Juuden Youshuugi ~ Crimson Paraselene - Supermoon Studio
Bewitched Mode no longer activates automatically. The player must activate it with the C key when at least one gauge is full
The player no longer loses a life when hit by a bullet in Bewitched Mode, though the bonuses are still lost
When getting hit by an enemy bullet in Bewitched Mode, the player has temporary invincibility (~1/2 second) and some of the enemy bullets in the player's general area are cleared
Fixed a bug where Bewitched Mode disables deathbombing
Special Attacks can now be practiced with any character and shot type, as long as it has been encountered at least once character shot type, it is no longer character-specific
Bewitched Mode PIV Increase counter is now visible while still in Bewitched Mode
The magic circle effect in Bewitched Mode starts out big and slowly shrinks, to indicate how much time is left in Bewitched Mode
Fixed a bug where Anya's 1st boss special attack moves faster in 120fps
"Feldonian Regalia" - Made crystal bullet circles smaller on Platinum phase
Reduced screenshake on Anya's 1st boss special attack
Fixed a bug where CarolineA's focused bomb didn't fade away completely in 120fps
Extended area for bullets to be deleted off-screen
Fixed a typo in Caroline's Stage 2 dialogue
Music fades out more slowly at the end of stage 3
The last digit in the Special Attack Bonus is now always 0
Fixed a bug where, in the Special Attack Practice menu, players can practice attacks they haven't encountered/unlocked when they have scrolled down the menu
Updated still image used for stage 3 still background to reflect the darker water color in the full background
Hex Dolls in Hexnas's 2nd boss attack now spawn slightly lower on the screen, so the speech bubbles are easier to read
Large circle bullets in Anya's last special attack are now immune to bombs
Fixed a bug where pressing the confirm button when cursor is on "Boss BG Distortion" brought up the Stage BG Detail menu
Threshold for the amount of youkou required to enter Bewitched Mode is now different per difficulty
Anya's boss normal attacks have higher bullet density in Absurd difficulty
Anya has a new special attack background
The player can now press the X key to skip the animation on the Stage Clear screen
Blue rupees now change into red rupees when the player is at full power (The result is the same as before where red rupees for power acted as blue rupees for points when at full power)
Fixed a bug where, when a stage ends while the player is in Bewitched Mode and they earn enough pieces for an extra life or bomb, the remaining pieces were not added
Fixed a bug where timing out a non-survival special attack in Special Attack Practice incorrectly counted it as a successful capture
Rockman, from FTL: Faster Than Light, has been added to the game!
Official FrayTools Plugins now available on GitHub
We're excited to announce that the very same FrayTools plugins we actively use for internal development have been publicly released on GitHub! We sneakily released them a few weeks ago and have already started to continue development from these open-source repositories. In addition to the Fraymakers plugins you'll also be able to find "plugin-core", the FrayTools library that serves as a development kit for creating your own plugins, along with some minimal example code repositories. Check out everything we've released so far below!
With this change, we've moved the Fraymakers API documentation from its original website over to GitHub to simplify maintenance and provide a better browsing experience. You can explore the new home for the documentation here:
We’ve decided to remove this feature from the game for now. Aside from being somewhat underdeveloped, adding additional lights could affect performance on lower end hardware if the feature wasn’t turned off. On top of this, we discovered a bug that resulted in point light calculation not being entirely disabled when generating hitsparks, even if the feature was turned off. With the system disabled, everyone who had the feature turned off may see some modest performance gains based on our testing. The feature may return at some point in the future, but for now it’s on the backburner while we focus on larger priorities.
New error logging feature
If the game crashes, a new error.log file will be generated alongside the game executable containing crash details. When reporting crashes (ideally via https://fraymakers.com/feedback), please be sure to send us this file to help fix your issue!
Fixes
Negative hitstun values are now processed correctly as a Float with respect to the documentation.
Playable Characters
Octodad
Side Special Air - Updated with completed pixel art.
Down Special Air Attack - Updated with completed pixel art.
Welltaro
Neutral Air - Updated with partially completed pixel art.
Forward Strong - Updated with partially completed pixel art.
Forward Strong Land - Updated with completed pixel art.
Neutral Special Air - Updated with completed pixel art.
Assists
Rhythm Doctor
Corrected a console error by removing a deprecated ‘forceTumbleFall’ stat from the animation.
We’ve reached 1K followers on Steam!! 🥳 💖 When we first announced this game, we weren’t 100% sure of what the reception would be. Flutter Away is quite different to a lot of games on Steam. It’s a slower game, that’s more so about observing the world around you. It’s a short game, with no combat or enemies. Instead the game is all about respectfully interacting with nature, and engaging with it which we were told could be a hard sell. And now look! We can’t believe there are a thousand of you on here who want to keep up with our wee nature exploration game!
To celebrate the occasion, we’d like to do something for the community by giving away 3 free keys for the full game of Flutter Away! These keys will be ready to use on launch (August 3rd 2023) to download a full version of the game for free.
To enter the giveaway, download the Flutter Away demo if you haven’t already, play the game, and comment below what your favorite moment is from the demo!
Winners will be chosen randomly on July 25, 2023!
Please note that this giveaway is running on here and on Twitter, you can enter in both places if you wish!
Above is Lucia relaxing after going through the Story for Fangs and Claws. ;) Right now, the majority of it is done. Just got some gallery images to do, check for bugs, and such. It should release next week. ;)
This update contains a big campaign expansion with 7 new settlements, Brabant is added to the campaign map and cinematics are added for assassinations and peaceful annexation. Ofcourse this patch also contains a lot of small fixes and a new menu scene depicting the death of Willem II at the hand of the West-Frisians.
Unfortunately savegames from previous game versions are incompatible due to the expanded campaign map.
I hope you enjoy it.
Full Changelog:
Fix blood texture on arming sword
If you press F5 with no formation selected you will possess a random ranged unit if available
Fix stormram floating through water during schagen siege
Tweak campaign map lighting and clarity
Tweak campaign landscape add landmass south of the the map
Add Brabant as playable faction for conquer all campaign
Add Brabant to campaign map
Tweak campaign map out of bounds textures to be almost seamless
Add new settlements to map: Die Haghe, Niemeghen, Tordrecht, Tiel, Ten Bosche, Wyck and Breda
Add region based map for Brabant
Add region based map for Die Haghe, Tordrecht, Wyck and Tiel
Fix assassination logic
Add animation scene for peaceful annex
Add animation scene for assassination
Fix Frisian militie units missing animations
Fix commander not being able to dismount when starting mounted
Fix custom lord weapon not cycling
Fix initial custom lord model being a militia model
Fix reinforcements sometimes being displayed on the wrong side of the battle dialog
Fix firemode icon showing on routed formation card
Fix delay before you can press accept on game event dialog
Fix spy and envoy diplomacy chance calculations
Update main menu with small scene depicting the death of Willem II during a campaign in Western Frisia
Now how cool is that? We were fortunate to be one of the Steam Next Fest Top 50 Most-Played Demos for June 2023! Honestly, this means the world to us here at Blankhans. We couldn't have accomplished it without our supportive community and everyone who took an interest in our game. There are some wonderful games out there, so to be among the Top 50 is truly a representation of the excitement you create.
We hope to build upon your feedback and excitement because hot off-the-heels of Next Fest comes our Early Access launch on July 18th! If you played the Open Beta, we hope you enjoy the changes and additions we've added for our Early Access. If you didn't get a chance, we hope you take this opportunity to join our cozy, social survival game. As a small indie studio, every person; every comment; every supporter; every person is a crucial part of our foundation.
So, again: thank you. We hope to see you soon in Tormentosia in the world of Coreborn!
Bleed damage has been slightly changed. You still bleed less while sitting or sleeping and you recover from bleeding faster as well. Bleeding now generally lasts longer and is more drawn out. Consecutive attacks that deal bleed damage will stack and increase the bleed effect and duration.
Bleed damage values have been adjusted for all species that could bleed their prey.
Tyrannosaurus Rex's max damage has decreased from 4,000 to 3,000.
Giganotosaurus' max damage has increased from 3,000 to 4,000.
After more than three years of tireless effort and relentless innovation from our dedicated teams in the United States and Korea, we've brought this vision to life. Every line of code, each design, and every decision have converged to this momentous day.
Just as Spotify transformed how people listen to music, AmazeVR will revolutionize how we experience it. Imagine being able to have a personal encounter with your favorite artists through their VR concerts anytime, anywhere.
We're both proud and humbled to have collaborated with an array of amazing artists who have courageously embraced our vision of forging a new paradigm in the music industry. They've unlocked the limitless possibilities that VR technology offers, enabling us to envision a future where we're not just listening to music, but living it.
We're profoundly grateful to our team for their unwavering commitment, to our artists for their trust in our vision, and most importantly, to you, our community, for your support and faith in AmazeVR.
Join us as we embark on this extraordinary journey to redefine the limits of musical experiences.
I also added more background complexity on how gameplay modifies according to the player's GOOD/EVIL status. You you feel even more changes in gameplay depending on your current character status.