We’ve been hard at work preparing for the launch of Astrea next week on September 21st! Before launching the game we wanted to give the demo one final patch before launch to improve player experience. These changes will be part of the full game!
Patch Notes
General
Demo save will be wiped on this patch!
Minor UI Improvements
Changed mouse/controller detection on main menu and intro cutscene to be dynamic, which means that player doesn't need to go to settings to change it anymore
Better support for steam deck (now it automatically comes with a controller layout)
Added Korean and Traditional Chinese languages
Now the game asks if you allow the game to collect your gameplay data for balancing purposes on the first time you play.
Minor bug fixes
Settings Changes
Accessibility tab changed to Miscellaneous tab
Credits moved from Main Menu to Misc tab
Delete save moved from Gameplay tab to Misc tab
Added the option to stop data collection (analytics data)
Now player can go back to the shop after leaving the shop
The game now runs in the background if you click outside of the game.
Now prices on shop are tinted in red when player don't have enough star shards.
Balancing
Tutorial Improvements
New actions added to the game: Unforgeable actions, those actions work like other actions, but they can't be forged.
Now Duplicating a die on forge will increase the cost by 50.
Balanced Forge Actions. Some actions got higher price, but we still have 3 price tiers 100, 150, 200. Also added more actions. And now it will always appear 3 x 200 cost actions, 1 x 150 and 1 x 100.
Inventive reworked, now it deals 3 Purification X times, where X is the amount of die discarded.
Ten days until the launch of Astrea! If you love the demo, be sure to wishlist Astrea!
Hello everyone, and welcome to the Weekly Dev Log for September 11th, 2023, detailing all the changes that have happened since September 5th, 2023. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
SDNL: Development
We're continuing to fix issues and make changes based on feedback from the initial SDNL release. We plan on having a hotfix release very soon.
Johanna worked on getting "Decommission" (SDNL port of the Virus Map, Corrosion) ready for release. She also worked on "Hinderance" to address feedback.
Lifeless continued working on "Containership", as well as other maps.
macdguy worked on balancing changes for SDNL (weapons, Dino Battle) as well as fixing bugs. He also worked on Workshop support for SDNL, including the vote map, and download the maps.
Sketchman worked on achievement icons.
Halloween
Development has started on the Halloween events for 2023.
Johanna worked on improvements for Dark Voyage, making the time chamber room transitions faster as well as the general speed of the vehicles.
Joshua started working on Halloween items, finishing a tiara.
Nuclearxpotato started working on Halloween items.
Wheezwer started working on concept art.
Will started working on new music for Dark Voyage.
Halloween 2023 Item: Tiara
Miscellany
macdguy worked on fixing issues with uploading Workshop condos.
Madmijk continued working on condo instruments.
Sketchman continued working on backend improvements.
Wrap It Up
That about covers everything that happened since September 5th, 2023 at PixelTail Games.
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tl;dr; Setting to disable the turn timer and changes to accommodate this setting
This patch added a new setting to the run settings screen to disable the turn timer. This has been a long requested feature that I have not prioritized as my focus has been on the core gameplay and game balance.
Please let me know if you find any bugs or if you want me to add any other quality of life changes.
Thanks, -Aarimous
Notes #2
Added a new Run Setting to Enable/Disable the Turn Timer
This will hide the turn timer and allow the player to take as long as they want during their turn
Disabling the turn timer will always turn off Steam achievements. I decided to do this because I designed the game around having a turn timer and while I’m all for player playing the way they want to play, the achievements might lose their feeling of accomplishment since the game will be significantly easier without the turn timer. I would be interested in refining the turn based gameplay if this is something you players want.
Disabling the turn timer will also disable any real-time game elements as these were balance around a turn timer and would be over powered without a timer.
Yo-Yo Ability
Wandering Bot Relic
Firewall Map Hazard
Game speed will still adjust how fast the other game elements move, but will no lower apply to the player's turn.. because well there is no timer with this setting.
Changed the Jak character’s starting ability to use the Jak Trap instead of the Yo-Yo. This help makes the new turn timer setting work, and feels a bit more thematic
Lowered the “I am the Loot Hoarder” achievement from 100 chest to 50 chests
Gambit Level Progression will now always be enabled regardless of the game speed, previous you could only progress the Gambit level if achievements were enabled. This is another change made to align with the new turn timer setting.
Notes #1
Added floating text which will warn the player when there are 25, 20, 15, 10, 5, 4, 3, 2, 1 turns left in the act. The goal here is to add anticipation for the act endings.
A new zoom out animation will play when completing the act
A new zoom out animation will play when winning the game
Fixed some bugs with the animations when the player dies
Fixed some bugs where navigating from the game over screen to the main menu would flash the game screen
Fixed a bug where blocked damage would not show correctly
Steadfast Protector: now reduced 25% of incoming damage, previously this was a flat 30 damage, which made the relic really good early, and less good later. This will make the relic have the same power during the whole game.
Our fourth game, TapTap Princess, is now in early access, with a 20% discount on the first release. We need your support. Don’t forget to join DIscord https://discord.gg/fXzUxfQghw
Sound of laser turrets less present and improved spatialization Volume balancing for all in-game music Mission 1 earns more money than before Increased number of enemies on the first 3 levels Corrected some interface and turret description issues New tutorial on camera movements using keyboard, mouse and combined commands Improved animations Hardcore mode is now displayed in the interface at the end of a mission Improved sound for Paul's lightsaber Sound level lowered for some deafening sound effects Correction of a bug in the game's end credits Fixed a bug related to the position of the "Airdrop" crate delivery ship
The final launch of CARNAGE OFFERING is coming soon! If you spot any other bugs, don't hesitate to share them in the Steam reviews.
1. A brand new map! But play on your own with more spoilers!
2. New weapons, armor, and props!
3. Several NPCs, several bosses, and bosses with both NPCs
4. New card updates from Second World - Dueling World
-Obtained through special means or synthesized
107 Bonfire regenerates health every turn and places a potion hose to fill your library 108 Melt Explosion deals damage to all enemies by the number of cards with fire characters 109 Bat 31 restores the summon's own health when attacking 110 Quickly kill the opponent's summon during ground stab attacks 111 Treasure Chest is just a harmless box for humans and animals, don't worry 111-2 112. After reverse use, destroy the coin and guess correctly. You exchange health with your opponent and guess incorrectly, but nothing happens 113 Unlimited draw to obtain a re draw after deducting a small amount of health and armor 114 Mysterious chefs require sacrificial offerings, which are not needed in special circumstances and can eliminate x 115 Mirror replicates the attack and health of your opponent's summon
5. New talents
29 Counterattack Storm - There is a chance to give the opponent a counterattack when attacked
30 Fountain of Magic - Restores a certain amount of magic per turn or step of the battle
31 Double Blade Mighty General - Can equip both hands with the main weapon
Strengthened some talents, including/ruthless and ruthless/non combustible/combat focus/Shoubi Nanshan/magic talents/
6. Added empty glass bottles for lottery machine items
【New DLC】
Inheritance Fire - Fingertip Fire
Free DLC, which will be launched later after I understand how to upload DLC,
Computer players don't have to worry about this DLC, which is the Android mobile version of 'Junk Game'.
Convenient for everyone to play without a computer, although I don't know why players who buy games in Steam need this
Additionally, there are some issues with this end. I don't know why only two of my three phones can be installed,
HUAWEI P9 Plus and OPPO R17 are both installed, but my Redmi k60 pro prompts that the version is too old to install
Perhaps some newer phones may fail to install, but I can only express my low technical skills. I'm sorry, they have been turned on.
Also, I apologize for not being able to create and test the Apple version of the game due to the lack of a fruit machine_(:з」∠)_
Attention all Cleaner units, Hunter Project Operation Survive is going through a game mechanic redesign! So much can be thought of in 3 months and some things are being removed or added into the game for a better promising experience!
Somethings we are working or considering on that we would love to showcase when ready:
Character Customization You will be able to customize your character for a more fitting experience. You can make Cleaner 159 the way you want. Change their hairstyle, color, gear/uniform!
Story Mode The hinted story mode is currently still being brainstormed as the storyline went through many directions and as of now could be set and stone soon! The story mode gameplay that is currently made but will be changed is the tutorial mission or Chapter 0: Prologue.
AI The AI, friendly or hostile will have a universal system, meaning that if you ally with the infected faction rather than the Griffon faction you will be targeted by Griffon soldiers. Not only that, the AI will be able to call in reinforcements if you don't kill them quickly.
Improved Loadout/Gear You will be able to choose your Primary, Secondary, Melee Weapon, and the soon-to-be Gadget to fit your playstyle while on the field. And you will be able to equip different types of gear such as juggernaut gear or no gear at all.
Leveling System As you are on the field doing expeditions or the story you can level up and increase your "combat level" so you can handle harder areas. But be aware as you go through the game and get stronger so will your enemies as they will increase in level as you go.
Open World The story mode is still gonna be a linear storyline but now with a twist. You can explore the city you are in and do side missions while meeting hostile resistance. Just like the planned expeditions you can meet survivors who could be friendly and can offer you items or be hostile and fight you.
Those are some things we are planning. We know it's been a while since we released the game for Early Access and not much has been done. But we would like to request from you that you stay with us and see this game to the end. We worked hard and learned as we go. We promise to make an experience that will give you a thrill!
Stay Safe -Spearhead Interactive Director
Directors note: I just finished Boot camp and now I am going to Combat Training for about 2 or so months so progress won't be apparent until maybe late November to early December! Thank you again for keeping this game in mind.
[EN] = Visible to English language only until translations are complete.
New (UI)
[EN] Added an explanation of the Hex Mastery system to the View Hex Mastery popup.
The View Hex Mastery popup will now display how many hexes you have mastered.
The Hex Mastery popup will now explain what Hex Mastery is, and how it works.
The Hex Mastery popup will also display how many Hexes you have mastered.
Compacted some Mobile UI elements for Cartography.
Added Max Hex Level indicator to the Hex progress UI.
Hovering over the Barrier Bar or Icon within Combat will now display the Barrier information just like it does for the Combat Areas themselves.
New (Settings)
Added a setting to throttle Cartography Map frame rate cap while inactive. This caps the frame rate to 10 FPS after 5 minutes of inactivity.
Added a setting to set Cartography Frame Rate Cap while active.
Added a setting to toggle the cat image for undiscovered dig sites in Cartography. This is disabled by default.
Fixed
Fixed issue where the Cartography Map Quality setting had no effect on iOS
Fixed hidden POI markers not displaying automatically when locating a required item.
Fixed issue with how Max Skillcapes handled their requirements.
Base Game
Balancing
Summer Season in Township now also provides -10% Repair Cost
Fall Season in Township now also provides -15% Repair Cost
Reduced Trading Post GP cost to build to 500K, down from 2.5M.
Fixed
Added a failsafe to the game which will prevent it from loading if there is a file version mismatch. This kind of thing can only occur during the 1-5 second process of a game update.
Ash no longer drops from Firemaking in the Tutorial. Should help prevent issues where players are getting stuck on Tutorial Island.
Tutorial Island will now allow you to purchase Feathers and Bowstring after steps have been completed to unlock them. This should also fix issues where players get stuck on Tutorial Island.
A Steam Client update is on the way for Windows to fix some reported issues we have received.
Here's the first critical hotfix after some community feedback!
Fixed
- Fixed multicast issue with player speed - Fixed animation widget not playing correctly - Fixed decal issue - Fixed collision issues where players could get stuck
Changes/Added
- Scaled keys up so they are easier to see
Thanks again for your critical feedback, we absolutely love hearing from the community and any changes, fixes or feedback is vitally important to us so thank you again!
As a side note: Please expect another hotfix coming soon with even more optimisation and fixes from community feedback!