the Vulnerability Delta condition until we make a move to granular health. Disabled the Crushing Defeats condition.
Added some new Delta Boast conditions that were cut from 0.42 for time.
Entropy Conditions and any active Delta conditions are now hoverable icons in the Pause menu, so you can see what they do during gameplay.
Airdashing now grants an inherent +2 Speed while airdashing (so airdashing is now faster than normal dashing).
Reverted a previous swing timer nerf on Ace's Lara weapon (back to 0.5 sec per swing, down from 0.75).
This just ended up making the weapon feel not-very-good - we might still nerf it later if we think it needs it. The weapon still only begins charging once the previous swing is complete.
(Experimental) Dolomite Link now automatically refreshes Zen Ascent when it makes contact (with an object or an enemy). Additionally, when Dolomite Linking an object (like a wall or switch), Dolomite Link refreshes itself.
Jagged Bolt will no longer seek out Anchor Mines, Experiment 9's lingering shuriken, or Exploding Barrels in Dustria.
Vital Crystal's projectile is now a different color (so it's not as easily confused with similar projectiles used by enemies).
Retaliation projectiles from enemies (usually with the Eye for an Eye Entropy condition, or Delta's Final Gasp active) now have a hard cap on their horizontal speed to prevent cases of boulders flying at the player from a million miles away.
Dustria's Tractor miniboss now begins throwing barrels when you enter the room (instead of when you reach it).
Fixed an error causing a few enemy types to fail to spawn as higher-level variants.
Fixed an error causing Deepverse's Wall Lasers to sometimes fail to spawn.
For Certain Purposes, anything that grants the full Vagrant's set bonus (for example, one or more Patchwork Prototypes in addition to some pieces of the set) now counts.
Beta Snomps (BT Snakes) can no longer spawn on level 2. (Will probably remain true as long as their high-damage attack remains as-is.)
Made a few screen shake adjustments aimed at preventing overly-high shake scenarios.
Fixed a Challenge consistency issue where picking up a Resonated Armor part with no Cores of that type equipped could grant different Cores in different runs.
Fixed an issue causing Watergrav's goo sound filter to persist if dying or exiting a run while inside it.
Fixed Unstoppable Force behaving poorly while in reversed gravity.
Lethal Tempo's boss-enter drama now plays a moment after entering the room (instead of before entering).
Fixed an issue where entering a Seed containing some Entropy Conditions wouldn't properly set all the ECs involved.
Fixed an issue where Quick Restarting a Seed Racer run would cause the displayed seed to be incorrect with Entropy Conditions active. (The restart worked correctly, but the displayed seed failed to take ECs into account).
We are running a Halloween event the month of October, but we also have some extra goodies to distribute to our servers. We’re looking for some community members to help distribute these gifts with their fellow comrades every Friday.
If this is something you’d like to take part in, we’re running these events between 4-5pm EST every Friday in October (Oct, 7, 14, 21, and 28).
What you need to do:
You will be given some halloween in-game items between the hour of 4-5pm EST (this is when you’ll be given the items, you can distribute them as you see fit/when players are online)
You are responsible for giving these items out to players in the server
You’re welcome (and encouraged) to give these items out at a designated area for trick-or-treaters
If you are a streamer we would greatly encourage you to stream the rewards distribution (optional)
Rewards: For our helpers we’ll give you each the ‘Red Ghost’ as a reward for distributing these items fairly within your respective servers. To apply to become a Gifting Ghouls: