We've added a wonderfully jolly Wintertime Mini-Adventure to the game!
Four new wintery maps have sled into Quick Tower Defence Ultimate
Evergreen Terrace - Minimum Level 12
Light the Trees - Minimum Level 22
Candy Wrapper - Minimum Level 31
Ornamental Avoidance - Minimum Level 54
The new maps come with a chance to spawn a new enemy - Snowman! These jolly happy souls are slightly slower and have much more health than Normal enemies and give twice as much gold. Wintertime maps are the only maps where these frosty fellows dance around
Four new holiday tiles have appeared in the game. These can be used when decorating your Custom maps in the Map Editor
Hello Gadgeteers! We just released Retro Gadgets Update 0.1.3, also know as Workbench Update. In this update we added a bunch of workbench-related features, implemented a couple of advanced drawing options for the Video Chip, fixed some bugs and hopefully improved the performances a bit.
New Features:
DrawCustomSprite() and RasterCustomSprite() added to VideoChip. These new methods allow the user to draw a part of the sprite-sheet ignoring the standard grid.
You can now control the color of the desktop lamp using: `desk.SetLampColor(color:color)`
Recorder Tool: A video recorder tool has been added to the top-left part of your Workshop. By pressing the record button you can start recording right away. right now the recorder has two modes: Automatic portrait and fullscreen landscape. Fullscreen landscape simply records the entire screen, while Automatic Portrait mode tries to follow your mouse cursor and focuses on essential parts of the screen. This should generate interesting videos that are ready to use for popular portrait-mode social networks.
Minitool: We added a pager-like tool to display small text messages. The mini-tool will deliver important game hints. Custom messages can be triggered directly by the user from the desk table. desk.ShowMessage(message:string, persistent:boolean) desk.ShowWarning(message:string, persistent:boolean) desk.ShowError(message:string, persistent:boolean) desk.HideMessage() Messages last a standard amount of time, or can be made persistent by setting the "persistent" argument to true. HideMessage() Clears the last displayed message.
Cutting Mats can now be changed real time when you have no gadget active on your Workbench. A small tab pops up in the lower right of the cutting mat that allows you to cycle through all the mats available in your cuttingmats/active folder.
In the game options, we added an option to disable the bloom effect.
Bug Fixes and improvements:
Reworked many buttons and IU elements in the Multitool
Updated and repositioned a few visual elements in the workshop to reduce visual clutter
We reworked the 2D lights on the game desktop to slightly improve performance on older computers.
Fixed a bug that caused an error when turning on a Gadget with a CPU without a code asset assigned
Fixed a bug that always could return 0 when accessing the AudioChip "ChannelsCount" property
Fixed a bug that caused variables returned by require() to be duplicated. This could cause TypeMismatch errors even if the actual type was the same.
Fixed a bug that displayed the "downloaded gadget" post-it during widget mode.
Today we have an important announcement for you. We are aware that you are more than eager to jump on board for your maiden voyage. We are also eager to provide you with this opportunity... and soon it will be possible to play the Prologue for Cruise Ship Manager with most of the features fully available.
We have just added the product card for the prologue to Steam, so we invite you to follow it. Have a taste of managing your own Cruise Ship in this free version of Cruise Ship Manager! Available soon at:
There will be some limitations in the prologue. You will have access to all features of the game, but:
a part of the more advanced rooms will be unavailable,
most of the ports except for 3 will be locked,
it will be only possible to reach the first level of reputability.
Other than that, the available content will deliver you a fine dose of ship-managing fun, as well as a substantial taste of how the full game will play.
See you sailing the big blue soon and have a nice holiday season!
You can now fish in any body of water, we have 6 water biomes right now: river, lake, shallow saltwater, deep ocean, cave water and mixed water (town center), each biome has different fish. Like critters, fish always exist in the world, and it is up to you to find them, unlike other games where the fish only spawn when you are fishing.
Fishing is more than just pulling the line when the fish bite, there is a fish battle minigame where each fish species has a different fighting style and different moves, bigger fish are harder to beat. There are currently 30 fish, each fish except for one can be filleted into its own unique cooking ingredient with different cooking effects and properties.
Critters are integrated into the fishing system by being bait, you can use almost any critter as fish bait, and each fish will have different reactions to each bait. During this update we managed to remove the first placeholder gathering spot, the Fishing Boat is no more, you can now acquire Fish, Crustaceans, Kelp and Clams by yourself.
The collections screen track fish too, try to complete it by catching the biggest for each fish! We are still working on it to add crops and more stats next update.
The shop had a small overhaul, we tried to make it more intuitive to use, we also rebalanced how much you get from selling critters and selling fish work the same way.
We will now focus on exploration and the removal of the 3 remaining placeholders, we will expand the map, add new biomes and allow the player to gather every resource without needing to stay near the town. Unfortunately development will probably slow down for the following months as we can no longer work on the game full time since it is not selling, we will need to find at least part time jobs or freelance work to stay afloat.
Changelog:
V0.55.0.0 ~ 21.12.2022 ~ Unity 2020.3.36f1
Features: Added the Fishing Rod. When not fishing: * Left click casts * Right click casts far, range scales with skill When fishing: * ASDW pulls the fishing bob. Tapping slightly increases the fish attraction range for a while. * Left click: Pulls the fish or cancels the fishing action * Left click: Alternate between 2 camera angles, Player or Fishing hook.
Implemented baits to the Fishing Rod * Sinking baits will slowly go down, pulling the line makes them go back up * Floater baits always remain at a fixed height Baits are: * All critters * Some foods * Some small fish. * Bare hook: Infinite but low quality You always lose your bait if a fish bites it, whenever you fish it out or let it go. Fish have a chance to be attracted to the fishing hook, then they will slowly swim towards it and start biting. When they bite there is a chance they will get hooked, just nib it. Now only 3 fish can be interested in the hook at once. * Shimmering and bigger fish have priority. * If there are already 3 fish interested in the hook, another fish may replace one of those if it's attraction chance is greater (bait dependant)
Implemented the fishing battle. * Each fish can have it's own AI * Each fish can have up to 7 lives counting the initial. * Each second, if the fish is touching the bar, it takes damage, othewise you take damage. * Controls: * - A, D: Moves the fishing bar to the left or right, the bar slides and bounces on the walls. Keep the fish inside! * - S: Stops the bar. * - W: Strong Pull - Big risk vs reward move that strongly damages the fish and cancel some fish attacks. * - Missing the Strong Pull greatly damages you.
Bigger fish gives more fishing exp. Fish can be then butchered or sold. Added the fish category to the collections screen Added axolotls and another secret underwater creature.
Changes: The placeholder fishing boat was removed in favor of the new fishing system. Tweaked the water shader Made some changes to the trading scene that should make it more intuitive Butchering screen now displays butcherables first, then ordered alphabetically. Streamlined the butchering screen, adding an item to queue selects the next automatically Added feedback animations for no stamina, low stamina and hunger Player buildings now stop critters from spawning nearby Added fishing rod and bugnet help entries Added bug catching, fishing and filleting tutorial missions Added fishing related achievements Improved the collections screen
Bugfixes: Fixed the issue with nonstop toggling the bugnet special if you held the button Fixed a bug that made the hammer stop working on some circunstances Fixed a translation issue. Fixed a bug with one achievement. Fixed a crash related to the black pepper when cooking with it. Characters no longer become a pitch black being during dawn and dusk Fixed a save/load bug Fixed shine particles no longer working Fixed chaos elixir Fixed a rare sound related bug
This patch took way longer to put together than we anticipated due to a combination of external things -- holidays, travel, folks getting sick, needing to work on KoL's Crimbo, needing to work on some exciting time-sensitive upcoming things, etc. etc. Sorry about the delay and thanks for your patience! There's still a bunch of outstanding issues that are in our queue, but we wanted to make sure to address the worst progress-blocking issues that folks have been encountering cause those are especially bothersome. We expect to have another bug-fixing patch by mid-January!
Without further ado, here's what's fixed in this patch:
If your favorite Cheese Wizard encounters the bugged situation where there's only one person left in line at the DMV, they should leave the DMV and return -- the singleton customer should now be gone and the clerk should be serving your ticket number (we’re hoping to figure out what is causing this bug and prevent it from happening in the first place, but for now this band-aid should help folks who are otherwise stuck)
It should no longer be possible to become trapped at the beginning of the sickle uncursing area by exiting the game in the middle of the Scarecrow intro sequence -- you should now be able to knock on the door again to restart the Scarecrow intro when you reload the game
It should no longer be possible to move to the right of the boxing robot in the junkyard shadow rift and get trapped behind it like some sort of technological Cask of Amontillado situation
Pacifists should no longer be given the option to fight Occams Gator
Friendly characters should no longer show up in a strange position in the ZOO Frat jocklin combat arena; let this be a lesson to us all not to name decorative elements the same as combat position variables
Your companion will no longer magically appear to fight by your side in one circumstance inside the Gatorman Fortress when they are stuck outside
That same Gatorman Fortress fight will also no longer appear to occur behind an abandoned boxcar outside of Ocean City (we'll just pretend that fight was a hallucination before, which explains both issues)
Terrence now walks around in combat like (most) other people do, rather than slipping mysteriously along the ground like a greased-up statue (that's how folks move statues, right? Lots of grease?)
Terrence now actually wields the weapon he claims to have brought to the fight in the Big Moist on day four
Dark Noël should now have her proper pronouns in combat
Dented bugles should now properly be classified as ranged weapons (instead of delicious snacks that double as witch fingers)
Posters at Hilbert House should no longer have a very small chance of trying to pick a word out of bounds of the list of possible words
Fixed a placeholder message on the Chemicals classroom chalkboard that we somehow missed before launch (whoops!)
Robotechtronics programming buttons should no longer scale weirdly based on your screen size
Mouse clicks outside of a modal dialog window can no longer sometimes get through to UI in the background (sorry, mouse clicks, you just wanted to be free but it caused too much havoc)
The options menu is now more compact, but also somehow roomier
Fixed lots of various typos and other minor issues
Happy holidays! Thanks for being the best players any game developer could ask for. <3
We are already at the end of the year. Time has passed much too fast for us, especially these last months leading up to the release of Swordship.
We would like to thank you players for your feedback, livestreams and comments on social media. We were also very happy to read the press reviews - most of which were very positive and constructive. It made us feel good ;) We also see this feedback as an opportunity to review our list of priorities for what we plan to fix in the next patch. We're a small team and we can't do everything at once, but all this feedback definitely helps us a lot and we're doing our best to make the game even better.
We encourage you to keep climbing the leaderboards, to share more of your thoughts on Swordship and to recommend it to your friends. We'll be back in January with some announcements about what features we'll be integrating into the game in the coming months.
Until then, we wish you a happy holiday season and send you our best wishes for 2023.