We are very happy with how SHATTER has launched! We have been hard at work and have resolved some minor issues with the game.
However, please note that this update may cause the game to give players an "Error" when they attempt to launch it. In order to resolve this issue, users will simply need to uninstall and reinstall SHATTER. We apologize for the inconvenience this may cause, but the update includes fixes such as passability and makes more clear certain directions the player will need to go in order to advance the story.
Thank you to everyone who has bought and is enjoying SHATTER!
Campaign work has been going on in the background, but we wanted this diary to be one of the more visual ones. In the build-up to the Campaign Preview release, which is drawing ever closer, we'll be showcasing some new units that are expected to make it into the game with the Campaign Preview in addition to what you already see in our existing modes. Today, we are starting with a much needed make-over for the Fubuki-Class. Now let's get to it!
Current Situation:
As might have been the first change you've noticed, the Fubuki has her name written out in bold white letters in the middle of the hull. This, along with the white stripes of varying numbers on the aft funnel, have historically featured in the liveries of the ships of the class.
Here, you see another ship of the class, with another name and a different number of stripes. The turrets are also different. Can you read her name?
In the Campaign, you'll have an action history (a feature we intend to pay a great deal of attention to, though in a later update), and to help with immersion, ship names will be picked from a pool of historical names. Ships that historically have their name written on the hull, such as those of the Fubuki-Class, will have their names written correctly on the hull.
The next thing to notice is, well, the third turret. Those of you who already have some experience wrangling angry Fubukis might have noticed that the version we have in game is a late 1944 variant with one of the aft turrets replaced by several AA guns. While technically out of the time period Boat Crew is covering, we feel that gameplay variety is a worthy cause for some creative license.
We also have two separate two-gun turrets, which will have different performance. It's up to you to find out which is which!
You can expect to see Fubuki-Class, and most likely other ships with different armaments in different contexts during the Campaign.
The point of such in-class variety is to encourage visual identification. While a glance at a Fubuki or even a report of one should be enough to let you know you aren't facing your average Soukoutei muppet, we wanted to encourage players to observe enemies and keep track of subtle differences in their appearance to have full understanding of what they are about to face.
Goals for the Next Cycle:
In the next cycle, we're going to keep testing the Campaign mechanics we already have implemented and discussed previously, and possibly move on talking about the player's interaction with the world. Either way, we'll most likely be back to one of those more mechanical talks next time around.
Hello everyone! We are very happy to see that the Garten of Banban series has gained a lot of interest. If you would to stay up to the date with this series or any future updates then check out our social media links:
1/9/2023 patch notes - Fixed collision issues with stairs - Fixed crash after game - Fixed some missing textures - Fixed players leaving train early - Fixed boxy's hand not working on players near the train
■ Maintenance Target - ASIA / INMENA / EU / SA / NA
[Main Updates]
◈In-game Updates◈ 1. New Spirit: ‘Dark Cloud Dragon Poipoi’ - Check out this new mighty spirit. 2. New Combine: Epic Unidentified Mystical Pieces - Challenge yourself to obtain Legendary Mystical Pieces by combining Unidentified Mystical Pieces. 3. New Appearance Equipment - Check out the new fascinating Appearance Equipment.
It's mainly dedicated to fixing multiplayer desync, which is currently the most common issue. In fact, in very high latency scenarios and packages loss it was possible to achieve incorrect inventory state in a few different ways.
I also completed spacing for bulk construction of big walls and floors.
New drag construction for big Walls & big Floors
As you can see, spacing is now helping to position floors and walls, so they are better aligned. In addition, there are red highlights if an element cannot be constructed.
QOL
Big walls support drag construction with proper spacing between them
Big floor support drag construction with proper spacing between them
SINGLE PLAYER BUGFIXES
Fixed an issue where selected walls couldn't switch to variants when picked from world
Fixed UI hit box for technologies
Wall staple diagonal now has a correct texture
MULTIPLAYER BUGFIXES
Fixed an issue where client couldn't destruct while having technology unlocked
Fixed an issue where destruction of multiple elements didn't pick recyclables
Fixed an issue where removed asteroid catcher would leave asteroid "ghost"
Fixed an issue where client could pay warehouse cost double
Fixed an issue where invalid construction could take resources
Fixed a desync problem after re-opening quickly the same container
Fixed a desync problem after re-opening container and doping items
Fixed a desync problem after removing container with conveyed resource
Fixed a desync problem after merging and moving items by server
Wish me good luck and productivity in 2023 :) See you next time!
Predator's Gaze now targets all enemies and applies 2x Darkness instead of 1.
Casting a Chaos Spell while under the effects of Delirium will now deal 4 damage and apply 2x Fatal Wounds (Instead of 1) to all allies.
Increase the damage of Dunestalker's Emerge Passive by 2.
Bug Fixes
Fixed a bug where the Resolution's confirmation panel would not be displayed and would automatically revert the player's resolution to 1080p. Also, the Resolution that will be displayed will take into consideration the player's Max screen resolution.
Dune Predator's Shifting Sands particle now will be correctly displayed over it only.
Dune Predator will now be correctly displayed in front of King of Vengeance while King of Vengeance is in retreat.
Visions of K'Rina atlas is now properly updated.
Fixed a bug where the King of Vengeance could have an intent during Retreat if a minion had Taunt on it.
Fixed a bug where the Fallen Star minion would have its passive "Luminosity" trigger by Affixes and would not have its Max HP reduced after a certain number of Invulnerable turns on it.
Fixed a bug where the cursor would snap incorrectly if a Minion's spell description would overlap with an enemy.
The Holder of Ruins curse will now correctly add 2x Immovable Statue to the player's default hand instead of 1.
Fixed a bug where the upgrade costs at the Merchant were being calculated wrongly and costing the player more gold than they should.
Fixed a bug where the ALT keybind would sometimes lock and wouldn't let the player target the minions.
Achievements like Seer and Leper Odyssey and Cosmic Impaler will now be correctly added after completion.
Fixed a bug where the Inspect enemy cursor would linger on the Map after battle.
Fixed the Realm Rippers curse, and Realm Ripper will now appear in fights when the curse is added.
All the Random Encounters will now be correctly added to their own specific Regions instead of being randomly mixed.
Fixed a bug where Random Encounters that offer card upgrades would not work.
Fixed a bug where the Gold was not getting updated in real time during battle.
Fixed a bug where Treasure Trove would go to the Banish Pile and could be retrieved with the Seer's Infinite Cycle talent.
Fixed a bug where the Healing icon after the Mini Boss wouldn't appear.
Fixed the Jinn of Flame's AI. The Jinn of Flames will now correctly choose spells depending on the situation.
Fixed a bug where difficulty 3 Marauders would apply Mark of the Marauder to themselves instead of doing it on enemies.
Outburst and other similar spells will not be able to be used against Invulnerable enemies anymore.
Arcane Fulmination will now work as intended and take into consideration all other Chaos cards that were used.
Fixed a bug where the Ultimate Power talent would grant 4 Spell Power instead of 2.
Fixed a bug where Obliterate's first upgrade would stop enemies from playing their turn.
Fixed a bug where Omen of Origins would not reduce the Mana cost of a Creation Card affected by Emperor's Touch.
Fixed a bug where the Soothsayer would be able to target Perpetual Rock if Silenced.
Fixed a visual bug where the Duelist's Rush passive would also trigger on begin turn.
Fixed a bug where the game would not be immediately saved after a defeat or victory and would allow the player to come back to the same battle.
Fixed a bug where the calculation from the enemies defeated would increment after the player comes back to a battle by restarting the game.
Minion's dynamic text during battle will now be correctly updated and displayed.
We've been overwhelmed by the reception of the 1.1.0 patch and we made sure for the past week to mainly fix some of the issues that were found. We're going to make sure to keep on uploading Hotfixes to make sure to clean up bugs as fast as possible while also improving User Experience and Performance!