Thank you for your feedback during Steam Next Fest! We hope to address many issues that were raised by the community with this patch.
Spell Disk Demo Version 1.13
Rebuilt the controller system to be more stable and flexible.
If the game does not have a graphical representation of a button or a key you're trying to bind, it will give a question mark [?] graphic. But it will bind, instead of breaking the key configuration system.
Fixed an issue where the game registered inventory and pause keys with a same button on certain type of controllers.
Added PlayStation button arts for Play Station controller players. Plugging in a PlayStation controller will let the game know to use the PlayStation button art assets.
Assigned upgrade key to interact button, and recycle key to re-roll button. By assigning destructive function (recycle and re-roll) onto same button instead of other action button, we hope to reduce accidentally recycling your items.
Added weapon damage type display in the Root Chamber. It will make the player easier to understand the weapon's damage type properties.
Adjusted damage type and elemental type icons to be more consistent across the game.
Updated some disk's sprite images to be more intuitive and clear on their function. (example. Basic Attack Disks now have a sword icon instead of a blue X symbol.)
Updated some disk's description to be more descriptive. (example. Vanish disks (which occurs when an object is removed from the scene) renamed to be finished disks.)
Increased Mana production for some disks (elemental death, idle, etc).
Rebuilt the movement, knock-back, and stun system to be more stable.
Enemies or objects with AI movement will be aware of other enemies or objects that does not use AI movements.
Fixed an issue where a knocked-back enemies could teleport back to where they started. Previously the game's knock-back system and AI movement was not collaborating with each other, so the issue was addressed and fixed.
Stun system for enemies are overhauled.
Previously, the game checked whether an attack passed an enemy's stun threshold to see if the enemy gets stunned or not. Then, when it passed the threshold, the enemies got stunned for a pre-determined duration of time.
Now, the enemies will be stunned based on the strength of 'stagger' stat of the attack or the spell. Usually, stronger attacks or spells will now inflict longer stuns.
Implemented a stun resistance stat for enemies. Some enemies will resist the stun better than the other. (example. Bats will take 50% increased stun duration, while tree monster will take 50% less stun duration.)
Changed the enemy flash on hit behavior. Previously, it was a flat 0.5 seconds of color flash on enemy body. Now, the flash on enemy body on hit will be based on how long they will be stunned for. Thicker the color and longer the duration the flash is, the more stunned enemy is. This will be a great indicator how much enemy is resisting its stun.
Added indicator for how much stun effect each spell has on item information panel.
Adjusted crafting cost increase / decrease behavior throughout the duration of the game. When recycling an item, the reduction of crafting cost will only be affected starting on next floor.
After the introduction of new crafting cost economy, players felt they were forced to craft->pick up->re-roll->recycle->craft... and so on to get the best value. This strategy devalued the dice resource by a huge margin, so we hope to bring a feeling of risk/reward instead of tediousness on recycling items.
Save data will be deleted for a ongoing run on update. This is necessary to avoid the game crashing with incorrect data from previous versions of the game.
Adjusted random seed generation for item crafting.
Thank you for playing Spell Disk! Your feedback are truly appreciated!
Size of items and other elements reduced for large resolutions, targeting 3840 x 2160, 3840 x 1600, and 3840 x 1440.
Thank you to all the users contacting me with screenshots and resolution info. Please continue to do so at goosepostbox@gmail.com. I'll try to find the best balance between all the feedback I'm getting. I hope to get a windowed mode as an option at some point as well.
Hello again everybody! I hope you all have enjoyed the fresh new content of the latest update to the vampire route! I think I've mentioned this before on a previous weekly update, but my favorite part of the recent version was working on the new Pet system. Having an ally by your side in combat feels less lonely and more like you are properly utilizing your servants. But the aspect I enjoyed the most was building their personalities through the support conversations. Were there any girls that stood out to you in particular? I'm currently hosting a popularity contest to see which girl the community enjoyed most. You can find a link to the strawpoll contest below!
I think I know who most players enjoyed, but I would love to be proven wrong!
Onto the news on what's next for Crimson Veil! I've been drafting some ideas for the next story chapter, but first I would like to further expand on the side content.
Firstly, I will be updating both Ophelia and Bianca's Pet content. You will be able to increase their bond level to a maximum of 6, and eventually have them as a playable partner! Additionally, Ophelia will be getting a much needed refresh to her expressions, as shown here:
That first frame may look the same as an expression already in the game, but it has been updated! See the difference for yourself:
I'll be incorporating these new faces to old conversations to give them more visual variety. I also definitely need to update her sprite! Ophelia will be a key character to the vampire route moving forward. After all, she is the sister of Mila's primary target...
The real meat of this next update however, will be another contract to be added to the vampire route! What will this update entail? That's up to you!
It's time for the User Submitted Contest Round #9. Do you have an awesome, sexy idea you'd like to see added to the game? This could be your chance!
I will be selecting 8 of my favorite ideas, and my patrons will be narrowing it down to just 1 to be adapted. If you are interested, Make sure your idea is solid and you follow the rules posted on the link below: User Submitted Contest #9 Rules Send your ideas to: crimsonveilgame@gmail.com
You must submit your idea by Saturday, 7/8/23, so get to writing!
That's all I have for you this week. Until next time, everyone!
New exclusive UNION Pass Missions to add to the list!
Aeri Shadow Agent Celebration Event Dungeon Clear
Get the most as you progress Aeri!
Event Period July 5, 2023 - July 26, 2023 UTC
Clear
Item and Amount
5
x1 Resurrection Capsule X11
10
x5 Gear Booster Fuel I
20
x3 Normal D Component : Gear
30
x2 Normal D Component : Costume
40
x5 Perfect PNA Evolution Kit
50
x1 Transcendental Elixir
60
x1 Costume Fusion Fiber
70
x5 Gear Booster Fuel I
85
x1 3-star Boss Weapon Random Box
x1 Aeri's Tiamat Bow
x1 Aeri's Tindalos Bow
x1 Aeri's Yod Bow
x1 Aeri's Evil DragonBow
100
x1 +3 Fused Phase Wings
The event is exclusively available for Aeri's character. The 3-star Boss Weapon Random Box can only be opened by Aeri and can be moved to the account bank.
Join us for the final day of Season 2 and claim the special Championship Cup Balloon as part of the fun!
Event Duration:
PDT (UTC -7): Tuesday, July 4, 2023 5:00 PM - Wednesday, July 5, 2023 5:00 PM
CEST (UTC +2): Wednesday, July 5, 2023 2:00 AM - Thursday, July 6, 2023 2:00 AM
JST (UTC +9): Wednesday, July 5, 2023 9:00 AM - Thursday, July 6, 2023 9:00 AM
AEST (UTC +10): Wednesday, July 5, 2023 10:00 AM - Thursday, July 6, 2023 10:00 AM
Event Details:
Log into KartRider: Drift during the final day of Season 2 for a special reward!!
Prize must be claimed from the event menu before the event ends, and all items sent to the Mailbox must be claimed within 30 days of receipt, or they will expire.
Hey guys! It´s been a while. So we are finally announcing our next game!! Albatroz, a new backpacking adventure rpg. The game is coming to PC and consoles next year.
Features
• Follow a deep narrative with captivating characters • Meet new friends and discover new cultures in a quest for self-discovery • Manage resources, make travel plans, and improve your abilities in order to survive • Travel through beautiful and mysterious locations as you walk and drive through vast landscapes and face the wilderness
The Deluxe Edition is half off for the Steam Summer Sale!
Changes since the last update:
You no longer have to hold shift to run, you just run all the time now.
If you right click, or alt+click on a canvas while painting, it will change to the color under your cursor (eyedropper tool)
Straight Line Tool (Deluxe Edition Only). If you hold shift before you begin a line it will draw a straight line until you release the mouse/pen. While drawing a straight line, if you release the shift key and then press it again, it will lock the line to multiples of 22.5 degrees.
As always, don't forget to check the "Controls" page in the pause menu to see all of the additional features that are only accessible as keyboard shortcuts!
Also, in case you didn't know, there's a web version of the game that runs in the browser! You can't use your steam login, but I use it all the time just to quickly browse the gallery. https://swsteffes.itch.io/different-strokes