Two new items are in the game. Since it wouldn't be very fun if I just told you what they do I'll instead show you the text that's displayed when you use them.
The potion: "you click your heels as you down the potion" The scroll: "you are overcome with gold madness!"
Mods
I've gotten a few requests for mods, so that's something I've been looking into and I think I've had a breakthrough. I started working on this game in Godot 3.2 and eventually upgraded to 3.5 later on. But I think somewhere along the way something behind the scenes was changed and try as I might I couldn't get mods to load properly. I think I have finally figured out the issue though so expect an update and a tutorial video explaining the process in the coming week.
- Fixed units walking back and forth when attacking buildings or other units - Added another potential fix for finish game not broadcasting to Discord sometimes
Cepheus Protocol - CERC Emergency Broadcast System
Kept you waiting huh?
So its been a while huh? Im sure a lot of our eager fans are curious on what we've been doing over the last few months so I'll run you through some new details now...
At the moment we are working to complete 1.2 in its entirety over the next few weeks.
Better Camp assets/designs in general
Implement Ambient Civilians that you can assume ownership over to fix the drought of units you can shelter in civilian holds. Our goal is to get to the level of PROTOTYPE 2/PROTOTYPE 1 level of immersion in the city.
Introduce Dynamic Civilian camps that can multiply and increase the amount that can generate per zone . We are going to limit this on a per zone basis.
Introduce Civilian Strongholds where if a Civilian group gets to a certain level of expansion they will erect larger prebuilt bases. There can only be 1 stronghold per zone. We expect 40% of Civilian groups to reach this point of technology and expect the other 60% to die before they get to this point.
Introduce simulated trading/diplomacy between civilian groups.
We will be adding a currency for civilian groups called "Supply" Which they will use as a currency for you to convert CERC cash to "buy" goodwill with a civilian group
This supply will determine how quickly they build more camps and strongholds only at the moment. It could also lead into how well armed/armored they are. But we are still on the fence about this.
Cleanup/Bug fix any remaining issues with civilian evacuations
Introduce Boat Evacuations in preparation for San Fran North's eventual addition. Basically you can build a boat house that will ferry units to your carrier. Only will be placeable where prebuilt docks in the level already exists.
You will be able to trade "Supply" to attempt to bring factions back to good faith like the Civilian groups. Likely we will add a cap that if you keep betraying them they will accept your supply but refuse to ally with you regardless.
Introduce Waystations for evacuations zones where civilians that are waiting for a helicopter can "wait" to reduce the clutter that can occur with them overlapping sometimes these will be entirely optional but allow you to setup "waiting zones" for security reasons.
Implement Green, Yellow and Red zone logic where infected and civilians can battle and "simulate" daily life. Kinda like this video linked below
Modernize the Top left UI elements so they are more appealing to look at like ROE
Our goal is to have started 1.3 by the beginning of May and disable and work on 1 faction at a time till they are all functional. I.E The Police Faction (Pierce) & and Anarchist(Natalie)
Changes to The Police Faction in 1.3
Pierce will start with Officers and Swat across the map and Operate from a few central Police Stations.
As they fail to contain the infection he will eventually lose a huge portion of his officers and fall back to 1 central Police station to run his operations from.
They will have 4 Unit types (Patrol Officer, Swat, Swat Sniper and Firemen/Medic.
Firemen/Medics will operate ambulances early game to help heal help/everyone in the field
Firemen/Medics will eventually transition around the mid game mark to discontinue usage of their ambulances and be militarized to work directly with the police faction in their attack units/defense teams. They will essentially become their combat medic.
At mid game Pierce will start to vassalize civilian groups and start forming alliances with everyone but Raiders. His attitude towards you will mirror how your treating civilians and his men in the field.
You will be able to trade "Supply" to attempt to bring factions back to good faith like the Civilian groups. Likely we will add a cap that if you keep betraying them they will accept your supply but refuse to ally with you regardless.
They will ambush your vehicles kill your drivers and turn them into supply at their bases if your an enemy of them
They will have 4 vehicle types. (Police Copter, Patrol Vehicle, APC and JLTV police variant)
Changes to The Anarchist Faction in 1.3
Anarchist will have a staggered start and only form sometime after day 2-3 of the virus.
Anarchist will be "undercover" and you will not be able to easily determine who is a member of this faction unless you track back ambushes/catch them in the act attacking another party or you.
They will ambush your vehicles kill your drivers and turn them into supply at their bases if your an enemy of them
Anarchist will be the lowest population group and show their strength through ambushes and stealth
They will have 3 vehicle types. (Hijacked News Chopper, Technical and Battle bus)
General Changes in 1.3
Winters will gain the ability to buff units around her in terms of increasing the amount of XP they recieve from actions
Pierce will get a defensive boast to units around him
Natalie will get a stealth boast to units around her
QOL General Changes in 1.4
Our Water Shader will be reworked entirely see video at bottom
Vehicles and their AI will be rewritten completely (We are waiting for this feature to leave beta)
Buoyancy will be introduced for objects on water
Aircraft carrier will be turned into a mobile unit you can produce units from, repair and refuel
Aircraft carrier will turn into a unit you can move and can be attacked/docked at various locations to help stage larger attacks
Bounty System will be redone entirely to make it mirror closer to Red Dead 2's approach. They will be a system where special infected with abilities are hidden across the map dynamically being selected that you can send in elite teams to kill them to gain money to recover from a huge lost recently.
World Events will be introduced like mini missions CERC or other people can give you so you can gain money/supply or favor. More details will be revealed in the future for this.
Chaos Destruction will be implemented to a reasonable amount to bring the game at least to the level of Company of Heroes.
Improvements to Night/Day system to make it use the newer Night Day system built into Unreal Engine now.
Infection System revamp. Gas towers will become deadly again and Gas masks will be a thing.
This update introduces 4 new projectile-based modules with new attack types. 2 Directional aiming modules to be carefully positioned for maximum value and 2 targeted aiming modules perfect to be positioned in the front module slot of your ship!
Sawmerang Launcher Module
Launches a piercing saw blade that returns to the ship
Upgrade to increase damage, size, range, fire triple shot or 4 sawmerangs around the ship, & more!
strong in the mid-late game with good crowd clearing damage and surprise escapability with the omni-directional blades upgrade
Bouncing Blade Launcher Module
Launches a saw blade that bounces between enemies
Upgrade to increase the number of bounces, shot speed, range, damage, & more!
Strong in the early-mid game with the ability to easily clear out small groups of enemies especially when closely grouped
Golden Gun Module
Fires a single high damage shot that earns double EXP on kill
Upgrade to increase damage & size, chance to earn triple EXP, fire an additional shot, & more!
Strong in the early-mid game. While not providing much offensively, the additional EXP can escalate your build reaching its true potential at the cost of a module slot. Also, once upgraded to fire double shots it has sufficient damage to eliminate most enemies with both, or two weaker ones with each. The Golden Gun can also be used on bosses.
Scrap Cannon Module
Launches a ball of scrap that splits into a shotgun blast mid-air
Upgrade to increase damage, fire rate, the number of split scrap, accuracy, & more!
Strong through the whole game when positioned to make use of it's shotgun blast. Make sure you keep sufficient distance from enemies or strategically position to kill a weaker enemy with the scrap ball so it splits to hit the enemies behind. The ball only doesn't split when it hits an enemy that doesn't die
- added the new drone, sorry it can't be controlled
- added structure select mode in resource count, after enabling, click a structure to get only that structure's count or upkeep, any changes to said structure require selecting it again
- mirroring in edit mode now allows for placing the mirror plane anywhere on the ground (with scroll wheel rotation)
- structure selection in edit mode now has an option to remove a structure from the selection
- fixed some bugs with the connected option of level selection, connected is now the default
- pipes can now be placed on deployables
- added CCTV to resource count
- fixed windturbines needing too much space when placing
Hey there Banas! We're making one update to get ready for the HUGE amount of content coming up soon, no spoilers today ;)
There's quite a bit to unpack so let's just get right down to the list of major features:
Opening Cutscene
You'll have to see for yourself, but upon starting a fresh save file, Apple will give you a friendly introduction and tell you the story of how the evil Shadow Bana came to power in the first place. This is part of our attempt to orient Bana Simulator more towards it's rich storyline and share some of the deep lore beneath the Game's surface.
General Features
Complete overhaul of the Bana Rang
Graphical overhaul of the Bana Blade
Partial gameplay overhaul of the Bana Bow
Added Poison damage
Added Fire Damage
Remade low-health indicators
Significantly nerfed potassium buffer
Rewrote some tutorial levels
Idiot-proofed minigames
Added (Are you ready for this) FLOORS!!
New Weapons
These weapons will be fully implemented in the very-near future with the next chapters of the Bana's story. For now you can only access them in endless mode.
Sunpower
A medium-damage beam weapon that can hit many targets or plant a weaker flower as a sentry turret.
Haunted Hammer
A high-damage melee weapon that can deal very high damage and gains power as it absorbs enemy's souls. Has a secondary drop-swing attack. This will eventually be a reward for a Halloween themed "Pumpkin Gourdian" boss.
Toxic Tentacle
A new flail-type weapon that deals heavy poison damage.
Petal-rang
A type of aquatic flower found in high cliffs that has sharp petals, usable as a high-power weapon.
Bramble Bow
Launch brambles that trail your arrow or plant giant poisonous bushes.
Slingshot
I really hope you know what one of these is...
Peblet Golems
Little golems that you can throw at your enemies. Extremely cute, but even more deadly.
Setting the Stage
It's no secret that we have a big update coming soon, as much as we'd like to share every detail of it now, some of the features aren't ready. There are dozens of hidden enemies, weapons, and levels included in the files of this update that won't be visible in any way just yet, but be patient. The wait won't be long...
All I will share is that the next update will include multiplayer networking, so get the word about Bana Simulator to your friends.
Play it Today - Beta Testers wanted!!
We will be giving out many more beta copies in preparation for the final stretch of Closed Beta development, so please get the word out to your friends, and join our Discord Server for more information on how you or your friends can play Bana Simulator for free as soon as possible.
The demo is finally here. As we've said before, it's a very limited demo. But it is meant to be upgraded gradually to 4 players and more content. See it as a "free" early release. Don't hesitate to provide any feedback, good or bad. First thing first, we've realized we've forgot to include a tutorial ... It will be the subject of the first upgrade to come. Stay tuned and thank you for playing our demo !
Many early quests and resources now have higher completion requirements, to improve pacing for new players
Reformatted Trading list items to make Buy / Sell functions more obvious
Towns level up automatically without having to click ‘Level Up’
Fixed bug: changing towns would sometimes result in a Clickable item displaying the wrong inventory or skill count until it was clicked
If player clicks on an ingredient that is locked by Research, but Research Panel is not yet available, the necessary Quest will be highlighted instead
When Research panel is first unlocked, ‘Completed’ and ‘Locked’ sections are minimized by default
Tooltip panel has more items that can be clicked on for navigation, like research requirements
Fixed bug: Alert “!” was showing for World Perks panel before it was unlocked
Patch 1.60
Updated sound effects
Updated localization
When Prestige XP count is displayed, the Town Reset buttons are now also displayed so players can view possible Town Perks
Fixed bug: Quitting a town in progress, and starting up a brand new town file, would sometimes display blank center menus
Patch 1.59
Town Notification bar shows ‘Welcome Back’ when loading a file, and displays idle progress earned if any. When first starting a game it will display Quest prompts
Town Resets & Prestige Points stat items are hidden until the town is reset at least once
Initial Click resource gain set to 1, and initial Gather Wood quest target raised from 4 to 10. Growth in click gain power slowed
Fixed rounding issues with Click XP gain display
Quest ‘Claim All’ button is hidden when there are 3 or fewer quests shown
Updated localization
Fixed bug: items that became unlocked due to Research would not directly trigger a refresh of the items available in the Inventory, Market, or Trading panels. This would also result in Market satisfaction displaying a lower fulfillment % than what it should seem to be based on displayed Market items (because newly available, but hidden, Market items would have no fulfillment)
Fixed bug: quitting a game and starting a new one might result in a state where no menus tabs were openable
Fixed bug: quitting a game and starting a new one was preserving the click power / XP from the previous file