Hello, Some small changes and improvements after the stunfest !
- Correction of the problem of the use of water on the mini garden game - Balancing of the biodiversity coefficient - Fixed the bug in the cabin that blocked the game after reading on the sofa - Fixed bugs in the cabin on the mini trash can game and the mini fridge game - Fixed the bug in the mini game work (workers losing their happiness bar) - Small bug in the display of the earned money solved - Various graphic corrections - GreenThesey project debugged - Improvement of the "item donation" interface - Reduced xp levels - Fixed display problems in batman projects
Minicology is gearing up for a signup-only beta - join the Discord server if you’re interested!
If you’ve got a tester copy, check out the “SNAPSHOT” beta branch by right-clicking Minicology in your steam library and navigating to PROPERTIES->BETAS. This branch might have some bugs and crashes for the next few days, but if you’re eager to check out the latest features, go right ahead.
What’s new from the past few months:
Massive, open galaxies
Minicology is getting a whole new universe - with procedurally generated solar systems in need of rescuing! Each system generates a set of objectives, which range from repairing factories to fighting bosses. At the end of each system you’ll be rewarded with a single-use terminal that lets you spend your levels on permanent upgrades to your character. Systems can be started and finished in any order - it’s up to you to decide how you save the mini-verse!
Anvil system
Crafting an anvil will now let you embed enhancement cores in weapons. Each weapon has a base number of enhancement slots, so there’s some strategy to picking your favorite weapon+core combo!
Serum brewing
Farming Fronkeys just got more interesting! Fronkeys now drop toxins, which can be morphed into consumable serums by combining them with Antivenom at a Serum Stand. In later updates, look out for ways to weaponize toxins against enemies :)
Shielding & Critical Hit systems
There’s a new framework for shields, which let players and enemies alike block damage under certain conditions. Certain weapons are better than others at breaking tough enemy shells and deflective shields - so choose carefully!
Critical hits deal more damage and can activate special effects like life steal, shields, or stamina regen. A crit-heavy build can chain together critical attacks to activate these effects and stay ahead of the competition!
Starmail
Players can now craft Starmail launchpads to ship materials to other planets. These can also be connected to Item Pipes in order to automatically unload shipped materials into your chest room!
UI overhaul
Among other things, crafting has gotten a major overhaul. You’ll no longer need to switch back and forth between tabs in order to research+craft, and you can now investigate the full crafting tree by researching items from the preview menu.
Progression improvements
Early game progression is a little clearer! Players can now craft Steel - and associated weapons+armor - out of coal and ferrite, and several machines are available to further refine materials into advanced weapons and accessories.
Lots of new Enemies!
Catch weather-specific enemies like Pufferfish and Water gaslins on rainy days, or new invasion foes like the Jellyfish Psion or Moon Jelly! Lots of fun stuff here.
Performance enhancements
Lots of these! Many systems run smoother and game saves should be more stable.
Also, make sure to give a try to My Summer Adventure: Memories of Another Life — Day 1! Free prologue of the game, where you can spend a whole day in this mystical story!
Hello all! Thank you so much for all of the feedback and bug reports! We hope you enjoy this round of changes and additions!
New Content
Today we introduce one new spell, and a new character that starts with it.
New Spell: Arcane Slash
Quickly fires high damage slashes in front of you at a short range. A risk/reward spell with insanely high damage output, but requires you to walk towards your enemies to utilize it effectively.
New Character: Spellblade
Very durable and hits hard, but is slow at both moving and casting. Uses Arcane Slash spell type.
Spell Changes
Every spell in the game has been changed, some more than others. The goal of these changes is to increase player engagement by forcing you to play around your cooldowns more, instead of being able to easily spam the screen with projectiles. Every spell that has had it's cooldown increased has been made stronger to compensate. A side effect of these changes should be some moderate performance improvements as well, since there are fewer projectiles on screen generally.
Bloom/Blossom
Angle increment degrees per shot from 10 -> 8.
Cooldown from 0.2 -> 0.3.
Duration from 1.5 -> 2.
Catalyst
Cooldown from 1.15 -> 6.5.
Damage penalty from 50% -> 30%.
Rarity from Rare -> Uncommon.
Chain Lightning
Damage from 5 -> 10.
Knockback from 0.05 -> 0.
Chaos Blaster
Cooldown from 0.1 -> 0.2.
Damage from 25 -> 35.
Explosion
Cooldown from 2.5 -> 7.25.
Damage from 40 -> 90.
Size from 1.75 -> 2.
Hornets
Reworked. Now fires a burst of low damage and piercing/homing bullets that last for a long time on a high cooldown. Burst is independent of multicast and split shot.
Cooldown from 0.08 -> 6.
Damage from 8 -> 13.
Speed from 6.5 -> 5.
Duration from 4 -> 9.
Landmine
Unlike other spells, Landmine actually gets a cooldown decrease here due to it severely underperforming compared to other spells.
Cooldown from 3.5 -> 1.25.
Changed visuals to look less like gold.
Laser Cross
Cooldown from 1.45 -> 4.2.
Pierce from 0 -> 2.
Magic Missile
Cooldown from 0.8 -> 2.1.
Damage from 50 -> 70.
Duration from 2.5 -> 3.
Pierce from 1 -> 3.
Orb
Cooldown from 8 -> 12.2.
Damage from 200 -> 275.
Duration from 6 -> 9. (nice)
Pierces from 13 -> 25.
Portal
Cooldown from 2.2 -> 21.
Damage penalty from 45% -> 40%.
Duration from 4 -> 13.5.
Speed from 2.5 -> 2.
Railgun
Cooldown from 2 -> 5.75.
Pierce from 8 -> infinite.
Size from 1.5 -> 2.
Splitting Shard
Cooldown from 0.5 -> 0.9.
Pierce from 0 -> 1.
X Shot
Cooldown from 1.45 -> 3.75.
Damage from 80 -> 65.
Pierce from 0 -> 3.
Other Changes
Rebalanced the health and speed values on a number of enemies
Lowered the health on all bosses
Bosses now get a damage reduction bonus when damage is dealt to them that consistently goes down over time. This is to help keep bosses alive longer even in godlike runs, forcing the player to actually fight the bosses instead of just insta killing them (no more steamrolling Gravedigger).
Spells that cast a sub-spell while alive now start with that sub-spell on a half duration cooldown.
Adjusted descriptions on debuff mods to make them more understandable.
Added border change on hover for button.
Added photosensitivity warning scene before start menu.
UI Tweaks.
Bug Fixes
Fixed menu sounds not utilizing new audio system.
Fixed status effects on spells being overwritten. This was causing a number of issues, including Kindling Spirit and Gravedigger not applying their status effects.
Fixed null reference to owner in spell.
Fixed Audio Master not playing sound when timescale is 0.
Fixed some steam achievements not unlocking with in-game achievements. They will now automatically be unlocked upon starting a run.
Fixed doubling audio on Kindling Spirit attacks.
Fixed AoE attacks having their hitboxes removed after cycling through the projectile pool. This was causing Explosion to basically not work at all.
Fixed margin issue with start menu.
Cleaned up Start Menu layout for new character and fixed several minor styling issues.
Check out me (the dev) splattering some creeps across three levels in the demo version. Everything shown will be available in the 2023 June Next Fest demo. Be sure to check it out!