Content: Added Power Up to downgrade money back function, easy for players to fine-tune according to different characters.
Gameplay Settings: Increase the setting of display of character sprite in battle.
Gameplay Settings: New setting "Limit "Cooldown Overclock"", when MP is less than 30%MaxMP will interrupt the "Cooldown Overclock".
Gameplay Settings: New setting "Auto Cast Mobility Spell", even after enable "Auto Cast Spell", you can still choose whether to set automatic use of Mobility Spell.
Gameplay Settings: New setting "Auto Cast High Cost Spell (higher than 150MP)", enable "Auto Cast Spell", you can still choose whether to set automatic use of High Cost Spell.
BUG: Fixed a serious bug that caused the game to be unresponsive, when the <Wand>(<Imperio>) could not find enough enemies to kill.
BUG: Fixed a bug that artifact <Eternal Pledge> spawn location.
BUG: Fixed a bug that spell <Absolute Zero> and <Levitation> will automatically continue to use.
BUG: Fixed a bug that initial skills will not be "Disabled" and "Deleted".
BUG: Fixed a bug when the base shield didn't disappear after shield evolution.
BUG: Fixed a bug that <Collision> artifact not having the effect of pushing enemies away.
Balance: Reduce the weight of the artifacts <Axe>and <Anna>.
Balance: Increases the weight of the BOSS.
Balance: Add a must-appear elite to the battle, giving the player one more treasure chest. At the same time adjust the occurrence probability of different elites.
UI: Adjust the English font size of the Settings Panel.
UI: Adjust the size of the item indicating arrow.
UI: Adjust the button size and font size of "Reselect", "Skip" and "Delete".
* In Game Settings: Audio, new toggle for Eating Noises (actually added in v1.1.1 in December). * Known Wolves: Keyboard shortcut added, press K key to open this panel directly. * Improved blocking functionality: On the Account: Friends panel, you can now search for a username and then either send them a friend request, or block them (so you can block someone without getting a friend request from them first). And in multiplayer games, the wolf Info tab has now Block button. * When set in the main menu, Mate Permadeath and Difficulty settings are remembered when starting games in the future. * Account panel: New "Sync Now" button to manually sync files with cloud.
BUGS FIXED:
* Multiplayer achievements that require raising pups to summertime fail to unlock when they should. (If you have an Endless Summer save from such a game where you should have earned one of those achievements, load it and it'll be unlocked.) * Known Wolves panel: After your mate dies, under Departed Wolves they are listed as traveling to another map with another mate. (This fix is not retroactive.) * Known Wolves panel: Sometimes dispersals switch to another origin pack if you reject them after courtship. * Known Wolves panel: When toggling Dead Wolves option, the rows of just-disbanded pack will overlap those for an active pack. * Known Wolves panel: In certain cases, wolf nickname can't be edited. * Multiplayer: One player can select and edit wolf bio text for another player (but changes aren't saved) * Multiplayer: Wolf nametag is not displayed for dead wolves waiting to revive. * Multiplayer: If client player-wolf only has birth name-number, no nickname, it stalls when joining a game. * Camera FOV (field of view) switches to normal when game is paused, regardless of current FOV. * Some pronghorn carcasses appear to inflate some while being consumed. * Rejected trial mate can't accept that you're just not that into them. * Occasionally the text for the mate bio in Pack Info isn't displayed, because the panel is scrolled out of view. * Player's previous home hex remains after pack takes over a disbanded pack's home hex, resulting in two homes for the player pack. * Occasionally the mate gets stuck going in circles, unable to decide between socializing with pups who are near some food, and moving away from that food. * When away from the den, woofing at mate to go home also tells pups to go into the den. * Pup keeps "circling" predators even after the predator moves away. * When loading very old saves, player-wolf with dead mate and living pups is given Dispersal role instead of Courtable Breeder role. * Issues with Add/Remove Favorite emote button on some display resolutions. * Courtship stalls out in certain circumstances. * Mate does not close eyes when howling. * Sometimes beaver swims through air above water surface. * Slough Creek: Small ranger cabin has pink floor inside. * A few den pathfinding issues. * Terrain issues.
Greetings, lovely men & ladies of culture! Lucid-chan here 🍸❤️! Hijacking the dev blog from PDD for a sweet wrap-up of Lucid Realm's rollercoaster year. Buckle up, darlings! Shred & Tear just finished its second year in the oven – challenging, but full of love. It's been a wild ride, never backing down, always adding that secret spice. Here's to more gaming adventures and a sprinkle of magic in the mix! Cheers! Let's get right into it
💥CHAPTER 1: A YEAR TO A REVAMP TO THE SYSTEM FOR SCALING UP !
A: How do you feel, ending year 2 already?
PDD: Procrastinating is my middle name... just kidding! lol. Two years in the game-making kitchen, and oh well, it's been a feast. Learned more than I did in college (no offense, professors). Made loads of mistakes – call it our secret sauce ( & pains too ) . Delayed some deadlines, but hey, it's all for that fine dining experience we're cooking up for you players. Stay hungry, stay foolish right? Kajun taste best when it 's done properly. So hopefully I could wrap it up this year 2024!
PDD: I've been hard at work fortifying the game's backbone and reinforcing the core system to ensure a seamless experience and scalable gameplay. Picture it like giving our game a sturdy exoskeleton – less bugs more fancy skills and gameplay, and of course - compatibility across various platforms and devices. I've delving deep into Unreal Engine wizardry, optimizing the visuals, and fine-tuning the structure & architect so it can handle various aspect of the gameplay from damage handling, moveset design to AI behaviors . It's not just a game; it's a full course fine dining experience, and I got to ensuring every dish is served carefully and harmony. With the scale up of Shred & Tear's world, i'm doubling down to maintain stability as we still have new levels, gameplay type and experiences. It's like crafting the perfect recipe; each ingredient matters for the overall flavor.
Oh and the most complex system I have been working on in 2023 is the way Kajun gonna "gory-kill" those poor Tentamons, making these sweet eye-candy QTE blend seamlessly with gameplay.
A: We have quite a lot of new attacks, can you list your top 3 this year?
PDD: If I had to pick my top three moves, they'd all be the jaw-dropping Gory Kills. First up, the Tentamon Gory Kill – it's like a dark, twisted rendition of that famous "Dumb Ways to Die" episode where eyes end up as juice.
Then, there's the Squalomon Gory Kill – you know the saying "break a leg"? Well, she literally did it.
Lastly, the Salumon Gory Kill – Kajun's got a knack for breaking things, and this one's a masterpiece in mayhem. It's like turning chaos into an art form.
A: What do you focus mostly on during the revamp of all the enemies of Lucid Realm?
PDD: Initially, I thought about making those tentacle monsters cute – you know, the kind you might find in a quirky anime or cheesy cartoon . But then, I felt the urge to turn up the intensity with more gore and cysts. It just made sense; Kajun needed enemies that matched her intensity. The juxtaposition of the grotesque against a fiery mecha girl adds that extra layer of challenge. Some say they are too cute to kill, so I gotta make them into the "hideous" realm.
And let's talk bosses – whether it's the Witch, Shark Girl, Overlord, or the big bad boys Salumon & Squalomon, they're all rocking the badass vibe. It's like assembling an all-star team of formidable foes.
The Millennium Witch
Salumon
Squalomon
💥CHAPTER 2: A NEW ERA OF VILLAIN (Featuring Shark Girl)
A: Sharkieeeeeee
Shark Girl (SG): Stop that, it sounds like "shake it"! My official name badge is NOT suppose to be revealed YET. So keep Quiet !
A: Alright, no more jokes. Are you surprised with the love & support so far?
SG: Suprised ? Nooo, I have the pretty privileges, used to it for YEARS, thousands of them. Femme fatale flows in me. I have no doubt that my followers (mainly Tentamons and Squalomons) always admire me and shower me with all the love they have as if their lives depend on it.( literally ) . But I NEED MORE !!!
A: What is your favourite part of being a shark-base MERC?
SG: I can end lives on a daily basis, even without the equipped armor. My sharp teeth really make it really easy to chew things ! *sending love hickey to all my supporters!!!*. But my armor is really what makes things spicy. Look at those laser blades! PDD: add note*: well Shark-chan design is not based on a regular shark, but a tiger shark to be precise. That's why she has the blades design.
A: One last question, what's your favourite dishes Shark-chan?
SG: Fresh Crawfish of course, with cajun sauce *smirk*. I gonna crush that little Kajun like a lollipop.
Bring it ON!
💥CHAPTER 3 - UPCOMING PLAN FOR S&T (back with our PDD)
A: What do you have in mind for the new year 2024?
PDD: My New Year's resolution? Well, it's not fullHD, that's for sure, I just bought myself a 4k monitor just for coding. Oh you mean New Year plan right ? I'm aiming to turbocharge my programming skills and Game Design architecture stuff . It's time for some finesse in the gameplay and mechanics. Because let's face it, no one likes a game that's as glitchy as my morning coffee maker and as frustrated as my Piano teacher teaching me. I have almost done the core system so what 's left is the level design and content populating, I'm trying to Release the FINAL GAME within this year,(cry of a perfectionist) !!
I can't wait to jump in and shred those Tentamon again in full scale!
A: What will be introduced specifically *eagerly nods* - Is it what im looking for?
PDD: How can I forget haha, just want to see if you remember ;). Lucid Studio mode is about to be served on your plate, and it's a small sand-box mode as a small gift for our beloved supporters to play with our Kajun-chan while waiting for the main course. Picture this - a small, relaxing sandbox mode where Kajun kicks back, unwinds, and has an absolute blast. I might sprinkle in a few extra goodies down the line, but let's keep the main course focused on Shred & Tear. Lucid Studio is like a delightful side dish, perfectly complementing the main gaming feast. So get ready for a taste of both worlds!
You can do some maintenance works with Kajun-chan in this mode !
Or even scrubbing blood stains off Kajun-suit after battles ! ( well given you havent take the suit off have you ? )
Or you can just sit back and enjoy the full OST of Shred&Tear.
A taste of personal me!
💥CHAPTER 4: OUR FRIENDS & ACHIEVEMENTS!
A: Who joined hands with you this year to build Lucid Realm?
PDD: Good old folks! It's Lily, my full-stack assistant (she is doing both the front & back office work!). Shady and his lewd kart, have been such a great support system for my game. Ohara-san, the artist doing the base works for all our Omake-comic so far ! Lucas Tuttle - the composer behind the badass Music of Shred & Tear. Ribbonizer - our beloved dedicated mod! And you *pointing to the camera* my beloved supporters, ladies and men of culture!
And you don't even thank me? You can't spell awesome without ME you know?
A: Let's go through the numbers, shall we?
PDD: Why not, let's go!
We gained 637204 impressions on the Steam storefront, and a total of 113,064 visits! Total wishlist at this point of Dec 31 - 38,000 - A HUGE NUMBER for an indie game like us - thank you so so much!
And out of that 38000 wishlists, there are 275 people who decided to support us on Patreon. How good is that? Honestly, I didn't know what I did to get this much love!
That's our year two wrap! Looking forward to the journey with you guys~ -Lucid-chan <3