Harvested seeds can be planted wherever you like as long as they have space to grow.
Continue to increase your shipping level to unlock Terraformers and Composters. These structures can be used to generate fertilizer for increased crop quality, and rich soil tiles that speed up the growth and fruiting of plants.
A new Progression System and Shipping logic
This update takes the game's existing content but provides a more engaging leveling experience where structural blueprints are rewards for increasing your shipping rank. As the game is updated and new structures are added, these rewards will increase, providing more content and unique experiences so you always know what you're working towards.
An Improved game interface makes item selection easier and more intuitive
The old Quick Slot system which limited players to 4 items has been totally redone as an infinite toolbar. Items from your inventory will be displayed in your toolbar automatically as they are collected, so there's no need to assign anything, and you can get back to enjoying the game.
The new "Sweet Spot" mechanic
After collecting 100+ resources, the laser tool can start to feel a little dull. To spice things up, certain resources will have a "sweet spot" and if you maintain contact with your laser for a period of time, you'll be rewarded with a burst of extra resources. Laser smarter, not harder!
How can I get more involved?
Are you interested in providing input on the Prospecting experience? Join the Loonworks Games Discord and let me know what you'd to see in future updates!
Added a play to catch up to them and defeat them with a body hit
Walls where you can see arrows for directions when you get close to them
Meteors that block the way (meteors can go anywhere!!!!)
Grinding action
Prop placement on the roof of an office building
Hatake (Farming fields)
HP display on bosses
Light shafts
Changes
Added dialogue when an enemy is destroyed
Added dialogue when landing hard
Improved ease of running along invisible walls
Improved the shape of the first floor of the office building
Increased difficulty of avoiding snipers
Adjusted the rays of the UFO
Changed so that enemies can launch in succession
Adjusted title BGM
Changed wheelie tilting direction backwards (if you pressed the stick to the right, the kei truck was designed to tilt to the left to do a wall run, but this could be confusing, so it was changed)
Removed force feedback due to fast movement (as it tires the hand)
Added color to building window glass
Changed so that columns under elevated tracks can be destroyed
Adjusted collision of kei truck rally course
Replaced the lengthy demo stage that took 7 minutes with a shorter stage
Changed hitstop time to decrease when hitstop occurs continuously (because it was stressful when blowing up a lot of cars)
Changed guardrails and fences to be blow-off objects (they didn’t look so good when destroyed).
Changed to not play the tutorial if you used nitrous just before the nitrous tutorial comes up (should improve the tempo if you are good at it).
Changed smoke to be translucent (it was dirty with the mask material)
Improved so that the same conversation doesn’t play back in succession
Changed so that you don’t do a wheelie unless you input a wheelie (this way drifting is more fun)
Improved visibility of enemies
Added support for rotation in the process of destroying building walls
Changed so that the speed does not slow down when hitting a car (made it less stressful)
Increased the difficulty of avoiding missiles
Changed the demo version so that you can choose to continue from the beginning (it’s hard to start from the beginning after a crash)
Fixes
Brown bear stage
You can attack many times around the place where the brown bear missiles appear.
The camera becomes too far away when the missile is destroyed while stopping when there is an enemy that fires the missile…?
Sometimes the particles in the music player don’t come out.
The game crashes when destroying a telephone pole in front of the goal in the demo stage
Vulcan cannon fire is not stopping (the processing load was terrible)
Aliens are not glowing (aliens should glow).
The opening movie doesn’t play.
Trees that were supposed to be knocked down are still standing when viewed from a distance.
When you hit the button repeatedly before the score is displayed in the result, it becomes impossible to progress.
Missile hits a destroyed blowup object.
Invisible wall of house site makes it hard to turn around
Collisions on utility poles are too large.
Sleeve signs change color when blown off.
Optimization
Reduced polygon count for trees
Reduce number of meshes for guide signs
Instantiate poles
Instantiate abandoned vehicles
High processing load in the alien conversation scene in the UFO after the brown bear battle ( I was showing the whole stage of the brown bear battle)
Destructible objects: changed to hide the mesh after the animation was over (each destruction increased the polygons to be drawn, which increased the processing load).
We owe you an apology for not being able to update for a long time. But we want to give you good news! We continue from where we left off and we will be here with a big update soon.
Our development team is working hard to further enrich the game experience and bring you more content. New features, expanded content and exciting innovations await you with this major update.
Thank you for your trust and patience in us. We are happy to report that good news is near. Thank you for continuing to be with us.
Our new update will be live very soon. We look forward to bringing you this big update. Stay tuned!
Apologies for the massive delay, school and related projects have only recently calmed down. Beta 1.5 brings a slew of improvements and bug fixes.
Added/New: -Scouts call for reinforcements when they find an enemy/player unit group. -Added keybindings for formation type/state -Heavy units now consume a small amount of evo unless stored -Stored units do not require evo -CDF unit production increases relative to the number of nodes destroyed.
Fixes/Improvements: -Scout pathing is less laggy and is much better at determining valid locations. -CDF units have been buffed. -Fixed an error if a selected unit dies -Fixed buggy navigation checks and group dispatch lag spikes -Sensor unit range increased, attack power lowered. -Box selection highlights what the selected producers can produce as well as produced units. -Adding patrol points to an existing patrol no longer breaks the patrol. -Bunkered button flashes if you are trying to produce a unit with an un-bunkered producer. -Fixed bug that starts a drag-select when mousing over a unit. -Enemy units record the number of units they detect (and their IDs) for targeting purposes. -Fixed UI scaling bug
Our Divination Card Stories series showcases the tales behind our player-designed divination cards. In today's news post we've gathered the first four entries into the series together. Check them out!
If you've designed a Divination Card that has been released and would like to share the story about the meaning of your card, please feel free to send us a message here!
The first entry into the Divination Card Stories series was Sirgog's The Price of Loyalty. Wanting something with high power but high variance, Sirgog came up with the idea when another player in global chat linked a two-implicit Tabula with two +2 gems mods and he snarkily replied "shame to waste those corrupts, they would be amazing on Skin of the Loyal".
The Tumbleweed was designed as a gift for two friends of nasaboy007, celebrating their first wedding anniversary. The story describes a bachelor being saved from an apartment nicknamed "The Wasteland", where a tumbleweed was the central attraction.
As a long time ARPG enjoyer, SinnerSteven's favourite character archetype was summoners, specifically necromancer. The idea for The Skeleton was simply that a card that gave a high quality summon skeleton skill gem would be fitting for such a high quality skill. SinnerSteven's second card, The Bones, is a continuation of the first. The art and flavour text were designed to capture the feeling of using Vaal Summon Skeletons for the first time and being surrounded by an army of skeletons.
After running a modded Neverwinter Nights 2 server set in the Planescape setting, Cryptc wanted to create a Divination Card inspired by the same theme. References to the Planescape Dungeons and Dragons campaign setting can be found in the title, art, and flavour text of Cryptc's Divination Card.