- This patch fixes an issue where visitors would be very slow to leave. They would start leaving then stopping and starting over and over. Very annoying, my bad! - This patch also balances the difficulty of undead attacks: There will be no abominations until day 12 atleast, and only thralls (the ordinary zombies) up will day 5. Earlier abominations could appears as early as day three, which was just cruel!
Best wishes, lots of love and have a nice weekend! <3 //Mattias
Hi, everyone! Welcome to another week's developer's diary fed by waves of science (or system improvements.)
Continuing from last week's pet fusion, we now have fused machine pets known as the Evangerions. They are capable of equipping all the latest machine modules as another monster created from both machine and biological materials.
Skills can now have cooldowns in battle. Thus, it allows better balance for some skills. For example, many healing spells no longer cost that much MP anymore. Instead, they use cooldown to prevent spawning those skills mindlessly. It brings more tactical thinking on when is the best time to use such skills with cooldowns.
Items can now have their effect-applying chance set separately with a parameter. That makes a major improvement in the Alchemy system possible. You can now make potions with a chance modifier attached to them. If you are a skilled alchemist, with the right ingredients, maybe you can be a master of chemical warfare even in a supernatural world. A bit more tech details: each alchemy material has certain elements attached to them. Previously if the value of one effect element goes beyond one, the effect will appear on the final product of the potion you just created. Now we go beyond the binary rule of 0 and 1. If the value is larger than 1, it may provide a positive chance modifier to said effect. A such modifier can be further improved by your alchemy skill. As a result, you may create a potion that can a deadly potion that can poison the most resilient targets, make them sick, make them slow, make them drunk, make them burn, and make them suffer from every single nasty thing you so generously put into your great work for them. Nurgle will be pleased. :D "Flow over no man’s land, a poisonous nightmare."
By talking about no man's land, I am totally not talking about the previously quite empty Desert of the Trapped in another world. Because it now has more creatures out there. From shaded slaves to sandworms. They all walk in a desert under Aten's black sun. It may look like a horror movie to common people. But, to a supernatural adventurer like you, you may find ways to take advantage of the situation. You can turn sandworms into pets or collect their acid to create deadly potions in the enhanced alchemy system mentioned above. It comes with acid as a new element and acid burn as a new effect. An excellent alternative to raw poison. They eat away their victims' defense while also causing damage each turn.
Meanwhile, a supervillain certainly requires more minions. Thus, you can now customize your character or your customized teammates into the appearance of Ancient Egypt Slaves or Crazed Workers.
But, here is also an easter egg, a fella just sneaked into your character customization files. NAFO expansion is unnegotiable. Thus, you can now also make customized fellas as teammates. You can also edit existing customized teammates to be fellas or the other way around. The system shall automatically recognize if you have a fella teammate or a normally customized teammate.
That basically covers all the major changes of this week. There is likely something else I didn't mention. Such as this: But, maybe it's a good idea to leave them unmentioned which shall provide more fun for you to explore and enjoy the joy of discovery.
History fact: Behind the title of this week's developer's diary is a tale of a couple of talented chemists. The lost words of an alienated wife to a Nobel Prize winner who became the father of chemical warfare.
His story is history. But how will you use the power of alchemy with this week's updates?
Today's changelog: ############Content############## [Relationship]Added the relationship display of Dark Cloud Cyber Cafe. (To the veterans of the "Internet Addiction War." It unlocks when you get into that cyber cafe for the first time.) [Abandoned House]Sandworms may now appear in the random rooms in this location. [Abandoned House]Reduced the chance of generating an empty room.
We have now added a small side quest to the game. It is an amulet that you should find a woman. You can find this woman (for the quest) in the marketplace by a fountain. But you should be well equipped for the quest.
features
• Added new NPC • Added new monster • Added new cave • Added new item • Added new orc group • Increased Uwix's health • Calix's health increased • More distributed gold spawn points
fixes
• Spell checked by Ben/Lisa/Olivia • Fixed Ork's speed from 5 to 4 • Fixed doors bugs
I have added new zones or places, as well as enemies, among other things to the game. I have also updated the Demo, so you can test for yourselves how these improvements are going. Much less to go until the game comes out! how sure it will be this year, although I can't specify much more.
Update 1: I had to revert back to the older build, 1.056.5, as I got several reports regarding allies issues.
Update 2: The issue was caused while attacking by dropping the allies in the enemies, and it's resolved. But, I'll leave the patch on Exp. & Dev. Branches for further testing till Monday (just in case).
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This patch includes the most recent bug fixes and a highly requested feature that allows you to preview Quest rewards directly from your Journal. Furthermore, you can search the Journal directly for specific cards, and it will indicate if they can be found in any available quests.
You can read more details in the patch notes below.
Patch Notes - 10/3 # 1.056.6
Bugfixes
Fixed an issue with Elite allies and Companies, preventing future instances of them instantiating if an instance of them was to die upon arrival.
Fixed an issue with Control effects in PlayOne constructs debuffing the Presence buff prematurely.
Fixed an issue with Primal not boosting Amplify by +1.
Added an entry in the Combat Log whenever an Ally leaves play due to their Health or Lifespan dropping to 0 due to the effect of a card.
Updated A2 entry in the Codex as it was referencing an outdated example.
Fixed some typos and issues in DLC4 events.
Journal Improvements
Added a 'possible rewards' field in the quest descriptions.
You can search the Journal for a specific reward to see all the quests that drop this reward.
You can also click the new preview rewards button to view them in card format.
Hotfix - 10/03 # 1.056.6a
Fixed an exception error that could be caused while attacking Enemies with allies via the Drag & Drop method.
Dude Simulator 5 is an open world sandbox game. Your goal is to become president! However, it will not be so easy to do this, which means that many adventures await you on your way.
* fixed the condition of the character's constant snacking in the form of a solar system * fixed the constant sleep state of the character in the form of the solar system * fixed the failure of the character in the form of the solar system * fixed the state of permanent treatment in the absence of doctors in the form of a solar system * fixed staff hunger (in the form of a solar system) in the presence of cooked food in the cafe * fixed the balance of electricity at short-term sunsets or sunrises * fixed the energy balance at the departing station