OK, I admit it has been a long time since a major update, and I apologize for that.
Having said that, I'm excited to finally have Early Access patch 0.5 out in the wild!
The following are patch notes for the patch overhaul:
High Level Changes
Various new Weapon, Curse, and Aura Skills, including unlockable customization system
Vastly expanded and modified Passive Tree
Customizable Character Outfits
Numerous new mod types, attributes, and skill mechanics
Performance Optimizations Galore
World map progression system
Support for boss fights & arenas
New ladder/leaderboard system
Powerful, drop-only endgame mods
Magic and Rare monster mods
Player Damage Log
Complete rebalance of monster and player power
New Skills
This patch introduces a couple of new skills, which can all be augmented with Skill Supports listed in a later section. New skills will be added in upcoming patches.
Minigun: Rapid fire weapon.
Icy Shard Burst: Cast a volatile ball of ice at a nearby enemy, which releases shards in random directions. Extra projectiles affect the number of released shards. Shards cannot pierce or chain.
Scorch Curse: Curse enemies in an area with Scorch, lowering their Fire Resistance by 25%.
Hypothermia Curse: Curse enemies in an area with Hyptothermia, lowering their Cold Resistance by 25%.
Polarize Curse: Curse enemies in an area with Polarize, lowering their Lightning Resistance by 25%.
Bane Curse: Curse enemies in an area with Bane, lowering their Toxic Resistance by 25%.
Rush Aura: You and nearby allies move faster.
Regeneration Aura: You and nearby allies have added life regeneration.
Resilience Aura: You and nearby allies have a chance to avoid ailments.
Example of Icy Shard Burst on a low level character:
Skill Supports
Extra Projectiles: Skill fires 2 extra projectiles, but deals 30% Less Damage.
Sniper: Projectiles have no spread.
Collateral Damage: Projectiles deal 30% of hit damage to nearby enemies.
Puncturing Shots: Projectiles gain +3 Pierce.
Ricocheting Shots: Projectiles gain +2 Chain, but deal 30% Less Damage.
Quicker Projectiles: Projectiles gain 30% More Projectile Speed.
Focus: Skill deals 50% More Damage, but will never Critically Strike.
Critical Honing: Skill gains +1.5% Base Critical Strike Chance, and has 125% Increased Critical Strike Chance.
Potent Suppression: Skill gains 30% More Damage over Time
Vulnerability: Skill gains 30% Chance to Inflict Vulnerable on Hit, and has inflicts Vulnerable with 25% Increased Vulnerable Effect.
Weakness: Skill gains 30% Chance to Inflict Exposure on Hit, and has inflicts Exposure with 25% Increased Exposure Effect.
Doomed: Skill gains 20% More Curse Effect.
Large Curses: Skill gains 50% Increased Area of Effect with Curse Skills.
Infection: Skill gains +1 Infection Spread Count
Cast on Crit: Skill is cast when another skill inflicts a critical strike. Skill does not auto cast, and cannot trigger other skills.
Cast on Crit: Skill is cast when another skill inflicts a critical strike. Skill does not auto cast, and cannot trigger other skills. Skill deals 40% Less Damage.
Cast on Kill: Skill has a 10% chance to cast when another skill inflicts a killing blow. Skill does not auto cast, and cannot trigger other skills. Skill deals 30% More Damage.
Volatility: Skill is cast when hitting an enemy with any non-triggered skill. Skill consumes a random number of Boons to deal 20% more damage for each consumed Boon. Must have at least one active boon to cast. Skill does not auto cast, and cannot trigger other skills. Skill deals 15% Less Damage.
Precision Boon on Critical Strike: Skill has a 40% Chance to gain a Precision Boon when it Critically Strikes.
More Skill Supports are planned for upcoming patches.
Cosmetics
I've introduced support to customize the look of your character!
Passive Tree
A complete rebalance of the Passive Tree, and an expansion of it as well!
Gene Drop Improvements
Genes drop from enemies, and have a high chance of having at least one max-tier roll on them. In high tier zones (80+), new Drop-Only mods can roll on items, enabling further build varieties!
Low Tier Gene Drop:
Monster Changes
Monsters can now randomly spawn as a Magic Pack or with a Rare Monster, which are tougher enemies but provide more experience and higher chance of good loot!
A rare monster and some magic monsters:
New Stat Options
Alongside the changes to the skill system, I've introduced various new ways to scale damage and defenses. There are now 5 attributes on the Passive Tree, and as mods on items:
Constitution: Grants 1 Maximum Life per Constitution
Strength: Grants 1% Increased Armor per Strength
Agility: Grants 1% Increased Evasion per Agility
Wisdom: Grants 1% Increased Damage per 5 Wisdom
Finesse: Grants 1% Increased Cast Speed per 5 Finesse
As well as the innate bonuses these stats provide, there are mods that let you use them as your main method to scale damage! Check out the mods in-game to see.
Boons
I've also introduced a Boon system to Mutagenic, which are temporary buffs which grant offensive and defensive power to your character. There are multiple ways to get these Boons, and ways to scale both offense and defense with them. There are some drop-only mods which interact with these in powerful ways.
Summary
This patch introduces a lot of change to Mutagenic. The game is vastly different that it was before, and I apologize if this is an unwanted change for some. I'm considering keeping the old version on a beta-only branch if there is demand. I promise this version will be much better, and I intend on improving it in the coming months.
Thank you, and good luck!
If anybody is interested in writing/theorycrafting some build guides for new players, please do so!
Thanks to the help of our AMAZING backers, Echoes of Plum Grove is already 100% funded!!!
Thanks to all of your help, we have fully funded our project!!! (In less than 90 minutes, at that!) We cannot tell you how excited and touched we are by all of your support. From the bottoms of our cozy little hearts, thank you all so much!!!
Our Kickstarter launched on October 31st and our community got it funded so quickly we completely forgot to ensure our Steam post was out in all the excitement! The Kickstarter will be live through December 4th so you haven't missed much. Make sure to check it out!
Because it was funded so quickly, we we're already offering stretch goals! Below are our current goals with the first one - Thunderstorms - already having been met! The second stretch goal is really close to being reached as well. 🤯
We were far from ready for the overwhelming support that we've received, so we'll be adding more to our stretch goals list over the next several weeks. Once again, thank you all so much! ❤️❤️❤️
And last but not least, we have a demo live on Steam! This demo gives you roughly 2-3 hours of play time and access to a special Character Creation mode where you can design your own tourist or ghost that could become part of the game if you back at one of those tiers or higher!
There are lots more updates to come so make sure to wishlist the game, join our Discord, and follow us on our socials to see even more!
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.
We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.
I kindly ask for your feedback on which one is the most suitable.
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.
We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.
I kindly ask for your feedback on which one is the most suitable.
v0.8.32 -Improved floor placement logic, added a new variant piece, removed some unneeded pieces based on the new logic. -Setup a "flip" button for floor pieces so players can control the direction of the wood boards. -Extended the Remote Workbench menu to allow more types of workbenches to show up -Improved inventory button interaction with gamepads and added additional audio feedback when a button is locked. -Improved Remote Workbench menu to include more buildables and more nearby workbench types. -Fixed a bug in the new inventory logic where picking up a bag with multiple things in it while having a full inventory would produce an error. -Fixed an issue with half height stone walls where they had the wrong ground-check distance making it harder to place them on hills. -Tile floor flammability reduced. -Reduced cost to build some walls and floors.
We’re incredibly grateful for your ongoing support, and it is because of players like you that we’ve been able to create something truly special.
A number of you have reached out to us over time and asked us to create more ways you can show your support for the game. So today, we’re humbly introducing a new discounted 3-Month Supporter Pack, as a way to express our gratitude.
This supporter pack comes with 3 additional months of subscription time once we launch on the epic games store at the end of this month. The 3 months from the supporter pack will start after your existing free month (or months, if you are a conflux supporter) has ended.
As well as the 3 months of discounted subscription time, this limited time supporter pack will also come with a new unique untradeable cloak, the ‘Savage Mantle’, as our way of saying thank you for supporting us ahead of the launch. Owners of the supporter pack will receive their new cloak on the release day of the update.
The supporter pack will only be available until the 28th of November when we launch on the epic games store and release the unreal engine 5 update.
The ‘Savage Mantle’ cloak will only be available in this supporter pack, and will not be obtainable after the 28th of November.
You can purchase and add this offer to your account HERE
We’re thankful for the moments you’ve spent in Nave and for being a part of our community.
See you in Nave,
The Star Vault Team
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Okay, this is a big one. Some changes are experimental, excited to see your feedback so I can tweak everything to perfection! I set up a Discord server so it's easier to communicate now: Join here
FEATURES
New feature: Difficulties!
After surviving the normal difficulty, you can now progress Nightmare 1 to 5
Every hero has his own difficulty progression
The nightmare modifiers will add unique challenges to the game
New feature: Items!
Every boss will now drop a chest containing an item (plus additional loot)
Items are a good opportunity to get mighty upgrades, but they have cursed modifiers that might alter your gameplay
Damage type rework! The damage types and modifiers caused confusion, so I streamlined them:
Physical Damage: 75% chance to knock back enemies on hit on default
Fire Damage: 50% chance to burn enemies on hit on default
Ice Damage: 30% chance to freeze enemies on hit on default. Frozen enemies take additional frost damage on hit
Arcane Damage: +1 projectile chain on default. Projectiles deal 50% more damage after every chain
The following perks will unlock perks that are specialized on these damage types:
Manual Of Might
Scroll Of Fire
Book Of Ice
Tome Of Mysteries
I tweaked alot of perks to fit the rework and added a bunch of new ones.
New modifier: Knockback on hit
You can now toggle auto attack with the right mouse button
You can now see an overview of active perks and items when you pause the game or get a new perk/item
Added a spawn animation to drops
Added a sound effect to xp pickups
Added categories to the achievement panel
Added a bunch of new achievements, the total is 52 now
(Since I rearranged some achievements, I changed how the heroes get unlocked. You might have to unlock them again.)
TWEAKS
Aric changes:
Aric got two perks: Get a full heal every time you kill a boss & Knock back close enemies when you crit
Slightly increased the attack speed of Aric but reduced his range
Ember changes:
Reworked his perks due to the damage type rework. He is now able to spread burns instead
Removed the perk Wildfire
Buffed the scroll speed for the achievement panel by 200%
Increased the spawn rates and pack sizes of all enemies
Modified the projectile range of some enemies
Normal skeletons and normal zombies now move a little bit faster
Reduced Mistys additional projectile chain from 2 to 1
Removed Supernova as a Perk but added Supernova as a Prefix for items
Changed Supernova so you can still aim with your frontal projectiles. The nova projectiles are additional and not affected by additional projectiles anymore.
Polished the chain mechanic
Blades Of Justice now scales with projectile damage modifiers
Decreased the chance for mimic spawns
The Zombie Bears spawn BIG XP now
FIXES
Removed the slowdown on attack when Misty is on her broom
Dear players, we are happy to announce that we have implemented some changes to our game, thanks to your valuable feedback. These are the new features that we have introduced:
We have improved the movement speed of the character, to make you experience a more dynamic and engaging adventure;
We have improved the visibility of the messages that appear in different settings, so they are easier to find.
We have fixed some minor errors.
Keep following us and sending us your opinions, they are essential for us to improve our game more and more.