The following updates were made to NinjaFall in this patch.
Updates to the cpu model has been made. The computer controlled characters have been made to be less likely to be just running off into pits. They still have the capacity to do so, but will be slightly less likely now to do so.
A settings page now exists, accessible from the main menu. Currently you can only set the FPS counter to display or not, but efforts have been made for this page to be massively expanded.
As to the above, data saving/ and reading has been introduced into the game. NinjaFall now reads/writes from it's installation directory.
10 new arcade levels have been added. The player now is required to run through 20 Arcade levels to reach then end instead of the initial 10.
- A few weeks ago I changed the candy cane enchant cost if it is above level 20 to 40k pet stones and forgot to also decrease the cost on the confirm dialog after that. I fixed that now and everyone who did actually enchant it, got the pet stones which it did cost back. - Fixed some other bugs (Levi unlock, total growth, enchanting the egg works now with event currency, some typos display issues).
To avoid what happened today, regarding old saves being incompatible, I'm going to be creating a new branch of builds.
The stable build, and the beta build.
You're all welcome to gain access to the beta build, which will include all of the latest features and updates.
Once I'm happy with the build, I'll be publishing it as a stable build. Hopefully on a weekly basis.
I can't apologise enough for releasing a build that breaks your saves without warning. I know a lot of you put in a great deal of time, and having that simply taken away is beyond disappointing.
Hopefully, I've learned from my mistake, and having this beta build will stop that from being an issue in the future.
How to Join
If you'd like to join the beta build, please right click Temporian in your Steam Library, select manage, select the beta tab and input the password "temporianbeta".
This will unlock the beta branch.
I don't imagine we'll have another save incompatibility glitch, but it's better to be safe than sorry.
This is a minor update that consists of some bug fixes and performance, patch notes are as follows:
-converted all landscapes to use virtual textures -reworked some lighting on forest level 3 -fixed M4A1 Sherman driving backward -fixed M4A1 turret facing turret backward -fixed M18 GMC driving backward -fixed M18 turret facing turret backward -fixed some rocks having no textures in winter level 1 -converted every map to use virtual textures -forced all foilage to user virtual texture streaming -enabled opacity for virtual texture streaming -enabled nanite on many high poly models, increasing performance on weaker machines -fixed the ditch on winter level 1 -fixed Sd Kfz 9 German half-tracks disappearing when on the edge of the screen -freeplay mode now accounts for a number of paths, so there will no longer be X number of enemies per path instead it will split the generated wave by X number of paths -changed enemy health multiplier to wave 20 instead of wave 15, meaning enemies will have less health in free-play mode until wave 20 -changed wave money reduction multiplier to wave 25 instead of 15, meaning that you'll make more money early game -added desert variants of enemies to free-play mode, including the dingo and Pz Tks to their factions respectively -lowered juggernaut health from 2000 hp to 1100 in free play mode -added explosion effects for Pz II for the allies campaign -added explosion effects for Pz IV F1 for the allies campaign -added explosion effects for Sd Kfz 9 half-track for the allies campaign -added explosion effects for Pz Tks for the allies campaign