Fixed a bug where the zombies' turn would not end while using a blanket.
Removed remaining tool parts in the breaking results of some furniture and changed them to scrap metal.
Fixed an issue where locked windows could not be covered with a rag from inside the building.
You can now use all APs to repair electronics by left-clicking and holding.
Fixed a bug where dragging items in the crafting modal would sometimes copy them.
Fixed some missing translations.
Thank you for reporting the bugs! If you have any problems, please let me know in comments, discussions, or by email (ingeon.shin@gmail.com). Thank you.
Project Cappuccino 2: The Succubus Throne - Tentakero
January has been off to a solid start for Project Cappuccino 2. We’ve been adding new content as well as doing a few quality-of-life improvements. Today we’ll be talking about some of this stuff as well as what’s on the horizon in the next few months.
Intro Animations
The game’s intro has been animated and had some sound effects added.
These animations help bring the character's personalities to life and offer a glimpse at how they react in certain situations.
Outfit System
Due to a bug in Unity, we had some time to work on other things while waiting for an engine patch. One of those things was the option to change characters’ dialogue portraits.
Players can now unlock outfits for characters and change them by using the Dressing Room. The selected outfit change will be used for all conversations involving a character, and some will even alter some dialogue entirely!
We wanted to add this feature back in the first Project Cappuccino but it was beyond our skill level at the time.
Wooden Horse Scene
Earlier this month, we had Patrons vote on which NSFW scene we would add next from our pool of pending scenes. The people have spoken and selected the Wooden Horse scene.
The scene is still a WIP but it’s going to feature Yani first. At the moment, it’s mostly animation work that’s left to do on it. The background has some animations as well and the BDSM fans are gonna be eating well.
Upcoming Public Build
We’re aiming to release a new public build sometime between February and March. This build will feature most of the things we’re discussing, so keep an eye out for it! If you’d like to get the early builds, you can find them over on Patreon. Your support goes a long way to keeping us in development.
After the grand launch of HSP: HYDRA Staking Program on Jan. 28th, 2022, which has made an opening shot of the HYDRA Rush, the minting of the 1,000,002 HYDRA rewards that we have initially set has all been completed with the participation and interest of many Dragonians.
We sincerely thank all the Dragonians who were with us for about 347 days of the journey to successfully complete the 2nd round of the P&E innovation that MIR4 has created, and now we announce to you the end of the HSP, which has been the core of the innovation.
The amount of the currently minted HYDRA rewards has become 1,000,002 in total, which has been added up since the start of the genesis HSP block by minting 1.000002 HYDRA reward per every 30 blocks generated. Among the total minted HYDRA rewards, 930,001.86 HYDRA (93%) has been successfully given to Dragonians after excluding the 7% of Platform Operation fee as we have previously announced.
Therefore, the 930,001.86 HYDRA rewards that are currently being displayed on the XDRACO is the number that excludes the 7% Platform Operation fee deducted per every minted reward, and it can be checked that a total of 1,000,002 rewards have been minted successfully if the deducted 7% Platform Operation fee is included. Along with the end of the HSP, the 'Stake' button will be deactivated to disable staking HYDRA anymore. Regardless of this, you will be able to unstake all the HYDRA invested once per hour just like before, and the unstaked HYDRA will automatically return back to your Play Wallet. Also, any unclaimed rewards will remain in the HSP pool so that they can be collected at any time.
Once again, we sincerely thank all the Dragonians who have given us massive interest and support, and we promise you to further do our best to establish a more complex economic system of MIR4 with the basis of HYDRA.
We are excited to announce that we are participating in this year’s Base Builder Fest on Steam! During the festival, you will have the chance to play the latest demo of Castle of Alchemists.
For those of you who don’t know, the Base Builder Fest is a celebration of base-building games on Steam. This year, we’re proud to be part of the lineup, and we’re hoping to show off the unique and exciting features of Castle of Alchemists. We can’t wait to show it off to the world.
Steam Base Builder Fest runs January 23 at 10:00 AM PST (UTC-8) to January 30 at 10:00 AM PST (UTC-8). Make sure to check out Castle of Alchemists's demo and all the other great games at this year’s Base Builder Fest on Steam!
Keep an eye out for more news as we get closer to the event!
It's been a great first week of early access and I've gotten so much insightful feedback from you the players! Here's what's changed in the game since V0.4 (initial EA release):
-Tiny explosive villages -New Powerup: FlameWeed -New Powerup: FlameRing -New Powerup: Ember Tosser -New Powerup: Oil Dropper -New Powerup: Explosion Multiplier -New Powerup: Explosive Humans -New Explosion Combo system -Balanced pickup attractor powerup -Level up icons now in Win/Fail UIs -Added Dpad support for contoller -Improved UI tips -Fire trucks now attack you -Added ‘full’ indicators to inferno and health powerups -Added level tree goal indicator -Added more descriptions to items -Improved level win sequences -New animated storm cloud faces -Can now allocate a max of 50 to each persistent powerup -New Inferno Duration and Inferno points multiplier for experience -Many other balances and fixes
We're continuing to add more for the next release. If you have any feedback let me know via discord: http://www.chuteapps.com/discord
Thanks for the great response so far and I'm looking forward to making Forest Fire even better!
This update brings Steam Achievements to FREM Sprite32! It also includes a handful of other updates and additions including:
Checkmarks/X's on the challenges stickies when you pass/fail tasks when running validate (F4).
The User's Manual is now available in PDF and .doc formats for viewing outside of the game. You can find buttons to open the new formats from the manual navbar (Press F1 to open the in-game manual, the buttons are on the bottom right).
Have fun unlocking the new achievements, and be sure to leave feedback and report any issues in the forums!
Happy Coding,
John Negative(-11) Games Division
Here is the full change log for this update:
Build 1.0.5.1
Added Steam Achievements.
Added PDF/.doc manual formats to the user directory. Updated manual navigation bar with new buttons linking to them.
Various copy fixes and additions to manual.
Added support for middle mouse button click.
Attempts to add mouse wheel scroll detection resulted in several small fires and were consequently abandoned for now.
Fixed bug in validation file for "Shuffling the Deck of Cards" challenge.
Fixed missing challenge "Day of the Week"
Added visual tracking of completed/failed challenges on the sticky note board.
Existing players who update to current version will have the following challenge validation files backed up in the same folder with ".bak" file extensions. This was done to preserve any modifications that may have been made to these files: