We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
Now Boss difficulty multipliers also affect all addons. Previously they don't. Since there're some bosses using special bullets (e.g. 3:arrow, 14:megabomb) that designed to have a fixed frequency, multipliers for them feel much more impactful now as they scale all the others, not only the normal bullets from the boss.
Early game difficulty reduced. Same when reaching rank 50. More bosses and addons unlocked at rank 40. Reworked some bosses a bit to make them less noisy during certain phases. Nerfed addon 7:Fixed Generator, 8:Sweeping Generator, 40:Railway
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
The Refined Synthesizer upgrade has made its debut! This is to accommodate for the instability present in more advanced Triple combinations (and can even manage unstable Quad-Element configuration!). This process is only possible by using an already-coalesced form to build upon…not to mention the Meebs and Shards! However, in the name of science, progress cannot be stopped and innovation never curtailed! So, onward we go! You’ll need it for…
Ethereal Workshop Wave 2!
NEW Monster: Flasque
This Monster (which looks much like a science experiment!) consists of little more than beakers and chalices, but don’t let that fool you! The Flasque is loud and proud, clinking and clanking its instruments together to add a robust sound to the Island’s song. The green lifeblood seen throughout its body ensures that no matter how hard this methodical Monster clangs its glass vessels, they will never break!
NEW Monster: Nitebear
It is not fully understood exactly what powers the Nitebear, but some have guessed that it may be run by quirky animatronics (based on the cables sticking out of its head). This disconsolate-looking Monster expresses itself using a combination of groans and moans, leading some to believe this Monster is exhibiting sentiments of sadness. Because it demonstrates a melancholic disposition, this Monster is nervous about socializing, fearing it may be “killing the mood.” Its friends are always happy to have it around though, and love it when Nitebear comes out of its self-inflicted isolation and join in on the song!
NEW Monster: Whaill
You’re bound to have a Whaill-ing good time with this new Ethereal Workshop Monster! Blessed with the ululations that gargle from its many mouths, the Whaill can create sound waves that are so intense that they actually tear apart the fabric of space and time! Legends say they can even expose reality to the Rift, closing the gap between worlds…
NEW Monster: Epic Bellowfish
Although its crystal is cracked like its Rare cousin, Epic Bellowfish couldn’t be more different! Outfitted with a suit made of rubber and extending past its torso to include its arms and legs as well, this Epic Ethereal is ready to defend against foreign contaminants and be shielded at all times! Although it’s a well-known secret that this Epic Monster may have a sensitivity to acquaslime, its Monster friends keep it to themselves to safeguard its dignity. Their motto? S’all good, Mon.
NEW Monster: Rare Monculus
The Rare Monculus has an interesting history, dating back to the era when the Colossals were using the pocket dimension as the site for their world-building experiments. In what can now be considered a humorous oversight, the Bubblerite jars and vases they used to store Monculus’ building blocks were equally susceptible to the spark of life - and became a Monster of their very own!
NEW Monster: Rare Scargo
Rare Scargo is known to many in the Monster World as an expert gift-giver, so it makes sense that it would be discovered during this time of year. It’s always creating imaginative toys and trinkets for its fellow Wublins, catering to each of their individual likes and needs. It has even attempted to create a giant musical contraption, known as the “electro-Mon-cardio-snooks,” which must be operated by several Monsters at once. The only problem is the excessive noise, as this goofy gadget can’t possibly compete with the decibels attainable by only the Rare Scargo…
NEW Bundle Packs!
Are you missing a few Special Monsters on your Plant and Cold Islands? Our brand new Bundle Packs can help! Collect the Ethereal, Mythical and featured Werdo of their respective islands and enjoy the wondrous sights and sounds that these coveted characters bring to your islands! Available to buy in the newly-retitled PACKS submenu of the Market!
In This Update
NEW Monsters: Ethereal Workshop Wave 2 NEW Upgraded Synthesizer and Path Decorations on Ethereal Workshop NEW Monsters: Epic Bellowfish, Rare Monculus, Rare Scargo NEW Bundle Packs available in the Market IMPROVED Feature: Rebalanced difficulty for evolutions on Amber Island …and sales and promotions all event long!
Hello explorers! Welcome to another issue of Sapphire Documents. Today we are going to go over what will be in the next patch which we are finalizing right now, along with content being developed for future patches.
Up first is the stuff for v019
Spawn Director
This patch is all about creating what we are calling the Spawn Director. Previously Sapphire was set into a bunch of zones, if the player entered the zone the game would spawn mobs and they would constantly be zoning in and out of existence. This also chewed up a lot of system resources to populate the world, and if you ran fast enough you could “beat” the spawning and see monsters falling from the sky as the game attempted to catch up.
With the director it is all different now and based on a radius around the player.
We have two classifications for Mon spawns now, a close radius and a far radius. The closer spawns automatically populate Smart Objects on the map, so you’ll round a corner and a monster girl will be picking fruits, dancing, jumping around, talking to another girl, etc. The far spawns are for Mons walking around and spawn at a distance from the player, it's always in the direction the player is currently moving.
Once the player turns around and heads in another direction, the monster girls you cannot see are removed from the world, and new spawns are populated with the same logic above. What previously was close to 40 spawns, is now about 8 or 10. However, the world feels the same in terms of population.
This however does not stop the player from finding a girl they like and tracking her movements. As of now the girls after completing a Smart Object task will roam to bigger distances. So if you like a snake girl, and you follow that same girl she will roam the world, and the director will populate the space around you and her. Since the director is smart enough to know what girls you’ve taken an interest in.
Camera Tools and Focus
Next on the list is the new focus, analysis, and tracking system for the Camera. The previous system had the player “waiting” for the autofocus to lock on, and after doing so would pull the focus to the player. A lot of you guys did not enjoy this interaction so we have swapped it to a new system instead.
First, let me detail our goal for camera interactions. The goal is to force players into “choosing” when to take photos, as opposed to quickly taking several photos all at once. The slow-pulling autofocus was our first attempt at this.
Our new system fixes several points of confusion.
Players never knew when a Monster girl would be included in a photo, the new system automatically adds a “grey box” around Monsters that meet the minimum distance requirements.
The player had to focus on one creature for a long time, but could never place that creature in other parts of the photo, leading to “center of the screen” type photos. This new system allows the player to quickly cycle through each Monster within range within the viewfinder and choose who is pulling focus.
Focusing so long on a Monster girl would lead to a good photo, but now that we do not need the long focus time players do not spend time trying to take a good photo. To fix this we now have an Analyze Monster system. To do this simply look at a Monster girl, start analyzing her, and when the bar fills up you’ll get some data from it.
The first set is feedback on whether the photo you’re about to take is something you have already submitted, if it is new you’ll get a “!” icon for the category, if it's replacing something you’ll see the current score of the submitted photo. This matches the three categories for the Monpedia “General, Mating, Variants”.
The other thing you get is the Monster girl is tracked in the world for a brief period, she will also be visible on the Map Screen as well.
Lastly, we come back to the issue at hand, slowing down photography to be more skillful, quality over quantity. To do this we have implemented something the older fanbase might know, photo processing. Basically, you take a photo, and it takes a couple of seconds before you can take another. We have also added a photo animation to show this working along with a CPU icon on the viewfinder UI to show a recharge happening. As you play the game the goal is to give more CPU upgrades allowing for more photos to be taken before a charge is needed.
Sleeping Burrows
Our first iteration for sleeping positions in Sapphire was a bit… awkward. We have taken some time to update the Plains map to include “home or burrow” locations for each of the species. This means at that species allocated sleeping time they will be found there snoozing away together in the safety of a group.
Naturally, every species will get a location like this on the map, so finding where they sleep and snapping a few candid shots will be key to completing the Monpedia.
Okay, time for future patch stuff!
Narrative
First off we have completed the first round of vocal recording work for the audio logs found around the map and within main quests. Here is a sample of the first audio log you can find in the game. Just click the image below or right here to hear the sample.
The cast did a fantastic job on getting everything done, so far we have about 40 minutes of audio to add into the game, which is about 20ish audio logs to find around the environment and via quests.
Lewd Content
We have been working on putting a few spicey environmental traps around the map which both the player and Monster girls can fall prey to. The first is a plant that will look just like any other plant, but venture too close and you’ll become its prey.
The vine limbs they have along with a tongue will be used in a whole manner of ways, being grabbed like this will be the first failure state players will encounter in the game, leading to a loss of time. Several hours locked in the clutches of this horny plant.
We are also working on a plant that will erupt in a cloud of lust spores, sending everyone into a sex frenzy similar to how the lust bomb works. Being caught in this won't be as bad as the vines for the player, but they will feel a loss of control.
We are happy to announce a massive update to Memory Lost: Chapter One! You can now play the entire first chapter of the full game by heading to Memory Lost: Chapter One and jumping straight into the fresh, updated gameplay and seeing what’s in store for the full launch next year!
The Memory Lost: Chapter One was first launched in December 2022 and has delighted shooter fans with its innovative combat mechanics and fast-paced gameplay. Over the past 12 months, we’ve been gathering community and players feedback to support the ongoing development of the full game. As part of the continued development journey of Memory Lost, we will continue to use the valuable feedback gathered from the Memory Lost: Chapter One to enhance the full game experience.
Version Number: v1.11 Date: 13 Dec 2023 Update Size: 500 MB
KNOWN ISSUES
Multiplayer: We have implemented fixes to stop multiplayer games failing so often but are working on further fixes. These include fixes for joining blank lobbies, available games not being listed correctly, and regular resync issues. - Players can show pings of all players in-game using ALT+T - We’re looking into adding pings to multiplayer lobbies
Re-encoded all videos: - This should fix players getting stuck on a black screen displaying nothing but the Stronghold: Definitive Edition logo. - If this issue persists, please contact us through our support site linked above.
Added an “Extra Zoom Intervals” toggle in Game Options.
Added pings to multiplayer lobbies. Pings are only seen by the Host.
Added “Show Player Pings” option to Game Options: - This will show a panel with players’ pings in multiplayer games once the game is started - The panel can be toggled in-game using the hotkey, which is ALT+T by default.
Pings in multiplayer games are now colour coded by range of pings.
Added large cursor option to Game Options.
Minor rebalance to Mission 15 ‘Carving a Path’ to make it slightly less difficult.
BUG FIXES
Fixed Warkworth siege engineers not building siege equipment.
Fixed missing crow symbol in Map Editor.
Fixed Mission 7 intro music fade out.
Fixed incorrect building and animal availability in Siege That.
Fixed oil pot engineers being placed too fast in Map Editor appearing as regular engineers.
Fixed swordsmen layering issues.
Fixed inconsistent unit sizes on the army report panel.