This is another test for implementing a 3d lobby-based matchmaking system. Map is like 30-40% (basic groundwork and a few details done) so watchout for a lack of walls in certain areas, you will fall infinitely.
The command center you spawn next to (on the bridge) can be used by hitting 'E' while facing it. Using it will start the auto-matchmaking process and (hopefully) spawn the other players in the match as well.
Hello everyone and welcome to the first official patch notes for Lost Legends! I (Elijah) will be compiling all the changes made to the game (starting with this version) and making patch notes so everyone knows what is updated, changed, or removed from the game as we release updates. This update will focus on some bug fixing and QoL improvements.
Icon Updates: -Small Gemstone -Large Gemstone
General Fixes: -Fixed up cut-scenes -Cleaned up some visuals to the maps
Tutoria: -Fixed directions for Joshua -You can now rescue Sarah without starting the quest first
Chephren: -There is now a health check before fighting with Dexter the second time -Dexter now uses alchemy in all fights -Innkeeper now give the correctly numbered keys
Kastburg: -The quest “Find Quinn” ending now works -You can now complete the Shopping list quest without buying any of the items. They can be found around the city (you can still buy them).
Fast Travel Update: The fast travel system is getting an upgrade. We have decided to give the mailboxes in the game some functionality and we are linking it to the fast travel system. They way it will work is that you can send letters to Captain Wiley in order to change his location. That way, if you are in a city that he is not at yet, you can have him move. Here is what we have so far. -Added event for mailboxes -Connected to Captain Wiley event
-Item thrower, you can now hold to throw harder (brick and grenade) -Grenades! -New game mode framework (no visible result yet but will allow me to add challenges and different playstyles later on, like demo version, etc) -Stumbling -Blood color setting -Hide UI keybind -Fancy cursor
Changes:
-Balance rebalance 👀 -Getting up behavior revisited (more accurate "tripping/slipping" calculation during the getting up) -Slowmo comes in and out progressively -limbs damage system (framework, not visible yet) -balance state framework change (not visible but better for later updates) -Some changes for the blood system -UI polish
Fixes:
-fix for the kill feed showing multiple times fractures and dismemberments of the same limbs -fix for dismembered limbs accounting to global blood loss -fix for the bug where a blood spray would be infinite and at full power
We hope everyone enjoyed all the fantastic deals offered during the Steam Spring Sale.
Today we have some fantastic news to share with current and future supporters and friends of RUINSMAGUS.
As you may have seen from the post’s cover image, RUINSMAGUS will receive a free major update, adding FULL ENGLISH VOICEOVER SUPPORT!
The "Remix Update" comes loaded with many great features, which we're looking forward to sharing with you as we near the update's release later this spring.
We won’t spoil everything included in the update. Still, we would like to share just a few of the English voice cast selected for their unique talents and abilities that further aid in creating the cohesive and immersive fantasy world of RUINSMAGUS.
Among those providing their vocal talents:
AmaLee (Dragon Ball, Xenoverse 2, Girls' Frontline) as the game’s heroine, Iris
Cristina Vee (Puella Magi Madoka Magica, Hyperdimension Neptunia, RWBY) as Euridice and Reese Seption
Todd Haberkon (My Hero Academia, Ben 10, Transformers: War for Cybertron Trilogy) as Mr. Shopkeeper
If you are on the development branch, please ensure your important saves and global save data are backed up.
Due to some upstream changes in the platform we use, we need to revert the version we use. Doing so will delete/remove all save data in the game.
By default, your saves and global save data (options, milestones, etc.) are backed up automatically (the last 10 versions), but only if they are newer saves (May 4th, 2021 and newer). If they are older saves, you will need to load and save them to produce the automatic back-ups, or simply export the save(s) you want to keep.
These automatic back-ups are located in the main Wayward folder under "backup". In most cases, these will be all you need to re-import once the change occurs. More information on save importing/exporting and back-ups is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2854947692
Archiving/copying the "save" directory in the Wayward folder will not work! Everything will need to be re-imported manually after this change occurs.
Once the change happens, your Wayward game will not load. This is intentional so nobody loses their saves if they have not seen this warning. To fix this, ensure you have everything backed up that you need as written above, open the "launch_options.json" file and edit the "internalVersion" from "2" to "3". After saving, the game will launch normally. If you did not see this warning in time, and you don't have all the backups you need, please reach out. We will help you on a case-by-case basis and will likely need you to send us your entire "save" directory.
To re-iterate, the steps you need to take are the following if you are reading this and are playing on the development branch:
1. Start the game. 2. Load any game you wish to keep. Save and quit that game. Repeat this for all saves. 3. Ensure everything is looking good in the "backups" folder. 4. Play the development branch as normal until the change occurs. 5. Once the change occurs, the game will no longer open. This is when you change the "internalVersion" from "2" to "3" as mentioned above. 6. Start the game and re-import your global save data and any save games as per the guide link above.
UPDATE: The change is now live!
Make the changes in your "launch_options.json" file as described above and re-import your global save data and game saves from your manual or automatic back-ups.
If you are missing anything, please make an entire back-up/archive of your "save" folder before doing anything and reach out to me so we can restore anything missing.
Welcome, Puzzlers! So we hear that you want to delve even further into the Pocket Dungeon and explore the new Puzzler’s Pack DLC early! To access the Early Preview, you will need to switch to a special Steam Branch to access the content.
Friendly reminder! This is an Early Preview of our Shovel Knight Pocket Dungeon Puzzler’s Pack DLC, we’re still in the process of ironing out a ton of new features and rolling out fixes! With that in mind, there is a possibility that you’ll run into bugs, crashes, and oddities that you wouldn’t normally encounter in a retail release. So, to avoid any potential mishaps, we recommend you back up your save files just in case!
This Early Preview is currently limited to the Steam version of the game. Once the DLC has been polished and meets the quality bar that we’re happy with, we will bring the DLC to consoles. Thank you for your patience!
If you encounter any issues or have any feedback for us reach out to us on our Discord, or email us at our support address.
Attention Mac Players! There is a known bug in this Early Preview build where activating Fullscreen and playing with the keyboard - your character will move continuously in the direction you last pressed. (now fixed in the latest EP build)
You can get around this by:
Playing the game in windowed mode
Playing with a controller
Trial of Offerings opened to all characters
Choose an Offering before entering each level.
Legendary Path opened to all characters
New foes may appear!
New big foes may appear!
New stage hazards may appear!
New Puzzle Knight’s Quandaries
Refraction Realm: Master your new Refract Ability “Spatial Shift”. Shift the rows or columns of the board.
Pure Puzzler’s Quest: Lines and squares of units are destroyed automatically. Attacks won’t chain.
New Mona’s Quandaries
Refraction Realm: Master your new Refract Ability: “Juxtapotion”. Collect Potions, then either use them to heal or attack!
Bomb Bombardment Quest: The board is full of units. More Potions and bombs appear.
Mr. Hat’s shop is now open!
Buy and equip hats! These will modify the game in one way or another, bringing chaos to your runs.
New Feats
New feats are now enabled!
Steam Achievements will be updated for the official release and feats achieved during Early Previews will automatically unlock on the final build.
Highlights
All DLC text has been reviewed and updated!
Mona’s unlock method updated: After getting a score of 100 on her minigame, she will leave to a sideroom where you can unlock her.
Heads up: players that already unlocked Mona will have her in hub, but the sideroom should appear anyway.
You can now upload scores to the Weekly leaderboard.
Balance
Underdog Charm increased the base price from 7000 to 8000
Underdog Charm now takes 1 extra turn to trigger after burrowing as Mole Knight.
Underdog Charm is 2000 Gems more expensive for Mole Knight A and 8000 Gems more expensive for Mole Knight B.
Joustus cards with graveyard now can attack the first row
Joustus cards with gear arrows now push units 1 space.
Plague Knight’s bomb burst damage was reduced from 3 to 2.
Quandary Changes
Treasure Knight’s “From the Depths Quest” now has units stick together (similar to Floatsomes)
Prism Knight’s “Crystal Chains Quest” now has units that take a second to pop instead of being tied to a turn timer.
Black Knight’s “Terrorpin’s Spin Quest”:
Improvement to collision detection.
Reduced damage is taken from Terrorpin.
Scrap Knight’s “Spawner Sack Quest”:
Increased turns in between units spawning in your bag from 8 to 10
Sometimes bag spawns will be a good item or bomb
Sometimes bag spawns will be a foe from a different stage.
Guidebook
Added Random Knight and Shuffle Knight to the “Knights” section.
“Knights” now tracks your best time and score for each Knight.
Refract Abilities now track their stats separately.
Updated enemy list.
Updated items list.
Rearranged stats order.
Added an “Extras” section (still a work in progress)
General
Random and Shuffle Knight can now be found in the entry area of the Castle Quandary.
The pause menu will include a description of the currently played Quandary.
The results screen now mentions what Quandary you’ve beaten.
Exiting a Quandary pops you out of the portal instead of returning you to the hub.
DLC1 completion % now tracks completion correctly.
Random Knight now ignores the current set seed.
Hedge Farmer now moves out of the way if you are on a streak when playing the “Fleeto minigame”.
Prism Knight’s Refract ability can only have up to 9 clones in camp.
Gold Lucky Clover’s description now mentions its increase in overall luck.
Polar Knight’s description now mentions increased ice item finds.
Ice block in Camp is now moveable.
Feats are now wider and can be scrolled faster by pressing Left or Right.
New cutscene when climbing the Beanstalk.
Donovan now has an ability: Throw Caltrops!
Added new Weeklies to the pool.
Title logo now changes depending on what area you last were in Adventure (Camp or Castle Quandary)
Added Castle Quandary to the overworld map.
Bombs now make units flash lightly to better indicate their range.
You can now check a run’s seed on the pause menu and tally screen.
Bug Fixes
Fixed some Abilities that would reset their status after defeating a Boss.
- Fixed Speed Attribute Overhaul - Fixed server admins not being able to kick or ban players. - Fixed players not being able to press F to hold the ball on a throw-in - Fixed cursor showing when pressing ESC as spectator. - Fixed match presets not applying time settings. - Fixed spectator chase camera. - Fixed game icon.
Hi everybody, how you doing? Some of you asked me for a DLC wallpapers pack so here you go. Took a bit more time than expected to assemble all the wallpapers but it worth it. The wallpapers are in native 4K resolution plus incredible 8K versions enhanced by a neural network.
Also most of them are very "desktop-friendly" - I mean they do not only feature girls but also have some space for app icons.
Easter time is here, so we had a little shorter week this time and we hope all of you are enjoying the holidays if you have some. This week we already released a small bugfix update on Monday to make sure the magnetic field generator is working properly for absolutely everybody.
So now, I wanna reveal a fun little thing we've been making, called pixel buildings:
Inspiration
It's always been great to see players use the signs in their cities for all kinds of purposes. Sometimes they declare districts names, remind players of future plans, or are just plain little funny messages.
Another cool thing we saw is that some "road building artists" on our discord server made some absolutely amazing things. Check out the adamantine icon made out of roads in this city by AronJerda on Discord:
So we thought with relatively little effort it might be possible to give you way better tools besides pre-made decoration.
Pixel Buildings
"Pixel Buildings" are just some buildings that are exactly 1x1 unit wide and come in some different shapes like rectangles, slops, and circles.
You can use them for all manner of purposes. You could make pixel art or just fill up some space. We're just gonna give them to you and see what happens :D
All the colors can be set with the new color picker, implemented by our programmer Sepehr:
Unfortunately, because of some tricky issues, implementing the color picker took longer than expected. We haven't forgot that we want to focus on polishing, fixes, and performance as well this update and will get back to it soon.
On a positive note though, the color picker automatically also works with trains and any future thing that might be editable:
Check out next week's post to hear some more news about balancing!