We at Spawn Point are proud to officially release Hooking Season!
The hectic and action packed party game where you must hook your friends to win it all!
Join up to 4 friends, family or anyone else you can find and challenge them to a holiday game night filled with plenty of shenanigans, fun maps and all the best holiday characters, each with their own crazy ability!
New content and events are coming in the near future so stay tuned and join us on Discord and X for the latest news!
-A new algorithm that generates different types of realistic trees and forestry into Zones.
-We doubled the amount of biomes to keep dying fresh!
-Introducing a new enemy type: LARVA. Think about a minivan sized slug that wants to eat you. Often inhabits multiple larva hatchlings inside its body. Yeah, they wanna eat you too.
-More randomized content to Zones: Abandoned cranes, forgotten worksites, streetlights, etc.
Greetings Mist Walkers! The long awaited 1.1.0 update is finally here, bringing with it the highly anticipated new character, along with new gameplay and improvements. For a limited time starting today and lasting one week, the game is 20% off to celebrate the launch! Please try it out and share with friends who haven't picked it up yet.
Here are the detailed release notes:
Version 1.1.0
New Content
New Mist Walker Swordsman! - He controls flying swords for ranged attacks, and can even transform into a mighty dragon. Give him a try!
Swordsman's wears and outfits - More to be added later
New Bounties gameplay - Villagers in Spirit Mountain now offer daily bounties with rich rewards
Many new and unique inscriptions- combat will be even more exciting, such as:
Grave Dance - Jumping on the body of a fallen teammate restores HP
Safety First - When teleporting with health below a certain value, gain a shield for the next level
Bite the Dust - When HP is below a certain value, teleport to the starting point, recovering HP. Triggered once per level
Lord of War - After collecting weapon seals for all 4 slots, increase attack damage
Home Run - Successfully parry ranged attacks has a chance to drop a random item
Easy Mode - Increase the combo detection time
Unremitting Efforts - For each rating grade achieved in a combo, there's a chance to recover HP
Excellent Performance - When eliminating enemies with a combo rating of B or above, there's a chance to recover HP
Chain Reaction - Critical hits add &hitCount& to the combo score
Easily Satisfied - The highest combo rating can only reach C, but increases attack damage
Sarcastic Assault - Send quick phrases in front of enemies, poisoning those within the range
Talkative - Send quick phrases in front of enemies, increasing damage received for those within the range
Cost Reduction - When you become small, the effects of recovery items are doubled
Adjustments & Optimizations
Rebalanced some curse inscriptions' effects - curses won't be too punishing now
Tweaked the rate of power divination
Adjusted some powers like Crystal Rays which now connects to yourself for more flexibility
Increased the speed of collecting coins
Reduced bonus level's wait time to 5 seconds
Smoother camera control on controller
Bug Fixes
Fixed new player dialogues soft-locking on ESC
Fixed combo rage generation incorrect values
Fixed some sound playback bugs
Fixed some performance related issues
Please check out the new update and keep sharing your feedback and suggestions! Have a good sword journey!
Hey everyone, so here is what I worked on this week since the launch of the demo on Tuesday. I received TONS of feedback and I am very grateful to everyone who has been playing and giving me any kind of feedback whatsoever in the steam foruns or my just-created discord.
So here is the list of changes and fixes:
Fixed a bug where you could change your soul/god and press continue while leaving a previous pact selected, allowing wrong combos of pacts.
Fixed the cursor position to the tip of the arrow. (it was in the middle lol)
Fixed passives that were not working correctly, and increased their values as requested.
Fixed proper wall colision and lowered the southern walls for visibility(this should be tested out)
Removed xp increase passive, as I need to recursively check levelup if player gets too much XP, will add this soon as it is also required for the requested magnet pickup.(hopefully the collect passive don’t break this too..)
Separated passives from attacks in the hud to make clear what is what as some players were confusing them.
Balanced a little bit the hunter and knight as requested.
Increased overall audio volume of the game as requested. (my headphones are probably too loud since it was fine to me lol)
Revised many names to give more flavour and descriptions to give more clarity since some players were not understanding some things. Also the lobby menu is literally handwritten so it may need some revision, I will soon make it get proper data stuff from souls and gods.
Please let me know how if these changes improved the overall experience of the game or not, and if you have more suggestions i would love to hear! I will post some stuff I have on my to-do list from feedbacks and ideas on suggestions so please tell me what you think should be a priority there or not!
You've probably heard that some advanced players develop their base exclusively with bots? This format is called 'Nomad Base'.
One of the players, Cadvan_von_Lirigon, has compiled a detailed guide that will help you grasp the basics of setting up a 'Nomad Base', and then improve it as you see fit.
Original post on Discord *Check it for additional blueprints and the opportunity to thank the author or ask them questions
Author: Cadvan_von_Lirigon
The main function is to create a mobile Power Grid. Coupled with some basic signals.
At center you need a simple Bot with some Power field. It's the Network controller. Camp extender are expanding the Power Grid and work as Signal Relais. Foreman are looking for a given Resource within grid and controlling its affiliated Miners. Defense Officer will scan for Enemies in Range and send out affiliated Defender. Repair Bots will move out to Repair damaged Bots and/or Buildings.
Used Signals are "World" (2 Yellow Mountains) to call back all connected Bots for relocation of Camp. And "Enemy" (red Rhombus) to call back Miners before an emergency.
All currently researchable Power Field generators are included. Lootables from explorables not. (Large Power Field)
Step by step guide will help you to set up the complete System a first time in most basic form. Details will hold all Information in short form, inklusive variants for setup.
Step 1: Network control
It's main purpose is being an anchor and connect you to the Network. It's like the upper Management; to be there and show off
At the beginning it just needs a power field. Drag and drop the Power Field component into Signal register and set the Bot in the center of your (future) Camp.
Details:
Central Bot in the middle of Camp.
Components: Some Kind of Power Field (Power Field or Generator)
Set Signal register to Power Field component.
Don't connect to Logistic Network or deactivate "deliver items".
Change Signal directly if needed
Step 2: Camp extender
To serve and expand. The middle Management; standing around, following the lead and showing off
These guys need additional a Signal reader and Behavior controller.
Drag and drop the Power Field component into Signal register.
Connect Parameter 1 "Leading bot" to Network control and set a Number between 1 and 6 with mouse wheel to choose the position. For example 1, wich is the position straight north.
Connect Parameter 1 with input of Signal reader and output of Signal reader with Parameter 2 "Signal Leader"
If everything is fine it will show " In power gird" with a countdown and start moving in position.
If not it will show error codes:
"Powered down 1" means Network control doesn't have valid Power Field as Signal
"Powered down 2" means camp extender doesn't have valid Power Field as Signal
"Powered down 3" means no Position set in Parameter 1 (missing or wrong number)
You can set up up to 6 extender at each leading Bot. And further out you can set these extender on top of other extender.
With this the main function of "mobile Power grid" its set up.
Details:
Components: Some kind of Power Field, Signal reader, Behavior controller
Set Signal register to Power Field component
Set Parameter 1 "Leading Bot" to Leading Bot
Add a Number (with Mouse wheel) to Parameter 1 to set Position. 1 is at north, 2 north-east, 3 South-east, 4 south, 5 south-west, 6 north-west.
Connect Parameter 1 to Signal reader input
Connect Signal reader output to Parameter 2 " Signal Leader"
Camp extender will show "Powered Down" if an error during setup comes up, "In Power grid" with countdown to next setup-check if running normally, "owned" during setup-check or transmitted signal.
Tips:
Don't setup a Camp extender during Signal transmission.
Inside the grid there will still be small holes be present. If these are problematic set a Defense officer or Foreman with (internal) Power Filed next/on it.
Connected with Logistic Network and only "Supply Items" activated it can function as Storage. Especially usable to connect different camps.
Without own set "Signal" it will position itself 2 spaces away from Leading bot. I use this to organize my Power Bots.
If you want to mine Resources, you need Foremen and Miner. Lower Management; Lead and control; and actual worker; our little heroes
3.1: Foreman
These Bots will search for designated resources within the Power Grid/Claim. So they need a Radar and a Behavior controller. Set Parameter 1 "Homebase" to Camp extender or Network controller of your liking. For example Camp extender at Position 1. Parameter 2 "Offset" needs coordinates. These will be the offset where the Foreman will take it's Position. X=0;Y=4 means it will stay 4 fields south of it's leading bot. To tell him what resources the miners should farm set the Resource at Parameter 3 "Resource"
Details:
Components: Radar, Behavior controller
Don't connect to Logistic Network or deactivate "deliver items".
Parameter "Homebase": Set to Network-bot it should use as position base and signal-source. ! Signal transmission takes time, so take the nearest to Network control.
Parameter "Offset": Set its Position relative to Homebase.
Parameter: "Ressource" set to Ressource it should search for.
It will look for Resources within Power grid, so that it's controlled Miners will stay within Power grid. During Enemy-alert it will retract its Miners. When "World" is set in Signal-Network it will retract it's Miners and go to Homebase.
These Bots will do the aktual work. So they obviously need Mining Lasers. Additional they need a Signal reader to receive the commands of their Foreman. Set input of Signal reader at the Foreman. Output needs to be connected with Mining lasers and Goto register. Miner needs to be connected to Logistik Network so the mined resources can be transported. just don't activate "deliver items" Don't use more then 2-3 Miner with each Foreman.
Details:
Components: Signal reader, Mining Laser
Link Signal Reader to Foreman
Output of Signal reader sent to Mining lasers AND Goto register
Tips:
Set the place for Foremen inside your Power grid to ensure their safety.
Let it only follow Camp extender or the basic Network control bot, otherwise it will not be connected to Signal-Network.
Foreman can be used on not mining operations too, for example to position your Uplink-Bots or Storage bots for transfer between camps. Simply don't add radar or Ressource. And keep some distance, Bots will likely clinch around these.
Step 4: Defence
The world is dangerous. Maybe you need some. To Serve and protect.
4.1 Defence Officer
These Boys and Girls will be your faithful eyes and look out for enemies. For this they need a Radar and Behavior controller. Parameter 1 "Leading Bot" and Parameter 2 "Sub/Offset" will be used to tell them where to stand. Leading Bot needs to be set. For example to Camp extender at Position 1. If Sub/Offset stays empty, Officer will follow Leading Bot. If a second bot is set it will take Position in the middle of both. If coordinates are set it will take these as offset. For example X=0;Y=-2 will place it 2 fields north of leading bot. If set wrong it will call an error ( Visual will show "Powered down") Parameter 3 is enganging range. only enemies within this range will be paid attention to. Set it at best around 15.
As long as no enemies are withing engaging range it will show green. But when enemies enter engaging range it will show enemy alert (red rhombus) and send out connected..
Details
Components: Radar, Behavior Controller
Parameter 1 "Leading bot": The Bot it should follow.
Parameter 2 "Sub/Offset": If unset it will follow Leader directly. If second Bot is set it will position in middle between both. If coords are set it will use them as offset from leader. Otherwise it will call an error (Powered down)
Parameter 3 "Engaging range": Set to how far away an enemy will be tolerated before Defender are send to intercept and Outpost is alarmed.
Visual and Signal green means no enemy in engaging range. Visual "Enemy" and signal the enemy-entity.. enemy in range, defenders attack, Mining Outpost alarm.
Equipped with Weapons and a Behavior controller these Basterds will throw themselves at the enemies. Parameter 1 "Defence Officer" needs to be set to it's commanding Defence Officer. Parameter 2 "Attack distance" should contain the range (or slightly less) of it's Weapons.
The Defender will try to keep the set distance when engaging enemies.
Details
Components: Weapons, Behavior Controller
Parameter "Defence officer": Connect to its Defence Officer
Parameter "Attack distance": Set a Distance it should try to keep from enemies. Obviously don' chose it greater than Weapon range.
When Officer tells area clear, it will show green and stay next to Officer; if Officer calls to arms, it will move in range and attack, showing Emergency in visual.
With low range of Camp extender a single one in between will be sufficient. Later one you can set up 2 or more in between. Leading bot and sub leader can both Defence officer, they will arrange themselves in a neat line.
Don't choose to big a number for engaging Range, otherwise you may find your Defenders on the back of your camp when the bugs arrive in front.
Defenders are slow witted, so don't set the distance to small. But it has to be at least shorter then weapon range.
Step 5: Mining Outpost - optional
upper Management doesn't mean CEO
At the end of the day we cannot keep an eye open to all Mining camps wherever they are. So let's make good use of their Network Control Bots from Step 1. Add a Behavior controller and lets tell them what to do. Parameter 1 " Ressource" is the message it should send when there are no more Resources to be found in it's Power grid. You can set whatever you want, but ideally you use the Ressource this camp should mine. In Parameter 2 "Rangemodul" you have to drag'n'drop the Power Field component. Connect Parameter 3 -8 "Foreman 1 - 6" with the Foremen in this Claim. You need to connect at least 1. The last 6 Parameter "Defence Officer 1-6" can be connected to Defence Officer in claim.
When the Foremen don't find any resources in grid any more the Mining Outpost will ping its Position on Minimap and send you a message. Left klick on message will let you jump to the camp. If a connected Defence Officer finds an enemy, Mining Outpost will be set automatically to alert and call back its Miners. When the enemies are beaten down work will resume.
Details
Components: additional Behavior controller for Network control bot from Step 1
Parameter "Ressource" : wich Ressource is mined. Its only necessary for callback when no Resources are left in Camp. You can set whatever you like.
Parameter "Rangemodul" : Set the Power field or generator here.
Parameter "Foreman 1 - 6" : Connect to the Foremen in Camp. It will ask them if they found resources.
!! If only 1 Foreman is in Camp it can happen to send Fake messages. Happens when node is empty, Foreman looking for next and Controller is asking this moment.!!
Parameter "Defense Officer 1-6" : Connect to the Defence Officers in Camp. If these will find Enemies the Signal Network will call for Emergency.
Tips:
If you have more then 6 Foremen or Defense Officer in Camp choose the ones wich are fairly spread and/or are more likely to see enemies/ last to run out of resources.
Sometimes the Defender or other bots need some care. So we can add some Repair bot. It's like volunteer work: The job gets done, but professionals could be better.
We need a bot with at least Repair Component, Radar and Behavior controller. Run it in this case as Stationary Repair bot. Parameter 1 "Homebase" needs a Place (Coordinates, Building, Bot) where it should stand when there is no work to do. Let's Connect Radar output to Repair component and it's ready for work.
Later on you can add a Virus Heal component and run it as Stationary Repair/AV bot. Rest is the same.
Whenever an Patient (owned Building/Bot) in Radar range is found it will move out to repair or heal. Repair comes before healing viruses. Afterwards it will return to base.
Details
Components: Repair Component (normal or AOE), Radar, Behavior controller; as advanced version: Virus heal component
Parameter "Homebase": Set to Homebase, where it should stay while idle.
Connect Output of Radar with Repair Component.
Stationary Repair/AV Bot is an advanced Version; it will search for Units with Viruses too and clean them. Needs Virus Heal component. Priority is repair before AntiVirus.
Visual "ally" (Green dot) when all units in Radar-range are fine, will move to Homebase. Visual "Broken" (Red cross) when anything damaged and owned is found, will move to repair. Visual "Infected" (Green Thunder) when anything with Virus and owned is found, will move to clean.
Tips:
Keep in range to your front-lines so it kann help in time, but not next to it.
AOE Repair Component will repair all units in Range, but Repair Bot will move next to target;
Repair component will only Repair 1 unit, but Repair bot will stay 5 tiles away; choose wisely wich one you use.
I arrange my Power Bots as Camp extender. Without a set Signal they will stay 2 fields next to their leading Camp extender. As position i choose one inside of Camp. This way they are under control and don't get lost during relocation.
To connect Mining camps with main Camp/base I set at mining camp a freighter with "shared Storage" as foreman up. Connected to network it will collect the ressources from mining bots. a second freighter moves these resources over to main camp.
I set 1 Defence Officer a bit outside of all furthest out Camp extender and some more in between each of these Defence Officer. This way i create a Defence ring a bit further outside of my Camp extenders and have more reaction time.
* * *
If you have any questions, please feel free to ask them in the comments. We'd love to see the Nomad Bases you've set up using this tutorial, so please share your screenshots with us!
Also, be sure to check out the previous collection if you missed it: