- Heal Pod Tutorial added - Heal Pod Charges increase from CereLabs - Heal Pod Hardmode Reductions removed - Constructor explanation added - Constructor translations added - Constructor Scan links removed - Rare loot chance increased for chests - Rare loot chance increased for heavy enemies - Drop Chance for Energy Cell Type B increased - Special Loot hints added - UI and terminal hints added - Title translations added - Improved difficulty balance - Improved Memory handling and Performance - Improved Player, Drone and Bullet Collisions - Improved Lights and Shadows - Light and Color adjustments
Bugfixes:
- CereLabs Heal Pod Upgrade re-charge fixed - Neurolink Blueprint issue fixed - Repeating Tutorials removed - World Map Progress on Pax / Icar fixed - Linux / Steam Deck Back Function fixed - Linux / Steam Deck hold Menu to Pause function added
Calling our UK pals: The Star Trucker's demo will be playable at EGX London, from October 12th to 15th.
If you plan to attend, you'll find us at the Rezzed area (stand RZ14B). Come play the demo, take home some merch and maybe have a chat with the devs, if you come across them.
This one is another small bugfix patch, fixing a few bug reports that have accumulated over time.
- Endless: Since a few versions, retired endless runs would not save properly into the statistics tab. This should no longer be the case. - Campaign: A mission completed with exactly 0 score would not count as complete for the purposes of progression. The game should now properly let you through with no additional gatekeeping. - Seed selection: If you went into ranked mode, then back to main menu, then into standard, and if the sector type for that week's ranked was not unlocked for standard play, you'd *sometimes* get in a weird state where the game would auto-select a locked sector type for you, which would result in a confusing UI experience. Possibly even more confusing than this bug description.
This patch brings the version numbers up to "v1.3 (b1109)" on Windows and "v1.3 (b1110)" on Mac.
Thanks so much for playing and enjoying Isle of Swaps so far. The reception has been great to hear. Before all the feedback, I want to ask if you noticed the new images around Steam for Isle of Swaps? These have been drawn by Juan Zambrano who has illustrated a load of cards for the game. Noticeably one of Dina's starters: Aguatto. (Did you pick Aguatto as your starter btw?) I love Juan's art style and with his work on the cards it was an easy choice to ask him to draw the cover art too. Even after the cards and cover art, he's still up for more cards!
So now for the main bulk of this update: I've listened to feedback and watched people play the demo and I've been working on some changes to make the game even better! It really boils down into 2 main categories, the first is:
What were the problems with deckbuilding?
Critters added 3 skills to the battle deck which meant less room for the player to customise the deck
Players only used the 3 skills that came with the Critters and didn't add other cards or only added stickers
The above lent itself to the strategy of having a small deck to repeatedly use the same cards
Players wanted to use rare critters but found their available deck shrinking limited that
Cards you wanted to use were hard to come across and required you to give up a lot to swap for them
Those are some serious issues for a deckbuilder game, huh? Here's what I've changed and you can play with right now
Critters no longer add skills to your deck
For every Critter added to your battle team, at least 6 Skill Cards need to be added too
Skill Cards and Sticker Cards have separate slots
You start with 10 Sticker slots but the rarity of, and how many, Critters you use reduces that
Trainers you swap with will always have at least 1 Skill Card of every type
The value of cards has decreased so you give up less to swap
Trainers will now ask for a specific type of card (fire critters/water skills) and your swap will be more valuable if you offer those cards
The starter deck now has extra copies of basic Energy and Attack cards for more swap fodder
There's a second booster pack that's cheaper and filled with basic Energy and Attack cards
So basically, all 18 slots can be used for skills, with 10 separate slots for stickers. Stickers are still reduced based on how rare your Critters are as they're more powerful. And with the changes to swapping, it should be way easier to find cards you can use and then feel less punishing to get them.
But that's not all! There have also been some changes to:
This is really just 1 big change and that is that Defence now benefits Status Effects. This stemmed from defensive Critters not needing any Skill Cards to do well. They essentially worked as punching bags and due to (usually) low Power, they didnt need to attack. And conversely, every Critter could use Status Effects equally well, so a high Power Critter is good at damage and Status Effects.
Exactly how attack cards use Critters Power + a damage value on the card, Skill Cards that inflict status effects now add the Critters Defence to that. Defence now boosts Heals and stacks of Burn, Soak, Shock and Poison. If you look at the header, Prinleaf has 5 Defence (and 2 Power), and the Healing Petals card now Heals [Defence+3], so a Prinleaf using this heals 8 damage to her team!
Now high Defence Critters are usable as Status Effect appliers which I hope adds more variety to team building.
Another impactful update is how Power and Defence are changed throughout the battle. Before Power and Defence either went up by 2 or down by 2 and that buff lasted X amount of turns. But now it's a sliding scale between -3 and +3 for 3 turns. This means if you gain +1 Power from a card it'll last for 3 turns. Use the card again and you'll have +2 Power with the effect refreshing back to 3 turn duration.
Hungry for more changes?
Dina's ability is different: Any card she offers for a swap has increased value. Swapmaster!
When one of your Critters is defeated all cards of its element are removed from your deck (if you dont have another Critter of the same type). No more dud hands.
Losing battles only takes 1 Critter off you, instead of your whole team
Skill Cards now replace the [Power +3]/[Defence +1] etc on the card with the correct number when you hover the card over a Critter
Spot Effects now stack if the card is played again
The Battle Deck can be edited in the Shop and during Swaps
The Battle Deck orders your cards by type
Each type is weak to 2 other types. It's now easier to know what the enemy is potentially weak to
Status Effect tooltips show up wherever the cards do
All the buttons have text on them to help playing
It's a huge list and there's still more! If you want to see all the changes that have gone into the demo then you can see the patch notes here
Give it a try and tell me what you think of this update! Play the demo today and wishlist for Isle of Swaps.
It's been just over a month since the demo launched and I've been beavering away in that time improving the game based on what you've been saying. To see the broad strokes, click here to see the main changes to this update.
Here's the full list in the detailed bullet point format
GAME UPDATES
-Each Critter adds no skill cards to the deck
-Winning a Wild Critter fight gives both the Critter and a Skill Card (a skill card that wouldve been attached to them)
-NPCs now offer more cards for swapping
-NPCs now have at least 1 skill card of each type so they'll always have something you may want
-NPCs will always offer a common/uncommon of each type with a chance of an additional rare
-The Battle deck now requires you to add 6 skill cards for each Critter you add (1=6 deck cards total/ 2=12 deck cards total/ 3=18 deck cards total)
-Stickers are now given their own slots starting at 8 stickers and reducing based upon the rarity of critters you're using
-The player now starts with 3 copies of each energy and attack card. Assuming 2 is the most a player would usually need, this frees up more swapping fodder
-The Enerttack Pak has been added to Booster Machines which contain energy cards and the basic attack cards
-With the addition of the Enerttack Pak, energy and basic attack cards have been removed from the regular booster pack
-Uncommon cards are now worth 2 (Swap Value/Money), Rare cards are now worth 6 (Swap Value/Money)
-Heal, Burn, Poison, Shock, Soak are now affected by the Critters Defence
-Except on common cards where it remains a static value
-Status effects based on turns like power/defence up/down, taunt, stun/dodge/immunity etc are unaffected
-The aim of this is to make defensive Critters more useful in battle as they become more proficient at healing and using status effects
-Power and Defence changes are now on a sliding scale of -3 to +3 and all those buffs/debuffs last 3 turns
-Instead of the length of power/defence up/down, the cards now change in intensity
-Cards from your hand update their text when hovering them over a Critter to show how much damage or status effect will be done
-Cards that the enemy will use will always show these updated numbers
-Burn damage no longer spreads on reaching 5 burn
-Reduced Soak damage from 2 to 1
-Additional description of Stickers on the Stickers page of the battle deck
-Removed the Swap buttons on the overworld. Pointless
-The wild Critters you find are now properly based on the progress through act. No more wild Rares in act 1.
-The Trainers will now use their battle team from the next act if you're using more Critters than they are to bump up the challenge.
-The starter deck now has an additional skill card that generates energy+does an effect in it.
-Each element type now only has 2 weaknesses to make it easier to counterpick trainers
-Opponents now have a certain type of card they want and your swap value will be boosted if you offer those to them
-Dina's ability now works. She gains +1 Swap value on every card swapped. Wow!
-Enemies now use more skill cards in Act 2 and 3 so the game should be a bit tougher
-Having a critter get defeated now removes all skill cards of its element from the battle (if its the only one left of that type)
-This can lead to a very specific situation where all skill cards are removed, and the player just loses in this scenario
-Losing a battle now only takes 1 critter card and a life from you instead of all critters.
-The binder contents buttons now skip to the first card you own from that category (if you own a card in that category)
-The battle deck can now be viewed and edited whilst swapping
-There are now 10 sticker slots. Commons reduce it by 1, uncommon by 2, rares by 3. Players using 1 or 2 Critters should get more Stickers, right?
-Spot effects now stack
-The battle deck now orders the cards based on elements
-Buttons now have text on them for clarity
CRITTER UPDATES
-Striqual HP reduced from 40 to 30. Ability changed from On hit:+1 Power to On Attack: +1 Power
-Zappen ability changed from 2 to 1 dodge in line with dodge having a 1 stack max
-Hangolin reduced from 3 Thorns to 2 Thorns
-Aguatto is now 5 Pow 1 Def from 4 Pow 2 Def
-Aguatto starts with Moat instead of Water Shield
-Alerte gains 4 Taunt on Battle Start
-Alertle now has 34HP, 2 Power, 2 Defence
-Fledgee now gains 1 Status Immunity every 3 Turns
-Fledgee now has 32HP, 3 Power, 2 Defence
-Kinecoo changed to 38HP, 6 Pow, 0 Def and a new ability to get 1 Status Immunity every turn
SKILL UPDATES
-Made sure cards only gave 1 stun/dodge/status immunity
-Tsunami and Mind Blast have had their damage lowered as theyre AoE skills
-Thunderstorm damage reduced to 5, one neutral energy added to energy cost
-Meteor has had damage lowered as its also AoE but now also gives 1 Burn to all enemies
-Terra Attack now correctly set to Power + 4 Damage (was +3)
-Stunning Zap now does Power +0 damage to all enemies in addition to stunning all enemies and now costs 4 energy
-Taunt reduced from 3 turns of Taunt to 2
-Soak Spot Soak each turn reduced from 2 to 1
-Power Up Whack reduced from 2 Power Up to 1
-Drench reduced from 2 Defence Down to 1
-Burn Up reduced from 2 Power Up to 1
-Heal Spot reduced from 5HP per turn to 3HP
-Big Hit energy increased from 3 to 4
-Wildfire energy cost increased from 2 to 3
-Reverted the change to the basic attacks damage. All of those are +1 damage
-Moat changed from Allies to All Allies, Heal reduced to Def+1
-Healing Drink now heals All Allies and for 2HP instead of 3HP
-Rescue now affects All Allies
-Take Root now deals Poison and Shock to all enemies for nature/volt/any/any energy
BUG FIXES
-Fixed a bug where the top card of the swap pile would be replaced with the equipped skill card
-You can no longer swap with characters who dont have any cards left to swap
-Fixed cards where the attack was listed second not working properly
-Fixed cards that hit twice (barrage/geode smash) not working properly
-Aqua Attack is properly increased by power
-Heat Rash properly applies damage based on power and burn based on defence
-Fixed swapped hand cards having a deep sfx and the swap sfx being really deep on them
-Fixed power and defence changes not wearing off properly
-Fixed the Battle UI elements flying away if the button was spammed making them shake around
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Crimson Harvest is here, so it’s time to head out there to cause mayhem in a nightmarish New Eden. Expect monstrous loot drops, horrific in-game events, and blood-curdling rewards from 5 October to 6 November.
Log in today to start reaping the daily login rewards, which include boosters, SKINs, EverMarks, Skill Points and more. Not only will there be rewards given every day to those logging in, the 25th login during Crimson Harvest will be rewarded with 250,000 skill points for Omega and 75,000 for Alpha capsuleers.
HARVEST OF HORRORS
To get involved you just need to pick a side in the bloody conflict between the Blood Raider Covenant and the Order of Tetrimon. You will find combat and hacking sites scattered throughout Highsec, Lowsec, Nullsec, and wormhole systems with combat sites appearing as anomalies in the Probe Scanner. Head into your preferred area of space, use the Agency Anomaly Scanner to scan down sites, then warp in to take on a series of frightening challenges in the dungeons that await. In-game Community Fittings, supplied by EVE Partners and players, will be available during the event so you can put your best fit on. More challenging sites, promising even greater rewards, can be found by those who dare to dig deeper into the mysteries of the void.
Additionally, since it is the season of wanton murder, PvP kills will drop loot at a higher rate, around 90% instead of the regular 50%.
For more info on getting involved, a glimpse at some of the thrilling rewards, and all things Crimson Harvest, visit this page.
BLOOD-CURDLING BARGAINS
In addition to all the free goodies on offer during the Crimson Harvest event, you can also expect to see some frighteningly good deals in the New Eden Store and the EVE Store. To kick things off, the EVE Store is offering a 50% discount on Omega + MCT bundles for a limited time, and as the event continues, more devilish discounts will drop, so keep your eyeballs thoroughly peeled.
Also make sure to keep your eye on CCPTV for some terrifying Twitch drops, giving you the chance to snatch up some free goodies every week.
Hello everybody! I'm writing a quick post to let you know that Sweetest Monster has been translated into Japanese by Ichisan! I'm very happy that even more people can have a chance to meet Bell and Robin. I hope you enjoy reading their story! As always, please let me know if you find any bugs in this build, and I will try to fix them within a reasonable time frame. Thank you everybody for reading Sweetest Monster; your support is always appreciated!