Version 2.0 (1) Increase the number of holes that blue weapons can punch to 6; (2) Now you will definitely drop the treasure box if you kill the Boss; (3) Opening the treasure box will inevitably refresh runes and a piece of blue or yellow equipment;
In order to make the game more fun and to make more content, today I want to show you that Into The Unknown will have villages to explore and this is also possible for me to add a story mode. Now I still have to work for the villagers, the story and what exactly you have to do there.
Vitality does not recover when entering a locker while running.
An issue where companions cannot track the player in some old houses in Chapter 4.
In addition, we have improved the functionality as follows.
Specifications have been changed so that players can "pass through" their companions. You no longer have to worry about your companion blocking your path.
Merry will no longer respawn after being defeated. In other words, once Merry is defeated, she will not be revived.
Improved the problem where it was difficult to see in front of the screen.
Changed the spawn location of the code notification to a location that is easier to reach.
We have expanded the irradiation range of some companions' handy lights.
The sword combat in Quantic River relies on reflexes and parries to dismember your opponents in a swift manner. You play as a unique cyborg capable of combat prowess, but, in return, composed of very fragile experimental technology. There will be very little room for error. The combat is precise and fast, and the destruction system provides a completely chaotic setting! You'll face different types of enemies. The weakest won't be able to block your sword strikes, allowing you to literally exterminate them one after the other without worrying about their defense. Others can block all your regular attacks and will force you to use parries to launch deadly counter-attacks.
The toughest enemies are loaded with augmentations and will attack you with firearms and melee weapons. You'll need to use your cybernetic equipment to unleash swift and devastating Strikes to quickly end the threat as they will block all your regular attacks and be immune to parries.
Regarding weapons, it's straightforward, you'll have only one: your katana. It will be customizable to improve your combat efficiency. Depending on your augmentations, it will be possible to block, deflect, or redirect bullets towards your opponents.
How will the progression in the game work?
Money is the central element of the progression system, "United Credits". You'll have different ways to increase your bank balance, which will enable you to buy cybernetic equipment from different markets and suppliers.
Legal markets for civilian and military-grade augmentations. Black markets for experimental-grade augmentations.
The protagonist, who calls himself "X", will also go through memory phases that unlock combat techniques he had definitely forgotten, in addition to getting closer to his identity. It's these augmentations and the sword combat techniques that will make him more and more effective on the battlefield.
How are you handling the difficulty for Quantic River?
Only one difficulty. The goal is really to allow the players to take their time if they want to, to let themselves be carried away by the dark and captivating universe we've created. And, in parallel, the players must be able to get into action very quickly and focus on the gameplay if dialogues or exploration don't interest them. Both aspects are crucial, which is why we've implemented multiple passages in the action levels.
If you're a Runner, you just have to rush straight ahead, cross the map in record time, but you'll need a good understanding of the gameplay mechanics to achieve it. If you're a player who prefers standard difficulty, taking more time to explore and reducing the difficulty, then you'll have the option to do so.
You should take your time during the initial playthrough of Quantic River. After completing the game once, we've designed replayability for runners. They'll encounter gameplay variations, new equipment, and the chance for a reward by finishing the game within a set time.
What sort of Cybernetic upgrades can players expect?
This equipment impacts your ability to fight and reduces your game time to finish the action levels as quickly as possible. The more you progress, the more augmentations you'll be able to use. Activating them requires a considerable number of resources, so you won't be able to use them multiple times.
Think of them as jokers that you burn once consumed. What will make the difference is the number of augmentations you have available, and you'll need to think before using them!
More precisely, the elements in question will be hardware and software that will allow, for example: -Exceeding the sound barrier in a short instant. -Reducing walls to dust. -Breaking through doors. -Disabling certain abilities of your enemies. -Hacking doors, turrets, or security systems. -Deflecting or returning bullets. -Eradicating your enemies in one blow.
Time Survivors isn't just about massive epic battles through history; it's about smart strategy, too. With only 8 days left until launch, let’s unveil a new nifty feature: the Chrono Forge.
In the heat of your adventures, Gold is more than just shiny – it's crucial. That's where the Chrono Forge comes in. It's your go-to for turning Gold into valuable resources like Damascus Steel, Guardian Hearts, and Time Crystals. No magic tricks, just good old resource management.
It’s like a time-traveling bank, but actually useful.
Strategic resource exchange can be a game-changer, especially when you're gearing up for the next big encounter. So, plan wisely, and make the most of what you've got.
See you tomorrow for more sneak peeks! Cris 🌙🌶️
Stay ahead of the game. Wishlist and Follow Time Survivors now!
We have another experiment this week: You will now receive 1 extra try before round 8 (the subclass round). Play around with it, at the end of the week, there will be a poll on Discord to check back with you!
With this week's update, we're also replacing the Book of Light with the Glowing Crown - and we've added a new recipe, the Holy Spear.
There are also quite a few item reworks and balancing adjustments, check them out in the changelog below or in-game!
Joining the community
Found a bug? Want to share fanart or BPB content? Or just like to talk to other players about the game? Join our Discord server here: https://discord.gg/sbEkqeUKNr
Also check out the new wiki, maintained by some awesome community members! ♥
Patch notes for 0.7.3
NEW RECIPE: Holy Spear
“Book of Light” is now the “Glowing Crown” with basically the same effect. The Book will come back later as another Item.
Balance:
You now regain 1 try at round 8
Reworked Ranger Bag: Now gives 10% crit + 3% per Luck
Piggy Bank now additionally increased max HP for each adjacent “Start of Battle” effect item
Whetstone, Hero Sword, Hero Long Sword, Falcon Blade, Crossblades, Gloves of Haste are now "Start of Battle" effects
Reworked Mana Potion: now gives 15 max HP instead of Luck, triggers when using Mana OR falling below 50% HP
Mana Orb: Added effect: Use 33 Mana to gain 15 random buffs
Implementation of the new LWR 3.0 for all Florida fish*:
Atlantic goliath grouper
Atlantic tarpon
Black drum
Black sea bass
Blackfin tuna
Blacktip shark
Gray snapper
Little tunny
Red drum
Spinner shark
Tiger shark
Blue Marlin
Mahi-Mahi
Yellowfin Tuna
Fixed Blue Marlin not biting (circling the lure/bait)
Fixed Atlantic Tarpon not biting (circling the lure/bait)
Fixed Aquarium UI missed text
Fixed Boat colliders
Big Tiger sharks show on the water's surface instead of in the hands
Length-Weight Relationship 3.0 (LWR)
Hello everyone, as you can read above we just implemented a new LWR for Florida fish species that is as true to real life as possible. We received a lot of information regarding fish not having proper weight or length, or their look (scale) not being properly related to other weights.
So we took a little investigation into the system, tested a few different things, how the scale works, and created a few kaiju-sized monsters...
In the end, we discovered that some additional factors influenced the fish scale and weight. After a short discussion, we decided to make huge modifications to this system, and right now each fish in Florida has an individual correlation to length and weight. That means each fish from Florida right now has a different mass gain in kilograms [lb] per centimeter [ft]. Moving further, we all know that if in real life you catch 10 fish and hypothetically each of them is 60 cm in length, each one of them would have a different weight.
So, we also implemented this in LWR 3.0. That means every fish in specific weight can vary in weight in range from 0.9 to 1.05. To show that more in numbers, let's give you an example.
Blacksea Bass | Length 30 cm | Randomizer: Off
The LWR 3.0 will tell us that the weight for 30cm Blacksea Bass should be 0.52 kg.
And here comes the randomizer. Who likes to catch 30cm fish, with 0.52kg weight whole the time? Randomizer allows to generation of fish that are wary in weight.
Blacksea Bass | Length 30 cm | Randomizer: ON
Fish weight range: 0,468 - 0.546 kg
The bigger the fish, the wider "range" will be. But you get the point I hope!
Is this available for all fish? If NO. why? This is now only available for fish listed in the changelog. It's due to a lot of data that we need to prepare and count. For Florida, we simply created the LWR charts but the game didn't calculate it properly which caused so many issues with Tiger Shark. But - don't worry.
We will implement this system to all 136 fish species in the Ultimate Fishing Simulator.
Once again, we would like to thank you for your feedback, support, and time to tell us what is in your opinion not working properly. Sometimes fixes are easy and sometimes we need to dig deep and do proper research but in the end - we hope you are happy with the final results.
Ah, also - in terms of "scale". While researching it we found that there are a few other things in the game "out of scale" that we will fix one by one in the future. We will let you know what & when will be changed shortly! :)
Two new towers have been added to the game! There are now 42 towers.
Beam Cannon
Blazing Seal
The limit for Evasion is now 70% instead of 75%.
QoL: The mouse cursor now hides automatically when any input from a controller is detected. When the mouse moves again, it reappears.
QoL: When using a controller in Shops or the Pause Menu, you can now cycle through the stat descriptions, your trinkets and back to the Shop/Pause Menu by pressing the Select button.
Balance Changes
Characters
Golden Shieldbreaker
Max Health: 100 >>> 75
Towers
Static Ionizer
Cost: 70 >>> 60
Atomic Orbiter
Cost: 80 >>> 70
EMP Grenadier
Cost: 50 >>> 40
Bug Fixes
Bug fix: The Dash Dash Dash potion now works correctly.
Bug fix: The Mysterious Candy trinket now works correctly.