Viding was founded by three like minded individuals with the vision to create a modern city but floating!
Built next to the biggest waterfall known, Bellcross Falls, the founders of Viding saw an opportunity to built a beautiful and hospitable city next to it.
Russell has gone to Viding to see Bellcross Falls, try the Meiro Maze and also explore the mystery at the top of the Falls. People have said they know of a house on top of the Falls but nobody can confirm it.
Features: - New items: Wool, Wool yarn, Wool cloth - Displaying the building's area of effect during construction and selection - Ability to pre-set food rations for new settlers - New buildings: Brick house, Pit head winding gear - During a lightning strike, the map briefly lights up as if it were daytime - Lightning is displayed at a random point after being struck
Updates/Changes: - Crafting a bow now requires dry skin instead of yarn - Combining technologies "Spinning" and "Weaving" - The "Wooden Gate" building has been moved to the "Defense" technology - Updated fiber cloth sprite - Wool cloth is now needed to craft warm knitted clothes - Wool yarn can be crafted from wool in a drop spindle and a spinning wheel - Wool cloth is crafted from wool yarn in a loom - Shearing sheep now yields wool
I've been hard at work improving Artificer's Tower thanks to your helpful feedback. Here's what I've fixed up/added tonight:
Wishlist Button Fix: The exit button isn't hiding anymore on Ultrawide screens - problem solved!
Tutorial Tweaks: Some of you found a problem with the tutorial pointer in the Portal Room. I've fixed this to make things clearer. Thanks to @JamDunc + @Daft for finding this one.
Selection Update: Swapping from mage to room should be easier now. I've fixed a small bug to make selection smoother.
New Portal Room Reminder: If you forget to click 'Sell' in the Portal Room, don't worry. I've added a new reminder to keep things running smoothly.
Stay tuned for more updates as I keep working on Artificer's Tower. Your feedback is super important to me, so please keep it coming!
This week's update improves a lot of minor things, and Build 0.5.16 adds a new feature: Cursed Altars. The spawn logic of cursed altars will likely change in future updates. These new altars are one of many new events planned for the game to spice up early gameplay. We will be adding lots of new events to the game which offer different types of challenges and rewards. Expect more soon!
Engaging with 3 of these altars will reward you with a new achievement, so check it out!
Full Patch Notes:
- New Altar: Cursed Altar. Discover it and see if you've got what it takes to reap the rewards!
- New Achievement: Activate 3 Curse Altars
- XP will now carry over to the next level on level up
- An outline has been added to elites to improve visibility and identify them easier
- When enemies take poison damage over time they now have a custom shader effect applied to them to improve the visibility of the effect
- Ranger: When closing the Merchant Window, the toggle to switch between kiting mode and regular movement will no longer be triggered
- Ranger: When closing the Sacrifice Altar Window, the toggle to switch between kiting mode and regular movement will no longer be triggered
- Bug Fix: Treasure Map chest will no longer be deactivated when starting a boss fight in Usvit Depths
- Ranger Bug Fix: Burst Shot damage calculation was off. It was boosting the attack multiplier by +1 every shot, which eventualy resulted in insanely high damage. Fixed this, sorry no more OP burst shot.
- Increased base enemy move speed by 9%
- Linden Forest: Decreased hitbox size for the following enemies: Grub, Worm
- Reduced the gold reward for the Treasure Map item
- Bug Fix: Toast notification that Bilee has spawned will now properly display
- Bug Fix: Force Trigger necklace was not properly storing collider references
Next week we are planning to add at least 1 more new event to the game, along with a host of other QoL improvements and tweaks.
We have shifted our main focus to the development of Castle Usvit, but we will continue to push out QoL improvements and new builds as often as we can.
Next week we'll have some other news about the future of the game, so stay posted!
Thank you for your support. If anyone has any questions, feedback, bug reports, or anything else, please don't hesitate to reach out.
Community Manager Liv here! I hope you're all having fun killing dem bugs.
Over in our Discord server, we're running the first ever KILLBUG Community Challenge: get the highest score you can without jumping!
(Anything you can do with melee is allowed, and it's probably easiest to just unbind your jump input. Alternatively, you can do your best to embody the spirit of an elephant, since they can't jump. Isn't that sad?)
Make sure you're recording your runs; if you end up with the top score submitted in the server, we'll need proof to validate your win.
We'd love to implement challenges like this in-game, but with a small team and limited resources, it's not really possible right now. Instead, I'll do my best to bring you fun competitions like this through our Discord!
(Feel free to send suggestions/feedback into the server as well, if you have any ideas.)
The Community Challenge will end on July 20th, 12pm AEST, which means you've got a week to submit your best jump-less scores.