- Changes on how the timer works, it should not go over 90 seconds anymore. - The timer bar is now grayed out when the timer is paused - Added text and feedback during Mana Gathering Phase when the player closes the Mana screen - Various graphic improvements - Surging wave: changed the VFX - Ignition: Added a VFX - Ritual of decomposition: Added a VFX when inflicting damage - Added a new visual feedback when redeeming a code from the physical box - Improved numbers visibility on Mana display. - Changed the font of the message on the home screen - Improved feedbacks during tutorials
# Bugfix
- Tornado, Air blade: fixed a softlock that could happen during PvP games. - Fixed a softlock when releasing Mana from the player’s reserve while both Mana pools were equal. - Fixed a bug that would happen with components applying effects when selected (example: Flame when trying to put a Tree in flames on the board) - Fixed a bug that would happen on the Mana display screen if Mana was released during turn start. - Fixed a bug with “Breath” that could cause one Mana pool to have a negative amount of Mana. - Fixed Mana reserve button highlights during Mana trade. - Rain of flames: fixed an error in the card text’s numbers. - Fixed a bug preventing the loading pop up to close during a purchase. - Fixed a softlock sometimes caused by Ritual of decomposition. - Mana pools were visually reseted when the opponent was choosing their Mana, this is no longer the case. - Fixed a bug that would sometimes happen when the opponent played Condensation - Fixed the Prodigious source + High pressure + Condensation combo that would double the amount of damage dealt by High pressure. - Fixed various issues on timers. - Azure ring: Fixed a softlock that would happen when using the effect to lock Mana under a spell. - Fixed a bug preventing you from clicking some buttons when your hand was empty. - Fixed a softlock that would happen when auto-resolving effects from cards that would send components back into the deck. - Fixed a bug preventing a player from reconnecting if they lost their connection to Steam.
v7.15a - November 21st, 2022 -Added many new questions to Sentinel's Quiz -Bug Fix: It was possible for Long dream names to use a notification box that is too small to contain it -Bug Fix: It was possible to unlock one of Chionotoh's dreams in a battle with Emerald
The bulk of this one is mod updates, which you'll want to refer to the release notes linked above for the main details of.
The AMU mod by NR SirLimbo is fully back in action after something like a year of being down because I changed the underlying format of the game so severely during The Great Refactor. He didn't just work on porting over what he had before for his general modding framework, but actually extended it even further, which is very interesting to see.
On top of that, there is a new Ship Line Upgrades mod that is a companion mod to AMU, which "allows players to upgrade and downgrade ship lines in exchange for a new resource, Command Frequency Bandwidth. Downgrading ship lines grants, upgrading costs bandwidth and something else (either Hacking or Science points, or inflicting additional AIP)."
Several of Dismiss's mods got minor updates, and the Dyson Sidekick mod from Badger also got a few balance updates.
In the main game, out of modding land, the Deep-Space Anomaly Analyzers have had a couple of bugfixes and a number of balance updates. Thanks to Badger and CRCGamer on those. Also one other bugfix in wave notifications.
Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon. Save the date: December 13th at 4 pm GMT on Twitch
It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers.
It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers.
While we were heads down working on the game, that doesn't mean there hasn't been anything to share.
The big news: We have shown off a first public demo at a few local events. You can find bootleg videos of it around the net.
The team is going hard to get the full game ready for summer 2023. The rest of this year is all about bringing the main bulk of the game to completion, start to finish. Which leaves next year to tie up lose ends, side missions, localisation, polish, publishing and more. It's a tight schedule!
So let's take a look at something we've shown off in more detail with demo:
The way you move around in Bomb Rush Cyberfunk!
The game first started with only on foot action. But it has now grown to include skateboards, BMX and inline skates (read more about it from Dion Koster) :
With those new styles there are also changes to how they all work together.
You won't be grinding on your shoes in this game.
Instead you automatically switch to your current set of wheels on hitting a grind (or half pipe!). And trying to ride up stairs will bring you back on your feet. But you can also swap between the two at the press of a button!
So what sets wheels and feet apart besides different tricks and speed? Why would you still bother to walk? Well, well!
You can slide while on foot. This is the only way to gain speed from boost lanes or passing under low gaps! And there is a special high jump available when you are not on wheels.
Each type of wheels also has something unique to them. The skateboard for example is the only movestyle that can use a natas spin like this:
On to tricks and combos!
After you've covered another crews turf with your graffiti, you get to contest them on it in a score challenge.
So how does the scoring system work?
Let's start with the buttons.
How many trick buttons do you need? One? That's not enough. We are giving you three! Each one has a dedicated trick tied to it, for full control over your combo chains. Three tricks on the ground. Three tricks in the air. Three tricks on a grind. The more you mix it up, the better your score. Not enough? There are also special boost tricks for each situation that reward more points.
Tricks will form a combo as long as you keep the chain going. You can extend them further by landing with a slide or manual. If you are coming from higher ground, this will also give you extra speed.
The next part is how you turn a combo into a real high score: the Multiplier. You can run or ride on billboards and lean into hard corners on a grind.
Every new billboard or hard corner you hit during a combo will increase your multiplier by one. The more of them you can find and string into a single combo, the higher your score will be.
Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon. Save the date: December 13th at 4 pm GMT on Twitch
It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers.
It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers.
It's been an excellent year for Blaze with a ton of online and offline events! And it's about time to end another long ranked season for a fresh start.
Season 10 will be archived on December 17, starting the new ranked season 11.
Below are the top 3 winners of the recent local tournaments, as well as videos to rewatch the matches.
Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon. Save the date: December 13th at 4 pm GMT on Twitch
It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers.
It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers.
Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon. Save the date: December 13th at 4 pm GMT on Twitch
It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers.
It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers.