Try your luck in the Lucky Draw event, every day you get x1 free attempt to spin the wheel, and the spent gold coins are awarded to you in the form of points, which can also be used in this event.
- General texts were corrected or added - Legendary weapons are only available in the armory after being found in the world. - Incorrect mining effects of the stone workers were removed. - Adjustment of the "mining speed" skill so that every strike hits. - Minor adjustments to the landscape. - The golem drops the golem key with a 25% chance. - Steel ingots now require 10x iron ore instead of iron ingots - Merchant skill "Market Price" no longer overrides the sale event.
The next update will take some time before it's fully released. This update will add a lot of new features and content. It will be released in several parts over the next 4 to 6 months. Expect to see the first part released in the next 10 weeks or so. This dev diary series will be published weekly (or at least close too) to keep you up-to-date on what's being developed.
Management View
A new UI is being added that'll allow for storing, retrieving, and using of items / equipment.
There will be a local item storage where you'll have a large inventory space. But also a remote storage where you can transfer item scripts to the mainframe before a run. There will be a hotbar that you can scroll through using the number keys or the d-pad. Also, equipment chip blueprints can be found, then fabricated, and installed into local memory.
Item scripts allow for one time use effects that can help even the odds during a run. Temporary shields, time dilation, additional armor, stun and healing effects are all possible.
Equipment chips provide specialized processing that allow bonuses to attributes:
Attributes
Luck (drop rates and attribute rolls)
Engineering (mini-game difficulty)
Cool (charge up loss over time)
Along with other possible more permanent effects for; defensive shields, additional armor, health regen and more.
Equipment chips can be installed for an avatar's; head, chest, hands, and legs.
Items and equipment will consume power unless they provide a net power bonus.
Weapon Switching
In part one of the next update, instead of having power consumption the same no matter the number of weapons installed, weapons will now consume power individually.
The new management view will allow turning individual weapons on and off. This will allow you to pick and choose what weapons, items and equipment to have active at any one time during a run.
Need the whip program to pierce walls but don't want to give up your extra shields? Turn off the basic shot weapon script and any other ancillary scripts. That way you'll have more power to draw over successive weapon fires.
Picked up and installed a new weapon but now your power draw is greater that your power recovery? You can turn it off to keep fighting.
This will lead to a lot of strategic thinking, along with many weapon, item, and equipment combinations.
Next Week
Next week's dev diary we'll discover medium rezz gameplay, encrypted corridors, and transforming areas.
It's been 2 weeks since the release. If you bought Spikair, thanks a lot for your support which will help this game to become better ♥
As you might saw, I released already about 10 little patchs. If you want to be notified for all updates, please joing the discord : DISCORD - click here To make it easier for Steam users, I'll do this Patch every few weeks with all the news :)
Improvements
team CHINA added
team AUSTRALIA added
music stopped when the ball hit the floor (match point)
change sound on jump serve short
the game almost fully supports gamepads
restart button (exhibition)
setter dump is based on timing
reduce the light on players (was too angelic)
reduce the volume of footsteps
added random choice (exhibition)
aimate Discord/Choc Abyss logos (incredible !)
CPU serves are way harder (especially with 100 level)
scrolling is faster for dropdowns
Bugs fixed
exhibition matches couldn't start
music was changing for 21 points instead of 20
music was changing only when the left side was winning
volume settings weren't saved (reset in Main Menu)
controllers were inverted when playing coop
miss animation while diving is back
game was stucked when you paused during the last slow motion