Well, I said no more updates, but I'm doing one more small update for the streamer copy as I shop around and look for funding! This one adds in a few ambient enemies that can spawn at any time - a pretty big change! Feel free to give some feedback on it - the enemies are supposed to give players incentive to build houses, plus provide a steady drip of XP and variety to gameplay. Are they annoying? Are they fun? Are there enough of them?
Heads up, I'm also looking into doing a waitlist-style closed beta at some point soon! Follow the steam page or hop on the Discord to keep up to date with the latest news and get alerted when this goes live.
Ambient Enemies
Added three types of ambient enemies. You'll now encounter predatory "Invasive Plants" disguised as grasses, "Peblins" in the caves, and "Baby Jellyfish" just hangin' out!
Added doors. They're not perfect yet! You can't place blocks on top of them as easily as I want you to, and enemies don't acknowledge them for pathfinding, but for now they serve their purpose: keeping those nasty jellyfish out of your house.
Added the "peaceful transmitter" item. This item prevents ambient enemies from spawning in a 50-block radius, and is crafted with Rainbow Fragments.
Water and Irrigation fixes & changes:
There were TONS of issues with these in the last build! Sorry about that! I made some tweaks to these and forgot to put them on my test-list - so I didn't actually end up QA-ing anything, and boy, did it show. Your fixes are now live:
Water pump now shows valid range for nearby water, and gives an invalid prompt when no water is present in range
Raindrops have a more generous range for bucket catch
Fixed issue with Rain Barrel not registering raindrop collisions
Fixed issue with sprinkler displaying ' no power' signal when, in fact, no water was connected
Fixed issue where sprinklers wouldn't save
Fixed issue where sink pipes would display incorrectly
Tweaked the 'Nimbus' ability for better handling
Visual changes:
Added bloom for several types of projectiles & particles. Toggle-able in settings.
New attack-blur animation
Tiltshift is now 'On' by default.
Weapon rebalances:
Buffed Nano-tool speed
Buffed 'Starfall' abilitity
Buffed E-corp pistol and Shrimplock pistol damage and speed
Buffed shotgun pellet speed
Significantly increased Nautilus fire resistance. Nautilus is no longer killable in 30 seconds with a flame drill or firebolt :(
Meteors can now be broken with the nano-hammer and nano-pickaxe, not just weapons
Misc changes:
Fixed issue where Coconuts could not be planted
Fixed issue where closely stacked platforms would create an elevator effect
Fixed issue where King Crab would continue to trigger damage even after his ground pound animation was completed
Fixed issue where auto-turret component wouldn't init in starting planet chests
Fixed issue where various clicking sounds would play on spaceship landing
Tweaked several prompts for increased clarity
Optimized blocky lighting slightly
Fixed issue where toggling GPU mode while in caves left blocky lighting active
Fixed a physics bug where standing inside of a raincloud as it spawned would rocket you into the upper atmosphere.
Fixed issue where placement woperator abilities imroperly centered preview
Fixed issue where players could trap themselves inside of blocks while towering
Hi all! Today's update incorporates a lot of small changes, and a few bigger changes. Big news first: - Length Hinting now also displays as placeholder text. No more typing a bunch of random letters just to see how long something is! Unless you really like that sort of thing; in that case, feel free. - Settings menu overhauled. New Level Select setting added, as groundwork for custom maps and Level 2. - Custom maps are currently in development from some of the members of our community. If you're interested in creating your own map, please reach out to me via Discord for more information. - False walls have been made more obvious, without the use of cheats. The cheat is likely to be removed. You've been warned!
And then the smaller things. If you're still mid-playthrough you may want to avoid some of these, as they're a bit spoilery. - Added Welcome to Wonderland sign. - Switched HI in the synonym room to its "correct" location, forward-left as you enter. - Split Runt:Turn and Runt:Return to separate cubes. - Replaced Teacher:Substitute with Spoon:Fork. - Replaced You:Ewe with Ewe:You. - Replaced Toucan:Bird, Two:Toucan, Primate:Mammal, and Mate:Primate in the blue room. - Removed unused snowman painting from extending blue hallway area. - Scaled GUI to better fit extra wide screens. 1920x1080 is my default, but it should degrade more elegantly for extra wide screens now. - Moved several panels slightly higher to maintain consistency throughout the map. LIES, HIDDEN, TRACE, STEADY, TENACIOUS, and both of the panels outside the purple room. - Fixed a bug where getting an answer wrong would keep your answer displayed until you started your next guess. - Switched OBSERVANT *non* achievement panel past Wonderland to SHARP. - Reduced size of text in the text entry fields on very large answers. - Added shortcut from Pilgrim Room to heteronym room (The Seeker).
I think that's it for now! I know it's been a bit since the last update; I am full speed ahead on Level 2. Never ask a programmer how long something will take - we're always wrong - but I'm happy at how it's coming together, and I'm looking forward to getting it in front of everyone.
Special Announcement We're not done yet! While the Steam release of Downfall concluded a long period of core development on the project, we're now underway with our first real major content update. Stay tuned for more info!
Patch Notes
Fixed Act 3 Silent boss having an extra floating Shiv.
New "Transformed" Daily modifier courtesy of Ocean.
Additional localization for RUS, ZHS, ZHT. The largest wave of new artwork yet! 89 Cards! Our community of artists has been growing and accelerating, and I am eternally grateful for all of you for really levelling up the mod. I see comments regularly praising the surprise batches of new art - show them your support in the art-submission channel! Includes a ton of beta card art, and new Powers (buffs & debuffs) icon artwork, so we aren't using as many recolors of base game buff & debuff icons.
New artwork for cards include:
Automaton - Bit Shift, Branch, Break, Bronze Orb, Bug Barrage, Burn Out, Cut Through, Fragment, Get Latest, Infinite Beams, Invalidate, It's a Feature, Minor Beam, Overheat, Undervolt, Spaghetti Code, Repair, Virus, Assembly Hexaghost - Infernal Form, Turn It Up, Backtrack Smack, Power From Beyond, Step Through, Stoke the Fire, Nightmare/Shadow Strike, Nightmare/Shadow Guise, Recurring Nightmare Slime Boss - Dissolve, Mass Feed, It Looks Tasty, Recklessness, Living Wall, Split: Bruiser, Split: Leeching, Split: Guerilla, Split: Mire, Split: Greed, Split: Scrap, Split: Specialist, Tackle, Vicious Tackle, Liquidate, Reformation, Just Desserts, Roll Through, Slime Brawl, Protect The Boss, Serve & Protect, Teamwork, Divide & Conquer, Quick Snack, Finishing Tackle, Flame Tackle, Goop Spray, Leech Energy, Level Up, Pile On, Equalize, Rally the Troops, Lead By Example, Slime Slap
Today's update fixes a bug where you could delete undeletable machines (like inputs) in 20th Century Food Court by left clicking and right clicking on them at the same time.
We hope you like gingerbread… because LazarBeam definitely does! To even things up with Fresh, we have launched the new LazarBeam Founder’s Pack. Featuring a deliciously creative gingerbread-themed skin, this bundle is perfect for getting your start in World Boss in the lead up to silly season. You can now find the LazarBeam Founder’s Pack as purchasable DLC through the Steam store.
To celebrate the launch of this amazing bundle, we caught up with one of PlaySide’s artists, Ruby Trumble, to discuss how the Concept Team lovingly-crafted LazarBeam’s holiday-inspired outfit.
Hi! What's your name and title?
My name is Ruby Trumble and I'm an Associate Concept Artist at PlaySide!
What was it like being briefed to make a skin and weapon for LazarBeam? We all know Lannan loves his gingerbread.
It was a fun challenge to work within the brief he provided and find ways to think outside the box! We tried a handful of different directions before going ahead with the gingerbread idea, which also leant itself to some interesting weapon ideas as well. We wanted to design something fun and light-hearted to keep in line with Lannan's persona.
Early concepts for the LazarBeam character skin
How would you refer to World Boss' visual aesthetic?
World Boss is a futuristic casual shooter with a simple but bold aesthetic. This means we try to prioritise having a clear shape, colour and silhouette read over intricate detail, since we want players to be able to identify everything at a glance!
What considerations did you have making the skin and weapon work in the world of World Boss?
There were a few technical limitations to consider. For gun skins, they need to look cool from both a third person view and a first person view when the player equips it, so it's important to consider the placement of certain details and balance the visibility of these elements with a clean read that doesn't distract from gameplay. Character skins need to work with the 3D rig so everything looks good when players move around. This means the character skins need to share similar proportions and anatomy.
What would Ruby's World Boss skin look like?
I would want it to be frog themed with lots of cute and bubbly shapes!
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If you enjoyed reading about the development of World Boss, let us know what you’d love to hear about next!
Have a bug you want to report? Head on over to our Discord server. For Player Support issues, please contact us via Zendesk.
For today, we rolled out another set of the Fall balance changes. Today's update brings changes to Savage Tundra. More details can be found at http://forums.poxnora.com/
Client Changes
In-Game Text
Updated various text to reflect changes made in recent updates
Art & Effects
Fixed an issue where Cancel Magic had no visual or audio effect
Fixed an issue where Sea Song had no visual or audio effect. Note, this spell is still missing a major visual component
Shortened the time that Soultap and Soultap Feedback would delay other actions
Fixed an issue where many abilities and spells were missing an effect of the screen fading or becoming brighter
To report issues and chat with the Pox Nora community, please check out our community run unofficial Discord: https://discord.gg/hk5nFyD