There are Live2D assets and PNGs of Meet Your Oshi Lanyards/Badges within a folder named 'VTuber Assets' in your install location so you can look super stylish while attending Dweebcon!
\SteamLibrary\steamapps\common\Meet Your Oshi\VTuber Assets
Thank you for trying out the MOONSHIRE demo! I've received tons of great feedback, and I hope this update addresses some of the bigger problems that people were encountering. There's a ton of new content in development for the demo, and some of that content is now available as well:
New Boss (#3) can now be found guarding the entrance to the dungeon west of town
Balancing, moveset, and design changes for the Spear, Greatsword, Lightning Rod, and a new weapon
Overhauled the darkness and lighting systems Cleaner style to the light borders and overlaps Adapts to screen resolution differences more accurately
Updated the controls for Healing and Throwing Press the Pickup button once to drop your weapon - no need to double press Hold the Pickup button to Heal (and sacrifice weapon) Hold the Attack button to throw your weapon Holding the Dodge button will be reserved for a later ability
Reworked the balloon minigame so it doesn't require hard-throwing the boomerang
To indicate health, Bosses now start turning more red after they reach half HP
Better placement and clarity of some of the tutorial text
Fire damage on enemies is now visibly shown. Torches feel really strong with this change!
Changed the Lightning spell back to what it was pre-Steam When you heal, all nearby enemies are struck by explosive lightning The spell is no longer tied to throwing your weapon
MANY bugfixes, including (but not limited to): Save Files #4 and #5 did not work properly Dying with a weapon could cause problems when respawning Camera blip when a level loads in Area music not restarting after certain fights Some areas would incorrectly block the player from using their default sword Intro cutscene text would sometimes not fit on common screen sizes
1. Jumpscare Cutscene Distortion: Resolved issues causing distortion in some jumpscare cutscenes, ensuring a smoother and more immersive horror experience.
2. Task Update Aprior to Radio Event: Fixed a task not updating appropriately before the radio event, ensuring players have clear guidance and objectives.
3. Coffee Making Scenario: Addressed a scenario where the game would get stuck during the coffee-making segment, ensuring seamless progression.
4. Meeting Room Unlocking Bug: Fixed a bug where the meeting room would incorrectly unlock after re-loading the game, maintaining proper game progression.
5. Ghost Appearance Bug: Resolved a bug causing one of the ghosts to get stuck or not appear, ensuring a consistent and terrifying ghostly presence.
Your feedback is instrumental in uncovering and resolving these issues. Thank you for your patience as we work to provide you with the best possible gaming experience.
Sometimes we have ideas that we think would improve Stop Dead, but might have unintended side effects. Rather than shipping these to the main version of the game, we've decided to create an "Experimental Branch!"
To enable the experimental branch, right-click Stop Dead in your Steam library, and choose "Properties":
Then under the "Branch" tab, choose "experimental - Testing out wacky ideas":
To return to the default version of the game, simply repeat the above process but choose "None" instead of the experimental branch.
Let it update, and when you start Stop Dead you should get a popup letting you know you are on the experimental branch. You can view the in-game patch notes to see what features we are testing in this version.
The Experimental Branch has its own leaderboards and saves, separate from the default branch.
Changing our Patch Schedule
Stop Dead has improved a lot very quickly since launch with our weekly patch schedule. However, as we approach the new year we found we've been putting too much time towards our weekly patches and not enough towards new content. It's very time-consuming trying to get a new build out every week. Thus, we are going to be doing a new patch every-other week going forwards, so we have more time to polish new features for the next content update.
This will (hopefully) be my final devlog before the next update! I can't wait for everyone to get their hands on the new Bandit Class, Legendary Talents and all of the other features we've sprinkled in to respond to player feedback.
Something I want to be completely upfront about - we will be increasing the price of Talented with the 0.11 update. This was always the plan (you can even see it in our Early Access Q&A) and we've received a lot of feedback that there's plenty of content to justify it.
That being said, we will also be immediately putting the game on sale at its previous price for a week. This gives anyone who finds us at the start of the update period a final chance to get it at the original price. Hope that sounds fair to everyone!
Let's get on to the fun stuff!
New Achievements
0.11 brings 20 brand new Achievements to unlock! Some keen eyed members of the community have already spotted them, here's a few to look out for and destroy on update day:
Become the biggest know-it-all in the land
Me no think, me only shoot
And of course, the Bandit has a fresh set of Class Achievements to collect!
Class Balance
We have an absolute wealth of balance changes coming up, each class has 10 or more Talents being tweaked. Much of our balance is informed by player feedback, so do keep that rolling in! Here are just a few of the areas we'll be addressing this update...
Archer Piercing
Right now it feels like Pierce or Pain for the Archer. We're reworking pierce from the ground up and buffing other strategies to make the average run feel less like a dice roll.
Piercing Blows has been reworked into an Epic Talent without the Damage or Knockback reduction, and we've added a new Piercing Rare Talent that gets slightly less out of control:
Note: Spectral Quiver currently has placeholder art, but rest assured it will have its own icon in the update!
To compensate for this All Quiver Talents now have a 5% chance to proc and Archer has a chunk more other buffs too that I will go into in the Patch Notes.
O R B S
Ah Orbs, will you ever find true balance, or will you continue to endlessly roll off the table?
For Orbs, the Elemental Orbs Talents (e.g. Blazing Orbs) no longer apply their buff to all other Orbs. This has allowed us to make the baseline power of Orbs a little higher by increasing the Speed by 25%, the Base Damage to 3 and increase the maximum Orb Count to 50.
Note: Earthen Orbs now always apply Knockback (the damage requirement has been removed)
We've also replaced [Gemmed Glove] with a brand new Orb Talent:
Ability Crit enjoyers need not fear, [Gemmed Glove] will return in the future when we have more support for Ability Critical Strikes!
...And just so the other classes don't feel left out!
Strike Out!
Due to popular demand, all Warrior Strike Abilities now have Attack Damage scaling!
Music to my Soul
[Soul Absorption] is now an Epic Talent in the Base Package - finally, not every run will be a machine gun snail run!
Quality of Life
In these final phases of development we've taken some time to add a few frequently requested quality of life features.
Although this is not the long term plan for Talent Packages, in their current state having them randomized and out of player control is simply unfun. We've added a reroll feature to allow you to roll the dice until you get the packages you like (if you want!)
Next, we've been made aware that Mastery Progression can feel a little slow for some players very familiar with this type of game. We've doubled the rate at which you can level up your Mastery by giving a second Bonus Unlock if you take less than 5 hits in a run.
Andddd here's a few more assorted QoL features being added this update.
A Slow Mode setting that reduces the in game speed to 50% of the default, but also disabling Achievements.
A setting to permanently keep the stats panel open permanently.
Tooltips for Health Points and Resources (e.g. Magic Points) when hovering over them, showing the current and maximum values.
Restart and Next Mastery Buttons on the Run End Screen
That about does it for this time (and most likely this update!). There are more unannounced changes coming including a lotttt of bug fixes that will all be covered in the Patch Notes for 0.11, so keep your Googlys peeled for those.
Update 2 is live with some great changes! See the full list below but some of the major highlights are the last 2 stratums are now in, a couple of new events, more rebalancing of cards and prices, and more polish. Updates will still be drop fairly randomly for now as I continue development, but please do use that bug button or join the discord to chat. It all helps!
Good Luck and have fun!
[+] Last 2 stratums added [+] A number of cards have been rebalanced [+] Lowered HP increase Cost [+] Lowered cost to use a relic to 100 fragments instead of 500 [+] Added hand size upgrades to be purchased [+] New city background image [+] Updated visual GUI logic so that cards disappear from the enemy card in the correct order [+] Added screen transitions [+] Started to add various other UI animations [+] Added ability to look at discard pile [+] Updated wording on teleport event [+] Added Gambler event [+] Added Falling Star event [+] Added Dropped Fragment event [+] Added correct enemies to stratum 5 [+] Increased chance to get multiple monsters
Arlo entered the last step of pre-release and is preparing for the final release step. Several major changed were made following the first playtest. Join the new playtest now !