Thank you for your non-stop feedback and bug-reports! Much appreciated! This update we are focusing on what you asked for!
Update 45:
New: - Added new game mode: King of the Chill (Alpha), a social mode without combat (where everyone is on the same team) and without bots, but you still get some XP for participating. Use this mode to teach each other, learn maps, practice your moves in peace or just hang out with your friends. Enjoy! - Added weapon fire prevention when weapon is inside world geometry - Enabled 120Hz refresh rate on Meta Quest 2 and above (experimental)
Changes / Improvements: - Updated Leaderboards to show seasonal and weekly toplists - Improved some preview images
Fixes: - Fixed several colliders on Icebreaker
Make sure to restart your client to get the update!
One last thing... WE NEED YOUR REVIEW! Please write a review for Grapple Tournament to help the game grow!
Thank you so much, and have a great time in Grapple Tournament! The dev team
Hello HMM Community. There is news coming in 2024. We can't say too much at this time, but there is the smell of burnt rubber, burning gas, and the clash of machine on machine that can't stay silenced forever.
Hi everyone, Last two weeks I continued working on the “Lore Update”. As I explained before, after we acquire the treasure map, we will be able to check the map with a right click for whereabouts of the treasure. As the game creates the treasure map, it also creates a small 1x1 treasure island at the open seas. But this island is hidden. It doesn’t show on the world so hero needs to come to one square near it with the help of the treasure map.
As our hero goes near the island, it becomes visible and stays visible even after the hero lives its vicinity. After that, the treasure map in the inventory is marked with a check mark showing that this map location is found. Hero can delete or sell it. He can still go to the treasure island since it is already found. Note that vendors don’t give much gold for treasure maps, because they can’t be sure if there is any treasure there.
These small treasure islands are dangerous places. There is a treasure chest with lots of gold and a valuable unique item in there, but they are heavily guarded.
Treasure island battlemaps are somewhat tricky. The treasure is at the center of the map and there are impassable deep water tiles everywhere to slow down the hero. But hero can use levitation, teleportation or invisibility to take the treasure and run. He doesn’t need to kill any enemy to open the chest.
I also changed the Lore page design to show the read books better. It now can show the book cover and the writer of the book too.
Another improvement is something I was thinking to do for some time. It is about potion crafting and ingredients. There are simply a lot of ingredients and it makes potion crafting somewhat hard. Some of them also look similiar. For example, there is a bat blood and a snake blood. There are lots of vials like vial of pearl dust, vial of gold dust etc.
There are 79 ingredients for potion crafting. And this number was even bigger before. I already simplified some of them. For example there were different insect legs for all insects, like giant cockroach legs, centipede legs and giant mite legs. Now they are all insect legs. And there is still a bat wing and an albino bat wing.
In the older versions of the game, there was no potion crafting and these ingredients were used as a loot to be sold to the Alchemist Tower. So, for years, I added and added these things without being able to estimate what will happen once I add the potion crafting mechanism.
This inflation of ingredients diminishes the value of ingredients and makes potion crafting more complicated than it should be. It is also hard for inventory management.
In the current version of the game, every ingredient is used for one or two recipes. I want to change that so every ingredient is used for 3-4 recipes. So I needed to cut out some similar or less interesting ingredients. Some of them I didn’t want to cut out but I did it anyway.
Less ingredients mean gathering the necessary ingredients easier and smoother inventory management which is always a plus. Long story short, I came to the shocking realization that the game might be better off without Rat Whiskers.
That’s all for now. Thanks for reading. May the tides bring you triumph!
A major update for users playing the demo for Lumenile found footage has just released, this update includes many bug fixes, new content, balance modifications, a settings menu, a controls menu, new mechanics and an incredible graphics overhaul all for free in the demo!
New Content
In this updated version of the game the level 0 (Chapter 1) layout has had some modifications from new areas to explore to new scares, the answer to the puzzle in this area has changed so you are able to experience the demo all over again.
Balance Modifications
There have been value adjustments to walking and sprinting speeds, player height and camera bobbing and animations.
New Mechanics
Two new mechanics have been developed and a 3rd one has been re-worked, crouching has been replaced by crawling, you now are able to toggle the players flashlight by pressing "F" and you can zoom in and out using both mouse buttons. (All controls can be viewed on titlescreen)
Graphics Overhaul
There has been a major upgrade in the graphics of the demo to more closely display the potential of the full game, screenshots of these graphical adjustments have been added the store page for a week or two but are finally making there way into the demo.
(Example of re-worked graphics)
Bug Fixes
-Fixed a bug where the player could "Climb" Doors
-Fixed a bug where credit scene would end to soon
-Fixed a bug where the players stamina had no effect
-fixed a bug where players camera would clip through floor when crouching
It's been 10 days since the Early Access release and before I continue with the new updates I want to clarify one thing.
We released in Early access so that means the game is NOT finished and because we constantly push new content and fix bugs new bugs will occur, but rest assured we will fix them all as long as the bugs are reported on the bug report topic or on our discord. I say this because I noticed some people expected finished clean games in Early access and if that is the case I strongly suggest you stay away from this game until the full release(somewhere in February we hope) and only try it out now if you want to get involved in its development and support the developers.
This being said here is what was updated in the 10 days since the release:
1. BUG FIXES -turrets fixed (many reports) -secondary visit location -russian version pathfind crash (Атлас) -z,x zooming centered (RAVEN3.8X) -keyboard settings popUp fixed (RAVEN3.8X) -rollovers on weapon statistic (makark0dy) -shield mechanics fixed (MazzledMarrow0) -car upgrade save bug (makark0dy) -added spellings on empty build materials(Spearmann99) -duplicate craft items (makark0dy) -Enemy damage state crash on high levels (alwaysDrunk) -Wrong fix car (dr. turtle) -fix + upgrade crash (alwaysDrunk) -Global map roads dissapear . -traps ammo refill on MULE -Ambulance crash -Roof MULE walk crash -part 2 arrival crash -Ammo box crash (КИБЕРПСИХ) -Pathfind freeze on global map (always drunk) -Info screen in Load menu glitch (КИБЕРПСИХ)
2. POLISH - Game over screen based on game over trigger(scenario, fuel event and defense event) - Load game screen with detailed preview information on slots
3. BALLANCE - some fine balance tunes
4. MAJOR UPDATE - Global map was added on Chapter 3 (fair warning: this is serious mechanic so you might encounter some bugs) - Chapter 3 intro and splatscreen
Now if any of you have any suggestions for scenarios within the current engine limits please don't hesitate to join our Discord ( https://discord.gg/EANch3Uprr ) and share them with us.
Also if it's not too much to ask, fill out this survey so that we may see if we are going in the right direction:
Small Hotfix for yesterdays Winter Wonderworm patch:
Changes: + The Train Key is now gold in the Winter theme. (The silver key blended in with the environment way too much!) + Added festive lights to the Church.
Bug Fixes: - Fixed the snowman cosmetic's eyes and mouth being always visible to Worm - Fixed Winter decorations floating in the air after their connected buildings were destroyed
developing this game has been fun at the beginning it was just a simple project that was actually fun to work on, and it started getting bigger and bigger, i soon started having to make graphic arts and social media etc as a indie dev i soon struggled with the game getting 0 traction the discord server literally has 5 members, and i have worked day and night working on this game even if it wasnt fun i would spend over 5 days fixing a stupid bug, the game now has over 100+ bugs that every single time i fix one another appears, and every time i want to do a public beta the game isnt ready there is too many bugs to be fixed. keep in mine im in y11, so i have decided to take a short beak to clear my mind on this project and have a clear goal i hope to comeback on this project.
I appreciate all of you who have taken the time to Wishlist the game
the game has been a massive learning experience, i hope to continue working on the game
We just pushed 0.4.2 live, a small update which addresses some gameplay balancing issues. For the KNIGHT, we've increased attack cooldowns and decreased health slightly. For the GIANT, we've improved blocking, increased max throw speed, and removed the parry charge.
Here's the full list of changes:
Cannons rise more slowly after the button is pressed.
Reduced Knight parry window.
Increased Knight hammer swing cooldown.
Decreased average hits to kill the Knight.
Increased cooldown on Knight rocket launcher.
Increased the angle at which the Giant can block projectiles; blocking is now slightly easier.
Slightly increased maximum speed the Giant can throw.
Reduced rocket speed slightly.
Parried objects that are blocked by the Giant will no longer grant a charge.
Increased rocket boost jump velocity slightly.
Thanks for everyone's feedback so far! We're continuing to work on gameplay balancing and technical issues - check out this Developer Update for a list of what's currently on our radar.