You now start each match with starting money, so you can get some base up and running faster (was a bit slow start regarding base-building)
Quality of Life
You will now save your progress if you press the "Exit game" button, instead when you want to quit the game, not having to surrender/die and get to the scorescreen.
Updated your attributes in top right (in pause-menu) from x1.25 to +25%, i think it looks much better, if anyone objects, i might add an option to toggle to show x.25 again. (will later also update Ability-talent modifier info.)
CriticalChance & CriticalDamage is now a "global-attribute" you can see in your stats-window top right (when paused game). So all current offensive abilities have 5% Critical Chance, with a 50% bonus damage (e.g. MagicMissile with 4 damage will deal 6 crit-damage)
Some abilities like Chain Lightning have increased Critical Chance & Critical Damage, and the global attribute will increase those even further (e.g. ChainLightning has 20% Crit Chance, then gets +5% = a total of 25% critical chance. (If an ability have a special critical chance or critical damage, so will its total be shown in its tooltip)
Balancing
Adjusted some built sites locations.
Fixed so Flash-Thunderstrike no longer hurt allies
Balanced ChainLightning - it felt like it was to infrequent, so lvl 3 & 5 will lower its cooldown from 3 -> 2 sec
Allies' structures now repair themself 3-10x faster.
Changed CriticalChance talents to give flat 5% critical chance per level, from 15-20% of current value, default is 5%, so 5% * 1.15 => 5.75% felt super-weak, is only lightning-magic that have roughly 25% crit chance by default, that have a better impact of the percentage)
Changed CriticalDamage talent to give flat 25% critical damage per level, from 15-20% of current value, (same reason as with Critical Chance).
Balanced MagicMissile talent Stack, now it's not a "nerf dps", and actually increases dps at max level. Plus also releasing its stack faster. The idea behind this talent is to make it similar to having a magazine compared to infinite ammo, and a compliment to the Beam, which is a channelling ability (usually you cast mana-spenders and fill out time between with basic abilities, this talent + beam is flipping it. E.g. release the stack & then fill with Beam).
Talent Cooldown now decrease cooldown 10% per level, up from a bad multiplying accumulation of 10% (i.e. CD -10% -> -19% -> -27.1%)
Removed MagicMissile Cascade for now, maybe will be replaced, or fixed so it is an upgrade for both Homing & Accretion.
Reduced Beam manacost 50 -> 40 per second.
Adjusted Beam Manacost-talent effect 0.8 per level to 15% -> 50% reduction at max level.
Adjusted ChainLightning - Conduit from a 20% multiple per level to +75% flat bonus.
Reduced Talent Flash-Thunderstrike Area & damage, was op simply put. Area 10.5 -> 7 and Damage 200 -> 150 (think i have to nerf it more, but a good start).
Adjusted ChainLightning - Conduit from a 20% multiple per level to +75% flat bonus.
Modifiers that are rounded to integers (whole-numbers), e.g. before Round 6.5 => 6, and 7.5 = 8 because of point precision. So now it always rounds up on x.5 values.
Bug fixes
Fixed bug with mana-regen might stop
Fixed bug in stats-window (top-right window in game paused)
Fixed music bug
Fixed an old bug that i haven't notice, so when you level up, in top left corner i showed remaining levels you can take (e.g. x5), but long ago changed so it says your current level, but missed it's updated when you claim one level, it say x5 again.
Fixed bug introduced in 0.602, that hovering over buttons made them dark & not back to default colour.
We're thrilled to announce a major transformation for Defend from Candyland! Our Steam Store page has just received a stunning artistic makeover, and we couldn't be more excited to share it with you.
The journey began when we collaborated with the immensely talented artist, Millie Elsdon-James. Her artistic prowess has breathed new life into our game's visuals, resulting in a visually captivating experience that we can't wait for you to see.
Millie worked diligently, providing concept art that perfectly captured the essence of our game. We then had the tough choice of selecting the best design, which eventually led to a brilliant final concept. The attention to detail and creativity in the shading and coloring brought our vision to life in ways we could only dream of.
Plus, we have an exciting addition—a brand new logo for Defend from Candyland! This updated logo perfectly complements the game's new look, and we're thrilled with the results.
We invite you to dive into the world of Candyland and experience the game's artistic transformation firsthand. Your support and enthusiasm have driven us to continually improve, and we're committed to delivering the best possible gaming experience.
A huge thanks to Millie for her exceptional work, and we encourage you to explore her other creative endeavors. Check out her Linktree for a dose of artistic inspiration.
Get ready to embark on a visually stunning journey through Candyland—your adventure awaits!
Stay tuned for more exciting updates, and as always, thank you for your support!
Custodians, as we brace ourselves for the ascent of the Shattered Peak, be sure to bundle up against the unforgiving, bitter cold.
Sector 2 takes you to a frozen Sanctuary in the deepest depths of the Arctic wasteland. With a new Custodian Suit, Guard, Deco Packs and more, there are a ton of horrors to unravel, and loads of fresh Building and Raiding strategies to experiment with.
But that’s not all, this update brings in an all-new difficulty system, a slew of quality-of-life updates, bug fixes, balancing changes and even more! Let’s dive into the patch notes, shall we?
NEW CONTENT
New Environment: Shattered Peak: An all-new Outpost environment deep in the vast and unforgiving Arctic wasteland.
New Guard: Assassin: A hunter that relies on stealth to ambush its target. With a cloaking field based on Holocube tech, it remains nearly imperceptible until it unleashes a devastating dash attack.
New Custodian: Overseer: The Overseer can slowly glide after jumping. In addition, its powerful Biolinks can reveal the location of the Harvester Path, Forsaken Tombs, and nearby resources.
New Deco Pack: Ice: A Deco Pack inspired by the Arctic wasteland, featuring blocks of ice, frozen metal, thermal heaters, fluttering tarp, and a decal set featuring the markings of a northern shelter.
New Cosmetic Collection: - New Deco Pack: Lab: Design your own frozen laboratory with winter-proof panels, computer modules and lighting, and a set of decals to guide or deceive Raiders. - New Cosmetics: Gear up with the Epic Icebreaker cosmetic for the Overseer Suit, and the Epic Yeti cosmetic for the Volt Lancer.
NEW DIFFICULTY SYSTEM There’s no right way to build an Outpost—and that’s a good thing. With traps and guards around every corner, players know to expect the unexpected when raiding Outposts. But what shouldn’t be unexpected is a difficulty spike after you’ve chosen an Outpost to raid. We want everyone’s journey to be as fun as possible, and that includes better accommodating different player preferences.
This new update brings an overhaul of the difficulty system that will make it easier for Raiders to choose the kind of Outposts they want to play. This change affects not only how difficulty is displayed, but also how it's calculated.
Previously, Outpost Danger Score (Normal, Hard, Brutal) was calculated solely on automated factors such as guard and trap placement in relation to the Harvester path. With patch 1.4 we made several tweaks to this system, taking into account trap density, trap combos, and many other factors. We’ve since made even more changes and fixed several bugs based on player feedback that resulted in more difficult Outposts appearing in the Normal category.
To give players a more accurate view of difficulty, we’ll be augmenting the standard Outpost categorizations of Normal, Dangerous and Brutal with a 10-point difficulty scale symbolized by skulls. The more skulls, you see, the deadlier the Outpost.
We’re also planning for this updated difficulty system to have a dynamic component that assesses both the Raider and the Outpost to make the difficulty score a living, breathing rating that can rise or fall depending on Raider performance. Factors such as skill level of the Raider, number of times they died, and more will be considered as the Outpost difficulty score gradually adjusts.
When Sector 2 launches, we'll be turning on this new dynamic component in the background to collect data, fine-tune the system, and to let initial ratings stabilize. Soon after, with our upcoming Mid-Sector update, we’ll be fully launching the dynamic Outpost difficulty system and rewards for players. The more you raid, the more accurate our difficulty system will be. So we’re calling on you, Custodians—raid as much as possible!
Whether you’re seeking a high-speed challenge or a slower, more calculated experience, we want Meet Your Maker to work for everyone. This system will help make raiding a more consistent experience and let you better choose the type of challenge you're after.
SECTOR 2 RANKING SEASON HAS BEGUN & SECTOR 1 RANKING REWARDS The new Sector 2 Ranking Season has begun, and for players who participated in Sector 1, the following Cosmetic rewards will be rewarded based on your Rank tier.
Gold or higher: Stormforce Kamataichi Suit Cosmetic
Silver or higher: Misfortune Volt Lancer Weapon Cosmetic
The following Decals will also be rewarded based on your Rank tier.
Master Sector 1 Decal
Gold Sector 1 Decal
Silver Sector 1 Decal
Bronze Sector 1 Decal
Stay tuned for the full reveal of the Sector 2 Ranking Rewards in the coming weeks!
QUALITY OF LIFE
Mouse and Keyboards are now supported on consoles.
FSR (FidelityFX Super Resolution by AMD) is now supported on Steam Deck.
Loot registration (when loot is collected and added to the wallet) should be much more reliable now. This should address some of the issues raised by Raiders where loot wasn’t properly added to their wallet at the end of a Raid.
We have changed the loadout 3D preview lighting colour for a more neutral light colour, instead of a yellow light.
BALANCING CHANGES
Arsenal Items Cost
Following player feedback, the following items’ Cells cost has been reduced from 15,000 Cells to 7,500 Cells:
Sector 1 Arsenal Items:
Nautilus Suit
Demolition Cannon
Ravager Guard
Sentry Beam Trap
Sector 2 Arsenal items will also maintain this new, reduced cost.
Guards The community let us know that the Ravager tuning in the Rising Tides update was a little too harsh. We have done some further balancing to support its intended role of a short-range pressure unit better.
The Ravager’s attack spread pattern has been reshaped to be wider.
We’ve decreased the charging of the Ravager’s attack slightly, and increased its fire rate, allowing the initial engagement to be a little quicker.
Traps In our recent Player Pulse survey, the community let us know that the Iron Claw, Incinerator, Plasma Sentinel and Sentry Beam traps needed some additional balancing. As such, we’ve made the following changes.
The warning time for the Iron Claw has been decreased from 1.0sec to 0.7sec.
The Iron Claw’s Quick Launch mod’s grapple fire speed has been increased.
The Incinerator’s reload time has been increased from 1sec to 1.5sec.
The Plasma Sentinel’s detection range has been decreased from 24m to 22m.
The Plasma Sentinel’s reload time has been slightly increased from 2.25sec to 2.75sec.
The Sentry Beam’s tracking speed has been slightly increased, and the tracking duration has been decreased from 3sec to 2sec.
The Sentry Beams’ Burst Beam mod tracking duration has been decreased from 2sec to 1sec, and its warning duration has been decreased from 2sec to 1sec.
Biolinks
Quick Strike: Melee lunge speed has been increased by 10% for each stage.
Stage 1: 25% (from 15%)
Stage 2: 40% (from 30%)
Stage 3: 55% (from 45%) - This change was implemented to ensure that Raiders get out of the lunge animation quicker.
Loot
Loot states are now registered on the backend during Raids, meaning loot will have persistent diminishing returns for a given Outpost. This will prevent “loot farms” from being abused by returning Raiders.
While these types of Outposts are clever and cool, and fun for one go, it can be unfair to grind these.
BUG FIXES Raiding:
We have fixed an issue causing Guards to attack Raiders while standing at the edge of (but still inside) the Safe Zone.
Fixed an issue causing the Ravager to become idle despite having line of sight on Raiders.
Fixed an issue preventing users to respawn in the Safe Zone shortly after exiting the Safe Zone.
Fixed an issue causing loot to sometimes clip into blocks.
Building:
We have fixed an issue causing Test From Here to not always spawn players in their current position.
Added a missing Building HUD prompt for the "Hide All Range Previews" action
Fixed an issue causing Plasma Sentinel's Danger Score to not be calculated properly in certain setups (This could cause some existing Outpost’s Difficulty ratings to increase.)
Co-Op:
We have fixed an issue which caused co-op guests to receive a disconnection error when attempting to join the Host while in Building Mode.
Fixed an issue which occasionally caused the game to infinitely load when a host on a last-gen console loads into a Raid with a guest on a current-gen console.
Fixed an issue which caused players to crash when returning to the Sanctuary while in co-op.
Fixed an issue which caused the title to crash when Raiding or in “Test My Base” while in co-op.
Social Mode:
We have fixed an issue causing the Social Raid icon to not always show in the Replay Menu.
Fixed an issue causing XP icons to show in Social Raid.
Replays:
We have fixed an issue causing projectiles to display inconsistent colours in Replay.
Fixed an issue causing Replays to not record the first death of a Raider.
Fixed an issue causing partial loss of input when quickly navigating to the filter tab in the Replay Menu.
Miscellaneous:
We have fixed an issue causing modified key bindings to reset after recent patches.
The haptic feedback caused by Death Pistons has been toned down on PlayStation 5.
Fixed an issue preventing proper navigation of the My Outposts menu on Xbox platforms.
Fixed an issue causing the Strip Mine Boost to not influence loot earned as a Builder.
Fixed an issue causing new item notifications to show in context where the new item cannot be accessed or viewed.
Fixed an issue causing available Daily Challenges to not be updated immediately after a Refresh action.
Fixed an issue leading to users at the Master Rank level to be ranked below users with less Ranking points.
Fixed an issue preventing some users to be able to delete an owned Outpost on Xbox consoles.
Audio:
We have fixed an issue causing the Plasma Sentinel's cloud VFX to suddenly disappear when using the Plasma Cloud and Self-Destruct mods.
Traps:
We have fixed an issue preventing trap mods from the Explosion category to not destroy certain traps while in range.
Fixed an issue causing the Hardened Skin mod to not block Incinerator fire.
WHAT’S NEXT The world of Meet Your Maker is ever-changing, and there’s a lot to look forward to. The next few months will bring exciting new updates, starting with our Mid Sector 2 update, featuring Raiding 2.0: Expeditions. For a full breakdown of Expeditions, check out our recent dev stream here:
Check out our future roadmap below for a quick look at what’s on the horizon, then stay tuned for full details!
09/26/2023 Product UI ‘About’ version 2.12. GroupyConfig.exe version 2.1.2.1
Released on Stardock and Steam
09/21/2023
Fixed an issue where the Groupy config was opening twice on the initial install
Fixed settings and saved groups not being removed if checked for an uninstall
09/20/2023
Fixed settings and saved groups not being removed if checked for an uninstall
09/20/2023
Updated version to 2.1.2.1. UI 2.12
Continued improvements made for restoring saved group apps correctly
Some language strings updated.
09/18/2023
Updated version to 2.1.2.0. UI 2.12
More work was done on tab order when opening a save group
A fix for mouseover on tabs on top mode without the background bar not painting differently
A tweak to how mouseover shows for tabs giving them a slight background color as well as an edge
A fix for the Groupy drop-down menu on monitors with different scale factors to the primary screen being too large (if the primary display is a higher scale factor)
A tweak for how it handles window peek as it may have been causing the wrong tab to get stuck selected or the entire tab bar to go missing in edge cases
Address an issue with FancyZones
Address an issue on Windows 10 with WindowBlinds skins
Fix for closing auto-grouping windows in a tab group causing them to regroup if they prompt
A small change to how appID is saved for saved groups
The on/off slider is no longer showing off when Groupy is on and on when groupy is off. Now it says Groupy disabled and Groupy Enabled.
Fix to custom rules based on exact text matching where it would incorrectly group everything but the window text requested
Small change to protect rule checking from happening in more than one thread at once for one type of rule that wasn't protected the same as the others.
Added the prompt about tabs in office apps on the very first run (brand new installs only)
Modified rules system to handle the case of window handle reuse better just in case that was causing the issues with odd grouping
Modified the auto group logic to ensure the windows are owned by the same process.
Changed config to only force English in the USA when lang is set to en-us as it was not handling the case of other languages when located in the US correctly automatically (forced was fine)
Fix for the ‘Explorer enhancement’ option not reading that it was not toggled on when it really was.
09/06/2023
Beta updated. UI Version 2.11. GroupyConfig.exe 2.1.1.5
Fix for other conditions where saved groups could have their tabs out of order from how they were saved
08/21/2023
Beta updated. UI Version 2.11. GroupyConfig.exe 2.1.1.4
Fixes issue with vertical alignment of tabs for WB when used with explorer-integrated tabs
Resolves issue with dragging windows between monitors where the window was not a member of a group but shows groupy bar for ungrouped windows was enabled
Resolved an issue with swapping tabs with WindowBlinds, causing things to resize briefly
08/17/2023
Beta updated. UI Version 2.11. GroupyConfig.exe 2.1.1.3
Improved performance when moving a window when using integrated tabs
Resolved issue with groupy tabs not vanishing correctly when using window snap when non-integrated tabs
Resolved issue with windows resizing too large when moving windows between displays of different dpis where the window is not high dpi aware
Added some delays when launching saved groups sometimes
Resolved a possible crash issue when grouping new windows
*Tweak for maximized windows opening when in a group.
*Adds support for DelayAfterLaunch = amount in ms (1000 = 1 second) in groupy files if a user wants to increase the delay after launching a given app before launching the next one (if any)
Fix for a problem switching tabs when windows are maximized which showed up in the last week
*Part of a previously released beta but was not noted in its changelog
08/15/20223
Beta updated. UI Version 2.11. GroupyConfig.exe 2.1.1.2
Adjusted things so Chrome/Edge windows will not match existing windows when opening a new saved groupy file.
Resolved issue with saved group position not being used on opening saved groups always
Tweaked how saved group order is reapplied on load
Potentially resolved an issue with the groupy insert blue fade window remaining after joining a window to a group on occasion
Resolved possible issue with a new window opening a group being left visible when it is not the active window in a group
08/10/2023
Beta updated. UI Version 2.11. GroupyConfig.exe 2.1.1.1
Fixes issue with non-grouped windows shrinking when maximized when the temporary groupy bar goes away
Fixes issue with dragging a window out of a custom rules grouping can cause it to instantly regroup
Improves issue with slow resizing on apps that have extremely slow repaint logic
Updated DE from user feedback. Credit Big--Mike)
08/07/2023
Groupy 2.11 Beta released on Stardock.com and Steam
ZH-TW lang file updated (Credit rockemail)
Closing a single maximized window from Groupy no longer causes flicker
Resolved issue with non-native dpi scaling apps being offset correctly when maximized on higher dpi setups
Resolved issue with group creation being delayed when on a maximized window that always shows tabs
Resolved issue with window positioning, when opened, maximized on some applications
Resolved issue with extra line painting with integrated tabs on Windows 10 in Explorer windows and in some windows on Win11 when in dark mode
Resolved issue with Ctrl + T not opening new windows in Explorer on Win10 (but did on Win11)
Fixed a WB11 + Groupy tab issue with rounded corners being enabled on Win11 when they should not and leaving more space than really needed for window borders
Adjusted app launch for saved groups to help resolve an issue with the wrong tab name being used on renamed tabs
Stopped WB from adding themed borders to the tooltips
Adjusted tooltip display to auto-dismiss if a group goes away whilst visible
Hello friends! Due to the fact that many people had to stay at home in isolation due to COVID-19, we decided to add another Let's Play Together competition in the middle of the week, just for fun-with different crazy levels and (alas!) no prizes. We think it is clear by now this extra LPT is a permanent addition too :)
The rules are the same: log in to our Discord server, keep it running, play a competitive level, complete it with 5 stars and have fun! Visit our Discord server (#lets-play-together channel) to learn more.
In parallel with these changes, the development of the next sector is already underway.
Reworked icons of quest modules for a clearer indication of their meaning.
Increased the base speed of the character. Now, the main effect of the exoskeleton upgrade is on the sprint duration.
Improved the indication of how to overcome the first Stingray on the level with crater, and added a generator to avoid running out of plasma.
Stingrays now drop spare parts loot.
Increased missile count on the combat hoverbike.
Optical zoom now toggles much faster and has more zoom initially.
Toxic Screamers now give 2 healing capsules instead of 1.
The lotus puzzle now has symbol icons directly on the terminals, which should make it easier to understand how it works.
Fixed a bug where after dialogues, if you select phrases with the mouse, the camera would look at the floor after the end of the dialogue.
Fixed a bug where the inverse kinematics of the head of all NPCs did not work properly. Now they more often look at the nearest NPC, or at the player standing next to them.
Generators now fully charge the plasma charge for the Olympian Rifle instead of 75%.
Revised the balance of enemies on the "Old Path" level.