This update further demonstrates some of the 3D board code. It adds some cube boards for use in the wordsearch game. You'll need to look all around the cubes for the words as they can wrap across any of the sides - a long word might start and finish on adjacent squares.
New: - Ascension Modes: - Added 5 new difficulties (Ascension Modes) that are unlocked once beating the previous difficulty. If you’ve already beaten normal mode before this update, Ascension 1 will be automatically unlocked for you. - Added 2 new familiars that can be unlocked by beating various ascension modes. - Added 3 new skins that can be unlocked by beating various ascension modes. - Added 26 more starting trinkets that can be unlocked by beating various ascension modes. - Added 11 more starting abilities that can be unlocked by beating various ascension modes. - Added 5 more achievements for beating each ascension mode. - Abilities: - Added 3 new curses to enemy abilities, used in ascension modes. - Added a new ability to Beast Master’s Deck, Retain Evade. Keep evades between rounds. - Added a new ability to Crusader’s Deck, Retain Dispel. Keep dispel between rounds. - Added a new ability to Crusader’s Deck, Retain Block. Keep 50% block between rounds. If stacking with trinket that keeps 50% block, you’ll keep a total of 75% block. - Translations: - Added Russian translation
Changes: - Trinkets: - Blood Dagger: Now consumes all stacks of bleed when triggering. - Fang: Damaged dealt to bleeding targets by hitting with melee increased from 1 to 3. - Blood Ring: Bleed damage reduced from 2x to 1.5x. - Abilities: - Jinx: - Lv2: Also removes evade - Lv3: Also removes evade & block - Jinx All: - Lv2: Also removes evade - Lv3: Also removes evade & block - Shriek: - Lv2: Also removes reflect - Lv3: Also removes reflect - Frighten: - Lv2: Also removes regen - Lv3: Also removes regen - Siphon: - Lv2: Also removes block & dispel - Lv3: Also removes block, dispel & thorns - Siphon All: - Lv2: Also removes block & dispel - Lv3: Also removes block, dispel & thorns - Stat Hex: - Lv2: Also removes dispel - Lv3: Also removes dispel & reflect - Heal Hex: - Lv2: Also removes life steal - Lv3: Also removes life steal & regen - Buff Hex: - Lv2: Also removes block - Lv3: Also removes block & thorns - Hundred Blades: removed ‘return’ from lv1 - Judgement: Damage multiplier reduced by 0.25 for each level. - Thunder Slam: Lv3 Damage multiplier increased from 0.1235 to 1.3. - Spit Acid: Lv3 chain amount decreased from 3 to 2. - Pounce: - Lv1: Damage multiplier increased from 1 to 1.25 - Lv2: Damage multiplier increased from 1.1 to 1.375 - Lv3: Damage multiplier increased from 1.2 to 1.5 - Stalk: - Lv1: Also removes thorns - Lv2: Also removes thorns & reflect - Lv3: Also removes thorns, reflect & regen
Fixes: - Fixed an issue with resolution sizes not resizing windows correctly at all values. - Fixed an issue with Ogre Shaman heals not restoring any HP due to lack of stat attribute required. - Enemy intent no longer lists Curses as a debuff and is now displayed as an unknown intent. - Fixed an issue with summoned enemy not being added to known codex during battle.
Yeah! So, the sequel demo doesn't crash anymore during the final battle! That's a good thing! ːsteamhappyː
So, um, since I got a super, unprecedented amount of support during my last announcement in regards to the sequel demo, I guess we're going ahead with that donation system!
For those of you who weren't around last time, I basically said that I was hesitant to upload the sequel demo onto Steam because I would have to sink a $100 USD fee to purchase the Game's IP. Inspired by one person who reached out to me, I said that we could maybe try raising $100 USD by donation, instead.
..............................At least eight people commented, saying that they'd help. That was, like, six more people than I was expecting.
So, now that the bugs have been sorted out in the sequel demo, I'm willing to give that system a go! Just reach out to me via DM, and I'll be happy to sort this all out. I'm thinking of mainly sticking to Paypal, since that seems to be the most common method that would work for everybody. But, for the German fans who said that they couldn't use Paypal, then there's always that OptionalAdditionalPayment System I set up a while ago! ːsteamdanceː
So here's to raising $100 USD! At least I think it's just $100. I would be really mad if my memory was really bad, and the Steam Fee turned out to be $200 or something. ːsteamdeadpanː Either way, if we raise more than $100 USD, then I might be able to reach out to my old artists and see about sprucing some of this up. At the very least, it'd be nice to get a Title Screen that isn't just a glorified sketch!
Regardless, I don't plan on making this puppy public for general consumption until after the $100 USD has been raised. After the funds have been raised, then we'll see about getting it out there, and after that, onto Steam.
The year is around, and the Christmas holidays are nearly upon us!
Like two years ago, we are again hosting a Mylo's Christmas Calendar event, because it's just too much fun not to do it again this year! Are you ready to get all festive? ːsnowflakesː
Christmas is a time of giving, and what better way to do it in Crystal Caves than to create a Christmas level for everyone to enjoy? ːGiftedː ːCotcHeartː
Every day from December 1st to December 24th, one of you will publish the calendar level on Steam Workshop, which we can all play, and hopefully, we'll have a full calendar collection of 24 levels by Christmas! And who knows, you may even get some new toys again before the start of the event.
ːcc_candleː RULES:
Pick a date between Dec. 1st - 24th and publish your level on that day
Level must be finishable!
Name the level in the following format: "Advent Cal 2022 - 01"
ːCotcTorchː OPTIONAL RULES / GUIDELINES:
Let others know which date you've picked to avoid multiple submissions on the same day.
Try to conjure the Christmas spirit (description, visuals, shape...).
Everyone is welcome to join, even if you haven't made a custom level before.
ːcc_crystalː BONUS:
At the end of the competition, we'll pick one random participant who will receive a free copy of the game for gifting!
This should be a fun event, so make sure that you, most of all, have fun! Even if you can't participate as a creator, you are welcome to play all the entries. ːcc_myloː
To have even more fun in the event, join Apogee or Emberheart Games Discord family to share a laugh and creations!
Here it is folks! You've been waiting for Pangea chapter 2.0 for a long time, and now it's here with all new features and gameplay created for the new list of playables. These playables are:
(All of these except Kentrosaurus have been implemented)
Nothronychus.
Some of the new features include, but are not limited to: Climbing, Cosmetics and Customization Sniffing Proper nightvision (that varies between species) And Drifting for fast animals.
Combat is far more immersive, and the AI is more dangerous for herbivores and carnivores.
A new map has been added to the list. It's name for Singleplayer is "Pangea_Recode_Test", it's name in the multiplayer server settings is "Gondwana_Major" This map is chocked full of... well, you'll just have to see.
This is the first public build of chapter 2, so expect bugs and please report them to us on discord, if you can. This has been a long time coming, and there's so much more to come! I literally have dinosaurs LINE UP for the next major update, which should be in a couple of weeks.
I've been awake for a long time now, so I still need to make a trailer, get the dedicated server updated for chapter 2, and post plenty of screenshots. Maybe we can play the game together today, or tomorrow. :)
Edit: Also the main menu is busted, but I will patch it tonight so you all can see the new menu.
The main feature is added a new item - a soul detector this simplifies the task of finding soul pieces also - improved ceil texture - removed the limit of souls in the inventory - reworked effect when the player was wounded - small UI changing