Hello there, this is the first non-minor update. Reworked some things added others and fixed a lot. Here are the changes:
Improvements:
Improved settings menu with sections and a ton of options (would love to hear if you have any option you want me to add to the game)
Enriched gear stats
Enriched gears build menu description
Replaced ascension upgrade "suicide" with "stonks" (was really out of place)
Reworked the angle system when placing new gears, instead of holding shift, control or alt you can change the angle by pressing control or shift just once
You can now keep building by pressing "X" while placing a new gear
Improved leaderboard font (More characters are now visible)
Fixes:
Fixed an issue with mps computation (your money per second will almost certainly be different, probably higher)
Fixed visual issue with lubing gears being placed on a momma gear
Fixed upgrades money prediction being misleading
Fixed gears build menu description
Frames per second no longer affect your production
Fixed several issues with the red buff
Fixed an issue with the main gear collision
Might be missing a few things in the lists...
What's next? With most of the minor issues of the game being fixed. I am now happy to announce that I will be working on a content update, which is really needed.
The content update will include new gears, new mechanics, new areas, new currencies and some other things...
I do not have an estimated date for this update to release, Will hopefully be ready in less than 3 months, aiming at the end of February BUT no promises.
Finally, I wanted to thank you all for playing the game and contributing to its future with great ideas and suggestions!
That is all for now, hope you enjoy this update and the good news!
Accessory 1 part: Earcuff (Single Type), Phase Wings 1 part
[color=#ffc000]Character[/color]
All Characters (New for Aeri)
[color=#ffc000]Remarks[/color]
*Activate normal Illust cut scene when equipping 6 Pieces or having it in the closet *Activate Special Illust cut scene when equipping 7 Pieces (including Phase Wings) or having it in the closet
*Activate each type's skill cut scene (A/B/C) when equipping 6 Pieces of the same type including accessory or having it in the closet *Activate mixed skill cut scene of different facial expression when equipping 6 Pieces of the mixed type including accessory or having it in the closet (same color with A Type)
x1 SS Guaranteed D Component : Gear x1 S Guaranteed D Component : Costume x1 S Guaranteed D Component : Gear x1 Skill D Component : Costume x1 Skill D Component : Gear x1 Gear Booster +15 Pouch x10 Gear Booster Fortifier x100 Gear Booster Fuel I x25 Transcendental Elixir x1 Shape Memory Device x2 Alpha Equalizer x25 Perfect PNA Evolution Kit x3 Costume Fusion Fiber x500 Pet Core x1 UMP + 10000
Package Value: 25,260 Now for only [color=#90ee90]9,990[/color] N-coins! [color=#f69697]60%[/color] Discount Purchase Restriction: Once per account per week
Protect the new area, Carcion, from Darmoor’s apostle who seeks the power of the ancient god, Keira. <h3>Carcion, the Cradle of Life[/url]</h3> Event Details:
Limbo, another one of Darmoor's Apostles, is invading Carcion and must be stopped!
Requirements: Lv. 285 and above characters that have completed their 5th Job Advancement and the '[Arteria] The Need For Change' quest.
Accept the '[Carcion] An Absent Empress' quest through the lightbulb notifier on the left side of the screen.
Once you’ve completed the Carcion quests, you will receive Sacred Symbol: Carcion.
Afterwards, you can perform a daily quest from Duhan at Eye of the Ishfira map. Upon completing the daily quest, you can obtain Sacred Symbol: Carcion (x10).
The following quests have been added:
[Carcion] An Absent Empress
[Carcion] Aftermath of the Invasion
[Carcion] Gaon's Past
[Carcion] Towards Carcion
[Carcion] Traces of the Flora Army
[Carcion] Enter the Outskirts of Carcion
[Carcion] Pinjar Search
[Carcion] History of War
[Carcion] Supporting the Scouts
[Carcion] Laguna Search
[Carcion] Unstoppable Pursuit
[Carcion] The Cause of Infection
[Carcion] Whereabouts of the Snakes
[Carcion] Removing the Power of Gods
[Carcion] Lost Contact
[Carcion] Exploring the Sea Cave
[Carcion] God of Rivers, Keira
[Carcion] Reclaiming the Sanctuary
[Carcion] Last Chance
[Carcion] A Future Without Gods
[Carcion] Return to Ereve
[Carcion] A Letter from Across the Continent
The following NPCs have been added:
Duhan
Eto
Hinya
Lopa
The following maps have been added:
Carcion: Eye of the Ishfira
Carcion: Temple of Tears
Carcion: Sacred Tree Summit
Carcion: Carcion Entrance
Carcion: Pinjar's Armor
Carcion: Laguna's Fang
Carcion: Coastal Treeline 1
Carcion: Coastal Treeline 2
Carcion: Hidden Laboratory
Carcion: Inside the Lab
Carcion: Somewhere Deep Inside the Cave
Carcion: Giant Coral Colony 1
Carcion: Giant Coral Colony 2
Carcion: Giant Coral Colony 3
Carcion: Calm Beach 1
Carcion: Calm Beach 2
Carcion: Calm Beach 3
Carcion: Enfolding Forest 1
Carcion: Enfolding Forest 2
Carcion: Enfolding Forest 3
Carcion: Among Dark Trunks 1
Carcion: Among Dark Trunks 2
Carcion: Among Dark Trunks 3
Carcion: Breathtaking Cave 1
Carcion: Breathtaking Cave 2
Carcion: Breathtaking Cave 3
Carcion: Breathtaking Cave 4
Carcion: Sunken Ruins 1
Carcion: Sunken Ruins 2
Carcion: Sunken Ruins 3
Carcion: Sunken Ruins 4
The following monsters have been added:
(Lv. 285) Abyssal Informant
(Lv. 285) Despairing Guard
(Lv. 286) Abyssal Guard
(Lv. 286) Monstrous Shadow Bird
(Lv. 287) Despairing Hunter
(Lv. 288) Abyssal Hunter
(Lv. 288) Shadowy Black Panther
(Lv. 289) Knight of the Source
(Lv. 289) Priest of the Source
The following Elite Boss monster has been added:
Abyss Guide
A medal has been added to the Carcion area which you can receive during the Carcion questline.
The Eternal Tree's Guardian
With the addition of the Carcion, the criteria for Lv. 294 character level EXP/Meso penalty has been changed to Lv. 299 due to the level difference and monsters near your level (20 levels below and 20 levels above) when the character exceeds Lv. 294.
Rewards:
Sacred Symbol: Carcion
The Eternal Tree's Guardian: Medal. Untradeable, Permanent, Stats will remain permanently. Grants Attack Power +3, Magic Attack +3.
The positive effect of the best fire control systems on projectile spread has been slightly reduced.
The algorithm for generating random commanders has been changed to make their professional characteristics more equal.
The calculation of the effect of ship pitching on artillery accuracy has been changed from per turn estimating of the ship model pitching in the 3D world to a constant value based on wind strength (Beaufort scale) and the type of the ship.
Starting distance selection slider has been added to Custom Battle screen.
Hello and welcome! It's time for a new update. I'm marking it as the start of the beta phase of the project now that 1.0alpha established the rules of the game in a definitive way.
This update started as a minor one, an update where I would work largely alone to address the most recent bugs with things like climbing steps and wall climbing. Though - as you can guess from the length of the devlog - for a wide variety of reasons the scope of the update ended up growing, starting from implementing some new animations for Fech - the swimming ones and the dash landing - and closing with revamped UI for the rhythm aras and Porfu's shop. In the meantime I also took the time to learn a few new tricks in the matters of optimization, so do tell if performance changes significantly or anything looks off!
HIGHLIGHTS:
2023-12-27 Added two new clothes sets 2023-12-30 Revamped swimming gameplay to be fun and more expressive thanks to new animations, better camera and better controls 2023-12-30 Added Anxious Rat at the start of the quarry 2024-01-07 Remade the UI for rhythm aras
CHANGES:
-Fech climbs steps smoothly now -Improvements to zone part loading -Added LOD to some smaller objects -Powie's model was polished a tad -Slightly increased spawn distance for leaves -Removed roadmap from the main menu. It's no longer needed -Updated game logo on Steam -Shortened dialogue on the power plant -Added wall texture to Marmocle -Increased the ability to look up by 75%, you can now easily see the full extent of the obelisk in the ferrest! -Patched an out of bounds spot in the ferrest -Added few useful items in the river zone -Optimized occlusion on the river zone -Shuffled some options in the settings menu -Remade the resolution dropdown to be a simpler and nicer-looking selector instead -Renamed "misc quality" to "general quality" and added a new "low" option that's more effective at saving GPU performance by halving texture resolutions -It's now possible to look up and down using mouse controls -Small tweaks to how camera moves -Re-added face blinking and dooking animation to Fech -Added mipmapping to most of textures. Might improve performance on low spec machines and reduce a bit the intentionally aliased look of the game -Compressed some assets to better contain the slowly but surely growing filesize of the game -Reduced delay in jump sfx -Added sfx to the dream tutorial -Tweaked "so far", the dream tutorial song, to be a tiny bit more balanced and polished -Framerate cap is now off by default, this means better visuals by default on powerful PCs with high refresh monitors -Small tweaks to some icons -Rolling feels a little more powerful now -Added a clean soft camera shot transition when getting into water -Tiny tweaks to dash camera -Fech defaults to dash motion underwater now, you can't fully stop moving -Added character portrait to ATM -Tweaked dialogue typewriter speed -Tiny tweaks to dialogue and text -Fech nicely adapts to the underwater floor now -Brought back the mechanic of jumping out of water, now more polished than before -The game cursor is now a little hand -Added rain effect to river ground -Added a new Porfu shop to Marmocle, it sells only the most prestigious items -It's easier to snap out of a chained pole by allowing to jump sideways like on normal individual poles -Timer countdown is now synced to the beat -A few improvements to make the power plant sync better with the music -A deleted save file can now be recovered in the save folder -More emphasis on birds in the tutorial -Added a new wall sliding animation -Due to player confusion, the puzzle tutorial is now entirely optional -Camera adapts more slowly to the ground slope resulting in a more smooth and gentle motion -Camera is now a little closer to Fech in rhythm aras -Changed occlusion culling settings to be more granular now that CPU is no longer the main bottleneck -Increased max speed underwater, decreased water edge speed -Updated game icon on the OS
FIXES:
-Fixed Rhythm aras not supporting re-tries after having failed once -Fixed Rhythm ara death planes triggering too easily -Fixed step offset issues. Fech gets stuck at random steps much more rarely -Camera now ignores a few troublesome colliders in the tutorial -Fixed an editor bug that led to clothes slipping into a build -Fixed excessive underwater effect on a few puddles -Small tweaks to aid navigation at the start of the ferrest and in the middle of the quarry -Fixed a music triggering bug in the sewers -Closed hole in ferrest trees -Correctly implemented wall climbing on trees -Fixed respawn bug that could lead Fech to falling through the ground -Fixed small bug that would show the network connect button as interactable if connected to the default room -The game can correctly go full screen on a secondary monitor now -Fixed wrong bunny colours showing up on dialogues in Marmocle -Removed some temporary towers from Marmocle -Fixed parts of Marmocle unintentionally appearing in the sewers -Fixed bug that would allow to terminate minigames and Porfu's shop while starting them -Fixed devil outfit set not having any slots assigned (and thus not showing up in UI) -Added back decals in the quarry zone -Fixed gravity bug when running down slopes -Fech's shader correctly supports shadow cascades now, which means meaning you can safely set shadow settings to high and enjoy better graphics -Fixed the buggy and unintended ability to jump up walls. Now wall jumping is strictly horizontal -Restored Fech's animations stopping when pausing during a rhythm ara -Removed all references to the old Fech model -Fixed plank spring bug that would get Fech frozen in place -Fixed bug that would allow to swim even after leaving the water -Removed old "end of build" dialogues from the park -Fixed small but annoying bugs with saving menu settings -Fixed bug that would lead to Fech's body clipping through clothes when swapping an already occupied slot -Greatly increased the consistency in speed and view you get when beginning to swim -Fixed a longstanding bug where grass would permanently desaturate after dooking once -Fixed ancient annoying bug that would have Fech act as if the dash button was constantly pressed -Fech only adapts to the ground slope if in quadruped pose now. No more funky biped rotations when hitting a pebble, sorry! -Fixed some stuff that would make the end of the landslide setpiece immersion-breaking -Fixed major bug that would have cutscene respawn positions impossible to override, leading to Fech always respawning back in the same locations -Small fixes in the power plant -Reduced the impact of a climbing animation bug -Fixed Power Plant music not repeating -Fixed bug with spring launcher in the Power Plant -Small improvements to snapping to poles -Removed the unintended ability to climb the invisible wall at the ara exit -Added back small visual elements of rhythm aras -Fixed tiny visual bug when loading rhythm aras -Slightly smoother and more polished behaviour on ara pins -Fixed known issues with dialogue -Fixed major bug with colliding against crane blocks -Negligible polishing on the entrance to the power plant -Fixed speed lines getting spammed in the rhythm ara -Fixed bug that would have the pause menu appear if the game goes out of focus while playing a rhythm ara as it does not stop Fech from moving forwards
KNOWN ISSUES:
-Small troubles with step offset -Respawn position is sometimes unexpectedly offset -Rhythm aras are a little empty and buggy -Same old camera collision issues at the start of the ferrest -Cloud saves don't work on Linux yet -Marmocle is rather unoptimized -Much of the music and sound effects are missing at the moment -Some vfx and particles are missing -Production quality of cutscenes and NPC interactions varies a lot at the moment
As a final note, I plan to take a roughly 2 months-long break from updating the game as I focus on getting my bachelor's degree in March. Though we'll get to see each other rather soon! This month I'll make a lengthy post recapping 2023's development of Fech, and then we'll have the monthly stream alongside Wishdream. Cheers!
Oh, and as usual, for more direct updates consider joining the discord community!
Ahoy, mateys! We start the yearrrr with a new experimental mission. Build your defensive lines around the Cartel Haven while Caponero and his captain mates are discussing your fate.
In this map you can collect lumber (by building Lumber Camps or by finding pickups scattered around the map) to unlock and build walls, tents, and various towers. This might become an endgame activity in the future, if you guys enjoy it.
A new reagent type has also been added: 15 different types of gemstone shards. They can only be bought at the moment from the game's first vendor, Madame Sophie.
Other changes: - Level cap is now 100 - New music track: Operation Taiko - New perk: Steel Pong. Reflected bullets that hit you are reflected back with extra damage - New perk: Ghost Whisperer. Otherworldly Servant ghosts orbit at half distance. - Caponero boss replaced with mounted version (basically a 2-phase fight) - Expanded maximum stash capacity to 60. You now start with 12 stash slots (8 was a coding mistake actually) - New look for the Blood Ghoul, also renamed to Blood Guzzler. - Added damaging swarms of flies to swamp maps - Jump points are now visible and are no longer automatic - Items that are too expensive now also have red frames - Treasure Hunt maps get a random rotation - Units no longer die while birth animation is active, but they die afterwards - Husk renamed to Thirstful Husk - Bloated Corpse renamed to Bloated Fiend - Changed lighting in Halls of Booze to improve visibility - Removed a kraken from the Crimson Trench - Updated rocks2 texture - Increased Shark Cannoneer attack damage from 28 to 30 - Hurl Lava pierce nerfed from 85% to 80% - You can no longer use your stash while in combat - Some ships now have different sinking speed - Items are no longer stuck in hero-unwalkable tiles (they can get out, but not in) - Added various triggers to the editor - Fixed: Witch Doctor can no longer be rescued in Summit of the Guardian - Fixed: alert at end of Misson's Lagoon had a 10s delay - Fixed: Crimson Trench exit could be triggered while enemy ships were still alive - Fixed: cannon crew can no longer spawn in obstacle - Fixed: activation range of glowing circles no longer depends on pulsing scale
That's all for today. Tomorrow I'm on a flight, so I can't fix any game-breaking bugs that this patch might introduce... (knock on wood). Sidenote: I've heard some feedback that the controls of the game are bad. If anyone has ideas for improvements, I'm eager to read them.
1. Game package optimization: Game capacity reduced from 1.73G to 1.25G 2. New achievement: "Sweeping · II" 3. New core: Left-handed (unlocked after completing Sweeping · II achievement) 4. Chip "titanium alloy armor" increases effect:+5 technology 5. The crew's "blocker" increases technological damage growth 6. The unit's "collector" adds "intelligent" features 7. Fix a bug that does not take effect immediately after modifying the "hide interface during battle" in the system settings during combat 8. Fix the bug where the crew rotation will be incorrect after the battle ends 9. Fix a bug where the betting number has an evolution number effect 10. Fix a bug where the health regeneration modification has not been restored after the rebirth of the betting number 11. Fix the bug where there is no -5 maximum health after the rebirth of the betting number 12. Fix a bug where the grid may turn red when the unit can be linked, resulting in the inability to install the unit 13. After disassembling the unit, there is a probability that there will be a bug with empty cells remaining in the scene 14. Fixed a large number of English translation errors when the game was in English