Frontier Hunter: Erza’s Wheel of Fortune - sitruunaice
Version 0.8 will be our last major update in the Early Access (EA) stage. From the early access version 0.5 to the current version, the total scale of our game's map has nearly doubled. We thank everyone for their support. In the coming months, we will dedicate our efforts to producing the final content. The remaining map still has a considerable scale, but to expedite progress, we've decided to directly aim for the official release milestone. The STEAM official version will also be released in sync with the PS5 console version.
Here is a more detailed list of the contents for version 0.8:
Update List for V0.8:
Two new maps have been added, which means players who had previously achieved 100% exploration will see their exploration rate drop to 79% after the update. Some characters have new skills. New weapons, armor, accessories, and recipes have been added. A new magical device "Storm Beast" has been introduced, which can be obtained at the "Altar." Two new BOSS battles and their challenge rooms have been added. Several new monsters have been added. New side quests have been added. New achievements have been added. Three new pieces of background music have been added, which will be included in the current music DLC. Additionally, some bugs related to the map's fog of war black blocks have been fixed, causing the initial position in the map "Forgotten City - Sinking Street" to be re-covered by black blocks. Therefore, even players who have already run through this area will need to visit it again to clear these black blocks of fog to achieve a 100% map exploration rate.
New checkpoint system. This adds a massive quality of life to the way tracks are designed. All systems that are found along the track are attached to the track. This results in a much cleaner, accurate and consistent race. This also allows us to create prototypes much quicker.
The moving pyramid hazard now has 8 different patterns that are sure to screw up your race ;)
Boat performance has been tweaked. The boat no longer rotates and twitches.
Checkpoints have been widened in 95% of all maps to allow the player to have more freedom when determining their race line.
Furthering the effort to improve performance on slower machines including the Steam Deck, all maps have more performant landscapes. The result is no change in visuals but a MASSIVE drop in file sizes. Faster loading too.
80% of all textures and shaders have been converted to Virtual Textures. This will help with devices that don't have a lot of VRAM. This also helps with general performance.
Sea creatures! Yes - finally, sharks, dolphins, whales and MANY more!
Version 720 is now available on the Experimental branch. If you're experiencing crashes on the 'normal' branch, give the Experimental version a go. It is save compatible, but if you're nervous, you can backup your save directory!
The most important change in this version is that the save system is now very much lighter, faster and more robust. The amount of data flying around has been cut to almost nothing. Woo!
You will notice a few changes in this build, but most importantly:
1) A new Permadeath option for the loons out there
Someone asked for it. So... it went in. Foooools.
2) A Moonring Bell tone each time you reach a Save Checkpoint
Bonnnnnnngggggg.
3) No 'Save and Quit' option in the Options menu!
You now only save when you see the Saving Checkpoint sign and hear the bonnnnngggg. However, this is easy to do by entering/exiting a friendly location... or the floor of a dungeon.
This new restriction makes the save system simpler, more robust and 10x faster on HDD machines. If the game crashes and you are halfway through a relic dungeon... you'll keep your progress!
If you try to exit the game using Quit, you'll be told how long it was since your last bonnnnngggggg.
4) Poise regeneration changes Poise regeneration is faster when you are full, slower when you are hungry, and zero when starving.
Fixes:
Killing Roche means you can't get the second ending
Killing Roche causes a crash
Restart after archon dies puts you on his throne, but with the archon ALIVE.
Buckler description typo
Necropolis boss does not need you to kill both
Pusher does not push
'Icon' objects do not stack
Turrets can be 'exchanged'
Barrow-Linn residents need wands
Archon killable by silly players
Secret doors, picked locks and looted shelves are not saved
Tweaks to the payouts of Rosettas vs other magical items
Shield can block damage to your ship
Clickclack leader is invincible
God screen cannot be accessed until you have a Tear, which is when you want to be able to learn about Gods!
Sleathen can be killed with Retribution
Enjoy the weekend, and I hope this version is actually *better* for you all!
- Dene
P.S. Yes, I increased the build number due to a boo-boo.
Added equipment:Riot shield,Use shooting to lift the shield(Resistance 500), which can cover most of the area in front of you, but at the same time, you can not attack. Two upgraded models of weapons have been added: -Focused Arc Gun——>Thor Cannon -Long-Range Focused Ray——>Positron Cannon Enhanced damage for upgraded models of ray/arc weapons Move the number of days for charging ammunition fees in Normal/Story mode further back Increased the acquisition cost of Vulcan cannons and reduced the quantity in the store Skipping the tutorial will supply the materials during the tutorial period Fixed a bug where acid spray weapons could damage sandbags Fixed some player's archive corruption issues Fixed a bug where some Perimeter Positions could not end properly Fixed a bug where some players were unable to achieve success in the challenge mode Fixed the issue of Cruel difficulty being too simple.
Hello few or many fans! The beginning of ShadowStrike: Blades of Survival is quite rough, however, Cyb3r Technologies has developed a new Announcement Trailer! Make sure to both check it out through the Steam store page, and the Cyb3r Technologies YouTube channel!
Thank you for your support and feedback on the game. We have made a series of updates and optimizations in response to the issues previously raised.
Fixed an issue where a unit that attacked while having the passive skill 'Dimension Slash' was still receiving status ailments from an enemy unit's 'Counter Ailment' passive skill.
We will continue to work hard to fix the issues in the game, to provide a smoother and higher quality gaming experience. Thank you again for your understanding and support of our work. Your valuable feedback is our motivation to improve, and it is also the direction for us to improve the game. If you have any other opinions and suggestions, you are also welcome to continue to give us feedback in various communities.
We will continue to work hard to create a better Energeia.
Added : "Successful Dodge" in the logs when you succeed in dodging in Super Dungeon Added : A new SD option [Disable "Successful Dodge" log] Fixed : General Quest [Tiger Taming]'s questing area didn't save/load properly Fixed : Other minor bugs/typos