Hi everyone! It's Wednesday again and so that means that it's time for another weekly update! Last week I asked you all what you wanted the next stretch goal to be (since we passed mod support), and I will be announcing it in this update! Before I do that though, let's go through the Alpha 1.3.0 patch notes. It doesn't include as much content as the previous updates, but that's because we're preparing for a huge drop that we couldn't wrap up in under a week.
Also, if you haven't already, make sure to back the game on Kickstarter - it's the best way to support it and help us make it the best it can be!
Added top down setting, which allows you to play the game from a more traditional birds-eye-view perspective like other games in the genre
Made it such that the player no longer has infinite friction on obstacles
Reduced friction on enemy colliders to make them less likely to get stuck on corners
Fixed some sorting issues with the player and the enemies in some areas
Weapon Upgrade Rework
Pretty short patch notes, right? Well, let me show you what we have coming up - most of what we've worked on this week isn't what's included in this update. Firstly, we're working on a revamped weapon upgrade system. In the current demo (which you can play for free on Steam btw) you level up weapons by buying a duplicate of an already-equipped weapon when your inventory slots are full. This kind of works, but many of you have rightfully let us know that it feels a bit clunky and unintuitive.
The new system that we're testing out works as follows:
1. Whenever you enter a shop, you can choose to get healed or upgrade an equipped weapon.
2. If you choose to upgrade a weapon, you get to choose which weapon you want to upgrade.
3. Once you choose the weapon you want to upgrade, you get to choose from a set of 3 modifiers to apply to it from a pool that depends on the class of the weapon (Melee, Projectile, Spawn).
And that's it! You may have noticed that the upgrade system is baked into the already-existing shop system, but we're open to making it completely separate. We've made tests such that there are "upgrade nodes" that appear on the map similarly to the "shop" node, and although the tests are making me lean towards making the system a part of the shop, I will roll out both systems to Early Early Access to get Kickstarter backers' opinions before making a definitive decision. Overall, the philosophy of the weapon upgrades is to make them less plentiful than trinkets, but they have a significantly stronger effect to offset the fact that they're only applied to 1 weapon.
If you haven't already, you can back the game on Kickstarter and get access to "Early Early Access" as soon as the campaign is over! You don't have to wait until the Early Access release further down the line, you can get involved right away and get access to the latest builds!
Next Stretch Goal
Now, this is the moment many of you have been waiting for - the next stretch goal. I'm happy to announce that it's... CHARACTER FUSION!!! That's right, if we reach this stretch goal (at $20,000 USD) we will implement this new mode that allows you to smash together the strengths and weaknesses of two characters. If you've played Brotato's Genetically Modified Overkill mod, it plays kind of like that. Let me give you some examples.
As you can see, the possibilities are endless! Not only do the core mechanics of the characters stack, so do their inherent stat strengths/weaknesses for maximum effect! If you want to support the game in getting this Character Fusion mode, make sure to back the game on Kickstarter and help it reach the $20,000 USD stretch goal - we are at about $13,400 USD as of writing this so I'm sure we can make it in the time we have left!
New Character
Before ending the update, I also wanted to leave you with a little taste of what you can expect of one of the new characters, we're well underway! Leave your guess in the comments as to what it's archetype will be!
Closing Thoughts
That's it for this update! There wasn't as much content added into Alpha 1.3.0 like the other Alpha updates, but as you can see, it's because we're hard at work on stuff that can't really be done in less than a week. If you want to be a part of the Early Early Access program and want to play the game as it's developing before it's even out in Early Access, then make sure to back for the relevant tiers on Kickstarter! You can also play the free demo on Steam RIGHT NOW, so give that a try if you haven't already!
+20% rate for sharpening weapons and armor is activated!
⭐How does it work? Your chance to successfully enchant equipment with attack or defense dice has been increased by 20% of the original!
⭐When? Right now and until 17:00 Friday, March 31!
Hurry up to sharpen as many things as possible within the allotted time and, of course, do not forget about stability powders so as not to break your favorite equipment!
We’re delighted to announce that Core Keeper is taking part in the London Games Festival Steam event, hosted by our publisher, Fireshine Games!
London is one of the most diverse spaces for games and interactive entertainment in the UK, and the London Games Festival is one of the biggest celebrations of video games of the year. Our publisher, Fireshine Games, is proud to be hosting the London Games Festival Steam Event this year, which is running from today until the 9th of April.
Starting smack bang in the middle of this festival on April 3rd and running until the day after the London Games Festival on April 10th, we’re pleased to be offering a whopping 20% discount on Core Keeper!
This week-long sale is a great opportunity to get Core Keeper at its lowest price before the price change we announced in our recent roadmap post goes live (this is scheduled for shortly after the launch of the Animal Update).
There are so many incredible games being developed in or published by studios in London, and we are very happy to be part of this exciting festival, celebrating the successes of our industry peers! We hope you take advantage of the Core Keeper discount and enjoy starting your very own adventure in our vast, underground indie game!
Hello everyone, this update involves a large area, so the old archive may be invalid, please note!
New content and rules
Redo the circuit system: cancel the tedious wiring, update the power algorithm to avoid a lot of power waste bug
Add "kelp forest" : This area will grow new Marine life
New content and rules
Add a salvaging task rule is not created automatically if fallen resources cannot be accessed or are too far away.
Added automatic sail removal rule when going too fast (to prevent frequent excess speed of more than two sails full sail, can be built more advanced sail or propeller to avoid)
Add "paddle" function in case the sail is damaged and unable to sail
Add seasonal dominance rules for crops
Added story fragment resources: newspaper, advertisement, poster
Added Material Portal (can transfer uncollected resources from the surrounding area directly to the ship)
Added story buildings: radio, book desk
Added Piggy Piggy Bank (can store gold coins for interest when full)
Added that flying fish have a chance to swarm on rainy days in spring and attack
Add sardines, deep-sea lobster, and turtles
Added ice grass and cactus (both drop their mesophyll)
Added beaver and beaver nest (current season only)
bug fix and optimization
Optimize localization button (language set flag ICONS side by side, can be clicked at will)
Optimized shadow performance (when the height is less than 1, the size remains unchanged, only the position is modified, and the coordinate and size decrease and only apply to 0-5 heights)
Improved building entity description to point directly to building configuration description, changed the character equipment bar to 3.
Optimized world seed parsing (old seeds will no longer work)
Fixed when viewing entities, entities (circle of scope) were destroyed, resulting in subsequent entities being unable to view exceptions
Fixed animations of rock piles and springs created in the new world not switching (while optimizing the material)
Fixed algae decoration failure anomaly
Fixed an exception where clicking on a resource or building when a ship is moving causes the panel to be destroyed when selecting multiple units including chests
The long-awaited update has been released. This is the foundation for the subsequent development of the game. To be honest, the entire core of the game was rewritten) This was necessary for the introduction of new mechanics and content in the future.
A completely new interface has been made. If we talk about game mechanics - now the player can control the squad as in strategy games. However, the ability to directly control a single character is also available.
A new update for Nayla's Castle has just dropped! There is some new content ripe for you and FREE! This is the Battle Maid & Mansion Update!
-New item at the Witch's Shop: Painting of a Maid -New Stage: Mansion -New Boss: Battle Maid -10 New H scenes (+ some new kiss scenes) -1 New gangbang scene -3 New Splash Arts -New available enemies at Summoning Mirror: Vampires, Werewolf and Battle Maid. -Various bugs fixed.
Thats a lot of new content for you to "enjoy"! With a whole new stage at the mansion, a boss with the battle maid, 10 new scenes and some deep kissing that you have been craving, a new gangbang scene and new enemies to summon with the vampire, werewolf and Battle Maid herself! What a big helping of content to waste the day on!
Thank you for supporting the production of Nayla's Castle! Enjoy and have fun!