The Discord Community Closed Beta Test is still ongoing! You can still gain exclusive early access to Mecha Blitz by joining our discord
Join the closed beta test and take part in weekly boast your builds and streams. Post your builds in the community and get featured on our social media channels on the weekends! Here is one such submission.
We'll also be having our first community contests soon!
COMMUNITY EVENT CALENDAR FOR DECEMBER 2023
We will be having more Extreme Exhibition streams with our community in order to answer questions and to show updated game features live! We will also occasionally bring guests and collaborators to keep things interesting.
Currently we are looking to have a dedicated slot for open Voice Chat streams with our discord members and testers separate from. Join our discord community if you want to be part of such events!
Weekend Warriors is our concept for quick community contests that span a week or so. These could be mini-tournaments with token digital prizes or contests involving digital submissions such as fanart or concept submissions!
Our first such contest will be announced on the 16th! So join our discord community so you can get the announcement as it drops!
WHAT'S COMING IN 2024?
As stated previously, our target is to go into early access in 2024, but before then we may first transition into an open beta demo (with multiplayer) in January! And perhaps... our first major tournament since the Cadet Cup!
【New content】 *. Added Sarah's medium-sized talent [Care]: After applying a healing effect to the target, the total damage received by the target will be reduced by 15% for 3 seconds; *. Added Sarah's medium-sized talent [Puppet]: During the battle, when our character dies for the first time, it will be resurrected and 60% of its maximum health will be restored (the succubus needs to survive); *. Added Sarah's medium-sized talent [Tease]: When causing damage to the enemy, there is a 20% chance of summoning a white bat. The damage is the same as [Shadow Bat]. The skill multiplier of [Shadow Bat] is increased by 120% (Learning [Taken into effect after [Shadow Bat]); *. Added Sarah's large-scale talent [Demon Ritual]: When taking action, it will extract 10% of the current health of teammates, and return the same amount of extracted health to itself; *. Added Sarah's large-scale talent [Evil Infusion]: the treatment effect will increase the target's maximum health limit by 1%, which can be stacked up to 99 times and last until the end of the battle; *. Added Sarah's large-scale talent [Absorb Essence]: When causing damage to the enemy, it will cause additional shadow damage to the enemy, which is equivalent to 75% of its own health; *. Added the effect of special sound effects after triggering the [Immunity] effect;
【Character adjustment】 Sylvia: *.Increased the damage multiplier of talent [Overload]: 1500% >> 2500%; *.Improved the effect of talent [Mission], trigger probability: 35% >> 40%, damage sharing: 35% >> 45%;
*.Adjusted the effect of skill [Revenge Arc], skill multiplier: 100%/125%/150%/175%/200% >> 300%/350%/400%/450%/500%; number of targets: 2 /3/4/5/6 >> 1/1/2/2/3; *.Adjusted the effect of the 2-piece set [God's Punishment], trigger frequency: 35% >> 25%; damage bonus: 150% >> 350%; *.Adjusted the effect of the 3-piece set [God's Punishment], trigger frequency: 35% >> 25%; damage bonus: 200% >> 550%; *.Adjusted the effect of the 4-piece set [God's Punishment], additional additional damage: 100% >> 350%;
Sarah: *.Increased the damage of skill [Shadow Burst]: 10%/15%/20%/25%/30% >> 30%/40%/50%/60%/70%;
【Problem fix】 *.Fixed the issue that caused the game to crash under certain conditions after Emily wore a certain piece of equipment; *.Fixed the problem that Sylvia may cause the game to crash after learning [Arc of Revenge]; *.Fixed the problem of incorrect talent points being obtained when character is upgraded; (reset talents to obtain normal talent points) *.Fixed the problem that when the value on the skill damage interface is too large, it will be displayed in scientific notation; *. Fixed some multi-language display errors;
Progress update for all of you guys, full release update may happen this end of month, or if there are setbacks it would be in around early January next year.
List of things that are currently done : - ACT 3 "Arctic Summit" - New Weapon "IDF.556" - New Weapon "Taurus.46 PDW" - New Melee "Oni-Goroshi" - New Melee "Dreadbeak Edge" - New Cartographer - New Player Arm Model - New Point Aiming System - New Weapon Inspect System - New Main Mode Weapon Stash - New Delete Main Mode Save Button - New End Run Interact On Boss Arenas - New Run Saving System - Reworked Spawning System - Main Menu Overhauled - Pause Menu Redesigned - Firing Range Remake - Improved Gore - Reworked Main Mode Elevator Sounds - Rewoked Bullet Case Sounds - Revamped Stronghold Rewards - Fixed Bug Where Player Death Animation Would Not Play - Fixed Bug Where Demons Would Stop Chasing If More Than 50 In Level
Hi, it's been a month and a bit of hard work, we hope you like the new changes.
Errors:
Fixed a bug that prevented monsters from leaving their respective rooms. They will now chase you correctly throughout the floor.
Combat:
Added visual effects in combat. Floating numbers will now appear when dealing damage or taking damage or healing.
Added a visual effect for when a Critical is successfully performed (space bar)
Added a floating life bar above the selected target.
Immunity icons have been added to statuses (bleeding and stunning). Certain enemies will now have these icons on their life bar to determine their immunities.
Added numerical health value to enemy bars, as well as their level.
Miscellaneous:
We have added Patrolling enemies. It is now possible to find monsters that wander around the floor until they find you.
The lighting in dungeons has been changed to give it a more, well, dungeon feel.
The corner walls of a floor now appear reduced instead of invisible. In addition, we have added the entrance door so that it is clearer where the apartment began.
Visibility on walls has been improved so that more appropriate sections are hidden and there is more clarity during the adventure.
The AI has been improved on several floors so that they can better find their way to you.
The floor number you are on now also shows the number of living monsters in the room.
More icons have been added when looting containers. It is now clearer when you get food, potions, weapons or armor.
The settings menu has been updated.
New tab to activate and deactivate floating numbers, own or enemies, as well as the enemy's floating life bar.
New tab with a summary of the controls. At the moment they are not editable.
New tab with some iconography references.
Bosses:
We have added a new Boss: The Jotun Warrior. This powerful adversary will appear beyond the 20th floor.
And that's all, for now. Remember to follow us on social networks to stay up to date with everything. https://lnk.bio/scalionsstudios If you have suggestions, doubts or requests, do not hesitate to comment!
1. Added a quick merge function for abilities. When you right-click to put an ability into the merge slot, if there are abilities that can be merged, they will be automatically added 2. Added some new dialogues 3. Added a second confirmation pop-up window when Give Up a game 4. Fixed the probability of level 2 skills appearing in the store 5. Fixed the issue that some abilities could not be effectively triggered 6. Fixed the issue of incorrect triggering of dialogue performance 7. Fixed some interface display-related issues
If you have any problems in the Dark World, please give us feedback in DISCORD. We will follow up as soon as possible.
Hi folks! This week, Nico is here to update you on our progress. Today, we're finally giving you a sneak peek at Paul's work in images, featuring an initial draft of characters that can grow and shrink. Of course, this is just a glimpse, and there's still plenty of work to be done before the final integration into the game.
Crystal Wings!
Last Friday, I had the opportunity to pitch the project at the Ailes de Cristal event, which rewards businesses. We were invited as winners of the Pépite 2023 award, allowing us to present the project to an audience of around 900 people in a live-streamed event. It was also a chance to connect with other local projects.
Interface and Icons
Chloé and I continued working on the game's interface. We brainstormed a new way to present weather choices and discussed how to add more color to the interface. Gradually, I'm incorporating visual changes throughout the game interface (not just in the world editing section), while Chloé is designing new icons.
Meetings and Progress
As usual, this week was packed with meetings. On Monday, we discussed potential future collaborations with several Inria services on an educational serious game project. On Tuesday, we focused on communication and strategized about our outreach. Wednesday saw Jimmy and me presenting VirtualSociety to guests at Inria. Thursday, we met with the HopeValley AI team, a startup project also supported by INRIA, aiming to use serious games for women's health, particularly breast cancer prevention. We share many values and are excited about the prospect of collaboration. Finally, on Friday, I attended a training day with the Lorraine Incubator.
And Some Code
To wrap up, Jimmy improved various parts of the VirtualSociety code to make it more user-friendly, while I made changes to other sections related to the appearance of the game interfaces.
That's it! Thanks for your support, and see you next week!