//misc changes - The game has been updated to the latest version of GameMaker (which might help with compatibility). - Updated the "translation_reference.csv" file. - A new Visibility setting has been added called 'VIP Relic Outline' which allows you to add a colour outline around important pickups (Hero Soul, Relic, Spell Scroll). - A 'Borderless Window' option has been added to the Display setting. - A White colour option has been added to the various Outline settings. - If there's a lot of Bone pickups on the map then fresh Bone drops will now attempt to merge themselves into a nearby dropped Bone to form a higher value Bone. Three new Bone colours have been added to help with this (bright blue/pink/yellow). Note this is only to improve performance and doesn't change game balance. - The HUD will now display your max Occult Health if it has been modified (eg from an Occult Potion relic) and you have the 'HUD Type' setting set to Full. - Game Over screen: Above the 'Most Destructive Minions' it will now display the current game mode and map name (since people tend to show off this screen instead of the stats screen). - Mini-Boss Veterans meta: This will now spawn a Shade Boss during Castle Conquest's Queen boss at the start of her second phase. - Necrotic Skirmishes game mode: The regular Palace Custodians have been added to the enemy pool. - Restless Abyss map: Added a little Spirits Abyss easter egg. - Deamonic Warlock minion: Boosted his projectile's Damage and penetration amount (his damage output was very low against tough enemies compared to other deamons). - Deamonic Monk minion: He will no longer benefit from the Attack Speed boost other Deamonic Monk's can give (spamming Monks was still a bit too good). - Brodacious Brozilla minion: Some of his Form sprites have been altered so they're a bit visually easier to tell apart (Boo, Eggy, Pot, Zombie). - The Pumpkin Bro, Big Pumpkinious Bro, and Big Potoussy Bro, will no longer play a sound effect when they attack (since they were the only minions to do so). - Meaty Club relic: This will no longer smash open Treasure Chests and Slop Pots (since it makes the Skelly Key a bit redundant and is a bit annoying if you love your Pot). - Oily Feet relic: The fire will now always have full transparency (was easy to think the relic was bugged since it's hard to see with the 'Declutter Floor' setting on). - Horoscope Charm relic: The text that pops up showing the type of bonus gained now shows at the bottom of the screen (so won't overwrite other texts). - Ectoplasm Poop relic: This will now instead create a ghostly pool that slows and hurts meanies. - King/Queen boss: During the first phase death sequence you will no longer be automatically moved to the middle of the map (as was a bit disorientating and can cause issues with some map elements like the Restless Abyss's hole). - Boulder Ogre enemy: Their sprite has been tweaked so there's now a visual difference from the regular Ogres (just so for the Beast Whisperer you can tell their tamed versions apart).
//bug fixes - Grimoire Necromancy Giant Fulfilment achievement: The Giantous Sinner was counting as a Deamon instead of a Giant. - Keepsake Key meta: The minion created could spawn inside of a blocking object (such as the Restless Abyss hole). - Castle Conquest: It wasn't saving/loading a variable used by Eggy Bro to keep track of it was a golden type, and Berry Bro to track how much Max Health boost it has left to give. - Gangly Grafted - Bonewrap Miniatures meta: This could allow you to use level 3 Skelly minions to boneraise Giantan Elites even if you had reached the max Giant minion cap. - Vampire Survivor class - Sinfulus Bellows meta: You could go above the Deamon minion max cap by sacrificing a Deamonic Batty when summoning a Diablos. - Sorcerer Hollow class - Sinfulus Majicks meta: You could go above the Deamon minion max cap by sacrificing a Deamonic Doppelganger when summoning a Diablos. - Imp Contraptioneer class - Sinfulus Trappers meta: You could go above the Deamon minion max cap by sacrificing a Deamonic Impling when summoning a Diablos. - Beast Whisperer class - The minions summoned by a Ghost Watcher/Summoner and Necarch would move very erratically if you were far away from them. - Restless Abyss map: Some enemies were sometimes unable to get around the hole (Slime, Swollen Slime, Bouncy Warble, Chomper). - Occult Potion relic: If you started a run with this then it wasn't giving you the fully updated Occult Health. - Ectoplasm Poop relic: This wasn't being triggered when entering a new stage in Castle Conquest. - Boneraise: The Deamonic Impling/Coiler/Jester description was refering to the wrong minion name. - Bonebrobigly Destineous boneraise: This could be offered to you even if you only had the 'Rotten Veggies' at level 1 (instead of level 2+). - Giantous Sinner minion: If you were offered this in a boneraise then you could Seal it and it would show in the next regular boneraise (instead of a Hero Soul boneraise). - Deamonic Impling: His bulb traps weren't conforming with the Ghostly Minions setting when they explode. - Barrow Bonebolster spell: For the Beast Whisperer class it could bolster a minion into another minion you have banished. - Boning Totem contraption: For the Doll Maker and Beast Whisperer classes it could bolster a minion into another minion you have banished.
I have uploaded an updated demo. This demo fixes a couple of more issues, and I also added a new section so you can learn the moves in an environment that doesn't kill you. This section also has some instructions so you learn how to do stuff.
I also am working on a "first release" so I can ask Steam to re-enable the Purchase button. This first version will include what you have in the demo (with some changes) and also a first version of the entire castle. The castle will be some sort of "sandbox" first, where you'll be able to play around but without any "locked areas" with puzzles and such. My plan is to build the game in a "layered" way, building the entire thing and adding puzzles and such after the basic environments are done.
The wait is almost over because Everdream Valley is making its grand entrance tomorrow on Steam! Can you feel the excitement in the air?
Want to get your ticket to Everdream Valley prior to the release? Pre-order the game now and visit the farm RIGHT AWAY!
Get ready to immerse yourself in a world of magic, farming, and endless possibilities. From restoring your humble homestead into a breathtaking summer paradise to tending to a delightful assortment of crops and adorable animals, tomorrow will mark the beginning of an extraordinary journey.
As the sun sets, prepare to enter the realm of dreams, where you'll embody various farmland creatures and weave enchantment throughout the valley. The time has come to sow the seeds of your imagination!
With excitement and anticipation, The Everdream Valley Development Team
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New server - S77 opened on May 29 2023. Join the official Discord community, Contact the administrator to receive gift code and more. https://discord.gg/YhNASXq8Kr
Big things are happening in the arena! We have some map updates, tutorial, hero and weapon balance adjustments, and more!. Get ready to dive in and experience the excitement firsthand and see what’s in-store.
More map updates
The amazing Seaporch map is now playable in the matchmaking pool and not just for custom lobbies! Visually updated and ready for all-out battles.
Moonshine Run has returned to the game with a new flavor of King of the Hill Mode. It’s now available in the matchmaking pool, so once you hit level 7, go give a bash and let us know what you think!
Tutorial
For all you SquadBlast newcomers, we’ve got you covered with a brand-new tutorial level. It’s here to introduce you to the game’s main mechanics, fundamentals and get you up to speed with how the game works. And hey, long-time players, give it a whirl too! You can check it out for fun or lend us a hand by trying it out in the Settings menu.
New Default AR and RL
We’ve hooked you up with new default Assault Rifles and Rocket Launchers right from the start of the game. These babies are ready to pack a punch, so jump into the heat of battle and give ‘em a try.
Jäger - Assault Rifle Assault rifles like this model from MullerWaffe are excellent in mobile combat situations that require a wide pattern of fire along with easily portable equipment. This weapon is a model of reliability and puts out a fire pattern that can push back the most determined defensive positions. Kriegwerk - Rocket Launcher Although this is a "basic" weapon produced for training purposes, a great many experienced combat veterans still choose this model for live action, appreciating the reliable action, accurate aiming controls, and ease of transportation.
Big Weapon Balance update
We took your valuable feedback, mixed it together with our own list of things to fix, and voila! These epic changes are the result. It’s all thanks to you, our amazing community! Keep the feedback coming! And yes, this will effect you Hive enjoyers out there.
Shotguns
Numb-R-Nine
Projectile count increased from 5 to 9 (to fit its name!)
Damage per projectile reduced from 15 to 8
Shock per projectile reduced from 0.5 to 0.2
Spread increased by about 20%
Fire rate changed from 1 to 1.05/sec
Reloading changed from sequential to full magazine reload
Tyrant
Damage per projectile increased from 6 to 7
Snipers
Kelvin
Damage increased from 50 to 65
Fire rate increased from 0.66 to 0.83 per sec
Swarog
Knockback reduced from 300 to 100
Zeus
Primary Damage reduced from 95 to 80Grenade Launchers
Grenade Launchers
Shardinator
Range of the initial explosion increased from 3 to 4 meters
Secondary projectile emission point moved from 3 to 2.5 meters
These two changes mean that there is a 1.5 meter sweet spot if you aim just in front of your enemy where you can deal both the explosive damage and deal some (or a LOT) damage with shards as well
Emission spread for secondary projectiles was halved (so they are emitted in a tighter cone)
Secondary projectile speed was increased from the avg 55 to 70
Secondary projectile range was increased from 20 to 30.
Added some new lines to the tooltip of the weapon about its recommended usage
Icelight
Removed weird behavior with hits and damage amounts. Now the projectiles consistently deal 40 damage each.
Rocket Launchers
Freeloader
Explosion radius reduced from 4 to 3
Trident
Added much wider spread for the rockets
Rocket turning speed changed from 40 to 80°/sec
Knockback force reduced from 325 to 50
Max speed reduced from 40 to 35
Removed slowing down
Grenades
All
Maximum ammo capacity reduced from 3 to 1
Hive
Secondary projectile damage reduced from 26 to 18
Damage drop-off over distance reduced from 50% to 30%
ARs Generally all ranges have been reduced as ARs are supposed to be a mid range weapon option, they should be out ranged by rocket launchers and snipers which now is actually happening. Some additional changes were made to put each rifle into their own role. We’ll monitor how these changes work out and make adjustments in the future if needed.
Liberator Role: Longer range skillful weapon
Reworked Spread (Wave pattern)
Range reduced from 37 to 27
Headshot multiplier increased to 1.8
Tugarin Role: Mid range tactical weapon
Reworked Spread (much more accurate while stationary, really inaccurate when running/jumping)
Range reduced from 28 to 23
Gibraltar Role: Short range annihilator-Mid range zoning weapon
Reworked spread (more likely to hit the enemy, I’d not call it more accurate overall)
Range reduced from 28 to 25 *(maybe 23 would be better)*
Damage reduced from 6 to 5
Logi Role: Longer range poke weapon*
Range reduced from 31 to 27
Twin Twelve Role: Short-range burst annihilator
Range increased from 20 to 22
Damage per projectile increased from 8 to 9
Effects Fire
An explosion has been removed after the fire has ended
Damage is dealt consistently while burning
Burning time has been increased from 4 seconds to 6 seconds
Low burning effect now does 7 damage per second, while high burning effect does 14 damage per second, instead of 6 and 10 damage per second respectively.
Hero Abilities Balance Changes
Hantu To give our ninja more opportunities to shine (or the polar opposite) :
Ability Cooldown reduced from 20 to 10 seconds
Dash To make her live up to her namesake
Ability Cooldown reduced from 10 to 7 seconds
Paavo To make the big guy less of jack of all trades character
Ability Cooldown increased from 13 to 20 seconds
Sound Improvements
Updated the lobby music track to be more neutral instead of bombastic so you can leave it up in the background as beats to study to
New ambient sounds for Kitsune Den and ChowDown maps
Minor tweaks to announcer lines
Audio balance adjustments in battle
User interface changes
The elimination weapon preview on the respawn screen now better fits the screen and features increased text size.
For popups with input fields we returned cursor if you are playing with gamepad
Other changes
If you launch the game for the first time on a device, you can link your existing profile even before accessing the Main Menu after the initial loading is complete.
Cleaned up the list of possible names for bots to exclude the inappropriate ones
We hope you’re gonna love this refreshing update and we’ll see you legends fragging it out like champions on the battlefield!