Got a handful of fixes! Thanks for reporting fixes on the discord server and here on Steam, it's been super helpful.
I've got a bunch of other fixes in the works as well. I'm in the process of reworking card slot effect modifiers, a change that should help simplify everything and improve the gameplay experience. In addition to that, I'll be improving status cards. Some cards produce way too many of them, and they can have an outsized impact (negatively) sometimes.
Here's what this patch includes:
- UI: add a note on unlocks page explaining how unlock points are gained - Bugfix: fix Enemy Headshot, Cruel Blade cards, they dealt damage to enemy instead of player - Bugfix: fix enemy and player Blazing Sun cards, in weak slots they imparted Enraged status cards instead of Overheated status cards - Bugfix: game could soft-lock around combat encounter three, due to some average/deadly enemies lacking an attribute needed for combat encounters - Bugfix: the last screen of the tutorial disappeared again. I don’t know why. I added it back in. Hopefully it stays this time.
We're up and running towards our dreams with your help. Thanks to you guys, we can now officially announce a new visual novel, which is in the development right now. We've been doing it for quite a while now, along with other projects, and now the process has come to the point where we can show you a bit more!
Investigate the old manor, compete for the inheritance, or dive into mysteries left by your late aunt along with her will. Your choices decide whether other inhabitants of the mansion become your foes or friends… or someone special.
You could have never imagined finding yourself in such a situation. An unexpected inheritance? A mysterious mansion brimming with enigmas? It sounds like the plot of a classic Gothic novel. Yet, here you are – within the old manor, once owned by your late auntie, Ann Bloodworth.
In the Prologue you’ll get to know how it all began, meet some of the manor’s dwellers, and pull the first string from the tangle of secrets. A bright sunny day gives way to a stormy night, and chilly wind howls within old walls, slamming the windows shut. Wait!.. Is it someone’s footsteps echoing in the attic?!
"Mansion of Memories" is a detective visual novel featuring funky chthonic creatures, romance, and a touch of erotica. You are one of the potential heirs to a substantial, albeit dubious, inheritance. You are invited to stay in the gloomy mansion, alongside a cast of characters, all connected to the matter at hand. And you’re here to figure out what the hell this is all about.
Solve mysteries, advance the plot, and remember that all your choices can have an impact. Why does the presence of a butler unsettle you so? What lies behind the echoing footsteps within a locked attic? And the most chilling issue of all – what extremes might Margaret, who's steadfast in her pursuit, resort to if you were to outpace her for the inheritance?
This investigation embarks on a lengthy and intricate journey, yet you’ll be able to find friends to keep you company, whether it’s cheerful Liz, who is ready for any adventures, or Felix, enclosed in his own secrets... provided you’ll be able to earn his favor.
Who's to say whether you might discover a connection deeper than friendship amidst the shadows of late Ann Bloodworth's final wishes?
Features:
- rich narrative of classic detective plot; - wide variety of quests; - choices matter; - love stories to enjoy; - beautiful ladies... and other creatures, of, well, beauty.
Let us know what you think - we're really excited about this project. Don't forget to visit the game page and add it to your wishlist, join our social media to follow the progress!
Welcome back to our September coverage of the latest from the world of VoidBound. With releases back to back and work on STEAM picking up pace, the crew found themselves with plenty of work to keep themselves busy with. So, lets take a peek on what was on their individual desks this week:
This month saw both our Patreon 0.5.5 Alpha build and Public 0.5.4d build see the light of release and it was a general chaos for our artist balancing work on both of these. Between finishing work on newer assets for upcoming Patreon launch and touching up the CG work on the Public build, lets just say his desire for some time off has skyrocketed lately.
Additionally, STEAM promotion work continues on in full progress. This includes new standing and logo art and just making sure everything looks sharp to help our Wish-list count continues to grow. You can help us by doing so if you haven't already!
New concept plans are also being discussed for overhaul of older in-game artistic elements. Details are vague at the moment so bear with us as we bring you more specifics down the line via future reports. Behind the walls where our storytellers dwell, come the following tidings:
"The new Introduction segment is being monitored closely with feedback from internal testing being taken into account. Nothing is set in stone and can be changed if it'll make the intro more fitting."
It seems with the game going into a more RPGish direction, the scenario is no longer solely governed from the writer's POV only. The programmers too are chipping in their 2 cents with what can and what shouldn't be done so, here is to hoping it makes the upcoming content more interesting for the players moving forward!
Finally, the codeworks! As is the norm before every release, aggressive testing was underway to find any game breaking bugs. Fortunately, little were found. Unfortunately, some benign ones(like leftover sprites) were missed -_- Apologies, our overworked intern will be virtually whipped a thousand tongue lashings for this travesty!
On other fronts, more Quest Log work continues in order to bring it over the finish line as quickly as possible, while compatibility evaluation efforts remain underway for Linux and Mac platforms.
And that is our first report for September. Thank you for reading up until here and we'll see you in the next one ^_^ /
Galactic Glitch: Prologue - Max | Crunchy Leaf Games
Hey Glitchers,
just a quick update today, that addresses some of the issues we've been hearing from our community lately. One major feedback was that NG+ modes could be a bit too taxing, and that especially the Boss had way too much HP, making the fight a lot longer than it needed to be.
Here's the (really short) list of changes:
Balance
Reduced Boss HP
Increased Overheater Rate of Fire and Damage
Increased Fireball damage
Reduced NG+ enemy HP bonus
Fixes
Fixed final Siren dialogue
Fixed Rewards from Space Casino
Fixed Bug Submission form (slightly ironic)
We hope you like this (really!) final update for the Prologue, as we move on full force towards Infinity's Edge.
Remember to Wishlist the main game, and let your Roguelike friends know all about it (we're now at 35% of where we need to be for launch, so still a bit to go!)
We also have a "kill the most enemies with one shot/throw/missile/whatever" event running on our Discord, so hop on over to join the fun if that sounds like something for you: https://discord.gg/6jPYbpZa2g
The purpose of this announcement is to let you know that Card Quest is now available in Chinese. This is not something we had originally planned as our game was never prepared for Localisations, but we were pleasantly surprised when one great guy by the name of 超威蓝猫 approached us some time ago, telling us that he had translated the game on his own by using an external tool.
To change the game language you will have to right click on the game in the library and select properties. There you will find a language section in the General tab where you'll be able to switch the language to Chinese. The translation is only available for PC users because of limitations with the external tool used.
A huge thanks to 超威蓝猫 for his help and dedication. We really appreciate it what you did!
sorting Factory items alphabetically will compare them by the numeric value of their tier if their localization key is identical (will sort same items with different tiers correctly instead of placing T10 after T1)
buffs applied from auras are not affected by debuff and/or stun reduction anymore
boss statistic goals require only 1 kill in order to unlock all 6 power stone slots
AI automatically turns off when entering nexus
units that reach 0 health by other means than taking damage will now die at the end of a game tick regardless if anything has damaged them
legendary modules that get mimicked by infinity enemies now drop 25% of each fragment category instead of nothing
legendary modules can now be reforged (reforge level based on the lowest reforge level of the other categories)
AI script import dialog accepts new import format
Fixes
fixed challenges that do not allow upgrading modules with gems staying in gems-only mode if it has been set this way in a different mode
fixed cooling down active modules being by AI triggering other modules that react to active modules
fixed gem experiment stack rewards testing against current stacks instead of highest amount of stacks every obtained
Added: Five new welcome texts have been introduced. Improvement: Now, encountering an error will automatically remove the connecting and creating server screens, streamlining the user experience.
Fixes:
Bug Fix: Resolved an issue where lobbies would not appear in the server browser as intended. Bug Fix: Fixed a bug where clients would erroneously join with the wrong username. Bug Fix: Addressed a bug where getting kicked for any reason would render the user unable to host lobbies until a game restart. Bug Fix: Fixed an issue where users could interact through the connecting screen. Bug Fix: Fixed an issue where users could interact through the creating server screen.
Cleanup:
Cleanup: Removed some unused code. Cleanup: Eliminated some unused maps from the game.
Known Issues:
Issue: Clients may not display correctly on the tab-menu for the host. Issue: Server ping consistently displays as 9999 ms. Issue: The ban button is currently non-functional. Issue: The host may appear as a banned player.
Note: If you encounter issues making your lobby visible for others, please ensure that your firewall settings are not blocking access, or consider port-forwarding to enable your lobby to appear in the server browser. Joining friends via invites or the join button should work without issues.
In this small update, we are adding full crosshair customization. Players from now on will be able to change the size, type, color, outline color, and opacity of the crosshair.
We also improved the UI with quality-of-life changes. Item name print, in MMC and Industrial MMC item recipe list.
And the confirmation button in RTS dematerialization.
All three changes were added per requests made by players using our in-game feedback system.
As always, for more information regarding the latest technical support, patches, and updates please join our Discord Community.
Penkura Main Branch Adjustment --------------------- ⊞ Bugs/Errors ⊞ ---------------------
◈ Fix bug in Ore Refinery UI, where Button turning off Ore Refinery in the middle of work, could not trigger if it was in the process of calculating power.
◈ Industrial Molecular Matter Converter Storage didn't correctly activate after build and required to reload to properly function.
◈ New Dialog System had two mission triggers set incorrectly, added adjustment system to make sure the player that had the dialog will get the proper mission.
◈ Added new Crosshair customization system to the Options > Game & UI. - The player can change the size of the crosshair. - Type of the crosshair. - Color of the crosshair. - Color of the outline of the crosshair. - The player is able to activate wireframe mode for crosshair.
◈ From now on, when the player hovers over "quickslot" icon, it will provide the name of the item.
◈ Improved rain particle effect. (should obstruct vision a little bit less when at full strength).
◈ Minor improvement to Storage and Inventory UI, to make sure that IP number don't pass their container window.
◈ Minor improvement to Bio-Ring holographic health and energy indicators.
◈ From now on the player is able to hover over the item in the requirement recipe at the M.M.C and Industrial M.M.C interface, to get the full item name.
◈ Minor visual improvement to the message user interface.
◈ Added warning to demoralization button in RTS that needs to be confirmed before activating.
* More plolish to the basic sad emoticon, it is used by NPCs in some cinematics. * Better backgrounds for each interior area on the special levels. * Aded a small gap instead of a stone block for a better look, on the fifth Puzzle map of the special levels.