Thank you for playing Craftopia. This is the development status report on Craftopia's Seamless World Update!
▼ Current Development Status • Improvements on Vehicles
We've added "Vehicle Inventory" which you all have been waiting for!
Some vehicles like Motorcycle will have their inventory (in other words: storage space!), you can store excess items while exploring around!
If the vehicle gets destroyed while items are stored in it, a leather bag which contains the stored items will be dropped. So you can keep driving at wild speed!
• Small Biomes Discovered
Redesigning and combining processes of isolated biomes resulted in discovery of small biomes which are different from large ones such as Snowy Mountain, or Volcanic Mountain.
You will find biome-specific materials and mutated goblins that adapted to its environment around new biomes.
• Adding Pet Skills
Your adorable pets will do some more for you in Seamless Map Update!
We've developed various Pet Skills such as Attacking Enemies, Buffing Allies, or Restoring Life. These skills can be exchanged with one another to customize your pets. This will allow you to have Mono of different styles that meet your play styles and preferences: Mono that hunts mobs to grind, or Mono that is specialized in restoring your life.
Your pets can learn Pet Skills if they meet some requirements. You can even train their skills to increase its level to have better effects!
Pets are currently doing warm-up and waiting for their debuts in Seamless Map Update! Stay tuned!
We'll keep you updated by posting the development status report; please stay tuned!
This update includes a number of changes to the playtest build, including a range of VFX & sound improvements, updates to the compendium, and more!
Below is the full list!
From the Devs
As we get closer and closer to release, we are really happy with how everything is turning out, and feedback from playtesters has been amazing (thank you all). Each patch brings more polish and more bug fixes, as we get to the final stages of linking all of the content together.
Patch v1.1.5
Summoner's Path Game Mode
Please Note: Due to significant changes in save data, any active Summoner's Path runs have been abandoned. Meta progression has not been cleared at this time, but is expected to be cleared in a coming patch since there have been so many changes.
Chomper Joe has some new items in his shop! Three new spells, Aether Slap, Aether Uppercut and Final Chomp, can only be found in the shop encounter.
A new rare enemy, the loot goblin, is glinting across the battlefield, with a small chance to show in any battle.
The Eye of Newt enemy has been adjusted, and now launches projectiles instead of a beam. The projectiles reduce visual clutter, and can be blocked by Magic Barrier. The damage has also been changed to do more damage on the first hit (from 5 to 10), but the damage now decreases by 50% for each target the projectile hits, and will now hit 4 targets maximum. Finally the cooldown between attacks has been increased from 5 to 7.
The compendium has been updated: New tab for Notes which lists the status effects, now lists mutators, and a range of UI improvements. (Scroll wheel works faster now too).
The Evolution Master perk has increased from 5 ranks to 8 ranks and costs have been adjusted. This allows you to reduce costs of evolutions to get them earlier in battles.
Boon of Blocking, Boon of Strength, Moonbeam and Water Bomb spells can now correctly appear as battle rewards (previously were only showing in the shop).
Totems now show a timer bar above them, to show you when they are about to fire.
Totem of Ice has been replaced with Totem of Splashing, which now summons a water bomb at the end of the lane every 30 seconds.
Totem of Gusts now additionally inflicts Weakness(+1)
Totem of Aether has been renamed to Totem of Blasting, and now has a new look.
Special items listed in the compendium will now be discovered throughout your run.
We know you all love bats, so we added some Bat VFX to the mutator encounter.
The Barrelfield mutator has been updated, there is a small chance that a loot goblin might be hiding in barrels.
Floating coin amount will now be shown for the Mercenary upgrade.
The Spell Power and Heroic Transformation options in the shop now show how many current charges of each you have.
More variation in map paths has been added (the previous patch limited this temporarily).
Updated the Summoner’s Path background and title panel.
Updated artwork in the compendium, and improved tooltip positioning.
Updated artwork for spells including: Boon of Strength, Boon of Blocking & Rock Strike.
Updated the method used for reward generation, giving more flexibility to various map layouts.
Sounds & VFX
Added new VFX on the tile when strength is applied to a unit
Updated the sound for the extra bolt that can occur with the Static Orb Rare spell.
Updated the enemy Spearblaster’s attack sounds, as they could be overwhelming when dealing with multiples.
Updated the VFX for the enemy Decaying Aura Affix, and adjusted the area of effect circle to better match the VFX.
Updated the VFX for the enemy Teleporter Affix, which was previously using the Timeshift VFX as a placeholder.
Fixes
Permafrost upgrade now shows the Frozen status tip
Heroic Flanking upgrade now show the Marked status tip
Improve save data handling.
Fixed a bug where mutator and reward icons could show on the trainer shop.
Fixed a bug where Heroic Transformation was costing 100 instead of the shown 200 coin amount.
Fixed a bug causing shocking intent to hurt everything, not just enemies.
Fixed a bug causing some on-hit effects (like the Sparking affix) not to fire.
Fixed spell costs not showing on the small spell artwork in the compendium.
Fixed a bug where the Hocus-Pocus mutator was not always healing, and when it did heal it was healing for 100 instead of 50.
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game. This is just the beginning of very exciting times ahead! Join discord here
Players can now (re)join an ongoing multiplayer game
Players can now liquidate and form new corporations in multiplayer games
AI can't increase bonus above 5%
When electing Chairman, a corporation will vote for its own chairman (so a person's voting shares becomes his personal shares + shares owned by corporations where he is chairman)
Can now hire a CEO for a corporation if player is chairman
Investor stats shown on Policy-page in corporation report
Forming a new corporation requires minimum 10M with 10% ownership
Interest rates are slightly higher and dependent on economy level
Bugfixes in the internal order products were sold - could make Purchasing units show wrong stock level if buying from another region
In a multiplayer game, after 90 days of being disconnected the disconnected player's stock will be slowly sold off
In a multiplayer game, after player disconnects, the player's corp is liquidated after 90 days (instead of instantly) and, if "form new corp" is enabled, after all the player's stock in the corp has been sold off
Fixed many minor bugs in save-games that made game state not be perfectly saved
Added icons to Persons-window to show which people are humans and which are disconnected
Added 4 new corporation colors
Improved the effective speed of multiplayer games (reduced the delay compared to single-player games)
Enter into the Endless Possibility! Hello, Admirals.
We have prepared special thank you gifts for Admirals who have now officially started their voyages in Uncharted Waters Origin. We hope you have a great weekend with these special gifts!
Log in to the game at specific times during the event period to receive special thank you gifts.
Please see below for more details.
1. Event Period Mar. 10 (Fri) 16:30 – Mar. 12 (Sun) (UTC+9)
: You must be logged into the game during the times outlined above to receive the reward mail. : Please note that you cannot receive rewards from expired mail. : Sent reward mail will be deleted within 24 hours, so please make sure you collect your rewards before then.
We hope you enjoy abundant adventures with these special thank you gifts! Thank you.
Tunguska: The Visitation - Enhanced Edition - Rotorist
- When you are near several items that are very close to each other, you can press the Dosimeter key (game will prompt you) to cycle through these objects, and then you can interact with the intended one by clicking LMB.
- You will now slowly receive passive progress with Stealth skill if you sneak near an unaware enemy (must be moving, not standing still). The closer you are, more progress you will receive.
- You can "upgrade" an NPC's loadout by selling guns, helmets, and armor to them. If the item sold to them is of higher tier than their own, they will switch to the new item.
- Improved hit detection for landmines, so you can better shoot at them.
- Fixed a bug with Lard not able to receive higher quality if you use high quality pork to make them.
- Zooming in and out (Z key) will play a little cue sound
- When you are in the intro screen (such as beginning of the game it tells you it was 1985 in NYC), you can press Space (or Enter for the second button) to trigger the button - no need to click on them
- Added new boost icon for when you use meds that slowly reduce radiation (like Vodka)
For v0.37 A2 we've built an entirely new rendering system for chart objects and highways. These overhauls will greatly improve the game's performance and also adds in new rendering techniques to give that extra edge of quality.
The new rendering system removes the need for game objects for each note and sustain entirely.
Our old system relied on a note being a gameobject in the scene with each note having a note renderer and sustain renderer script attached. These scripts would slow the game down as each of them would run every frame. And with 50 notes in the note pool to start, that's 100 scripts per frame just for notes which just wasn't needed! In v0.36.2 A2, this issue was addressed where only the notes on screen would have these scripts running but it was still a MAJOR flaw as it would greatly slow the game down when large quantities of notes were rendered. The new system removes the need for gameobjects and a note pool entirely by offloading the rendering to the GPU instead of being very CPU oriented.
While working on these changes, shader updates for the notes and sustains were required so while doing so, we've made the move to overhaul how sustains operate when it comes to rendering the materials, colours and whammy animations. Now, you'll see a nice smooth blend of colours as you whammy for HyperFlux or even watch as the sustain fades away if it drops.
As for the highway renderer, it won't seem like anything is different but we've made some changes to just overall improve the performance and some changes that now allow video highways to scroll which can be toggled in the settings.
Theme Makers, Heads Up!
For starters, if you're using a theme in your game right now, check to see if it's compatible.
If you're a theme maker, be sure to check the new theme template for how themes should be put together now. Themes REQUIRE all note, beatlines and sustain textures to be within the theme to be loaded correctly. These same textures must also be the exact same canvas size as one another to be loaded correctly. So all notes must match, beatlines must match and sustains of their respective type (open/normal) to match in canvas size.
Sustain colours are no longer set to the texture but now set in the theme.ini file. The new sustain materials has a base texture that's coloured and an additive overlay texture that adds a white glow.
If you need assistance with creating themes, you can always join our Discord server for help.
The Fret Smasher Development Roadmap!
Change-log:
ADDITIONS
- New Song! -> Throw Down by Tr3murz - Built an entirely new rendering system for chart objects and the highway allowing for increased performance - Built an entirely new sustain shader for an overhauled appearance and increased performance - Added a toggle in settings that allows highways using video files to scroll - Added a toggle in settings to pause the game on focus loss - Added a Final Blow stat which displays the killing blow attack in Battle Mode - [REDACTED].... shh
BUG FIXES
- Fixed an issue with song previews continuing to play when returning to the main menu - Fixed an issue with careers downloaded from the workshop not opening - Fixed a typo with Unknown Album
ADJUSTMENTS
- Content that comes with the game can no longer be uploaded to the workshop without modification - Various optimization changes - Sustain materials has been given a complete overhaul for themes - Video background tweaks - Removed Whammy Animation Speed from settings - Removed Note Size from settings - Updated sounds for Player Connect, Player Disconnect and Combo Drop - FPS counter update frequency slowed - Leaderboard viewer will now display the player's accuracy and FC stats while in a song - Infinite Frontend cheat is now available from the start - Unlock requirements for various cheats has been lowered with the highest available unlock at level 8