So I got some sleep for real, and I put together this patch to address some lingering issues. Things otherwise seem to be going smoothly though, and the feedback has been great so far. Thanks!
Fixed an issue that gave Echo Lock an extra level that did nothing
Fixed an issue that caused Circuit Maker to break if you equipped or upgraded Radar Array right after creating new targeters (but before they found targets and activated)
Achievement "Infinite Improbability" should now correctly unlock with 30+ trial level (and the other conditions met)
Abzorber's powerup icon is no longer blank when active (in the bottom right corner). This will apply to people on version 1.25 as well.
[Fix] Fixed the issue with incorrect starting position of the H-camera. [Fix] Fixed the issue where slow motion would not end after defeating the BOSS. [Add] Added the ability for players to press Y/N to accept or refuse when an NPC says "Do you wanna play? Hehe.....".
Hey everyone! Past two weeks I’ve been busy with Kalyzmyr, mostly its mobile port. Since it’s been stable on mobile, I’ve been playing it on my phone often and it feels like it’s much more like a mobile game than it’s PC game. That’s expected I guess, when I first started this game, I wanted to make a small fun mobile game that could be playable without greedy marketing strategies, though Play Store has been in better shape since then.
Kalyzmyr has evolved quite a lot since the release. I’m not keeping track of every small change, since almost everything has been revised. For starters, I reduced the attack speed of every enemy and increased their damage. Then I gave defensive skills to Smyrna depending on the equipped armor, alongside their passive effects. So players can now dodge, block or riposte against incoming attacks, each has its own pros and cons. Changed old attack system to auto attacks, players can now increase the auto attack speed by spamming keys and perfectly dodging or using skills that give attack speed.
I completely changed the third tier equipment skills. Their old skills felt dull, but I think new skills are going to make things a lot more interesting and enjoyable. Though I still need to finish technical issues in mobile port and test those skills a lot more. Third tier equipment creates a high risk/reward playstyle by allowing Smyrna to gain lifesteal by sacrificing her health, while also gaining bonus damage based on her missing health. While these skills specifically complement each other, you can combine different tiers of equipment as you like.
Chests now drop materials that can be used to improve equipment or their skills. While the same type of equipment are improved at the same time, skills are improved one by one to push players towards having a focus in their current build.
UI has also been improved. Double clicking on equipment opens the details section and every icon has a tooltip that you can read by hovering on them.
Defense phase is also overhauled. Removed walls from the shop and added one strong wall to each defense map instead. It’ll be the only thing that’s between you and the enemies.
Players can now throw axe, hammer or javelin against incoming enemies. While throwing axe only deals damage without any cooldown, hammer stuns the enemies in AOE with high damage, javelin pierces through enemies, reducing cooldown of hammer for each enemy hit. Ballista and floor traps are left unchanged.
Berserk mode still gives players an opportunity to attack as fast as they can spam the attack buttons, while increasing their auto attack speed as long as Smyrna is in berserk mode. In addition, berserk mode outside of combat now puts Smyrna in a special state, where she runs towards her next target, triggering a QTE event that can multiply her damage output by huge amounts on success.
As for the last change that comes to my mind, achievements now reward players with permanent buffs.
Even though Kalyzmyr is mostly ready on mobile, adding ads for as a f2p option might take some time so it can still come later than the PC release. Look forward to it!
The new patch adds Italian and German translations to the game.
Also:
Updated textures and pictures of ancient shields.
Added one more note which you can find in the dungeon.
Slightly increased a duration of lanterns so they will shine a bit more longer. The number of generated lanterns depends on game difficulty (but not much).
Metal shields cannot be damaged.
Fixed a list of available display resolutions in Settings.
Several fixes and minor improvements.
Thank you for your feedback, it helps us make the game better! We are continuing to work on new features and will keep you posted.
Hello witches and wizards of New Salem! How are you? I hope you are well! I'm dropping by to let you know that a new version of the Spell Crisis demo game is now available. Now the school area can be better explored, as it contains new rooms and places. Also, some more NPCs have been added to the school. Oh, and watch out for the pickpocket near the village shop! Also, the previous logo has been changed for the new version. About the complete game, this one is close to being finished.
DISCLAIMER: During one of the updates, I MADE ALL THE MAGIC POWERS AVAILABLE! This was not supposed to happen, although it will not harm the gameplay (in fact it will help the player a lot xD). However, just to be clear, in the normal gameplay of the demo only basic magic and plant magic (chickendor/defythering) are available (the last one to be acquired after the forest boss).
That's it for today! See you next time, and drink some water!
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