Phasmophobia - KineticGames

  • You can now complete the Easter event, if you do not have any other badges. If you had this bug, you will receive the badge and trophy by completing the Easter event on one map again
  • This weeks weekly challenge will now give the reward and have the correct loadout. This challenge will reset at the correct time and will not be extended

If you experience any issues or want to give feedback, please join the official Phasmophobia Discord : https://discord.gg/phasmophobia
Thanks,
The Kinetic Games Team
Through The Fragmentation - Máté
Today I accidentally stumbled upon a weird glitch I probably caused months ago when prepared the previous patch: all ashtray models were missing from the game (so cigarette butts were flying slightly above desks).

No idea exactly how and when (or... why?!) it happened... but now it's fixed.

Also: fragments (basically the unlockable endings) are now saved in a folder named "Fragments" next to "Save" - instead in the Windows registry. The technical reason behind that is if anyone has some problems with them (the registry keys misteriously got deleted, or something like that), fixing it will be much easier from now on.

Don't worry though, the game will still recognise fragments saved into the registry, so this change shouldn't break previous progresses.
Terra Randoma - Deniz_K
Hi everyone,
In this update we made several improvements for different aspects of the game. See below the details.

Version 0.81.07

ADDITIONS
  • Sort inventory button added.
  • Investigate Cautiosly skill check added for certain overworld incidents and quests with battlemaps. Successful "investigate cautiously" skill checks reveal the number and type of enemies. It also grants a suprise attack bonus to the hero (+10 melee & ranged attack for 10 turns). Hero can make a more informed decision about committing to the battle. This skill check is easier at night.
  • Sword in the Stone overworld incident added. Hero must persuade the ethereal defender of the sword that he is brave and worthy enough to wield it.
  • Forbidden Ritual overworld incident added. Hero discovers an otherworldly statue worshipped by the cultist. He has now the opportunity to fight the cultists and steal the valuable gems on the statue.
  • Crystal Field overworld incident added. Hero finds a strange place full of crystal formations.
  • Rabbit added as a huntable animal. Hero can find it randomly on the overworld map or at the camp while searching for hunt.
  • Ceremonial Staff added. (Damage 12. Defense 5.)
  • Aquathril Shortbow added. (Damage 9)


CHANGES
  • Changed one of the wilderness survival perks to "No travel speed penalty when it is raining".
  • “Follow the tracks” skill check is improved. Now, on success, hero can find 1, 2 or 3 huntable animals.
  • Some of the thievery skill perks now improve suprise attack.
  • Successfull skill checks give more XP.
  • Successfull intimidation skill checks give more reputation.
  • Maximum load capacity is increased by 5 for all characters.
  • Amulets may now have luck stat.
  • Introductionary texts for overworld incidents improved.
  • The last boss is now harder.
  • Enemies after level 12 are slightly harder.
FIXES
  • Enemies' lightning damage was not calculated correctly when raining. It was less than it should be.
  • Fixed an issue where game starts to play wilderness ambient music for a second when exiting from the town battlemap to the town.
  • Deers were not supposed to attack, but they were melee attacking the hero.
CulixCupric's Temeritus: Dark Scion - CulixCupric
replaced some corrupted tiles/tilesets objects and fixed some overworld zones like cydonia and the flatlands of which had tilesets corrupted a while ago, as well as another attempt at save fixes for those with broken saves.

anything broken or buggy or weird should be reported in the community bug page/thread ^w^
Apr 8, 2023
Rescue Agency: The Kidnapper of happiness - studiogamemixer
So, let's go to the mysterious country to save its inhabitants from the insidious Kidnapper of Happiness, who escaped from captivity!!!
vivid/stasis - kouneyagami
Greetings to all vivid/stasis players!
Cheryl here.
In this post, I'm going to briefly outline the content coming in the upcoming 2.1.0 update for vivid/stasis! We've been hard at work addressing bugs and deciding how to approach balance changes, so let's go over what you can expect!

1. Decryption Style, Points, and Battery
Decryption Style is vivid/stasis' new progression system! It's toggleable from the song confirmation menu.

By default it's set to "BASIC" mode, but it can be toggled between the following:
- BASIC mode: The default. In this mode, you play the game like normal, and you're given a minimal amount of Points and Battery at the end.
- PERFORMANCE mode: A grinding mode focused on Points (the currency used in the shop). In this mode, the Challenge Gauge is enabled, and failing out of a song will result in you gaining no rewards. Clearing a song will result in gaining a large amount of Points, but very minimal Battery.
- CHARGE mode: A grinding mode focused on Battery (the currency used in the Node Flowchart). In this mode, the Challenge Gauge is enabled, and it functions the same as in PERFORMANCE mode, only that the Points gain and Battery gain are swapped.
- HARMONY mode: A challenging grinding mode. Provides great reward for both Points and Battery, but the Challenge Gauge is much, much stricter.
- ULTIMATE mode: If you get a single "FAILED", you lose. Provides exorbitant rewards for both Points and Battery.

You may be wondering, however, what is "Battery"? Points is the existing currency, but Battery is a bit of a change. However, the explanation is rather simple.
With the upcoming 2.1 version, we've split the Points currency into Points and Battery. Points will be used in the song shop for unlocking new songs like it has been, but Battery will be used for unlocking nodes in the Node Flowchart. Essentially, we've created two currencies, one for the rhythm game, and one for the story game.


2. The Profile System

New in the upcoming version is the Profile System! It adds a customizable profile to the game that displays info like your Full Combo and All Critical counts, Class, Rating, and Story Progress. It also has a "Profile Picture" and "Player Title" feature, both of which can be unlocked and customized to make your profile truly yours.

3. New Songs and Charts
Four new songs arrive to vivid/stasis in 2.1.0! Three of these will be unlocked in the Node Flowchart and will be added to the Chapter 1 song folder.

- "obair-ghreis" by l'avenir proche (vivid/stasis original, previously released)
- "Happy Go Lucky!!!" by Kyotsugyon (vivid/stasis original)
- "Macropolis" by MYUKKE.

Additionally, coming to the Song Shop is "3, 2, 1, Let's Go" by Quree! This song was teased as a Thank You for the game being downloaded over 3,210 times, and will arrive in this version. The FINALE chart is a collaboration between every charter on Team Vividstasis (at the time of it being charted)!

4. Results Screen Redesign

The Results Screen has gotten a redesign to accommodate for the introduction of Decryption Style! We're still trying to fit certain things in (like the RATING UP display, and course mode content), so this may be subject to change before the update releases.

5. Side Story Removal

In the launch version, we featured green "side story" nodes on the flowchart that alluded to future content. We've unfortunately made the decision to scrap this idea, as it's unrealistic due to the scope of the story we want to tell and the fact that this is a non-profit hobby project. We're aware some players may be disappointed by this, and for that, we apologize.

6. The User Manual

In 2.1, vivid/stasis will feature a User Manual that can be viewed from the main menu. Since we have a lot of gameplay mechanics, especially with features like Decryption Style, a game manual makes more sense for us than a tutorial. It will also feature character bios and more fun tidbits!

This update will likely release in either late April, or, (more likely) early May 2023. Please stay tuned!
That's all for this update post. Stay vivid!

- Cheryl "tired from launch month" Stelli
Apr 8, 2023
Samurai Slaughter House - justingoska
Hey everyone!

I received a lot of feedback that people were having difficulty with the iado sheathing/unsheathing of the katana so I've add an Easy Sheath Mode.

When this is turned on, you can grab your sword to instantly remove it from the sheath or tap it to the mouth of your sheath to instantly put it away.

If you haven't already joined the game's Discord channel, I would definitely recommend it if you'd like to leave feedback! I'm quite active in it and take in to consideration all the feedback I receive.

Have a good weekend!

Justin "Tab" Rosete
Apr 8, 2023
Legendary Journeys - kfrench16
EA Release - 0.6.5 Notes

********** WARNING: Saved Games may be broken with this update ************************

Developer Notes
Another round of fixes that were reported. Mostly as a result of the upgrade a few months ago. I updated the regional map to Ashund Forest.
I hope the numbers are more legible, now.

Higher ranked gate spells are working now. If they break again, I'll remove the higher ranks and leave them at one rank with an
adjustment to their casting cost.

  • Fixed - The doors in Ravenshire (ashund forest) should be working again.
  • Fixed - Expert Air Magic Trainer in Kunari Plain village - door is working again

  • Informational - Gate spells of higher rank should be working this update.
  • Informational - Tried to make the building numbers on the Ashund Forest regional map a little more legible when you zoom in
G.E.T. Playtest - Konnex Interactive
[ / ] Changed Increased bear amount
[ / ] Changed Reduced Footstep volume
[ / ] Changed Increased width of playerstats-UI
[ / ] Changed Increased stamina recovery

[ ! ] Fixed Thirst bar doesn't show current thirst level
[ ! ] Fixed Collecting water without vessel
[ ! ] Fixed Tree-Groundchecker for cutting
[ ! ] Fixed Bear spawnpoints
[ ! ] Fixed Patrol paths from npcs
Apr 8, 2023
The Farmer Was Replaced - Timon
  • added item tooltips
  • added code tooltips
  • added tooltips to the code completer
  • added tooltips to settings in the menu
  • tooltips now only pop up after a short delay
  • tooltips on buttons now appear in a fixed position above the button so they don't cover up parts of the code
  • some tooltips now have a "--right click for more info--" message that opens the corresponding docs page on right click

  • added "open folder" button to open the folder with the savegames in the explorer
  • you can now copy code from a running function
  • the automatically inserted indentation after a colon is now using spaces if the previous indentation was already using spaces
  • print now rounds less
  • the text on the unlock buttons now changes to "Upgrade" after the first unlock and the button changes it's color
  • selecting a docked function now moves the whole function stack to the front
  • get_cost(Entities.Hedge) now returns an empty list like other plants.

  • added continue statement
  • local scopes now work like in python
...