Hey, buddy! I plan to release early access build around September 16. Here are new features in early access build comparing to demo:
1. Battle Improvement - hovering on skill will display chess for auto casting and preview of damage - press and hold Pick Chess button to fill your hand - chess type and amount are displayed above Pick Chess button
2. New Treasure Battle - always use 3 yin and 3 yang for treasure battle - what you will get is displayed on the card
3. New Tile: Pot - combine 4 scrolls into a chess
4. Apply Points - after defeating a boss, you will receive points to upgrade you basic attributes
5. Game Mode - in normal mode, battle will not apply decay - in challenge mode, enemies have more health, and you unlock scrolls for customization
6. Customize Character - you can change initial chess, scrolls and scroll library in challenge mode
7. Unlock Scrolls - when you finish challenge mode, all scrolls will be unlocked so that you can use them for your future runs as initial scrolls
8. New Class and New Skills - a new class Sanqing is added into the game - each previous class has about 8 new skills
Thank you for all your amazing suggestions and your support<3
This one fixes plenty of annoying issues. Now we'll start working on weekly hotfixes and some more QOL, here are the notes:
Most Important Fixes
Fixed softlock that would happen if “Pumpkin Pile” or “Pumpkin Pile of Two” died before being able to act and was the last character to act. (This would block you from pressing End Turn.) (Thanks Wolf)
Fixed softlock that would happen when a Pumpkin enemy that transformed from Pumpkin Pile or Pile of Two while trying to attack, tried to attack. (Thanks Wolf)
Fixed an issue where using Tokens would be blocked if you had less Clan Tokens than the total invested previously (Thanks Hornchen)
Fixed an issue where autosaves would eventually start concatenating into “SaveAuto0Auto0”, “SaveAuto0Auto1Auto0”, and similar. (Previous saves named like this will still remain though, new ones will correct themselves.)
Functionality
“Bomb” can no longer attack if forced to by using orbs. (Thanks Wolf)
Made so that the orb draw calculation ignores orbs that you just used (specially useful for orbs that add other orbs into your hand).
^ This should fix an issue where the game tells your hand is full even if it only has 9 orbs.
Fixed an issue where Toll Crystal would execute twice, costing 20 GC or Life per 1 Mana instead of 10. (Thanks Jonesboy33)
Fixed issue where Crystal Upgrade rewards would sometimes mimic the Crystal Upgrade Shop.
Stability
Fixed some stability issues related to Hideable UIs
Audiovisual
Fixed issue where Status Effect Particles sometimes appeared below character parts, clothes or equipment. (specially on Player characters)
Inn Master should no longer say another dialogue when you enter the “Inn and Tower Developments” menu.
UX and UI
Fixed issue where Upgrade Crystals would show the incorrect targets on the Spoils Menu if there were 2 crystals. (a Crystal that could be applied to any orb would sometimes show “Summon Only”, or “Special Only”, etc.)
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have another experimental build for y'all this week, focused on new entities and entity spawning logic in the Institution Preview scene. Please note that these are all WIP, some have missing sounds, as this is a first pass to ensure they actually spawn and move about the scene correctly. If you run into any unusual behavior, especially varied from the devlog above, please file a bug report!
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e4
Additions:
Added New Construct To Institution Preview Scene: Floater (A hovering contact-mine)
Added New Construct To Institution Preview Scene: Sentinel (A mobile security entity)
Added New Construct To Institution Preview Scene: Node (A static slingshot ‘turret’ for the player)
Added New Construct To Institution Preview Scene: Blister (A static security entity)
Added New Prop Set: Squarrel and Exploding Squarrel
Added Assorted New Destructible Props to Institution Preview
Changes:
Entities in the Institution Preview Scene are now spawned using a more generative logic. Please report any truly bizarre spawning behavior observed to the Steam Forum Bug Reports Section
Fixes:
Attempted to make flashlight to Muzzle particle effect behavior actually consistent.
With the new update, you must now find a flashlight that can follow the days and you will have to escape from the animals that attack you at night, otherwise the night may be difficult for you.
- Day cycle added. - Rain added.
- Fixed the number of slots on wearables. - Removed the refillable feature of bottles. - Flasks rearranged as refillable - Fixed the problem of mismatch between the icons and items on the wearables.
There is still the possibility of corruption of save files in games as a result of the update, so we apologize in advance.
In our next update, the map is planned to be expanded and many additions with new areas.
We need your feedback to provide you with a better gaming experience. Thank you for your interest.
Good Day everyone, I’m launching a new Update for LION this week that gives a graphical update to the game, the performance might be a bit lower just for a couple of frames while I optimize the new looks of the game alongside new gameplay features to complete the combat being the Stager system, the last system remaining for the combat system, the stagger system is a defense orange bar that is located under some enemies and is depleted by parrying their attacks using red cut and mostly yellow impact children. Once that is done the enemy will receive more damage and is left venerable while the bar recharges back and reaches its full max value.
Also, several bug fixes have been done, however there re some others still pending regarding enemies’ abilities not executing properly, this is because some enemies are having their actions or attacks being modified a bit to work better and some are given new ones. I let know in the next update witch ones will be altered and how.
Fixed Lone Druid's Spirit Bear death counting towards permanent stacks for Axe, Necrophos, Slark, Lion, and Tidehunter
Fixed Desolator gaining damage when killing Spirit Bear
Fixed Spirit Bear attacks counting as Hero attacks when attacking Clinkz Skeletons, Lich Ice Spire, Phoenix Supernova, Pugna Nether Ward, Tidehunter Dead in the Water anchor, Undying Tombstone, Zeus Nimbus.
Fixed Spirit Bear death refreshing Axe Culling Blade and lowering Windranger Focus Fire cooldown with Level 25 talent
Fixed Lone Druid Spirit Bear displayed as the unit name on the Minimap
Fixed Tormentor not granting Spirit Bear a Shard if Lone Druid already has one, and not allowing allies to get Tormentor gold bounty if all allies already have the Shard
Fixed Tormentor particles sometimes showing in fog of war
Fixed a bug where inventory item icons would sometimes disappear when dragging them
Fixed a number of items' ability effects failing to equip in the Armory/Loadout
Fixed some free event reward items not showing up in the Armory
Fixed an issue saving the Taunt slot on custom sets
Fixed the default global light and shadow colors on the Autumn terrain
Fixed a display-only bug where certain magic resistance and physical resistance percentage values were being incorrectly rounded down a point below their actual values
Fixed a display-only bug where units with zero health or mana regeneration values would display as negative zero due to network-encoding quantization effects
ALPHA BUILD 1.6 PATCH 8 CHANGELOG: - Pandemic has FINALLY been fixed, and has returned to Custom Games. - Zombies in Pandemic will now have their customization options, besides facial expressions, equipped to their character.