Emerging from the chaos of November, I bring tidings of new adventures! Brace yourselves for an array of fresh side quests that I've woven into the game's tapestry with the 2.0.0 update. Oh, and by the way, I've reshaped the world map, sparing you the detour through the Batcave to reach mountain town.
I hope everyone has a great year and well have fun with Tabbellarius!
Note: This update is for the Steam Deck Preview channel, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
General
Added a slider to control the brightness of the Status LED (Charger LED). This setting can be found under Settings -> Display.
Fixed a case where wifi would fail to connect in certain conditions
Fixed HDR on some external DisplayPort displays being slightly desaturated
Weird update today. Turns out after the Nintendo Switch port was finished and exported, Unity suddenly broke a lot of things and swapped stuff around on it's own. It took me a while to realize any of these issues even existed, because they're problems in things I haven't touched in over a year, and none of them existed 3 months ago. If you use the 1.2.2 beta branch, you can see this for yourself! None of these issues exist on the Switch port (thank god, I wouldn't have time to fix them all before launch).
Here's what broke and has since been fixed:
Fixed the "item collect" icon not displaying properly
Fixed the control prompt not displaying the correct icon
Fixed the monster book only displaying Skitterbud information
Fixed an issue where hovering over the resolution options would display the wrong markers
Fixed the "Done" button on the control mapping screen saying "Reset to defaults" for some reason
If you notice any bugs or anything weird in any of the menus, please let me know! I tried to do pretty thorough testing, but there's a chance I missed something.
The plan release of the game I'm still hoping for this year. But if I'm not able to make that it will be next year or when I decide that the game is complete! I'm NOT releasing an unfinished half baked game.
What's the plans for demo any more updates?
With the update releasing today There may not be an update unless bug fixes or changes need to be made. Otherwise the demo is complete and stable of right now.
Patch Notes
Over the last 2 months I've been working a lot on trying to get the survival mode to the official release to where it is now I think it is done. Yes there might be changes later on and will be sure to update the demo as time goes on and changes are made.
Added: Survival Stats when steam stats are disabled. These stats will be disabled till release of the game and will be available on Game owners not demo. Added: money drop is now working in game! Added: Ground Monsters in survival mode. Changed: Survival End Screen to look more like I want it. Changed: Money system looks a whole lot better than it did before and now can clearly see money changes Changed: Level names to prepare for future development of the game. That I know of DOESN’T BREAK SAVES! I’m trying to add as many things early in development to prevent saves crashing and not knowing values before the full game release! Improvement: Ammo notification will now react a little better to room changes and general code cleanup. Changed: Bloodlust hitbox to allow you to shoot when looking near by walls/ground Changed: Survival Version to official release of 1.0. Fixed: Wreckener wasn’t adding the damage multiplayer on upgrades Fixed: One Shot wasn’t adding the damage multiplayer on upgrades Fixed: Phantom wasn’t adding the damage multiplayer on upgrades Fixed: Electric wasn’t working with the ammo drop Fixed: Perks now actually take the money when buying the perk. Fixed: Attachment text was changing color. Fixed: Electric has the correct holster texture. Fixed: Drop text is now centered in survival. Removed: Secret Button in survival mode as it didn’t do anything, was gonna tease stuff for the future but so far I’m not sure if that's possible. Removed: Work in progress Watermark in survival mode.
We inform you of a new update. I hope this one suits you.
Added easy mode
Patch: -the loading texts of the second level corresponded to those of the third level -On the fourth level, the number of current bosses could not be less than 1
Thank you very much for following us and supporting us The Dev Fun Games team
Our thrilling journey in the 1st Ranked Season of Town of Salem 2 is coming to a close! All the cool strategies and unexpected alliances will wrap up on January 15th at 2:00 PM Central Time. Get ready for the last exciting challenges, as we close the chapter on this awesome season in Salem.
Ranked Rewards Await: We extend our appreciation to all those who've demonstrated exceptional skill in navigating the challenges of Salem. As this season concludes, be prepared to receive special rewards for your outstanding performance in Bronze, Silver, Gold, Platinum, Diamond, and the esteemed Masters tier! Based on your ranked you will get a Trophy corner decoration to show off the rank you achieved. Every player who achieved Gold rank or higher will also receive the Golden Beelzebub wall decoration.
Off Season: After the season concludes, your ranks will experience a freeze during the off-season. No adjustments will be made for further games played, providing a short break before the next thrilling season unfolds. Take this time to recharge, and get ready for new challenges and discoveries in the world of Salem.
Balance Changes and New Roles: During the off-season, we'll be diving into various balance changes to enhance your Town of Salem 2 experience. Your feedback is vital in shaping the future of the game. Brace yourselves as two mysterious new roles emerge from the shadows, introducing fresh layers to the strategic tapestry of Salem. Exciting times lie ahead, and we can't wait for you to explore these new dynamics in the upcoming season!
Participate in the Balance Process: The fate of Salem is in your hands! We encourage you to be a part of the balance process by casting your votes on roles you find either balanced or imbalanced. Your insights will play a crucial role in refining the Town of Salem 2 experience. Share your vote on role balance here!: https://discord.com/channels/1110363758792036352/1192238725594353754
As we bid farewell to this fantastic season, let the memories of your triumphs and alliances linger in Salem. Keep your wits sharp, and may your bonds endure. Anticipate the unfolding of new strategies and fresh adventures when the next thrilling chapter of our shared journey begins!
Cathedras now supply the same bonus to tinkering as sitting in the nicest chairs.
Curio summoned salt krakens will no longer wander.
Creatures with power switches who are promoted to have conversations will no longer default to the interaction menu when used.
Statues are now diggable.
Floor cushions are now decorative.
Improved the random baetyl rewards from building the golem.
Onboard recoilers are now excluded from the recoil menu until they are implanted.
[redacted] will now spawn creshes in adjacent cells.
Random mental mutations offered via the water ritual will now be rerolled if you acquired the selected mutation elsewhere.
Fixed a bug that caused the pit in Golgotha to sometimes spawn directly under a chute.
Fixed a rare bug that caused an exception while saving the game.
Fixed a bug that caused autowalk to stop before entering a cell with a sealed container of a dangerous liquid.
Fixed a bug that caused spaser fire to not properly generate plasma if the target died.
Fixed a bug that allowed traders to identify items for players with Dystechnia.
Fixed a bug that caused tonic stacks dropped by creatures to be capped at 5 injectors.
Fixed a bug that caused non-crop objects to count as crops destroyed during A Call To Arms.
Fixed a bug that rarely caused an entire fence side to be missing from farms and forts.
Fixed a bug in generated the descriptions and titles of extradimensional objects that caused the text "cultSymbol" and "dimensionSymbol" not to be replaced with their real values.
Fixed a bug that caused learning Tinker I, II, or III via the water ritual to not award the free schematic if you did not have the base skill.
Fixed a bug that caused templar mechs to be overburdened.
Fixed a bug that caused treating with the Girsh nephilim to not complete the quest step 'Beast Slouching'.
Fixed a bug that caused village tinkers and apothecaries to sometimes not have their intended stock.
Fixed a bug that allowed you to dash vertically through multiple floors without stairs using the flume-flier.