Just a quick patch to fix the issue causing some people to get stuck on loading screens. As well as some other small tweaks. We've been fixing bugs right up until Christmas so we are now going to take a couple of days off, so apologies if any issues still persist over the next few days. We will get to them once we are back.
~ Julian
! Bugs Fixed and Changes Made:
Fixed issue causing people to get stuck on loading screen sometimes.
Added the Wreath and Festivus painting to Frank's shop.
! Known Issues:
Sometimes pets may not spawn in correctly, or the cat in the town will not show, Just go into the caves and come back, or exit to the main menu then reload and they will appear again.
Well, would ya look at that; we're on the cusp of a brand new year!
2023 has been a busy one and ended up being more about building good foundations than it has been about big razzle-dazzle features.
That said this year has included the release of the Mod browser, Mac Support, Symbiotes, and many many assets.
All that building has set us up for an exciting start to 2024 with big performance improvements coming to the backend, the full release of creature modding, and the introduction of Seats all lined up for release early in the year.
We don't want to keep you here any longer than necessary, so let us just say thank you once again for supporting us and for allowing TaleSpire to grow from a fun idea to way more than even we expected. We've still got a ways to go to deliver the vision, and we are thrilled to be making that journey with you.
So Merry Christmas, Happy Holidays, and God Jul to you all!
A brief update on the progress of Project Watcher.
Side note: If you want to read the first two devlogs, you can find them on itch.io:
Adding a fog effect and volumetric lighting
To improve visual effects, we have added a volumetric fog effect and sun shafts to the game:
Demo
As we are slowly approaching the February Steam Fest, we are currently working on wrapping up the Watcher demo. Among other things, we are focusing on refining the level from the visual side:
Slow motion
In Project Watcher, the player will have the opportunity to use slow-motion ability. It will be charged by killing enemies. We will also add in the near feature a visual effect which will highlight enemies weak points while using slow motion:
Refining the opponents AI
We managed to refine the behavior of two opponents. One of them will attack the player at close range, while the other will throw explosive projectiles from a distance. Player can shot down these projectiles while in flight:
Level optimization
We finally managed to implement multi-scenes, which Unity has been offering for some time now. By loading smaller chunks of the level, we have improved the overall performance of the game.
What are the next steps?
In the next devlog we will show you a new type of enemy and perhaps a weapon add-ons system.
Guttertanks will now stagger and become parriable when not hitting anything with a punch
Freezecharged rockets no longer cause red explosions when shot with a revolver
Improved performance in 7-1
Improved performance in 7-3
Improved performance in 7-4
Fixed bug that would cause 7-4 final encounter to begin without the player being inside
Fixed hole in the side of the 7-4 boss
Fixed collision bugs in 7-4
Console commands now also get autocompleted by pressing enter instead of just tab
Fixed level stats overlay not working in P-1 and P-2
Added level stats overlay support for the Cyber Grind
Fixed the radiant spawn rate in the Cyber Grind not working correctly
Fixed a ceiling in the bomb station in 7-2 not having collision
Made the panel to open the way after the 7-2 ambush clearer
Fixed a rare bug that caused the 7-2 blood river's hitbox still be active while the player is inside the final arena, causing them to sometimes get warped outside
Fixed the intro interior lights turning off when restarting from the first 7-2 checkpoint
Fixed the door not unlocking when restarting from the first 7-2 checkpoint if the player has gone outside
Fixed the Whiplash course pits causing an empty style bonus to appear in the HUD if a dead enemy falls into them
Fixed Gabriel's spawner arm preview's swords being offset from his body
Timers for yellow hookpoints now reset on checkpoint restart
The invisible walls of 7-3's intro get disabled if teleporting to a checkpoint
The third secret of 7-2 and second secret of 7-3 no longer get automatically unlocked on beating the level
Mindflayer beam caused by Knucklebaster launch can no longer hurt the player
Guttermen now spawn more frequently in the Cyber Grind
Renamed "Parry Flash" option to "Parry Screen Flash" to make its function clearer
Added a parry flash to landmines when they're activated
Fixed Whiplash not working properly on controller
Fixed Stalkers moving around while blinded
Fixed enemies not being properly blinded while under the effect of a Crystal of Madness
Fixed Ferryman's lightning tracking the player even when targeting enemies
Fixed enemy blood sometimes not healing the correct amount
Fixed offset santa hats for V1, 4-4 V2 intro and skulls
Added a landmark for the 7-2 secret path to make it easier to find
Reverted changes made to door blocking code to fix 1-4's plank and niche 7-2 softlocks
Added more terminals in 7-4
Increased size of Soldier spawn trigger in 7-4
Fixed a bug where the Streetcleaners in 7-4 would no longer spawn if the player had activated a checkpoint
Moved 7-4 distant decoration slightly closer
Changed the undashable beams in 7-4 from turqoise to magenta to differentiate them
Slightly reduced rotating speed of beams in 7-4 final encounter second half
Slightly reduced rotating speed of beams in 7-4 final encounter on Violent difficulty
Fixed inconsistencies in recharge speed when not holding the weapon for Overheat, Alternate Overheat and Alternate Sharpshooter
Fixed Mannequin's charging projectile effect sometimes not disappearing on death
Fixed the 7-1 preboss terminal showing the wrong Tip of the Day
Fixed the secret red soul orb fights in 7-1 and 7-2 still activating even if Disable Enemy Spawns cheat is turned on
Updated 7-1's navmesh to allow the enemies from the secret red soul orb fight to properly land on platforms across the pit
Fixed the 7-1 post-tram infinite tunnel not working if the player restart from checkpoint
Whiplash pull will no longer get cancelled by a rocket in the way
Fixed a graphical bug in the Hakita credits book in the Credits museum
Fixed Mauricing enemies also causing a "+SPLATTERED" style bonus
Fixed Hideous Mass corpse stretching out wildly when getting Mauriced
Fixed Gabriel teleporting like crazy while fighting large enemies like Hideous Masses and Insurrectionists
Increased blood catching range for the final 7-3 tree
Fixed navmesh oversight that caused enemies to sometimes get stuck inside two of the walls in the final arena of 7-3
Added hurtboxes to 7-1 boss' belly and unprotected arm
Fixed Whiplash rocket return sometimes not dealing damage
Enemy rockets no longer get freezecharged unless they have been ridden on
Fixed a bug where Mannequins would sometimes clip into the ceiling and possibly out of bounds if dropping off a wall right next to a ceiling
Fixed a bug that caused the first phase of the 7-1 boss to always function as if on Harmless difficulty
Guttertanks no longer turn into Guttermen in Sandbox saves
7-1 boss no longer turns into a Mannequin in Sandbox saves
Fixed a bug where Insurrectionists would sometimes get stuck on the side of the Cyber Grind arena
Fixed magnet inconsistencies between Flesh Prison and Flesh Panopticon
Fixed the 0-2 setpiece enemies that only the Swordsmachine can kill counting as kills
Guttertanks now only spawn on melee tiles in the Cyber Grind
Violence layer hall doors now open faster when the player is moving fast
Added seasonal hats to the sleeping Filth easter egg
Fixed the spawner arm preview for MDK having a seasonal hat
Fixed Malicious Faces leaving behind invisible unbreakable corpses when Mauriced
Fixed Malicious Railcannon being called Sharpshooter in the variation info pop-up
Fixed the 5-1 and 5-3 challenges not resetting correctly when respawning from checkpoint
Falling out of bounds in the final 7-1 room will now teleport the player back inside it
Gutterman will no longer stand back up if the player activates a checkpoint during their death animation
Fixed the crosshair stamina meter not working if the player isn't using the Standard HUD
Fixed Guttermen and Guttertank not becoming radiant in the Cyber Grind
Fixed a bug that caused Size 2 fish to be uncatchable
1. The battle cannot proceed without 4 cards in the battle deck.
Developer's comment: There was an issue where the battle did not proceed properly if less than 4 chapters were entered, so we were forced to block it.
2. Double the text speed.
Developer Comment: It would be nice to add a text speed option, but at this point, all I can do is make it faster than before. I ask for your understanding.
Well in Java quite hot despite now it's rainy season actully.
In this post, we would like to introduce Karangasem and Mataram. In previous post, we only introduce 1 each kingdom (Mengwi, Sakra, and Blambangan) and now 2 kingdoms? Why?
Kingdom of Mataram is the part of Karangasem's dynasty beside Cakranegara, Pagutan, and Pegangsaan. But all Balinese kingdom in West Lombok has become independent states and in later after Mataram conquered all Balinese kingdoms in Lombok in 1839, Mataram attacked Karangasem in Bali with support Dutch in Bali War III at 1849 where Dutch fight against Buleleng, Karangasem, and Klungkung (the suprame ruler of Bali). In later Karangasem got defeated by Mataram.
In other side, Karangasem before conquered by Mataram is the powerful kingdom in Bali. They has proved it with Karangasem's expansion to Lombok with conquered many Sasak kingdom in middle 18 th century. In late 18th century, they conquered Buleleng and in later, Buleleng have same dynasty with Karangasem.
Karangasem's gameplay
Mataram's gameplay
If you wonder why in opening scene of Mataram, the narrator called Mataram as Mantraman is in Babad Sakra, Mataram calls as Mantraman although in treaty between Dutch and Mataram used Mataram not Mantraman.