- Fixed Issue where Void hooks would go through walls - Fixed Controller input issue in Road to madness score screen. - Fixed faulty tooltip Icon for controllers. - Fixed bug where sticky bombs would prevent level completion.
๐ชฉ Added new items. ๐ชฉ Added new Quests. ๐ชฉ Added new objects. ๐ชฉ Added Target Indicator. ๐ชฉ Added Avatar's detailing. ๐ชฉ Added Camera Zoom Indicator. ๐ชฉ Added Player's Avatar Bark System. ๐ชฉ Added Default Loading Screen Text. ๐ชฉ Added Online Players Count to the Map and the Planet Map.`
Improved
๐ Improved Metro's Icon. ๐ Improved synchronicity. ๐ Improved Slow Network. ๐ Improved Avatar Creation. ๐ Improved Metro's Map Icons. ๐ Improved some UI/UX Design. ๐ Improved some functions in Shops. ๐ Improved Farming/Forestry Focus Mode. ๐ Improved Hardware Shop Listing of Upgrade Parts. ๐ Improved the Draggable Delights Quest Mini-Game. ๐ Improved objects' rotation and movement in Focus Mode.
Removed
๐ช๏ธ Removed some Arrows from undruggable objects.
Fixed
๐ Fixed an issue with Tutorial. ๐ Fixed issues related to Quests. ๐ Fixed an issue with Room Info. ๐ Fixed an issue related to Steps. ๐ Fixed an issue with Metro Map. ๐ Fixed an issue related to Chests. ๐ Fixed issues related to Highlights. ๐ Fixed an issue related to Blueprints. ๐ Fixed issues related to UI/UX Design. ๐ Fixed an issue related to Mini-Games. ๐ Fixed an issue related to Focus Mode. ๐ Fixed an issue related to Notifications. ๐ Fixed issues related to Avatar Creation. ๐ Fixed an issue related to Quest Arrows. ๐ Fixed an issue related to Quest Rewards. ๐ Fixed an issue related to Waypoint Arrows. ๐ Fixed an issue related to Machine Upgrades. ๐ Fixed an issue with Random Name Generator. ๐ Fixed issues related to Zoom-In & Zoom-Out. ๐ Fixed issues related to Emojis & Chat Balloons. ๐ Fixed an issue related to Lumber Machine (Forestry). ๐ Fixed an issue related to NPC Daily Quest Notifications.
Working On
โ Working on adding new items. โ Working on adding new objects. โ Working on adding Island system. โ Working on improving UI/UX Design. โ Working on adding new Mini-Games. โ Working on improving the quest structure. โ Working on improving the dialogue of NPCs. โ Working on adding a new structure to Achievement Quests.
We're excited to give you a sneak peek into "Time Survivors: Chapter 0". With your valuable feedback, we've enhanced the gameplay experience by adding unique activable Abilities, making it more thrilling and strategic than ever before.
Here's a small taste of what's in store: ๐ฅ Cleopatra: a loyal leopard companion joins her, attacking enemies upon activation ๐ฅ Abe Lincoln: summon a defensive barrier made of cherry trees ๐ฅ Emperor Nero: leave a blazing trail of fire, causing fiery eruptions when the trail path is closed ๐ฅ Oda Nobunaga: witness his incredible transformation into a nimble, flying ninja robot
These Abilities can be triggered by the player using the SPACE button, introducing a new layer of strategic gameplay. Choose wisely when to activate each Ability, as they come with a cooldown period. These Abilities evolve during your run, unlocking additional effects as you progress.
Check out our gameplay preview showcasing some of these Abilities:
TL;DR - "Time Survivors: Chapter 0" is an upcoming new free game - Each character possesses unique active abilities, adding depth and strategy to your gameplay - Additionally, the game features a tree-based meta progression system - Updates for the Prologue will continue until the release of Chapter 0 in August - Rest assured, your Prologue save game will seamlessly carry over when transitioning to Chapter 0
Your feedback is crucial in shaping "Time Survivors: Chapter 0" as we journey together. Share suggestions, discuss strategies, and connect with fellow time warriors in our vibrant Discord community.
Wishlist now and follow "Time Survivors: Chapter 0" on Steam to stay updated on its availability!
Thank you for playing our game and for being part of the Time Survivors community. Together, let's make "Time Survivors: Chapter 0" an unforgettable adventure!
Warm regards, - Cris, DDT, Lele (Lunar Chili team)
Hello folks, thank you for taking the time to give feedback and playtest the game! A few of you have joined the community and others have sent their feedback through the form. I've used this to craft and try to execute a much better experience for Early Access Launch. The road ahead has still just begun, but I am excited to see what everyone makes! If you are excited about the game and want to continue to support it, please join the discord to share your excitement with others! Wishlists also help boost steam's algorithm and push the game more.
Here's the trailer, and expect another video around launch day going over all of the new things!
What happens to my current saved mixes? Everything you made in the early playtest should transfer to the early access game. However, things like modulation fx will sound different and so might certain volume levels on instruments. You will likely have to reconfigure those to make them sound as good as they did.
Please backup your saves
Under Documents/MixUniverse is where all of your saved mixes are. Be sure to backup that folder if you plan on playing the early access game. There is a chance that steam might accidentally wipe that folder when it tries to setup the game's steam cloud for the first time.
After nearly a month of hard work by your hosts, the reconstruction of Loulan has almost been completed.
Many owners have also made significant contributions to the reconstruction of Loulan, earning recognition from the "Batur" residents of Loulan City.
During this month, we have sorted out and counted the approximate contributions of all the owners.
Finally, a series of adjustments are planned for the season's task rewards and season redemption rewards.
We hope that through this, all owners can truly switch to the rewards they want at the end of the season, without being overly "explosive". [/h2]
The specific optimization and adjustment content is as follows:
1. Increase the contribution rewards obtained from the sixth stage of the season - rebuilding the armory, and the seventh stage expanding the palace from 7 to 10, and from 10 to 20 points respectively;
2. Significantly reduce the number of Loulan contributions required for all redemption rewards;
3. Removed the exchange of the early priced 5000 and 3000 Kaitian Creation Pills and Pidi Reconstruction Pills; [/h3]
Season and Lou Lan's contribution related information:
1. After the completion of all 7 stages of Loulan's progress, Loulan City Lord Batur will host a banquet to entertain guests from all parties, including the owners who participated in the reconstruction of Loulan.
2. At that time, the owners can apply to enter the Batur Dormitory through the palace guards at the entrance of Loulan City.
3. Talking to Batur, you can open the redemption list and consume "Loulan Contributions" to exchange for your favorite season rewards.
4. If you want to inherit Xiake or equipment cards from this season to the next season, we strongly recommend prioritizing the exchange of "Chongzhen Tongbao", which is a necessary "inheritance" resource for the previous and subsequent seasons.
5. Xi Sui Dan is a divine pill that defies the heavens and removes bones. It can reverse meridians and improve the martial arts qualifications of Xiake. Once you start to wash your marrow, the Xiake will pick up 20% of your HP every second for 180 seconds. This means that once the marrow washing starts, within 3 minutes, the owner must ensure that the marrow washing Xiake has a large amount of elixirs to protect their qi and blood. Please be cautious and fully prepared before using the Xi Sui Dan.
Two results of pulp washing:
After successful marrow washing, there is a 30% chance of increasing the level 1 qualification of the Xiake (if the original qualification is first-class, it can increase the level of Dao qualification to the top). If the Xiake who washed marrow originally does not have any qualifications, it cannot be improved through the "marrow washing" method. At the same time, after successful marrow washing, the level of the Xiake will be changed to level 1, and the number of times to use the elixir will be cleared (using the marrow washing pill once, that is, the success rate of marrow washing is 1/2). The character attributes will also be random attributes in the initial state. (Skill level remains unchanged)
After the failure of marrow washing, the Xiake will immediately become paralyzed and lose all his martial arts skills. All attributes are set to 1 and he cannot perform any actions or operations (except farewell). Only after taking the "Nine Turn Back to Heaven Pill" can the Xiake's Zou huo ru mo state be restored after failing to wash the marrow. Nine Turns Back to Heaven Pill does not consume spirit
We're excited to give you a sneak peek into "Time Survivors: Chapter 0". With your valuable feedback, we've enhanced the gameplay experience by adding unique activable Abilities, making it more thrilling and strategic than ever before.
Here's a small taste of what's in store: ๐ฅ Cleopatra: a loyal leopard companion joins her, attacking enemies upon activation ๐ฅ Abe Lincoln: summon a defensive barrier made of cherry trees ๐ฅ Emperor Nero: leave a blazing trail of fire, causing fiery eruptions when the trail path is closed ๐ฅ Oda Nobunaga: witness his incredible transformation into a nimble, flying ninja robot
These Abilities can be triggered by the player using the SPACE button, introducing a new layer of strategic gameplay. Choose wisely when to activate each Ability, as they come with a cooldown period. These Abilities evolve during your run, unlocking additional effects as you progress.
Check out our gameplay preview showcasing some of these Abilities:
TL;DR - Each character possesses unique active abilities, adding depth and strategy to your gameplay - Additionally, the game features a tree-based meta progression system - Updates for Time Survivors: Prologue will continue until the release of Time Survivors: Chapter 0 in August - Prologue save game will seamlessly carry over when transitioning to Chapter 0
Your feedback is crucial in shaping "Time Survivors: Chapter 0" as we journey together. Share suggestions, discuss strategies, and connect with fellow time warriors in our vibrant Discord community.
Wishlist now and follow "Time Survivors: Chapter 0" on Steam to stay updated on its availability!
Thank you for playing our games and for being part of the Time Survivors community. Together, let's make "Time Survivors: Chapter 0" an unforgettable adventure!
Warm regards, - Cris, DDT, Lele (Lunar Chili team)
It's time to go and visit Jane for some muscle worship content! This update is a little lighter than others because we both spent a lot of time updating a few quality of life things like the Gallery to now be complete, but also preparing for a bigger update next month where we do a deeper dive on the main characters transformation with the witch!
This week we are going to talk about some of the small features coming with Arms Against Tyranny, these are small things that add or change the game to increase the QoL or add to the game.
So this week we have 3 main groupings;
Division Structure
Economy
Presets
Division Structure
First up we have division structure changes. The way you make a division has been fairly static for quite some time. With this update there are some new changes that increase the challenge and compromises you will have to make when designing your divisions.
First up we have some changes to the categories for each brigade that you choose when you pick the first battalion for each vertical column. Previously we had both artillery, AA and AT in the same category as maneuver units like infantry and tanks. This is no longer the case; artillery, AA, and AT are now in their own category meaning you need to choose how many support brigades you have and how many maneuver brigades you have. This extends to mobile battalion and armored battalion categories.
Previously there was never any real scarcity when it came to a division's battalion slots, you could generally always have whatever number of battalions you wanted in generally any mixture. Now your brigade also starts with the bottom slot locked making a 5x4 grid.this is the default state of divisions and you can unlock this 5th slot by unlocking doctrines giving you a 5x5 grid. When this is combined with the category changes you will need to think about how much combat support battalions you can bring vs vs how many maneuver battalions you you need if you want to make that large division with lots of tank and infantry you will be significantly restricting just how much Artillery, AA and AT you bring to boost your unit.
Economy
Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier โConsumer Goods Factories Factorโ . This new modifier exists because the Consumer goods calculation and its associated modifiers have changed.
Previously the calculation of consumer goods was calculated by adding all the consumer goods modifiers to get a percentage; it then worked out the number of factories that percentage represented against your total factory count. So if you had 5 civs and 5 mils for 10 total factories and your consumer goods modifiers total was 10% you had to pay 1 civ for consumer goods. You were then โtaxedโ that number of civilian factories.
This had a nasty problem in that it was very easy to first reach 0% consumer goods which was a considerable balance consideration due to it allowing faster snowballing of the economy. This easiness of reaching 0% consumer goods was then a problem because once you reached 0% other parts of the game where the reward was a further reduction of consumer goods were rendered useless since you cannot go below 0% consumer goods.
This is now done a little differently, firstly there are now 2 steps to the calculation of the percentage. First we have the base value(expected consumer goods), this works the same as the old percentage calculation; it's a simple percent value that is added up together. This generally is only set by laws so it acts as a base value that everything else modifies. We then have the consumer goods factor (the new modifier) which multiplies this value and if there are multiple factor modifiers they are multiplied together meaning that you will generally never actually reach 0% consumer goods from just the factor alone and the effect of each additional consumer good factor modifier has diminishing returns.
We have also as part of this made the consumer goods calculation round down consumer goods factories which should help minors a bit while not really being highly noticeable for majors.
For those who want a detailed copy of the calculations it's like this:
ConsumerGoods = Max(ConsumerGoodsPercent , MINIMUM_NUMBER_OF_FACTORIES_TAKEN_BY_CONSUMER_GOODS_PERCENT ) (ConsumerGoods * Total factories).RoundedDown
Presets
And finally I kept the most exciting one till last, and that is presets for your equipment designers. Ever since the introduction of the equipment designers we have known that some players don't want to or struggle to interact with the complexity of them especially when they are new to the features or game. This was for many off putting and something they would shy away from or be continuously frustrated with, Since the game didnโt really teach you how to make a well rounded design for each role. This was doubly true if they wanted to recreate a historical vehicle that they know from their own knowledge of WW2 but didnโt understand how to translate that into the game with the designer.
What these are are premade designs for your equipment designers that are stored in the game files. When you create a new variant from a blank chassis you can press the presets button and will get a list of all the presets made for that chassis/hull/airframe. So should you open up the improved heavy tank chassis presets you will find an entry called Tiger I and you will see the picture of the Tiger I tank and if you click it all the modules and roles and values will be set for you. Should you be missing modules or upgrades the preset entry will tell you what you are missing in order to make it, then all you have to do is research those modules and then create the variant.
So now if you don't understand or want to understand the deeper workings of equipment design you can still make good use of the equipment designers just pick the tank you want and the game will make it for you. Of course if you want to try out tweaking the designs to edge your way into the world of equipment design you can do that too. Once the preset is loaded you can adjust any part of the design as normal, and if you feel lost at any point you can just load the preset back in.
Some of you may wonder why weโre not allowing you to add your own presets or saved templates. In short, this is something weโd like to do and are not ruling out for the future - historical presets are an important step towards making custom presets a possibility.
However, this feature is entirely moddable so if you want your MP mods to have all the latest meta builds there as presets you can do that, or if you want even more templates for your super in depth history mod or maybe a totally different world you can do that. These presets are defined by the templates you make normally for the AI with some new additional fields, you can now define the art and the name of the template.
That's everything for this dev diary, I hope you will enjoy these changes as much as we have. As always feel free to let us know your favorite parts.
Next week we will be bringing you more information on a new system for content along with how it will be tied into the stories you can tell with this expansion and beyond. See you next week.