Thanks for all of the feedback and for those of you who've been helping out with testing new features on the experimental branch. There's quite a few fixes and changes in this update, so be sure to have a look through below!
New features
You are now able to redraw the cards offered at the start of each run
You can now see what resource you will get before you connect to an island
Balance changes
Increased the variety of cards that are offered at the start of a run
Connecting to islands now gives you resources based on the number of the things that you can see on the island. This is how it is broken down:
1 villager = 1 follower
1 sheep = 4 food
1 rock = 2 stone
1 tree = 2 wood
1 treasure chest = 12-24 gold
Houses are now more likely if you have high homeless and fewer housing cards in your deck
Basic houses are no longer subject to inflation when you purchase them during harvest. This includes the following cards:
Cabin
Mud house
Small common house
Increased the chances of drawing the storehouse during harvest
“Disband” is now available as soon as you play as Plutus (allowing you to remove Mercenary units) instead of having to be unlocked
Jotnar now starts with less health at the lower ascension levels
Cards are now unlocked quicker at higher ascension levels
You will now still receive a small amount of XP to unlock cards when you are defeated, which can be increased by completing prayers before being defeated. This amount is also increased at higher ascension levels (but you will not earn it if you choose to end your run unless you have completed at least 1 prayer)
Quality of life updates
Building health is now shown when you’re placing a Repair, Reinforce or Earthquake card
Friendly building and unit health is now shown when it is taking damage
Updated audio for seasonal ambience to reduce what sounds like white noise in Summer, Autumn and Winter
Bug fixes
Rewrote how Wonders are offered in the harvest, as it was common for Acan to only be offered 1 or 2 during an entire run. All Gods will now be offered at least 4 different Wonders on a more regular basis
Resolved a crash caused by obj_battlefieldAttack object (rare)
Resolved a crash caused by obj_villagerManager object (rare)
Resolved a crash caused by obj_mercInvasion (rare)
“Delve” no longer displays extra text when being played
Fixed the issue where the text showing island resource gains will appear over menus and harvest screens
Thanks again for the continued support and feedback. I'll be updating the experimental branch with an update on the new deckbuilding features, as well as sandbox modes, so be sure to check that out if you haven't already, and let me know what you think in the Discord :)
If you're not sure how, you just need to right click on the app in your Steam library and, in the Betas tab, select the 'experimental' branch.
We've finally managed to spare some time from the development of our new project to release version 1.8.0.
The game now runs on the latest Unity stable version (2022.3 ATM). We've been wanting to upgrade for a while, but unfortunately this wasn't a trivial task, as there were some changes in the random and math libraries, that were breaking our procedural map generation. It took us a while, but we got everything sorted out and managed to upgrade. This should provide better compatibility across the board for newer systems.
New Grass/Reed rendering
Grass and reed details, are now rendered as geometry instead of billboards, and they are also using different shaders to the rest of the terrain details. They now look nicer, provide more coverage, and blend better with the terrain.
Terrain Shadows
In High and Ultra quality modes, terrain now casts shadows, see the difference in this screenshots:
New Fullscreen Modes
You can now select Exclusive fullscreen mode in settings screen, this provides an alternative to anyone that might be experiencing issues with the current Borderless mode. On Mac we are also now supporting Maximized mode.
Other changes
- Disabling IMGUI layouts, which saves random memory allocations. - Removed duplicate string warnings for workshop scenarios. - Updated Madruga Works logo. - Better handling of some OneDrive errors.
We want to take this chance to thank everyone in the community that supported us and allows us to keep on making games!
Introducing the Shimmering Frontier, a glimmering new biome for you to explore!
Grab your mining picks and stock up on provisions because you’ll want to spend plenty of time uncovering the mysteries of these crystalline caverns. From digging up the dazzling new Solarite Ore all the way to testing out your combat skills in one of our new ancient battle arenas, we can’t wait for you to discover all the new content that’s coming with this major update.
Keep an eye out for new enemies in the form of crystal-mimicking Mimites, insectoid Nilipedes, and GIANT Snails roaming this biome…and be extra careful that you don’t accidentally wander into a field of radioactive crystals – unless you’ve got yourself a Radiation Suit of course. Dangers lurk as you delve ever deeper into this subterranean world, but with a little help from the new Upgrade Station, you can ensure your equipment is up to the challenge.
Mining your way through the underground just got a whole lot easier too, thanks to the Hand Drill, which allows you to move and dig at the same time, and the all-new Obliteration Ray, which is exactly as cool as it sounds. It’s never been easier to forge a path and uncover the resources you’ll need to thrive in the underground. Especially with new crops, fish, recipes, and the Livestock Workbench (improved Cattle transportation, anyone?).
If building a cozy autumnal base is more your vibe, then you’ll love the 40+ new decorative materials and items that we’ve added. Oh, and you’ll be pleased to know that we’ve balanced enemies so that, for the most part, they can no longer destroy defensive base-building options such as doors, fences, and crafted walls. No more frantic mining while you’re out gathering resources wondering if you’ll come home to find a Big Larva has busted into your base.
We’ve said it before, but the Shimmering Frontier biome is just the tip of the iceberg when it comes to this update. We’ve added over 50 new pieces of equipment throughout the whole game and plenty of new content to our existing biomes including a new species of cattle that you can find in the Sunken Sea. Be careful if you’re travelling by boat, however. There’s something lurking deep below the waves, and it’s even meaner than Omoroth!
We could spend an eternity walking you through all the wonderful new additions to the game, and you can certainly get an idea of what’s to come in our patch notes, but we think the best way to learn about all our new content is to discover it for yourselves! We hope you have a blast playing through this major update and we hope you’ll tell us all about your adventures in the Steam Discussions, on Twitter, and over on the official Core Keeper Discord.
Oh, and don’t forget to let your friends know that Core Keeper is currently available at a whopping 33% discount as part of the Fireshine Games publisher sale! There’s never been a better time to bring your friends on an underground adventure, so head on over to our Steam store page to pick up the game now. Hurry because this discount ends on October 9th.
New biome: The Shimmering Frontier. The Shimmering Frontier can be found in any direction far out in the world.
Atlantean Worm boss: Confront the aquatic leviathan!
New types of challenging events can be found in The Shimmering Frontier. Complete them and be rewarded!
Upgrade Station. Crafted at the Scarlet Workbench, this station allows players to upgrade the item level of equipment, tools, and weapons making them stronger. This allows players to use a much larger variety of equipment setups, as lower-level items can become competitive with late-game items, but at a cost of upgrading them.
Over 50 new pieces of equipment!
Gameplay:
3 new enemies:
Orbital Turret.
Mimite.
Nilipede.
1 new roaming creature: Crystal Snail.
1 new species of cattle: Kelple. Kelple is a turtle-like cattle that roams the beaches in the Sunken Sea and eats kelp to produce Kelp Dumplings.
Cattle breeding. Cattle can now breed to spawn baby cattle. A baby cattle will spawn when two cattle of the same type have eaten enough food over time and are near each other. The new baby cattle are:
Moolin Calf.
Bambuck Kid.
Strolly Poly Nymph.
Kelple Hatchling.
Materializer. An object acquired from the new event that allows the player to “weave free matter into a temporary living being”. Find it to discover what that means!
A new radiation-themed Merchant that sells new unique items. The merchant may sell an important item for the new boss!
New tools:
Roofing Gadget. Allows the player to either create roof tiles to block light or break a hole in the ceiling to let light shine down.
Hand Drill and Scarlet Hand Drill. Allows the player to move while digging and hits much faster than a mining pick. Has lower durability than a mining pick, however. Can be found in item drops in the world.
Obliteration Ray. Exactly as cool as it sounds. We’ll let you discover this one yourselves!
Livestock Workbench. Crafted at the Basic Workbench. Allows crafting of the Feeding Tray and some new items:
Leash. Can be attached to a cattle to make it follow the player.
Cattle Transport Box. Allows the player to pick up cattle, keep them in their inventory, and place them out elsewhere. The box is consumed in the process.
Over 50 new pieces of equipment! We have added a lot of new equipment throughout the whole game. We have, for example, added new equipment drops to all the first three bosses to make them more rewarding to defeat. There are also many new equipment pieces that drop from destructibles, enemies, chests, and so on in most biomes.
10 new weapons.
Solarite Ore. Can be found in walls and various other ways in the Shimmering Frontier.
Gleam Wood. A new type of wood that only grows in the Shimmering Frontier.
3 new rare materials used for upgrading equipment to higher item levels that are found in various ways in the Shimmering Frontier.
Jungle Emerald.
Ocean Sapphire.
Desert Ruby.
2 new plants:
Sunrice.
Lunacorn.
5 new fish that can be caught in the Shimmering Frontier.
2 new cooked food types.
1 new potion sold by the new merchant.
Solarite Workbench with some new tools and base building options.
Solarite Anvil with new equipment and weapons.
New pet: Prince Slime. Drops from King Slime.
3 new critters found in the new biome.
10 new valuables.
4 new figurines.
Over 40 new objects that can be crafted or found to be used in base building and decoration.
A new Wooden Spike Trap can be crafted in Basic Workbench to give players an option for early defense of their base.
6 new achievements.
6 new hairstyles.
Meadow ground can now be used for seed planting and gardening.
Other:
An item level is now shown on equipment, weapons, and many tools. The item level is an indicator of how powerful the item is, and item levels can be upgraded at the new Upgrade Station.
Your character will now call out a message to indicate when you are hitting indestructible objects, objects immune to damage, or objects that will take a long time to destroy.
Red Slime Blobs will now sometimes find their way to players.
Regular and Red Slime Blobs will no longer damage cattle.
Renamed Land Kelp, Potted Land Kelp, and Tall Land Kelp to Land Algae, Potted Land Algae, Tall Land Algae.
Improved portal charging text to make it clear that the player only has to wait.
Changed the text for some of the lanterns to make it clear that they’re not equipped in the offhand slot.
Melee weapons can now hit plants, bushes, and tall grass.
Increased the quantity of bombs when dropped as loot.
Graphics:
Implemented a new water shader.
Implemented water wave/foam simulation.
Improved shading for 3D geometry (ground + wall tiles).
Improved Ambient Occlusion on Medium/High settings by taking directional light information into account. This makes AO appear less “muddy” in areas with strong directional, indirect lighting and should improve overall visual quality.
Added new Caveling Brute emote animations.
Adjusted the party hats position on the head to better suit all hairstyles.
Adjusted destroy particles for certain objects.
Added destroy particles to some objects that previously were missing them.
Figurines that cannot be put into the new Materializer object now have differently colored bases.
Additional audiovisual feedback for certain buttons in the character-creation screen.
Tweaked the shadow position for torches.
Adjusted the effects for explosive deposits.
Improved healing effect for enemies & bosses.
Audio:
Goats will now make random “baah” sounds.
Adjusted the audio for jellyfish destructibles.
Improved sfx for when a locked chest appears.
Balancing:
Slightly reduced inertia of boats making them a bit faster when turning around.
Stats on several equipment and weapons have been slightly rebalanced.
The maze that contains the Clear Gemstone can now spawn up to three times in the world to match the amount of Chipped Blades that can be found.
Reduced the amount of enemies that spawn in groups in multiplayer.
Enemies can generally no longer destroy defensive base building options such as doors, fences, and crafted walls. Previously, this was based on tiers of enemies and base building options, but this has been simplified to avoid having to rebuild all walls and doors in a base for the purpose of defense. The different base building options are now mainly intended for just decorative differences.
Slightly reduced the slowness from the Encumbering presence talent.
Reduced the health of Omoroth's tentacles. The tentacles now also despawn after a longer duration.
Performance:
Procedural generation of dungeons is now spread over multiple frames. This reduces stuttering when exploring new parts of the world.
Sharing maps using the cartography table now only transmits map sections that changed since last time the table was used. This reduces the bandwidth requirements and the time delay before the updated map is visible.
Various performance improvements throughout the code base.
Bug fixes:
Fixed a bug where equipment set bonuses like the King Slime set and the Larva equipment set would impact factions in the wrong way. The intention was only to become friends with Slimes and Larvae. which has now been fixed. Previously, the player would also become friends with allies of the Slimes and Larvae.
Fixed a bug where salvaging items without durability, most notably jewelry, did not give back any raw materials.
Fixed a bug where some seed types could drop distinct variations that would behave identically but not stack with each other.
Clicking item slots in the inventory while traveling in a minecart will no longer sometimes select the wrong slot.
Fixed an issue where locked chests would not spawn when mining with Sledges.
Fixed an issue where objects destroyed by a Sledge would not be automatically pulled to the player if the player was too far away from the destroyed tile or object.
Fixed a bug where the damage buff from consuming cooked Tornis Kingfish was not indicated with a UI icon.
Pets no longer collide with other creatures.
Fixed a bug where deleting user-placed map markers would sometimes delete the wrong markers.
Fixed a bug where rotated Glass Smelters didn’t have an outline when selected.
Fixed an issue where the sound effect for a charged-up weapon would not play for other players.
Fixed a commonly reported issue where the great wall would reappear when the game was restarted.
Fixed the value in some buff texts to not have a negative sign, as the description of the buff already indicated it as being a negative effect.
Fixed a bug where lava would spread over regular water instead of creating solidified lava ground.
Fixed mod checks on connect not working properly.
Fixed formating in popup message when missing a required mod.
Fixed missing mod name in popup when missing a required mod.
Various performance improvements throughout the code base.
Fixed a memory leak when there were too many wall particles on screen.
Fixed a number of visual errors in the in-game Mod UI.
Various performance improvements throughout the code base.
Fixed bug hindering a mod from loading assemblies.
Fixed unresponsive UI when using characters not present in the Korean font.
After defeating Lunamis, that were after the priestess Kaguya from the Moon World, the explorers obtained Lunar Stones
According to Kaguya, the moon energy stored in the stones could be used to repair the broken sacred tool of the seal, and by that, you could defeat the Big Lunami.
However, the enemy is not waiting and finally appears in this world....!
Can the adventurers save Kaguya and seal the Big Lunami?!
Accept the event "Runaway from the Moon" from Navi and select "Move" to start the event!
1.Open "Navi" from the Menu on the left. 2. Accept "Runaway from the Moon" from the Event tab. 3. Select "Move" to start the event story and move to the event map. *Please note that you have to clear "Main quest Ch.14 The two maids" to join this event.
② Defeat Area Boss "Big Lunami" and collect items!
You need "Lunar Stones" to fight the Area Boss! You can get "Lunar Stones" by defeating Lunamis! *There is no reward for defeating Area Boss "Big Lunami" in Hell level.
③ Get items from the event Mamonos and "Big Lunami" and trade them for various prizes!
*You need "Cracked B Lunar Stone x5" for 1 Play of the Box Gacha. *Complete the event quest part 2 to play the Box Gacha. *If you draw the Box Gacha, but you don't have any space in your bag, the item(s) will be stored in your storage. *You can collect up to 99999 items in the event.
Event Panel Mission is here!
You can get rewards by clearing missions related to the event quest. During the event, tap the icon on the left of your screen to display the missions.
The special rewards for this event are Paper Umbrella and Traditional Deco!! Get them and take cute Japanese style pictures!
Notes
*The event period is subject to change without notice. *There are no voices in this event.