Sweet Transit's fourth major update, Rail Meets Road, has arrived at the live platform!
This update overhauls how goods are transported and how settlements are run giving you not just more realism, but greater control too.
Check out the trailer
Steam Deck Compatibility
Sweet Transit is fully verified on Steam Deck! Take your workers and your trains with you, wherever you go! Maybe when you're on a train yourself? Just like a simulation.
Roads
Let's start with Roads! Roads now will be global same as with rails. They will be required by all structures such as stations to be used by workers and have goods transferred. If you wish you can connect everything with roads even if that is not the most efficient way to go.
Work
With global roads, workers will only go to local workplaces in range. In v.0.5 workers could go to any workplace connected to a settlement no matter the distance. Now workplaces connected to any part of the settlement get workers automatically from any residence in that settlement. You can have multiple settlements sharing workers, industries around residences and mix everything up as you desire. Furthermore, workers will start to get tired if working in settlement workplaces and will require replacing. If workplaces are out of range then stations will be needed to transport them. This will allow settlement to have "tram" systems to balance workforce.
Stations
I am sad to say, but stations will be able to connect to any number of workplaces in the road range. This hits the most people who love stations connecting to a single thing. This change is required to allow workers' management in settlement. If there is a sawmill, coal mine and water tower in range then the station will allow trains to swap workers with those workplaces. Stations can be seen as a workplace finder.
Workers
Workers got more intelligent too. Now swap workers action will balance the workforce between multiple stations. You can populate and mix workers from all settlements everywhere on the map. Once they are tired they will hop through trains until they can get back home no matter how long the trip will take.
Travelers
Travelers got this brain addition as well, once they know where they want to go they can take as many trains as needed to their destination. Stations that are not connected to anything can act as hubs for workers or travelers. Furthermore, travelers' system is reworked completely to allow much more predictable income and travelers generation.
General Storage
Stations will no longer teleport goods from trains to connected structures. Because stations will have their own general storage that will be able to take any type of good. Capacity will depend on station type and size. This allows to have stations that mimic classification/shunting yards with trains unloading and loading from it. General storage will self-balance, but you will be able to specify how many different types of goods to reserve space for.
Local Goods
The next big change is that goods will be localized to structures now. This means that instead of settlement in general houses goods, but structures themselves. Goods will have to be transferred by workers from one structure to another. Sawmill to station, fishing dock to storage to market and so on. This brings logistics to a whole new level with even more interesting settlement designs.
Courier
For goods transferring you will need couriers that will transfer goods from one storage to another. Storage is anything that contains goods. Courier also provide more control in what to transfer and how much to take. They will be required for the Warehouse or settlements.
Residences
Residences will take goods from storage in range instead of the settlement goods storage that does not exist anymore. By default, market will be preferred due to its superior range, but taking goods directly from potato farms or fishing docks is possible.
Warehouse
Warehouse build block range will be removed allowing settlements near it. This will change the start of the game quite a bit to accommodate new mechanics because now even the warehouse will require workers. Players will either transfer goods from stations with couriers or have production facilities transfer goods to the Warehouse through roads. Also, you will be able to build multiple warehouses now with separate storages, but only one Warehouse can be active at a time. This is mainly for easier relocation or having backup storage in case everything goes wrong.
Trading
Warehouses will allow the exchange of goods for money. This functionality can be found in the tooltip and is only available once you are producing goods that you wish to trade.
Rails
Rails can be built on roads as well with some limitations. You can have trains that are going through the settlement and handling goods in the middle of it. This will probably be a must for bigger settlements that need a lot of goods transferred inside them. I definitely use this system a lot to transfer fish from the docks deeper into the village. However, this blocks people's movement when the train is passing, which is not good for goods that are transferred by road.
Train Stop
With the ability to build rails on roads compactly inside settlements a new compact station needed to be created named "Train Stop". While this station does not store a lot of goods it is perfect to transfer workers inside settlements or to other stations.
TT10 and TT20
New smaller trains are also included in v.0.6 that go hand in hand with train stops. They are basically more compact DMU10 siblings.
Honorable Mentions
There are other minor features that I have been working on. For example, now you can remove mountains for a reasonably high price and carve new paths in mountainous regions. A copy-paste tool to copy instructions for carriers using Shift mouse clicks as other games do. Improved tooltips for workers to also show where they are from. Routes UI path visualization taking into account requirement signals. And multiple other smaller UI and balance improvements with bug fixes.
This will be the biggest gameplay change build with features that I wanted to add for a long time. Join the experimental branch and provide feedback to help Sweet Transit become more enjoyable! Big changes usually mean some big problems, but I believe we can fix anything if we know what needs fixing!
We're back with Update 1.2 - Knights Reforged! This massive update is easily in the top 2 or 3 for biggest updates ever! Take a look below for what this huge update includes! Also, be sure to check out the very bottom of the patch notes to see the exciting news for 2024!
Weapon Mods
We wanted this update to be focused on strengthening existing systems to better fit our design intentions and we started with Weapon Mods. This huge overhaul involves replacing 28 mods with brand new ones, improving a bunch of existing mods, and adding new Ultimate Mods!
Ember Blade
We introduced some new mods to help provide broader access to early synergies and we also gave the Ember Blade a new charge attack.
Guardian Bow
Through community feedback and data analysis, we learned that the charge attack wasn't getting used as often as we had intended. To help make charging the Guardian Bow more viable, we improved its functionality as well as introduce some new mods to help promote the playstyle.
Nexal Staff
The Nexal Staff received some of the biggest changes. While we felt like it was already performing quite well, we also felt like the mods could be doing more to play into the "skill use" aspect of the weapon. To achieve this, we added mods that help increase skill damage as well as scale the Orbs damage based on your skill damage %.
Rift Hammer
With the Rift Hammer, we wanted to make improvements to help promote damage and survivability and we did that by introducing mods, Heavy Blow and Defensive Stance. We improved Leap which can be found under its new name, Combat Slam. Now, you'll be able to control the length and landing position of the leap. We also added Volcanic Rift, similar to its predecessor Fissure but now with a larger range and fiery AOE.
Razor Wind
Through community feedback, we learned that a lot of the original mods, while unique, were not as useful as we had intended. For the Razor Wind changes, we decided to move away from manipulation and focus more on how players were already using it with increased functionality for normal and charged attacks.
Reaper's Toll
The largest of the mod overhauls, many of the original mods for Reaper's Toll leaned towards isolated effects rather than synergizing with other effects. We've now focused on the charge attack, ammo, and "Slashed" status to refine the weapon's identity.
Ultimate Mods
We've also added a new Ultimate Mod for each weapon which becomes available when all other mods for that weapon are unlocked. This is a free mod that can be activated without needing to choose between other mods. Give them a try and let us know what you think!
Ember Tree
It was also time to improve the Ember Tree and for that, we updated almost every upgrade option as well as add a bunch of new and interesting choices!
Also, check out the brand new completion sequence!
New Relics
Next, we looked at the pool of relics to see how we could push stronger build synergies, especially with Wisps. We also introduced the concept of Perfect Rooms and Perfect Bosses; rooms cleared without taking any damage. To this end, we added a bunch of new relics including the DEMONS Mode Community Contest Relic which was designed in collaboration with Tfeh for being the one and only person to complete the DEMONS challenge. A huge congratulations to him for an absolutely epic run!
So much more!
This is a massive update so keep reading for the full list of additions and improvements but before you scroll down to see the complete list, please consider voting for us in the upcoming Steam Awards! We'd be extremely honored to receive your vote for the Better with Friends award.
Complete Patch Notes
Note: items marked with π₯ are a result of player feedback.
New Content and Features
Weapon Mods
Overhauled the entire mod system π₯
Added a new Ultimate Mod for each weapon π₯
Ember Blade
Honed - No change
Spark - No change
Stagger (NEW) - Your first weapon hit on an enemy has a chance to stun
Flurry (NEW) - Gain a charge attack where you unleash a flurry of rapid attacks
Whirlwind - No change
Lunge - No change
Momentum - No change
Smite (NEW) - Whenever you stun an enemy, your next attack will unleash a lightning bolt
Pyrostrike (NEW) - Whenever you crit an enemy, you also burn that enemy
Spin Attack [Ultimate] (NEW) - Your 3rd attack is a spin attack
Guardian Bow
Rapid Shot - No change
Spread Shot - No change
Opportunist (NEW) - Your charge attack deals bonus damage to enemies afflicted by status ailments
Ricochet (NEW) - Your charge attacks will ricochet to additional enemies
Fortunate (NEW) - Stat selectors have a chance to have a double gem
Lucky Offering (NEW) - Offering Pits have a chance to give a bonus item
Slot 10 - Wildcard (Super)
Bonus Relic (Updated) - Renamed Extra Starting Relic
Super Reroll (NEW) - You gain a super reroll that can reroll and restock any selector and adds an additional option
Ultembera (NEW) - When you are at full HP, your weapon attacks also shoot a short range energy projectile
New Relics
Added 17 new relics
Eye of the Storm [DEMONS Mode Community Contest Relic] π₯ - Your 3rd attack unleashes the power of the Razor Wind
Ember Seed - Whenever your HP drops below a certain amount, root all enemies dealing damage over time and healing you for each enemy rooted
Creature's Bond - Whenever you use a skill, increase Wisp damage
Confined Fury - Your Wisps deal more damage
Warlock's Grip - Gain bonus damage for each Wisp you have
Frost Pact - Whenever you defeat a frozen enemy, summon a Frost Wisp
Charged Trinket - Whenever you conjure a lightning bolt, you have a chance to summon a Lightning Wisp
Pristine Band - Whenever you perfectly complete a room, increase your max HP
Flawless Brace - Whenever you perfectly complete a room, gain damage in the next combat room
Absolute Ambition - Whenever you perfectly complete a room, permanently increase skill damage
Spark Ring - Lightning damage increased
Shocking Revelation - Whenever you refresh a skill, conjure a lightning bolt
Recovery Ring - Whenever you enter a new room, you heal
Black Ice - Freeze damage increased
Lethal Venom - Poison damage increased
Impure Pestilence - Enemies can be afflicted with an additional stack of poison
Cryo Freeze - Enemies are frozen longer
Nexus Boss Trophies
When you defeat a boss, you'll find a special new monument to that victory in the Nexus
Beat the boss without taking damage to achieve a perfect victory version
Interact with the trophy for a world-specific effect
Wightsbury Updating
Wights - Added a new type of ghostly trap that may appear
Rare Chests - Added a new chest type to increase rewards
Enemy behaviors - Updated behaviors for all enemies
Pox Rat
Changed cone attack to lobbing poison projectiles
When festering (turning purple), it fires 3 poison projectiles and gains increased move speed, attack speed and max HP, and leaves a poison puddle upon dying
Craven
No longer remains stuck in the ground and explodes when contacting the player
Adjusted attack anticipation for the dive attack
Condemned
Daggers no longer remain stuck in the ground after the downward strike attack
Condemned Elite
Daggers no longer remain stuck in the ground after the downward strike attack
Adjusted attack anticipation for the dagger throwing attack. *Daggers now debuff the player, increasing damage taken by 25% for 5s
Throws a whirlwind of daggers when HP drops below 20%
Weald Wolf
Updated to jump across pits
Swipe attack has a 25% chance to attack again in the opposite direction
New chase attack that targeted player is rushed with 50% increased move speed. *Will jump to its target, if needed
Will become enraged and stun is removed when HP drops below 80%. *While enraged, it gains 50% move speed, 25% attack speed, and 25% damage
The Forlorn
Can now teleport across pits
The Forlorn Elite
Can now teleport across pits
Removed invincibility from the floating laser attack
Secret Interactable - For those who wished, we added a new interactable
Anville Updating
Relic Refinement - A new shop and item for upgrading relics
Player Buff - Added a new interactable that buffs the player by summoning lightning bolts on subsequent weapon and skill attacks
Trap Rework - Replaced the existing supercharge trap with a new one. No more electrical lines between traps!
Enemy behaviors - Updated behaviors for the following enemies
Supercharge Buff
New visuals to better indicate the enemy is supercharged
Supercharged enemies no longer spawn Voltes upon death
Supercharged enemies gain 50% move speed, 25% damage, and 25% HP
Welder
Added attack indicator for its melee slam attack
Defense Bot
Added slight tracking to the projectile
Updated to support movement during the seeking projectile attack
Scrap Chief Mack (and variants)
Added attack indicator for the charging phase of the electric chase attack
Overlord Mack
Overhauled the boss fight with new gear and new attacks
Visual Improvements - Updated the tilemap to improve visual clarity
Offering Pit Healing - Removed healing items from the Offering Pit
Balancing & Fixes
In addition to the new content and features, weβve also made the following changes and fixes:
Relics
Adjusted/reworked 14 relics
Added an internal cooldown feature to some relics
Spell in a Bottle
Changed rarity to common
Changed to, whenever a skill refreshes fully, shoot a seeking missile that does base damage and skill damage
Archangel's Scythe
Changed rarity to common
Changed to flat damage
Magic Tome
Changed rarity to common
Changed to skill damage
Wizard's Fleece
Max armor + 5
Gain 3% skill damage for each armor
Toxic Bangle
Changed rarity to epic
Infernal Scale
Changed to show the constant amount instead of a %
Decayed Scepter
Added skill damage
Kindleblade
Changed from spawning a random Wisp to a Fire Wisp
Doom Shell
Changed functionality to, when the player rolls, they turn into a spinning shell and deal AOE damage along their travel path
Bonus damage for each armor
Added internal cooldown
Glacial Necklace
Changed rarity to common
Max owned 4
Added internal cooldown
Shock Troop
Changed to, whenever you defeat an enemy with lightning, summon a Lightning Wisp
Added internal cooldown
Call to Arms
Changed from first use in a room to casting a perfect skill
Added internal cooldown
Bruma's Ring
Changed from first kill to every kill
Added internal cooldown
Barrier Pendant
Added internal cooldown
Misc
Separated champion enemies from their champion rooms so they can now appear anywhere
Updated skill damage numbers (cast, charged, perfect) to be displayed in all instances where skills are referenced π₯
Added the concept of Perfect Rooms and Perfect Bosses; rooms cleared without taking any damage
Updated the player HUD to show the Knight color and armor π₯
Various localization improvements π₯
Fixed a bug that was interrupting the Netherra music with room-specific tracks
2024 Roadmap!
Before we sign off, take a look at what we have planned for 2024!
2024 is going to be a HUGE year for updates so be sure to follow us to stay in the loop on all the important news and updates so you don't miss a thing!
Join the Community!
As usual, if you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter!
We will also be especially grateful for your feedback and suggestions as we work towards a massive 2024 so be sure to join our Discord to share your comments directly with us!
First off, a huge thank you for your patience and ongoing support. We're super excited to let you know that our much-anticipated game, Zoria: Age of Shattering, is set to officially launch on March 7th, 2024.
Okay, so here's the situation. We're a team of three developers. We showed the demo to different gaming events, organized closed on-site playtests, listened to an external QA team and after gathering all this feedback we came to the conclusion that what we have isn't what we can hand over to you in the next month.
Zoria: Age of Shattering is an ambitious project, considering the scale of our team. We would say it's very ambitious, as we are reaching nearly 300k words in the game. An extensive story is great, but we also have a ready to-do list of things that require our work. We can certainly confirm that the game is playable and we have achieved content-lock. However, the content itself is only half the success. UX, your comfort of playing, and a great focus on eliminating as many bugs and blockers as possible is our priority at the moment. In short, we want to give you a game that we're proud of.
We believe that you understand the situation and that the additional weeks of waiting will be worth it. We have prepared 30+ hours of content for you, and the best is still waiting for the reveal!
Also, you have time to finish Baldur's Gate 3, there are no excuses in March! π
Since we gathered you here, we'll put all the cards out on the table and reveal the price as well. Zoria: Age of Shattering will be available for purchase at $24.99.
Follow us on Twitter and join our Discord if you haven't already. Let's stay in touch! βοΈ
Until next time, Tiny Trinket Games βββββββββββββββββββββββββββββββββββββββββββββ
First off, a huge thank you for your patience and ongoing support. We're super excited to let you know that our much-anticipated game, Zoria: Age of Shattering, is set to officially launch on March 7th, 2024.
Okay, so here's the situation. We're a team of three developers. We showed the demo to different gaming events, organized closed on-site playtests, listened to an external QA team and after gathering all this feedback we came to the conclusion that what we have isn't what we can hand over to you in the next month.
Zoria: Age of Shattering is an ambitious project, considering the scale of our team. We would say it's very ambitious, as we are reaching nearly 300k words in the game. An extensive story is great, but we also have a ready to-do list of things that require our work. We can certainly confirm that the game is playable and we have achieved content-lock. However, the content itself is only half the success. UX, your comfort of playing, and a great focus on eliminating as many bugs and blockers as possible is our priority at the moment. In short, we want to give you a game that we're proud of.
We believe that you understand the situation and that the additional weeks of waiting will be worth it. We have prepared 30+ hours of content for you, and the best is still waiting for the reveal!
Also, you have time to finish Baldur's Gate 3, there are no excuses in March! π
Since we gathered you here, we'll put all the cards out on the table and reveal the price as well. Zoria: Age of Shattering will be available for purchase at $24.99.
Follow us on Twitter and join our Discord if you haven't already. Let's stay in touch! βοΈ
Until next time, Tiny Trinket Games βββββββββββββββββββββββββββββββββββββββββββββ
An Early Access version of the mixed-mode fighting falling-puzzle action game "Egg War Puzzle" will be available starting Wednesday, November 22, 2023 at 21:00 (JST)! In the Early Access version, you can enjoy the following elements
More than 50 skills and powers of all 15 characters Two distinctly different control styles for mixed battles. Complete freedom to combine characters, tag teams, and styles! Story missions about the island Partial multiplayer support (also supports Remote Play Together)
Please refer to the store page for more details. Thank you for your continued support!
The next major update to Lenβs Island is out now!
The Harvest Moon update brings a new lunar event that will take place every 5 in-game days, as well as the heavily requested town advancement system.
Harvest Moons boost the growth of all crops and boost the processing speed of the brand new outposts scattered across the map. There are new ballista towers and cannons to help defend your outposts, as well as improvements to the building system. But there's no need to fear, you can easily skip the harvest moons be sleeping in a bed or staying down inside the caves!
Every town in the game can now be levelled up multiple times at the brand new town boards. Advancing a town to the next level will change the look and aesthetics of the town, unlock new NPCβs for trading, and eventually, unlock teleporters!
In addition to the new event and town changes, weβve packed in many other improvements and fixes. Such as, rabbits, player-built portals, easier vision in the dark, expanded storage items, and many balancing changes and bug fixes.
All of the content in this update can be accessed in existing save files, the new outpost islands will now spawn randomly in empty areas in the ocean. You wonβt need to restart your save!
This update also includes a lot of various balancing tweaks and polish to improve the game from start to finish. We try to improve all aspects of the game with every major update, instead of just focusing on new content and leaving the rest behind. So many of the items in the Tweaks & Balancing Changes section are general improvements based on community feedback.
~ Julian
New Features
New Harvest Moon event will now take place every 5 in-game days. Harvest moons boost crop growth by 4 times, and boost outpost production by 7-10 times. During harvest moons voidlings will spawn around the map, and waves of enemies will attack your purchased outposts. Harvest moons can be easily skipped by sleeping in a bed, or staying down in the caves.
Three new islands with new Outposts have been added. You can talk to Jack the pirate to receive the locations of the Lumber Mill, Mining Quarry, and Metal Refinery Outposts. The outposts are for sale and can be purchased at any time for 1,000 gold each. They will passively generate resources without the need of fuel. Their outputs will automatically store in the Wood Pile, Stone Pile, and the new Metal Chest.
New Town Upgrading System added into the game. Every town now has a Town Board that can be opened, this is where you can provide resources to upgrade the town to the next level. Upgrading a town will upgrade the aesthetics and layout of the town, unlock new vendors for trading, and eventually unlock warp portals for quickly teleporting between all of the towns. You also get a gold reward for every town upgrade.
New Warp Portal added to the build menu. The warp portal is a high-tier building item that can be used to teleport around the map. The warp portal syncs up to the new portal network, so you can freely teleport between town portals and your own portals.
New Ballista Tower added to the build menu. Ballista towers will automatically shoot nearby enemies with bolts. Ballista towers do not require ammo or fuel, however they can be targeted by enemies and destroyed, refunding their crafting cost onto the ground.
New Swivel Cannon added to the build menu. The cannon can be aimed by the player to shoot cannon balls that deal significant damage. Cannons can be placed onto of any construction piece, as well as attached to the front of boats.
New clock added to UI hud that shows the current time of day.
New Metal Chest added, the metal chest is a synced storage item that stores all types of metals and ores.
New Rabbit animal has been added, rabbits will spawn around forest and will drop animal hide
Added Raw Hide for purchase to Alex in Bridgewater
Buildings now have health and can be damaged by enemies and other world elements
New Build Hammer added that is unlocked by default and can be used to repair any building for free
Tweaks & Balancing Changes
Significantly raised the light level for dungeons, caves, and moon light, so you can more easily see in the dark without needing a torch. This is to allow players to be able to use shields more easily during combat in the dungeons, and only requiring torches when looking for loot in houses. The desertβs act 3 dungeons and cursed dungeons are still dark, which creates the need to unlock the backpack lamp for them.
Improved the daylight lighting to be warmer and have nicer looking shadows and ambient lighting, especially during sunrise and sunset.
Reworked the map markers for dungeons to be more clear and show all of the different unlock states for normal and cursed mode
You can now use the mouse to move around during build/edit mode
Foundations can now be connected to walls, ceilings, and foundations steps at different heights. This makes building in the caves and across hills much easier and more creative
Simplified the building fade controls into one button to hide/show the entire building
Building height limit removed and replaced with a global world height limit. You can now make buildings much higher, especially if they start at sea level.
Lowered the build costs for all basic construction items across all styles, making it slightly easier/cheaper to build bigger houses.
Increased the backpack capacity by 50 slots for the Pioneer's Backpack and Collector's Backpack
Slightly lowered the crafting cost for baked foods
All synced storage items can hold more items, slots increased from 18 to 24
Oil now burns for 2.5x longer and at a higher speed
Slightly boosted HP gain from all baked foods
The pantry can now hold potions
Boats sail slightly faster
Wrecked armor set sailing speed increased from 5% per item to 10% per item
XP granted from harvesting crops slightly lowered
Rebalanced crafting costs for salvaged metal and machine parts
Reduced crafting cost of the hardsteel weapons to only need 3 hardsteel instead of 5
Hardsteel pickaxe mining speed slightly increased
Removed iron from the refinery crafting cost
Rebalanced purchase costs for the druid armor set
Workbench unlocks tweaked to include new building items
Tweaked the skill point costs for some skills on the skilltree
Bug Fixes & Performance Improvements
Fixed various walled encounters across the dungeons not correctly triggering or ending
Implemented new enemy pooling system that significantly improves performance when spawning new enemies
Balanced the audio levels for hundreds of sounds across the game
Fixed the Elite Weapon Smith achievement not correctly working
Added new reload system that will significantly reduce the load time when dying or teleporting short distances
Fixed several issues with map markers not correctly showing their states
Fixed some of the dungeon runes not correctly updating their colors when completed in cursed mode
Made void fish's lightning bolt attacks able to be blocked by buildings
Fixed the plant sparkles sound not working and their FX being a bit hard to see
Lightning sound turned down so you donβt poop your pants when it strikes next to you
Fixed dozens of small building snap and placement issues, making some building pieces and decoration items unable to place correctly
Fixed enemies not playing their death animations correctly
Fixed various bugs sometimes causing storage items to not save the items inside of them correctly
Fixed various rare bugs causing machines to not correctly save and load their items and sometimes remove inputs
Fixed some map markers blocking the map and stopping you from clicking or placing custom markers
Fixed machinery fire UI particles not playing when a machine is lit and running
Fixed buoyancy objects not always resetting their rigibody's drag after the gods have spoken
Fixed Braziers and Lamps in the dungeons and caves sometimes not saving
- Reworked Gun Game DM & TDM - Added various new weapons
C96 Mauser pistol for Viet Cong Nambu Type 14 pistol for Viet Cong Shanxi Type 17 carbine for Viet Cong Bren light-machine gun for Viet Cong
- Updated the following weapons
ChiCom Smoke grenade has now colorable smoke (white/black) M18 Smoke grenade has now colorable smoke (red/green/yellow/violet) M6A1 Gas grenade has now new particle effect and sound
[Client]
- Reworked server browser in the similar way as original VGUI server browser worked, completely fixes issue when servers from different categories appeared in wrong tabs - Added skull icon for death from fall damage - Fixed crash in server browser when opening and closing it quickly while refreshing server list - Fixed noticable hitch when opening Personal menu for the first time - Loading screen now shows active downloads when joining custom server
[Server]
- Fixed class selection menu was not opening when switching/scrambling teams after last update - Restored mp_humanteam - Added sv_vote_issue_change_nextgamemode - Fixed mp_radar_showall description
[Tools]
- Fixed crash in tools mode when hovering top context menu items - Fixed crash in tools mode sometimes when loading particle system - Hammer++: fixed stack corruption when loading map - Hammer++: fixed heap corruption when rendering map - Studiomdl: fixed gibberish values could be compiled in model if qc lacks $originbones option, not all bounding boxes are defined or if kneeDir is not specified for all IK links
[Panorama]
- fixed scrollbars were lagging/jittering when scrolling texts within text entries - Text entry fixes and improvements in usability, added alwaysdrawcaret setting to make caret always rendered regardless of focus - Reworked image cropping feature in a way it was originally intended to be done, fixed white line at certain resolutions
[Miscellaneous]
- Fixed scoreboard was not resized correctly at certain resolutions in end of match screen - Added ability to compile project with llvm-clang-cl once newer versions of Windows SDK and clang come out Clang usually generates smaller binaries, more strict to c++ standard which allows more stable and portable code, and do not trigger malware false positives like msvc - Compiled with clang binaries technically can run faster than msvc, but ingame performance difference was not noticeable fixes for various problems that surfaced when compiling with clang - Fixed build issue which might appear after switching to latest version of Visual Studio 2022
Minion Masters 2.0 is drawing near, and we would like to take a moment to talk about some of the changes that are coming this winter.
For those of you who just joined, have a look at our initial 2.0 announcement to learn more about it: link.
TL;DR
A lot of stuff is changing. Here is the overview:
Prologue: When 2.0 releases, we will enter a period we call the Prologue, which will be focused on collecting feedback and improving the game with your help!
Ruby Changes: Rubies as rewards will be reduced in general. However, prices of Season Pass, legendary cards etc. will be cheaper.
Profile Level rewards: Profile rewards changed and Improved. Rewards will be claimable even though you reached the level in 1.0.
Card Promotion & Glory Changes: Rewards for promoting cards have been added, and Glory system revamped. You will no longer require multiple copies to wild card.
Shop Changes: General discounts and more premium items for sale as Gold purchases.
Season Pass: System is simplified, Battle Chest is removed. Free Season Pass contains an extra legendary card.
Ranked rewards: Rewards of ranked modes consolidated, extra rewards for 2x and 3x Contender.
Adventures: Some old Adventures deprecated, reimbursements for owners!
Daily Chests + Achievements: More quests and Achievements added. Daily Quests give Season Pass XP.
Draft Mode: A new game rule has been added, rewards improved.
New Mode: Practice Mode replaces Challenges as an easy way to test your deck.
Game Modes removed and deck resets: House Event and Conquest removed. Decks will be reset. Everyone will gain 6 extra deck slots.
The mobile version wonβt be released on January 16th as initially announced. We are still targeting Q1 for the release, but canβt give an exact date yet.
Minion Masters 2.0 Prologue
Weβll start Minion Masters 2.0 with what we call a βPrologueβ phase. Our goal is the same as always: to collaborate with you to deliver the best version possible, and getting your feedback during this period will allow us to deliver an amazing final version!
During the prologue phase, some stuff might break, and things might quickly change based on your feedback. Weβll keep a close eye on your feedback, so donβt hesitate to use the dedicated channels (Discord, email, feedback form) to let us know if you donβt like something, if something is broken, or even if you like a new change!
We will focus on adding a lot of quality-of-life improvements, UI improvements, and bug fixes to the new version of the game.
The Prologue will end in the spring with a major update introducing a new big feature to the game (itβs a doozy!).
Rewards Changes Overview
We are replacing ruby rewards in many places with other types of rewards, meaning level rewards, ranking rewards, achievement rewards, and season passes. However, rubies given for free in the Shop will be increased.
Why are we reducing Rubies as a reward?
Making rubies less grindable means we have greater control over the monetized aspects of the game. This change allows us to be more generous with all the other rewards (see the list below). It will also allow us to keep supporting the game, make new quality content, and grow it to become bigger and better than ever. We love Minion Masters, and we want to grow this great community and make it better than ever for years to come.
Minion Masters will remain fair-to-play; new cards and masters will remain free each season. This will not change. The Season Pass will continue to be a way to get content faster and unlock customization cheaper, nothing more.
To compensate, the following changes are happening.
Rubies will still appear in the Shop as a free claim.
Rewards increased in general from Season Passes, Ranked Rewards and Profile Rewards! See more information below.
You now get rewards by promoting cards. (see more information below).
Prices of certain items are reduced:
Season Pass, reduced from 1250 to 1050 Rubies
Adventures, reduced from 750 to 600 Rubies
Legendary Cards reduced from 1250 to 1050 Rubies
Legendary Skins reduced from 1950 to 1500 Rubies
Supreme Skins reduced from 1150 to 1000 Rubies
Legendary Arenas reduced from 2350 to 2000 Rubies
Legendary Emotes from 750 to 400 Rubies
We also have a lot of other exciting changes. Letβs go through them together.
Profile Level Rewards
The profile level reward table has been updated. It now has better prizes, with several legendary cards and legendary skins.
Two Masters are now in level rewards: Volco and Milloween.
Rubies will no longer appear in the Profile Rewards
You will be eligible to claim these new rewards even if you have already reached the level before 2.0 launch.
Card Promotion & Glory Changes
Upgrading your cards now yields rewards (in addition to granting extra Glory and an upgraded card frame). Prizes include Power Tokens, Cards and Gold!
You will be eligible to claim these new rewards even if you have already upgraded your cards before 2.0 launch.
Multiple copies of a card will no longer be required for Wild carding a card. Owning a single copy of a card will allow you to play multiple copies of it (where allowed).
The Glory system has been reworked. A card now gives 1 Glory that counts towards your Season Pass progress when winning a match. Through upgrading to Gold tier, a card can contribute to a maximum of 5 Glory.
Shop
Prices on certain items have been adjusted - Legendary cards and skins are now cheaper across the board. See above.
Featured Offers are generally cheaper.
Increased the amount of Daily Offers to 12 per day.
Daily Offers now only cost Gold.
All items previously only for sale for Rubies now will **also appear as Daily Offers**, to be purchasable for Gold. (Including Legendary Skins and Arenas!).
Free Rubies will continue to appear as a claim.
Season Pass
The price of the Season Pass has been decreased from 1250 to 1050 rubies.
Season Pass no longer contains Rubies.
The Battle Chest feature has been removed. (Instead, Daily Quests will yield Battle Pass XP, see below).
More value has been added to the Season Pass to compensate for House Event and Conquest being discontinued, such as an extra legendary card in the Free reward track.
Despite these changes, the time it takes to complete the Season Pass is not longer.
Season Passes will continue to have new cards and Masters for FREE!
Ranked Rewards
Ranked Rewards are now consolidated into a single reward track. The seasonal Ranked rewards can be progressed through playing any ranked game mode you prefer, but each reward can only be claimed once.
Rewards are higher to compensate.
Rewards no longer contain Rubies - (See above.)
A special reward is added for reaching Contender 2 and 3 times! (you can claim the β3x Contenderβ reward only if you reach Contender in all 3 game modes).
Adventures
Adventures make a return in 2.0!
While no new Adventures are scheduled for launch, we are adding a lot more of these in the future!
Some old Adventures will be discontinued. The following Adventures will no longer be supported:
The Quest for Mountainshaper
Saving Jadespark Jungle
Nightmares
Uprising!
Owners of the above Adventures will be reimbursed 10.000 Gold for each.
Daily Quests + Achievements
Daily Quests now grant Season Pass XP in addition to gold.
Daily Quest gold reward increased across the board (by roughly 40%)
11 new Daily Quests have been added!
38 new Achievements have been added!
Draft Game Mode Changes
Draft mode is no longer being restricted by the βRandom Card Poolβ, (a hidden list of cards that is prohibited in Draft). This list contained cards deemed too hard to use effectively because it required synergy with cards that would be hard to draft. We think this rule made the game mode much less fun, as it takes the fun out of deck building. This list contained 60+ cards.
Instead, we introduce βFaction Poolsβ. With this system, after you choose a Master, they only have access to 4 out of 9 factions. Each Master has access to a unique constellation of Factions.
We think this system makes drafting your deck much more interesting, as each Master will have access to different synergies. This system will also allow us to balance draft mode better by changing the factions that a Master has access to.
We consider this the start of making Draft mode feel unique and interesting. We would like to add more rule changes in the future to keep the Draft meta fresh and exciting.
Draft Mode now exists on the Leaderboard!
Draft Rewards have improved. There is now a chance to earn Legendary Cards for 10+ wins.
NOTE! We consider this an experiment, and as always, we are eager to hear your feedback in the months coming after the release before we decide if this change should be permanent!
Practice Mode
βChallengesβ were removed but replaced with βPractice Modeβ.
Practice can be played both in Solo and Team. It lets you play against a bot of the difficulty of your own choosing. Perfect for testing out new decks!
Some Game Modes Removed and Decks Resetting
Conquest: Conquest has been removed entirely. The relative rewards of this game mode have been added to the Season Pass.
We didnβt feel Conquest added enough to the player experience. It created pressure to play in a certain way to belong to a guild, which we donβt think makes the game more fun. Also, the βConquest Cardsβ feature was very confusing and caused players to think that they would sometimes lose cards. We are looking to add an equivalent in the future!
House Event: House Event has been removed entirely. The relative rewards of this game mode have been added to the Season Pass.
We also didnβt feel the House Event was exciting enough. It would force you to play a certain Master a number of times, but didnβt succeed at adding any real value to the player experience.
Decks resetting: Unfortunately, due to a change in the game architecture, player decks have been reset, meaning you will have to rebuild your decks.
As a way to apologize for the inconvenience, **we are adding 6 extra deck slots to your account** if it was created before 2.0 goes live.
New User Names: When logging into 2.0 for the first time, you will be asked to create a new user name with a Betadwarf Player tag, but rest assured that no data regarding your profile (other than decks) will be lost.
Thanks for Reading!
We are dedicated to making Minion Masters the best it can possibly be for years to come, and we think Minion Masters 2.0 is an exciting step to make sure that happens! Thanks again for all your support over the years, and we hope to see you in-game once the new version hits Steam and Xbox this winter!
The Minion Masters prologue will start on Steam and Xbox on December 12th. This is also when a new Master Tronveir the Runeshaper will join the roster! (Free in the Season Pass).
See you in the Arenas! β₯ From the Minion Masters team