Howdy everyone! VS Trippi here with some of the latest demo updates. Thanks to everyone who has played the demo and provided feedback for us! Here's a list of our latest monster balance changes & bug fixes:
Monsters balance changes:
Footman A:
increase hearts from 2 -> 4
Ghost Dog A:
Increase hearts from 1 -> 3
decrease max resolve from 35 -> 20
Ghost Dog B:
increase basic attack damage from 1 -> 4
increase max resolve from 10 -> 20
increase hearts from 1 -> 3
Scarecrow A:
decrease number of Scare stacks from 3 -> 1
decrease hearts from 6 -> 5
increase max resolve from 10 -> 15
Scarecrow B:
increase hearts from 3 -> 5
increase max resolve from 10 -> 15
decrease basic attack damage from 25 -> 15
Puppeteer A:
decreasemax resolve from 35 -> 20
increase hearts from 3 -> 5
decrease curse chance from 0.5 -> 0.3
Puppeteer B:
increase hearts from 3 -> 5
decrease ethereal chance from 0.5 -> 0.3
Puppeteer C:
increase hearts from 3 -> 5
decrease drowsy change from 0.5 -> 0.3
Ghost Trio A:
decrease basic attack damage from 5 -> 4
decrease max resolve from 80 -> 40
decrease grave matters chance from 1 -> 0.5
increase multiattack hits from 1 -> 3
Ghost Trio B:
increase max resolve from 80 -> 40
Ghost Trio C:
decrease basic attack damage from 5 -> 4
decrease max resolve from 80 -> 40
increase multiattack hits from 1 -> 3
Gravelhound:
increase max resolve from 15 -> 30
increase resolve regen from 3 -> 5
Goblinner:
increase resolve regen from 4 -> 5
increase hearts from 3 -> 4
decrease debuff chance from 1 -> 0.3
Mole Bull:
increase max resolve from 10 -> 25
increase resolve regen from 3 -> 5
increase basic attack damage from 5 -> 7
increase special attack damage from 3 -> 6
Tail Tapper:
increase max resolve from 15 -> 20
increase resolve regen from 3 -> 5
Ore Thief:
increase max resolve from 15 -> 30
increase defense buff from 8 -> 15
Flesh Boulder:
increase max resolve from 20 -> 25
increase resolve regen from 2 -> 5
increase hearts from 3 -> 4
increase basic attack damage from 5 -> 7
Venomvine:
increase resolve regen from 2 -> 7
increase basic attack damage from 4 -> 5
Rock Raptor:
increase max resolve from 15 -> 20
increase resolve regen from 3 -> 6
increase basic attack damage from 2 -> 6
increase spikes attack damage from 8 -> 12
Rotting Beast:
increase max resolve from 20 -> 40
decrease stealth chance from 1 -> 0.3
Teapot Hydra:
increase max resolve from 100 -> 200
Bug Fixes
Fixed Trap set not being unlockable in game
Fixed very obscure windows shortcuts unusual behaviour
Fixed abandon run bug in the market
Fixed Suspicious Mushroom causing incorrect description for Ice Mirror
Fixed Spread Shot incorrect damage for second attack
Fixed Static not applying Thunder correctly
Fixed Gunslinger description
Fixed Pause Menu issues when closed
Fixed descriptions not updating when unlocking a character
Fixed Crosswind description
Fixed Ambush and Power interaction
Fixed Night Raid related crash
Fixed Vampire Bite incorrect damage value
Fixed Basic Defense being usable without Resolve
Fixed incorrect targeting data for Backflip
Fixed Provoke not working correctly
Fixed Journal UI for magician not working correctly
Added SFX for the MoleBull
Added Missing sprite for Drowsy SE
Added Missing sprite for SlowWinTheRace SE
Added Missing sprite for Insurance SE
Added Missing sprite for BloodOath SE
Added Missing sprite for FoolishAttack SE
Added Missing sprite for Absorption SE
Added Missing sprite for WillOWisp SE
Added Missing SE description for the Unwind DA
Fixed Text of the puzzles
Fixed Encounters based on environment
Fixed The Lodge Upgrade "Window"
Fixed The Lodge Upgrade "Observatory"
Fixed The Lodge Upgrade "Clock"
Fixed Explode SE soft lock
Fixed highlight of the Gold icon in Market
Fixed Distressing Debris to have the correct numbers of debuff stacks
Fixed CampFire DA that could prevent the animation to play
Fixed unlock button in the lodge playing sound even if invisible
Fixed Items in market could have some name that overflow the UI
We are happy to bring you a major update 43. Today`s update includes some major improvements in all of the key areas of the game - from stability to improving the fundamentals of gameplay and performance, and fixing and improving world map interaction.
We are especially happy with the improved stability and finally fixing last of remaining rare crashing issues due to visual memory overrun. In addition you will find major improvements to world map interactions between cities and armies - fixing a number of rare issues - like armies not getting invited into battles, or clicking on armies or towns to attack not working correctly.
Also please keep in mind that we are migrating to a new server hosting provider this week, and expect online features of the game to be offline until September 12th or so.
Now lets take a closer look at what today`s update 42 has in store:
Foundation work for the upcoming MKW Prologue stand alone edition.
Major improvements to stability of the game in all situations
Fixed vast majority of remaining instances where game might crash during intense combat
Fixed last instance of crashing when switching between levels and world map
Visual memory used by the game reduced by 30%
Fixed rare visual glitches showing sometimes on older video cards
Main menu loading time decreased by nearly 50%
Initial loading time into the game decreased by 30%
Major improvements to world map gameplay and army and towns interactions
Fixed a bug where sometimes allied armies were not detected or invited into a battle
Fixed common issues with player being unable to invite second army into the battle
Fixed various issues with using army to interact with nearby towns - recruitment e.t.c
Fixed common issue where sometimes clicking with army to attack another army or town would not do anything
As a minor annoyance - there`s now a half a second delay when loading 'Create new campaign' menu
The Attack Helicopter is now available to purchase from the Air Wolf store at Bandit Camp for 2250 scrap.
Gunner
The main special feature of this helicopter is the gunner seat. On the front is a turret similar to the deployable autoturret, where you can equip a gun and ammo. At the side pods, rockets can be loaded in - HV and incendiary type only.
The gunner can then aim and shoot both of these while a pilot flies the heli. Simply interact with the gunner monitor and start blasting! Fire1 [left mouse button] will shoot the turret and Fire2 [right mouse button] launches rockets.
If the gunner has flares ready in his or her inventory belt, those can also be held and manually thrown to deflect any oncoming homing rockets from the new homing rocket launcher - this is a new feature for passengers in all Rust helicopter types, not just the attack helicopter.
Pilot
The pilot is the driver, but can also fire rockets (left mouse button by default), albeit without the handy exact-point-of-impact guide that the gunner gets.
Standard flares can also be loaded into the rocket storage area along with rockets, and the pilot can fire them out (right mouse button).
The attack helicopter is fast and powerful when armed, but it was still be taken down with a well-aimed rocket.
HOMING MISSILE LAUNCHER
The Homing Missile Launcher is a new craftable addition to your armoury that allows you to more efficiently fight flying targets while out and about. To get started simply load a Homing Missile into the Launcher and start aiming at a flying target. You’ll notice a lock-on bar will start filling in. Once locked on you can fire, but be sure to keep aiming at the target or the missile will fly off course. Changing weapon or reloading will also disrupt the targeting.
From a pilot's perspective, there are a few tools at your disposal to evade these new threats. You will hear a warning lock audio indicator in every helicopter when a missile is fired at you. The simplest tactic is just taking evasive manoeuvres - the missile lock requires a direct line of sight so getting something solid between you and the launcher should keep you safe. If that’s not possible, flares are your next best bet. Any passenger can throw Flares to disrupt any incoming missiles. The Attack Helicopter also has a dedicated Flare button that can launch flares via the secondary attack button (RMB by default).
The NPC piloted Patrol Helicopter has also been upgraded with Flare functionality, it will automatically fire Flares when a missile is launched at it.
The Homing Missile Launcher requires a Workbench Level 2 and can be crafted for 20 HQM, 3 Metal Pipes, 1 Tech Trash and 1 CCTV Camera.
Homing Missiles require a Workbench Level 2, and two missiles can be crafted for 3 Metal Pipes, 200 Gun Powder and 1 Tech Trash.
PARACHUTES
The parachute is a new craftable item that allows you to slow your fall from great heights, as well as travel silently over long distances. Once you’ve acquired one, you will need to equip it in the new dedicated backpack slot on your character’s clothing bar. Once equipped you’ll be able to press Space while falling through the air to deploy the parachute, slowing your descent and allowing you to manoeuvre your way through the sky. Your movement keys can help you manoeuvre while in mid-air, allowing you to tilt forwards to fly faster, back to slow down and left and right to turn.
You can use weapons while flying, but doing so will prevent you from steering. Simply holster your weapon again to regain steering controls.
Your flight can end either via you hitting something solid or cutting your lines with the Dismount key. After your flight an unpacked version of the parachute will drop in front of you, to use the parachute again you’ll need to hold the pickup key for 8 seconds to pick it up again. Each use will lower the condition of your parachute by 20% and a parachute will become harder to control as it loses condition. A damaged parachute will fall faster and fly forwards slower. At extreme damage levels you could still take fall damage when landing the parachute.
If you hit something solid you can take damage based on your speed, up to 80HP at top speeds.
The additional slot in your inventory has been added to the locker interface so you can store parachutes with loadout kits. Parachutes are a special new type of clothing that can be equipped alongside full-body clothing like Hazmats.
Parachutes can be targeted by SAM sites, Auto Turrets and players on the ground while in mid-air.
You can craft Parachutes at a Tier 2 Workbench for 2 Tarps, 2 Sewing Kits and 50 Cloth.
ARMORED HOT HAIR BALLOON
The hot air balloon can now be upgraded with a new armor upgrade.
Equipping the armor will boost the overall health of the balloon whilst also providing additional cover and protection.
The new armor upgrade can be purchased at the Bandit Camp vehicle parts vendor.
GLOBAL NETWORKED BASES
You normally only see bases ~300m away. Get ready: this feature cranks up the view distance of player structures up to 1500m away!
In the past, SAM sites could appear out of nowhere, only becoming visible after the missiles are headed your way. You should now be able to spot SAM sites & enemy bases long before you come in range!
This doesn't just benefit you in the air. While on the ground you can scout roof camping towers & big bases before you are in danger. You will notice the world feels much alive with evidence of player activity all around you.
I know you're thinking "Won't this cause performance issues?". Well, turns out the new rendering system is significantly more efficient than unity's normal one. The majority of computation is on the GPU which allows us to keep performance parity while rendering 25x the amount of bases. This also sets the stage for additional performance improvements in the future.
This feature is currently disabled by default as it required a lot of changes. Look for "Global Rendering" in the option menu to enable it.
WEAPON RACKS
The Weapons Rack Pack is now available from the Rust item store. Weapon racks introduce a quick, versatile and functional weapon and tool storage solution. With a Weapon Rack, you can efficiently organize, store and display your tools and weapons like a true survivor.
The weapons rack pack lets the player craft three different sized wall-mounted weapon racks and a single floor storage solution.
Furance glow was broken, it's now fixed and improved
Fluid Switch & Pump
The Fluid switch and Pump now stack in the inventory
Non-learnable blueprints
Improved UI to clearly feedback certain blueprints that cannot be learnt
Hot Air Balloon Decay
When hot air balloons become stuck, they'll decay much faster
END OF THE WORLD
When players drove vehicles to the edges of the world and went out of bounds, we killed the player and vehicles, This wasn't great as we gave no feedback for when this was about to happen. Now vehicles are unable to leave the map bounds - we now apply a force on the boat/aircraft, making it impossible to escape.
Additionally, boats, if left unattended/idle for 2 hours, will begin to be forced back to shore gradually.
WINDOWS 8.1 SUPPORT DISCONTINUED
From October 28th, Rust will no longer support Windows 8.1. As technology continually evolves, so do our system requirements. In January 2024, Microsoft will officially discontinue Windows 8.1 support, no further security updates and software updates will be made available.
We highly recommend that users currently running Windows 8.1 consider upgrading their operating system to a more recent version, such as Windows 10 or newer, to ensure optimal performance, security, and compatibility with future updates.
TWITCH DROPS
From September 7th-14th we will be having a Twitch Drops event featuring some of your favorite creators.
Recently we implemented a dashboard that gathers data constantly on how Rust is played. We have information on all kinds of things ranging from how much wood is harvested to what the most used gun is. Something we want to get better at is showcasing some of that data. So going forward we're going to try and have a retrospective of interesting data from the last wipe.
The data shown below is only from official servers, we have eliminated data from community-run servers to ensure accuracy within the data we share.
We'll try and vary the content as much as possible, so next month you might see other different types of information featured.
Let us know what type of data you'd like us to share.
With many requests for artwork set, we have created a website where players may download art set for each and every character in GrandChase. Players can download Chibi and Regular Character Art Kit as they wish. Please see the below link:
This update has many player-requested features added: "Screen Effects" can be added to adjust the visual look of areas in custom levels. Challenges have been added to the Classic JellyCar 1 levels. Multiple replays / custom levels can be deleted at once now. "Out of Bounds" objects can be created in the level editor. "Pins" can connect objects in the level editor. Custom objects can now be made into "Cheese" blocks in the editor. Many other fixes and improvements.
Hey everyone! Thank you so much for the amazing support! This is a follow up from the previous post where I'll tell you everything that we have decided related to the updates.
Reminder
I mentioned this on our previous post as well, but here it is again: If you want frequent updates, we have several secondary platforms where we post Gamble Tower content that you may wish to follow or join, based on frequency:
We usually reserve Steam announcements for big stuff, but since the game is now out, I'll try to be a bit more frequent around here! So feel free to follow us here through our Steam Page as well! (We'll also make a developer page, ...eventually.)
In Short
Schedule Summary
If you don't want to read everything, I won't blame you! Here is a summary of our schedule:
Sep 1st - Sep 8th: Daily hotfixes. (for most part)
Sep 9th - Sep 30th: Weekly hotfixes + QOL, we'll be focusing on making the game as stable (and less annoying) as we can.
Oct 1st - Oct 31st: Weeklyish hotfixes, Focus on QOL + we'll start proper development on the next content patch, expect more sneak peeks and news around this time.
November: Full focus on 1.1 Update, we'll try to release it around the end of the month.
December: Frequent hotfixes for 1.1 Update, we'll probably plan more stuff around this time.
1.1 Update Content Summarized
Now, if you want to know the confirmed content we have planned for 1.1:
Bank NPC: Unlocked after you amass some amount of money, will allow for things related to retrieving and storing gold, chips... orbs? Shenanigans may include a credit card.
New Loadouts: Starting deck variety, as well as a secondary starting artifact for each clan.
New Tower Dangers: More difficulties! ...I guess you guys like that?
New Orbs: Specially for clans!
Late Game Content: Some of you already unlocked almost everything, somehow! I am happy! So we'll have more for you.
And more!
Now, the Details
Hotfixes and Stability
Probably the most important situation to address is that yes, Gamble Tower is pretty unstable, and I deeply apologize for it. There is a lot of different reasons, but here is no place for excuses. (I'll be making a video for our YouTube channel explaining why, if you are interested!)
Launch Week
More importantly is: that during this week we are trying to deploy hotfixes almost every single day (yesterday was an exception), and we hope to be able to provide a much more stable experience by the end of the week. We are doing everything in our power to fix the plethora of bugs and lack of QOL that are popping up, so please, feel free to continue sending any issues that you find through Steam Discussions or our Discord!
It's only through your reports that we become aware of some bugs, and some reports are so helpful that they help us understand what is happening and how to fix it! So don't be shy! You are helping Gamble Tower become a better game! :)
Post-Launch Week
However! I cannot keep this frequency up for post-launch. And as such from the next week onwards we'll be deploying 1 to 2 hotfixes per week instead of daily. (There may be more, but that is the amount that we can promise to have.)
We are not full time devs, so during weekdays I usually only have the early morning and the very late night to do develop, which unfortunately is not enough for deploying a significant amount or quality of fixes that you guys deserve.
Another reason is that some bugs and QOL features NEED time, specially when they involve changing how something works. (refactoring stuff.) If we rush fixing things, we'll end breaking more stuff than we are fixing, so I hope you understand.
1.1 Content Planning
Yes, we made a tier list. Actually... four tier lists.
We still need to meet and plan the nitty'n gritty of everything we plan to add, but we managed to at least confirm most of the core content we wish to have for the 1.1. disclaimer: tier list subject to change.
Basically, the tier lists for each one of us (Ian, Camila and Jaqueta) is just a tool to express what we can and want to have in the game the most. There is some content we really wanted to add but it is completely unviable development-wise, reasons usually include: too much development time, having to rebuild core systems from scratch or the infamous "this will certainly break all the other systems".
After 1.1 Update (1.2?)
We'll decide and plan when we are there (well, a little bit before that, I hope). But for most part, if something doesn't make the cut for 1.1, we'll transfer that to another patch, if feasible.
Thank you!
That is it for now! Hopefully we'll be able to share some more info and update sneak peeks soon! See you later!
In this update, I've added the ability to see the top 1,000 high scores in CyberBrick from with-in the game! There is no where near 1,000 high scores posted yet, but this should give CyberBrick many years of high score expand-ability just in case it ever gets as popular as I hope it does as the developer of it!
To see the high score list, simply click the "Game Options" button from the welcome screen, and then the "Leaders" button on the next screen.
I've also added 7 all new Steam achievements making the total now 19. One of the new Steam achievements is advancing to what is currently level 16 and clearing the "Mario" level. "It's Mario!" =)
I've also built the foundation to add the ability to save your game and load up your saved game, and this will all be added in a future update not too far away! I just got the top score in this game myself, and it took me about two hours to achieve my current high score. With that, I realized that this game probably needs the ability for players to save a game in progress and then load it back at a later time. So, this saving and loading functionality is coming soon!
Thanks for reading and I hope that all is well with you out there!