In addition to various aesthetic and visual changes in various zones of the game, these things have changed since the last build:
- Added colored status icons to monster groups so you can see how injured they are. - Added split and pool buttons to shops, healer, curse remover, and recharger to make transactions more convenient. - Monsters with healing spells will now use them on allies. - You can now pay the healer to cure poison. - Much more translation progress for Portuguese and German. Translations for these languages is about 70% complete now. - Fixed a problem where clicking on a character in the status window wouldn't open the character sheet. It does now.
Innocence Or Money Season 1 - Episodes 1 to 3 - MarcialART
All season 1 is now available! Continue to guide Jennifer through all the episodes of this season. You will meet new characters, new places and the decisions Jennifer will have to make will be crucial for her future. Her destiny is in your hands!
- All episodes have been translated into 30 languages. - All animations are now available in 4k / 60fps quality. - All "hot" scenes now have sound (each character has their own sounds). - The free version includes episodes 1 to 3, and season 1 includes episodes 1 to 8 plus a complete game remastering.
* Due to all the changes that have been made, starting a game from the beginning is highly recommended to avoid bugs that may arise due to incompatibility issues with older versions.
** The game will remain with the name "Innocence Or Money Season 1 - Episodes 1 to 3" even if you download the DLC. To make sure it is installed after purchasing it, you can check the game properties in Steam and see in the DLC section that the installation checkmark is checked (I will add some pictures below so you can see where you can check this).
This is the first time I have published a DLC on Steam, I hope everything works correctly, but if any bug appears, just let me know to fix it.
- Fixed several remote code execution and crash exploits against co-op partners. All reported via HackerOne. - Fixed a regression in targeting some entities with the ping tool.
Multiple instances of existing_symbols and existing_items can now exist at the same time
Added nested var_math capability
Added count_at_start for modding variables
Added symbols_removed_pre_spin for modding variables
Added email for mod_type
Added group_addition for mod_type
Added fine_print for mod_type
Added apartment_floor for mod_type
Added inherited_effects for mod_type
Added pointed_symbols for effect_type
Added rent_paid for effect_type
Added symbol_added for effect_type
Added item_added for effect_type
Added same_rand_adjacent_symbol for effect_type
Added counted_adjacent_symbols for effect_type
Added required_disabled_items for effects
Added forbidden_disabled_items for effects
Added emails_to_add for effects
Added not for comparison dictionaries
Added coins for comparisons
Added reroll_tokens for comparisons
Added removal_tokens for comparisons
Added essence_tokens for comparisons
Added rent_due for comparisons
Added spins_left for comparisons
Added non_singular_symbols for comparisons
Added symbols_in_inventory for comparisons
Added counted_items for comparisons
Added counted_destroyed_items for comparisons
Added symbols_destroyed_this_spin for comparisons
Added items_destroyed_this_spin for comparisons
Added destroyed_symbol_type_count for comparisons
Added removed_symbol_type_count for comparisons
Added destroyed_symbol_group_count for comparisons
Added removed_symbol_group_count for comparisons
Added dove_destroyed for comparisons
Added fighting_boss for comparisons
Added counted_adjacent_symbols for comparisons
Added pointing_directions for value_to_change
Added symbols_to_choose_from for value_to_change
Added items_to_choose_from for value_to_change
Added permanent_bonuses for value_to_change
Added forced_add for value_to_change
Added forced_skip for value_to_change
Added back_to_main_menu for emails
Added unlock_next_floor for emails
Added start_endless_mode for emails
Added retry for emails
Added start_bossfight for emails
Added difficulty for fine print modding variables
Added relevant_type for fine print modding variables
Added relevant_group for fine print modding variables
Added for_items for fine print modding variables
Added fine_print to the sandbox
Added sandbox_consistent to the sandbox
Added apartment_floor_type to the sandbox
Added apartment_floor_num to the sandbox
Modding Fixes
Fixed a bug where the game could crash if a disabled mod appeared in a symbol or item description
Fixed a bug where using final_value on a modded symbol caused the game to crash if an adjacent symbol was destroyed
Fixed a bug where rarity_mod and forced_rarities overwrote value_to_change and diff in effects
Fixed a bug where hotfix_num could not be used in comparisons on items
Fixed a bug where modded symbol groups appear in the stats menu while disabled
Fixed a bug where grid_position_x, grid_position_y, value_bonus, and value_multiplier could not be referenced in a starting_value on a symbol
Fixed a bug where value_bonus, value_multiplier, and hotfix_num could not be referenced in a var_math on a symbol
Fixed a bug where counted_symbols wasn't working properly
Fixed a bug where most checks for modified existing_items with inherit_effects weren't working properly
Fixed a bug where a mod with inherit_effects = false and inherit_description = true would cause the game to crash
Fixed a bug where the game would crash if for some reason an effect had comparison array without an a variable
Fixed a bug where using multiple_of in comparisons on a modded essence item would crash the game
Fixed a bug where item_to_destroy couldn't destroy modded items
Fixed a bug where permanent_bonuses couldn't affect modded symbols
Fixed a bug where last wasn't working properly
Fixed a bug where less_than wasn't working properly under certain circumstances
Fixed a bug where modded symbols and items could be loaded while disabled under some circumstances
Fixed a bug where the game would crash if comparing groups that didn't exist
Fixed a bug where using item_to_destroy would crash the game if trying to destroy an item that didn't exist
Fixed a bug where modded symbols with "none" rarity weren't having their times_displayed stat increased if added during a spin
Fixed a bug where items that add effects to symbols couldn't check if the item was destroyed with target_self
Fixed a bug where variables were being incorrectly flagged as invalid on item effects with with an effect_type of "symbols"
Fixed a bug where saved_values weren't working properly in var_math
Fixed a bug where not_prev in symbol type comparisons wasn't working correctly
Fixed a bug where having "last": true in an effect caused every effect to be checked again during the time when only effects with "last": true should've been checked
Fixed a bug where effects with "last": true and var_math were doing var_math calculations at the beginning of a spin as well as the end
Bug Fixes
Fixed a bug where Doves weren't interacting correctly with effects that checked for adjacent destructions
Fixed a bug where symbols were being added outside of the reels under certain circumstances
Fixed a bug where the credits button in the options menu was being resized incorrectly at some resolutions if the language was set to Russian
Fixed a bug where the achievements menu was cut off in some languages if the font was set to OpenDyslexic
Fixed a bug where items like Booster Pack Essence weren't displaying symbol selections from lower rarities if the symbol pool was empty
Fixed a bug where Swear Jar's description said it had a threshold of "less than 35 coins" when it's actually "less than 36 coins"
Fixed a bug where the descriptions for Maxwell the Bear Essence, Wanted Poster Essence, and Treasure Map Essence in Japanese were incorrect
Fixed a bug where the descriptions for Clubs, Diamonds, Hearts, and Spades in Spain-Spanish were partially in German
Fixed a bug where symbol/item selections could start in an incorrect position when playing with a controller or keyboard
Fixed a bug where the selector wasn't appearing on the achievements menu when playing with a controller or keyboard
Fixed a bug where emails could start in an incorrect position when playing with a controller or keyboard
Fixed a bug where the game could crash when switching languages
Fixed a bug where symbols transforming weren't causing necessary effect checks to occur (this was especially noticeable if the player had a Coal transform into a Diamond while the player already had a Diamond)
Fixed a bug where the game could sometimes crash if the game window was bigger than the main monitor resolution
Fixed a bug where the game could freeze if a controller was connected or disconnected on some Linux machines
FUN STUFF: - Made menu more explosive: Added rumble to the explosions when selecting certain options. - Replaced a mouth sound effect that was used as a placeholder *cough*. It was the spinning sound of the frozen Valkyrie's spear.
ACESSIBILITY THINGS: - Created option to turn down / increase volume of dialogue. - Added option to turn gamepad rumble on / off for xbox pads (other pads may or may not rumble depending on make).
ADJUSTMENTS: - Adjusted spacing for Minime powerup and decoys as some players found it hard to tell whether they were shooting when they fly close to an allied players ship. - Adjusted start volume of game as streamers were turning it down so that it is initially lower. You may need to go into options and adjust dialogue volume accordingly if you are in the closed beta.
ANNOYING BUGS: - Fixed minor bug where when quit game prompt was active and selecting "no" to quit it would activate whatever menu item was currently highlighted by the menu selector. - Fixed an issue where sometimes (rarely) pads would rumble and not stop. - Fixed issue where mini-me powerup would jiggle when in position near a players/allies ship. - Fixed issue where allied AI were sometimes not dropping powerups for players when a player did not have one. - Fixed layering issue related to bandit boss and mini-boss drawing at incorrect depths. - Fixed bug where level ambience background music was being treated as SFX voume and would play at the incorrect vaules - Audio bugs are literally the worst. - Fixed issue where correct achievement icons (based on achievement type) where not being drawn via in game achievement system and was just drawing a default icon.
NEXT WEEK ON LET'S GET THIS GAME DONE & STOP MESSING AROUND: - Add steam achievements to in game achievement system... - Start work on true last boss.
Pick a side with FC Versus as rivalries take centre stage in Ultimate Team™. Each FC Versus player has two clashing versions, each with their own PlayStyles, positions, and stat boosts.
Happy new year, fellow Catz! 2024 starts with a lot of new features for ZpellCatz: Highscore, (shared) stash, new game modes and lots of minor changes. In addition, the demo / prologue has been updated so that Familiars and local multiplayer are now available there. As with any new beta version, more players are invited. So, check your e-mails / Steam client if you've registered for access.
New Features
A stash has been added to the Market Hall. It has 6 pages, 2 personal ones (per cat hero) and 4 shared ones. The shared pages are, well, shared amongst all heroes, allowing you to give items from one cat to another. Each page has 30 item slots, so you now have enough space to store every tier 1 and tier 2 epic item (if you want to do that for whatever reason :-D ).
One of the features that I always enjoyed while playing Legends of Pixelia is now also available in ZpellCatz: Highscores! The score is calculated the moment you defeat a boss and there is a distinct highscore table per dungeon. Only dungeons with a boss room have a highscore table.
Up for a challenge? There are new game modes available that increase the difficulty of ZpellCatz. Game modes can be selected when creating a cat hero and they are permanent. You get a small bonus to your dungeon score for beating a boss with active game modes selected.
- Hardcore: Your typical permadeath option as you know it from every other ARPG - Cat-core: Similar to hardcore, but you have 7 lives instead of 1 - Challenging: Enemies have greatly increased stats, designed for players that love to grind
Do cats have 7 lives or 9 lives? This varies from country to country. In the culture I grew up in, cats have 7 lives. And since 7 is a wonderful number, we'll take that. :-)
Familiars and local multiplayer are coming to the demo / prologue. So if you don't have beta access (yet), feel free to toy around with Familiars in Autuna.
Requesting Beta Access
Want to join the closed beta? Visit ZpellCatz' Steam page and click "Request Access". Check out this screenshot:
"Sharing is Caring" Update (0.100.0) January '24
*** New Features *** - Added a (shared) stash to the market hall - Added a highscore system for dungeons with bosses - Added new game modes 'Challenging', 'Hardcore' and 'Cat-core'
*** General *** - Decreased 'Dark Wave' damage by 5% - Decreased 'Frailty' damage by 5% - Increased soft cap of elemental resistances from 35% to 40% (this is a buff) - Renamed Bashu's 'Inner Light' to 'Inner Glow' to reduce confusion with a Twilight tree skill of the same name - Minor loca text adjustments
*** Items *** - Increased rare and epic item drop chance for lower levels - Slightly buffed stats for 'Hunting Call' - Buffed all items of merchant offer page 2
*** Gems *** - Buffed rare gems - Buffed low performing gems - Reduced the level requirement for some gems sold by the merchant
*** Dungeons *** - Main quest dungeons 2 - 6 now drop more fishsticks / dust - 'Temple Ruins' boss now always drops a normal quality jewelry (ring or necklace) - 'Mushroom Cavern': Minor wall design adjustments
*** Enemies *** - Reduced defense and healing of zombie type enemies, increased their HP to compensate - 'Flame Temple' boss: -20% fire totem damage, -40% full screen totem damage - 'Temple Ruins' zombie miniboss: +25% HP / healing, increased spell aoe - 'Temple Ruins' heron miniboss: +25% damage, +20% faster cast, increased spell aoe - 'Dark Sanctuary' boss: +27% magic circle damage
*** Pumpkin Prologue *** - Added Familiars and local multiplayer - Adjusted exp curve to easier reach level 7 and level 8 - Increased enemy levels for prologue dungeons by 1 (each) - Increased enemy HP and damage due to Familiars being available now - 'Pumpkin Ruins' boss: +14% HP
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