Our BETA Demo is currently live!!! If you'd like to test your skills against Fake Jaul, Macho Boxer, and see if you can make it to our mystery Champion (take a wild guess on who it is) stop by our Discord and grab a FREE BETA key. Click this image below and simply type !betakey to automatically receive a FREE key. While you're in Discord hang out with us and leave some feedback and help us make this the best parody boxing game it can be.
Decreased difficulty of Level 01 - Level 03: - Increased: Starting money from 300 to 400 - Decreased enemy health on every wave
Known Issues: - version number in main menu is 1.00 instead of 1.01 (will be fixed in the next patch) - The score system of the endless mode will be reworked in the next patch, because at the later waves you can't kill the enemies fast enough to get a score for that wave - The gold income per enemy will be reduced and the health of enemies increased
Hope everyone is having a great holiday season so far. I’ve been hard at work on what was supposed to be a patch update. The result, however, is another content update. Whoops.
The Move It update is not exactly what was planned on the road map, but I got sidetracked with adding some new decorations and the ability to move placed objects around. There are a host of new tweaks and fixes as well. Thank you all for the amazing feedback and support. Have a merry/happy Holiday and/or Christmas! 🙂
Moving Objects
Objects can now be quickly and easily moved around. Simply click the Move Object button in the footer section of the object info panel. This allowed for easier decorating and optimizing colonist workflows. While most objects can be moved, structural objects such as walls, doors and the elevator can not be moved using the new object move function.
Decorations
The wall sign and wall poster have been added to the game. Once placed they can be configured on what to display. Some sign and poster options are unlocked as part of existing research projects.
Colonist Behavior
I’ve made a few tweaks to colonist behavior to help make them a bit quicker when gathering items and performing actions. I’ll be working on more balance-related changes in an upcoming update.
Colonists will now factor in the distance from a previous inventory position when calculating multiple inventories to pick up from or drop off to. The old method only factored in the distance from the colonist’s initial position for all checked inventories. This change should mean colonists take less time gathering items when getting the items from multiple inventory locations.
Colonist action speed has been sped up overall. They will still perform more quickly based on their level, but their overall speed range has been increased.
Each time a colonist fails to perform an action, their success chance will now increase slightly. The success chance will continue to increase until they finally succeed at the action, at which time the success chance will return to normal. This should reduce instances of colonists, especially at lower job role levels, getting into long cycles of failure when mining or crafting for example.
25% Off
Mercury Fallen is currently 25% off for the rest of the week. It’s a great time to pickup or gift a copy!
Be sure to check out the full release notes below for all of the additions, changes and fixes.
Added a “Move Object” action button to info panel footer for applicable objects. This allows the player to easily moved placed objects/machines. Structural objects like walls and flooring can’t be moved.
Robot Uprising scenario has a slightly different starting story
Overslept mission replaced with a robot specific mission in the Robot Uprising scenario
Changes
Can now copy/paste algae farm settings
Can now copy/paste aquarium settings
Beds reduce colonist fatigue a bit faster
Water flowing in conduits now brighter to better show water flow
Storage containers no longer show the “allowed items not set” icon if the container isn’t constructed yet.
Colonists will now factor in distance from previous inventory position when calculating multiple inventories to pickup from or drop off to. The old method only factored in the distance from the colonists initial position for all checked inventories.
When picking up items on the ground, colonists will now check for additional items to pick up in a larger radius.
Colonist action success chance increases by a small amount each time they fail an action until the action succeeds. This minimizes colonists getting stuck in long failure cycles.
Increased colonist work speed range. Colonists will still work faster at higher job role levels, but the over all speed has been increased.
Modding
GDGameScenario now has an intro_story tag. This is the story that will play when starting a new game with that scenario
Fixes
Fixed: Misspelling in the challenge scenario description
Fixed: Unable to reach 100% success chance for builder job role even at max level/attributes
Fixed: Colonists not choosing the closest valid target when deconstructing
Fixed: Electric consumers connecting to incorrect conduit network if two different networks are available in some instances. This caused machines to be unpowered even though they are clearly connected to a power network with power.
Fixed: Game soft locks if right-clicking a build button in the object build menu
Fixed: Active object selection still selected when selecting a new object to build
Fixed: Incorrect description for Beetle Miner vehicle
Fixed: Water flowing through conduits showing random darkened conduits in some instances
There are patterns that you should avoid by color separation, especially in stages 4, 5 Until now, we had to distinguish them by color because they had the same shape Now, I'm going to change the shape Players who have difficulty distinguishing colors have been modified to avoid the pattern by looking at the shape, not the color (Please let me know if there is a strange sentence because I am not good at English!)
I added a button to restart the stage quickly in the in-game option.
Hello! The Playtest has begun and Phase 1 update is now available. Here's a list of what we're testing in this phase:
-Controller support (currently partial, only movement and running works - more controller features will be released in Phase 2) -2 new achievements: "Finish The Hidden Room in under 1:30 minutes" and "Complete 5 runs in under 1 minute". This last achievement progress can be tracked on Steam (if the progress is not updating on Steam, please report it in #playtesting ). Progress update on Steam might require to close the game first. Both achievements can be unlocked in Speedrun Mode. -Steam Cloud: Your achievements progress file will be saved on Steam Cloud. We're initially testing the achievement save file only in order to fully implement future files saving in the future correctly.
Phase 1 will end on December 13, and Phase 2 will begin on December 14. The changelog of Phase 2 will be posted on December 13. We've also upgraded the game to Unreal Engine 5.1, so if you're having performance issues please report them. Remember that you can join the Playtesting Discord Server here: https://discord.gg/dPxwxr3aRB