Apologies for the delay, I ended up updating my Editor which caused me a ton of issues, however I believe it was a good thing, because I found out how to decrease the chances of players disconnecting when loading to the Maze scene and I will also be able to decrease the loading time to way less than 12 seconds on the next update.
Thanks to Devin, Foolian, TBechs, Overweight, Rusteh for helping me test the new update, and DieDae and Ninlilizi for helping me fix a few issues!
Updates, improvements and bug fixes made
Added 2 new opponents that are halberd/polearm wielders.
Some opponents have a chance of spawning with a shield now, the further the player is in the Maze, the higher the chances of opponents spawning with shields or even bigger and stronger shields.
Bullets are now able to penetrate shields, the stronger the gun, the higher the chances of penetrating opponent shields and dealing more damage.
Opponents now protect themselves if you aim at them with a gun.
Decreased the chances of disconnecting from loading the Maze scene by a lot. I will also be able to decrease the loading time to way less than 12 seconds in the next update.
Made opponents' bodies fall in a more realistic way after dying(not when getting knocked down, only when dying).
That yellow shiny circle won’t show up anymore when players sometimes open the Menu.
Melee weapons now are visually represented with the portion of the item you're supposed to grab inside the holster bubble.
Increased Shaman Fireballs accuracy.
Able to customize hand angle rotations.
I believe I fixed players being able to grab weapons and moving even while dead.
Fixed only non host going back to login screen after all players are dead.
Slowed attack speed so opponents' movements feel less janky, will decrease the speed of other things as well.
Not sure what I will do on the next update yet, I might break a few things to try to make weapons weight feel more immersive and also improve the stab system. We will see.
Hope you are all training, meditating and eating lots of eggs 💪😁🍳
-Added 3 new hireable mercenaries, which players can enlist for assistance on the map. -Fixed a bug where selling separated items to a trader would not reward the player with money. -Fixed a bug where the night vision had an incorrect angle of lighting.
We've removed the main menu from playtest builds. Please fill out the following feedback survey when you finish playing the build: https://forms.gle/XV13oq6ocN9vp8CE9
Table Ball Survival mode
Do you enjoy a constant onslaught of enemies? Do you enjoy potentially dying and losing all progress? Well then this game mode, is for you.
Introducing, Survival Mode, a new addition as of the 2.0.0 update.
MEET THE HEALER
- Has a speed of 5 - Gives the player 10 points of health - Gives 0 points if missed - Green
INTRODUCING THE INCONSISTENT ENEMY
- Has a randomly selected speed 1-10 - Has a randomly selected damage amount 1-20 - Gives 3 points if missed - Magenta
AND NOW THE REGULAR ENEMY
- Has a speed of 5 - Does about 5 Damage - Gives 1 point if missed - Red
SPEEDY ENEMY TYPE
- Has a speed of 10 - However only does 1 Damage - Gives 3 points if missed - Blue
How do Spawners Work?
Every Spawner has an 85% depending on the spawner chance of spawning an enemy every 2 seconds. From there the spawn has a 10% depending on the spawner chance of not being a "regular" enemy where it will pick one of the 4 types at random As the Regular type is still part of the calculation of picking a special enemy, the spawner CAN spawn a regular enemy in place of a special enemy
Full Changelog
Additions
- Re-added the "Default" Ball Skin -- We don't know how that disappeared
- Added a game mode selector to the Game Scene -- Allows to select between Survival Mode and Regular Mode
- Started work on Survival Mode -- Move away from the constant onslaught of enemy attacks -- Has 4 "enemy" types ---- Healer ------ Has a speed of 5 ------ Gives the player 10 points of health when it hits the player ------ Gives 0 points if missed ------ Green ---- Inconsistent ------ Has a randomly selected speed 1-10 ------ Damages the player a random amount 1-20 ------ Gives 3 points if missed ------ Magenta ---- Regular ------ Has a speed of 5 ------ Does 5 Damage to the player ------ Gives 1 point if missed ------ Red ---- Speedy ------ Has a speed of 10 ------ Does only 1 Damage to the player ------ Gives 3 points if missed ------ Blue -- Spawners ---- Each spawner has an 85% depending on spawner chance of spawning an enemy every 2 seconds. ---- From there the spawn has a 10% chance depending on spawner of not being a "regular" enemy and will pick one of the 4 types of enemy ---- Otherwise it'll have a 100% chance of being a regular enemy -- This Game Mode also uses a cool new backgrounds
Changes
- Main Menu now has a 3D Title
- Sound Effects are no longer muted by default
- "Enable Controller" is now enabled by default
Technical Changes
- Chance of activating a powerup is now back to 10% -- We realised that 1% was WAY too low. -- Depending on player feedback we may change it to 5%
Hey players, we're back with another small patch before a larger update.
This update aims to fix a bunch of bugs you've all been facing with the new update, tweak a bunch of overperforming towers and defenders, and make some quality of life adjustments!
Also, did we mention a new defender that's being added?
Enjoy! - Hyperreal Games
(The full patch notes are listed below)
CHANGELOGS:
NEW ADDITIONS:
- New defender, Titania added to the game, a defender with VERY high armor that can withstand a lot of physical damage! - Endless Mode now displays the waves survived after you lose. Defeat panel in endless mode renamed to Game Over.
BUGFIXES:
- Defender select icons now updated - Updated some defender icons in level select - Hid unreleased content in level select - Energy Pylon now mentioned in game as Energy Pylon instead of Energy Generator in all instances. - Core upgrade button is now properly greyed out when applicable.
BALANCE CHANGES:
Systems:
Armor Penetration -> (This only applies to Ballista and Hydra Cannon, keep in mind ArmorConsidered is 100% by default, and is reduced by Armor Penetration. For example: 20% Armor Penetration = 80% Armor Considered) - New calculation is "finalArmor = 1 + ((Armor - 1) * ArmorConsidered)" from: "finalArmor = Armor * ArmorConsidered" when enemies have more than 1 armor (TLDR, Armor Penetration is less effective, but this calculation should make more sense. Armor Penetration will now only deal more damage to enemies with more than 1 armor)
Defenders:
Infantry -> - Cooldown reduced from 5 seconds to 4.5 seconds - Attack increased from 3 to 4 - Health reduced from 55 to 50 (Developer's notes: Infantry is a bit too powerful at tanking enemies in the late game, but we don't want to deprive early game players of usable defenders. So we're going to give it some more attack damage, but make it less tanky and spammable)
Mage -> - Health increased from 45 to 65 - Cooldown decreased from 8 to 7.5 seconds (Developer's notes: For the last defender to be unlocked, the Mage is pretty lackluster in almost every aspect. We're going to buff its tankiness, and spammability, as it had troubles getting to enemies before being killed.)
Wall -> - Cooldown increased from 5 to 5.5 seconds - Health decreased from 125 to 120 (Developer's notes: Wall is becoming... a bit too much of an instant-win button, that completely outclasses every other defender when spammed. Going to nerf it to give the other defenders a chance!)
Ranger -> - Cooldown increased from 5.5 seconds to 6 seconds - Health decreased from 60 to 55 - Attack decreased from 26 to 21 (Developer's notes: Ranger has been making early-game a bit too trivial, especially after the v1.2 Update. We're going to revert partially its buff to keep it in a more balanced state)
Zapper -> - Disorientation time on death increased from 2.7 to 2.8 seconds - Death damage increased from 115 to 125 - Health increased from 5 to 25 - Cooldown increased from 12 to 14 seconds (Developer's notes: Reducing the speed at which Zappers can be autospawned, to make them more of an "emergency use" for when enemies get too close to the core, and you need something to buy you a few seconds of time)
Enemies:
Voidling -> - Speed decreased from 0.5 to 0.4 - Health increased from 6800 to 7500 (Developer's notes: Minor stat adjustments to the Voidling to make it more of a tough slow enemy)
Trojan -> - Dash distance reduced by 66% - Health increased from 135 to 285 - Speed decreased from 2.3 to 2.2 - Now gains damage reduction while dashing (Developer's notes: After v1.2, Trojan's dash ability became too powerful as it was able to dash through defences, now given defenders are more common. This was completely unintended, so we're going to significantly scale back on the dash ability, but compensate buff it in other aspects, which should lead to it becoming a healthier state compared to v1.2)
Deathgripper -> - (INVICTUS) Dash distance reduced by 66% - (INVICTUS) Now gains damage reduction while dashing - (INVICTUS) Invictus Mode Health increased from 8500 to 9500 (Developer's notes: Same as Trojan, but this change only applies to Invictus Mode)
Legion -> - Health increased from 3500 to 5250 - Attack increased from 46 to 63 - Attack speed decreased from 0.6 to 0.3 - Explosion radius increased from 6 to 12 (Developer's notes: Gave the legion some epic bolts to fire, rather than the default bullet. The Legion will now hit harder, but fire slower. Beware defenders!)
Mutant -> - Health increased from 465 to 485 - Speed increased from 0.9 to 1 (Developer's notes: After v1.2, Mutants have been left pretty weak, and not threatening enough. Buffing accordingly)
BOSSES:
Overlord -> - Defender kill attacks will now have an explosion radius of 12 (from 0) - Now more aggressive when under 33% health (Developer's notes: Overlord's defender kill attack became pretty ineffective after v1.2, with autospawning defenders. Fixing accordingly)
Towers:
Ballista -> - Now fire arrow projectiles rather than balls of energy - Range nerfed from 65/75/85/98 to 60/70/80/90 - Armor Penetration increased from 20/25/30/35% to 22/28/34/40% - Explosion Radius decreased from 9 to 8 - Fire rate adjusted from 1.6/2/2.5/3.2 to 1.8/2.2/2.6/3.0 - Damage p/shot increased from 22/43/67/90 to 32/56/75/90 (Developer's notes: What kind of ballista doesn't fire out arrows? This patch should fix that! And a few tweaks to put the Ballista in a more balanced state!)
Cube Reactor -> - Energy Generation cap p/hit increased from 6 to 8 - Energy Generation reduced from 1 p/2 enemies to 1 p/3 enemies - Damage p/hit increased from 6/10/14/18 to 6/11/16/21 (Developer's notes: The last patch to the Cube Reactor left it in a pretty sad state, so we're going to give back some of its DPS, but revert its energy generation p/enemy to prevent it from replacing the Energy Pylon)
Radar -> - Laser Overclock damage reduced from 100% buff to 80% buff - Eco Towers overclock buff (Cookie Oven, Energy Pylon, Cube Corp) increased from 60% buff to 70% buff - (BUGFIX) Defenders now heal for 6% of their maximum health rather than 0.6%. Defenders no longer heal 1 extra health than intended. (Developer's notes: A few bugfixes to the Radar, and a small adjustment to the overclock buff to ensure the buff to all towers is about the same level)
Sludge Cannon -> - Fire Rate decreased from 0.18/0.20/0.22/0.24 to 0.18/0.19/0.20/0.21 - Range decreased from 65 flat to 60 flat (Developer's notes: Although we'd still like to preserve Sludge Cannon's niche as an AOE tower that can slow crowds, we're going to slow it's fire rate so that it does not completely replace other towers such as the Cube Beamer or Frostfire Laser)
Hot Shot -> - Damage p/hit increased from 24/31/39/46 to 25/32/40/49 (Developer's notes: Hot shot is a pretty pitiful state right now, so we're going to give it a slight damage bump so that it's not completely useless)
Hydra Cannon -> - (NEW) Now has 15% Armor Penetration - Energy Cost increased from 15/18/21/35 to 15/22/28/35 - Damage p/hit increased from 71/139/196/255 to 78/148/205/263 (Developer's notes: For an expensive tower with high energy cost, Hydra Cannon has been underpefroming, especially as more enemies have armor compared to the Purifier's magic damage. Giving it a bit of armor penetration and some all around buffs should help it become a more viable choice when compared to other expensive towers)
"Maiden's Aerial Dance" draws 2 cards before upgrade. "Peak Perfection" draws cards when the current card entered discard pile. (Just like Slay the Spire) "Loyal Servant" cost 1W→1U, it's a blue card now. Remake "Heavenly Water Miracle", it provides Unity instead of block. Play it gain barrier instantly.
New boss music for Reimu: 灵封之阵. Some cards' image update.
1. fixed the player against the 1 layer boss, knocked down after climbing up, and then the boss touched will be stuck in the H state of the bug. 2. increased the 1 layer boss attack hard straight, weakened its fist attack judgment range. 3. Adjusted the sewer terrain. 4. increased the player's invincibility time, adjust the knockback distance, now the player will no longer be a set of small zombies even to death. 5. Increased the attack swing of small zombies. 6. Firearms weapons minimum attack +1 7. Made the dialogue after spending 1000 gold coins in the cat lady store (need to unlock and trigger the dialogue after spending 100 gold coins first) 8. increased the invincibility time when getting up, fixed the bug that the player will get stuck with two protagonists when touched by a small zombie when getting up at the door. 9. slightly optimized the collision of the bedroom platform. 10. again weakened the 1 layer boss, now it is in the sprint, the head no longer has a collision volume. 11. continue to optimize the archive reading logic, now the player to the archive no matter how many times to press the fast z will not be out of the bug, the default archive set from 0 to 1 archive, the player in the title page to choose to continue the game will correctly read the 1 archive! 12. For players who press x too fast to waste bullets when shibboleth, I thought long and hard and decided to add a {empty weapon slot}. (๑¯◡¯๑) 13. Adjusted the opening of the ancient well of the pause game logic, now the player will no longer be stuck in the text page. 14. Optimized the UI interface again, adding more hint icons.
Some of the valley cottages in Chapter 3/4 now have basements, and one has a pub where you can gamble.
The Ambrosia Jar has been added to the game, only accessibly as a grand prize in the pub.
You can now report bugs directly from the pause menu.
Polish
* Save game size has been optimized, particularly when carrying photos - this should help with stuttering when saving on lower end PCs
Balance Changes
- You can now sell photos to anyone, although you won't get as much money - Photos are hard capped to 8 in your inventory, and you cannot purchase more until you take or sell some - The maximum sales price for photos is 8 coins
Bug Fixes
- Fix bug reports not properly filing when the save game was over a certain size - Fix some lighting issues that could occur outdoors on Steam Deck - Fix a crash that occur when using the teleport UI - Fix assigning items to the second and third pages of the radial menu having odd behavior - Fix the radial menu sometimes not displaying item quantities - Fix extreme screen shake when using the curse jar - Fix some character names missing from the map - Fix the Cholera Clinic boss being re-engageable after beating - Fix a rare graphics related crash on Steam Deck