E-Startup 2 : Business Tycoon Playtest - Isaac Bowen
Gameplay:
- Concept Creation Worflow rework to display list of product to select as first step - Add possibility to click furniture to move it directly without selecting moving mode
UI Improvements:
- On Concept panels opening, selected tab stay the previous selected instead of first by default - Concept Choice Panel for production line Visual redesign to be more unique - Objectives tasks panel hide once all missions/objectives reached
Balancing and Bug Fixes:
- Fix Avoidance issue of employees - Fix Storage Door animation not related to time speed - Fix Concept not being deleted at game relaunch - FIx Designer visual state not being updated at the end of concept design action
Hello everyone, this new update should fix the spawning rate for the stairs - I mean, the coffin, that gets you to the Undead Town in the Flux. Can you please let me know if you find it? :) Scroll at the bottom of the update for a spoiler on what floor to find it.
More about the update - You can now press CONTROL to “search by name” while browsing the inventory! (BETA) - Special scene (Polywedding!) - Better spawning rates for the Dragon rooms as well - Other fixes (typos, events, balance)
SPOILER BELOW The undead city is on floor....
The entrance to the Undead Town is on Floor 28! Enjoy!
The HUGE 2.1.1.7 patch is almost here! (With Bazaars, new cards and artifacts, and an improved new player experience.) In the meantime, here are all the patch notes from 2.1.1.0 to 2.1.1.6!
Patch Notes 2.1.1.0
Major Bug Fixes:
-Fixed a bug that could occur with Flying monsters that froze the game (happened most often in the Zadeus battle.) -Fixed a bug where spawning cards from outside the game could freeze the game in a long battle.
Bug Fixes:
-Fixed a bug where the game would try to spawn dungeon clues when entering a town under attack. -Fixed a bug where it was possible for the game to try to conquer the same town twice. (Hopefully this fix and the one above will also fix some crash bugs that have been happening.) -Fixed a bug where some cards' upgraded versions would have misaligned text on the Blacksmith screen. -Fixed a bug where the game would crash if Necromancer (the card) tried to resurrect a Beetle from Beetlemorph.
Patch Notes 2.1.1.1
New Content:
New Elite Enemy: The Headhunters
This enemy has no monster deck. You start the battle with three huge enemies already on the monster board. These include the orc Ryndax, the blademaster Sylla, and the duplication mage Martus. In the story, this group of assassins is hunting Gideon, though Gideon doesn't know why or who sent them.
The Headhunters replaces the Grand Slime elite enemy that would appear on days 3-4 when saving towns under attack. Grand Slime was a bit overly complex, but that complexity didn't make the fight much more strategically interesting. It may return and be reworked. The goal is for all the elite battles to have focused themes like Temple Guardian and Living Mountain, making them really test your deck and reward you for knowing how to fight them.
New Enemy: Gravel Monster
This enemy spawns a horde of Ferocious Pebbles. It's a new level 0 enemy to go along with Kobold Captain and Phase Bats to add more variety to the start of the run.
Class Changes:
(Most classes besides the Brewmaster were buffed a little.)
Wizard - Sanguine Sight now deals 2 damage instead of 1. Starcaller - You now gain 3 life when you play Summon Comet. Rune Warrior - Runic Strike now deals 3 damage instead of 2. Hunter - Concentrate energy cost reduced from 5 to 4. Beast Tamer - Beast Companion is now a 2/5 instead of a 2/4.
Gameplay/Balance Changes:
-The "Visit 1 Town" Achievement now gives 2 health regen instead of 1. The player should now cap out at 10 health regen after battle. (You must finish a run for this stat to update. You can either play a run or start a run and let the enemy kill you. This is because there have been technical difficulties getting the achievements to update elsewhere in the code.) -You can no longer get the same level 0 enemy twice in a row. (The level 0 enemies are Kobold Captain, Phase Bats, and Gravel Monster.) -Spore Spewer now only reduces the damage of your cards next turn, rather than for the rest of the battle. -The Lava Gel and Skulk dungeon monsters both had the sizes of their monster decks reduced very slightly (1 monster, maybe sometimes 2 depending on Mastery level.)
Bug Fixes:
-Fixed a bug where killing Cosmic enemies would freeze the game if you already had every common artifact. -Fixed a bug where if you had every artifact (that isn't attachable to cards) the game would freeze if you got more. (The game will now just give you additional Gold Coin artifacts which give +1 Gold at the start of battle.) -Fixed a bug where Yod'ithrul'ix would still delete extra monsters when destroyed. (Hopefully this helps fix potential Zadeus battle freeze bugs.) -Fixed a bug where Fae Rabbit would crash the game if there were no spiders on the monster board.
Patch 2.1.1.2
Bug Fixes:
-Fixed a crash bug that could happen when a town tried to generate dungeon clues for a dungeon that had already been visited.
Patch 2.1.1.3
Balance Changes:
-Empyreal Lance now costs 3 instead of 4.
Major Bug Fixes:
-(Hopefully) fixed a bug that would crash the game if you collided with two towns/enemies/obelisks at the same time or returned from battle overlapping one of these objects. -Fixed a bug where Element Cannon would often crash the game when used.
Bug Fixes:
-Fixed a bug where Runic Strike wasn't actually dealing its new damage numbers (3 normal/4 upgraded.) -Fixed a bug where the Irko's Gift card removal effect wasn't happening. -Fixed a bug where the Ratfolk bounty achievements weren't unlocking. -Fixed a bug where the game would crash if you tried to use the "Abandon Run" button on the title screen. -Added text to indicate that the life loss from Entropic Mind had happened, since the damage number was easy to miss. -Irko's Gift now costs 0 when upgraded (instead of 1.) -Fixed a bug where the Enchanted Bow artifact (which doubles the arrow damage of a card) was not working with Battlement or Flameception. -Fixed a bug where Conjury wasn't working correctly with Bow and Arrow. -Fixed a bug where after stopping a boss wizard from conquering its third town, the countdown timer would still display. -Fixed a bug where Longsword didn't have the Void Stone symbol (that shows it's removed from the game when it leaves play.) -Fixed a bug where Solar Wand was triggering off of gaining Glorsyeeking prize cards from Quest, when Solar Wand is not supposed to trigger off of prize cards. -Fixed a bug where the tooltip for Secrets said "Scrolls" instead of "Secrets". -The new pebble and headhunter monsters will now correctly count towards your total monster count in the "Beastiary" achievements.
Patch 2.1.1.4
Bug Fixes:
-Fixed a bug where the game would crash when you had more than 30 artifacts. -Fixed a bug where the game would crash if you tried to activate Poison Bomb while the monster board was empty.
Patch 2.1.1.5
Balance Changes:
(Many players were frustrated with the early game Agile monsters so we're removing Agile from those monsters. We're also removing Forest Glade (the card that summons Gladeharts) from Glade Nymph's monster deck. Forest Glade was a deceptively powerful monster that when ignored made the battle seem overly difficult.)
-Phase Bats, Pincer, and Gladehart no longer have Agile. (They now have no ability.) -Gladehart changed from a 3/2 at low Mastery and 3/3 at higher mastery TO: 3/3 at low mastery and a 3/4 at high mastery. -Forest Glade (the card that spawns Gladeharts) was removed from Glade Nymph's monster deck and replaced with an Orc.
Other Changes:
-Added a new very short tutorial letting players know they can skip battles, and that it's a good idea to do so and draft a lot of cards from towns. -Edited the tooltip for Bloodrunes to let players know it's a currency for buying cards and skipping battles. -Several cards like Astronomer that gain you cards from outside the game have had text added that notes that card is gained for this battle only. (So that new players don't think they're drafting cards permanently into their deck.)
Bug Fixes:
-Fixed a bug where most Elite enemy achievements were requiring you to defeat the enemy 4 times instead of 1. Now they should unlock after defeating 1. -Fixed a bug where Training could sometimes crash the game. -Fixed another bug where playing Training right after playing your last Level Up card could soft lock the game. -Fixed a bug where monsters weren't slowing down when you were in a "soft pause" at higher masteries (where you were just standing and not moving.)
Patch Notes 2.1.1.6
Bug Fixes:
-Fixed a bug where if you get an artifact from the Artifact Merchant that attaches to a card, it wouldn't let you attach it. -Fixed a bug where Lost Cities' special condition would only give 1 gold instead of 3. -Fixed a bug where the game could crash in the scr_draw_cardsorclue() script when entering a town sometimes. -Removed Enchantress from the Chimera fight because she was causing bugs. Chimera still has 7 possible monsters for that slot. -Fixed a bug where Circus Bear would incorrectly appear to keep its buffs when returning to hand, only to lose them when playing it. (It now correctly doesn't keep its buffs when returning to hand.) -Fixed a bug where once Circus Bear had returned to hand once, it would always return to hand even if it didn't attack. -Fixed a bug where cards that were semi-transparent while asking if you're sure you want to play them (due to Creativity being in play) would stay semi-transparent the rest of the battle. -Fixed a bug where Flameception was counting as an "Ability" card, making certain artifacts and some cards like Thuridian Colossus not work correctly with it. -Fixed a bug where Reckoning could kill The Tidebringer (The Tidebringer can only be killed with arrow damage.) -Fixed a bug where the Flame Blast (from the Flame Tablet artifact) wasn't removing a Madness card when you gained it. -Fixed a bug where the mouseover locations for some tooltips were incorrect. (Current life total and bloodrunes.)
Hello everyone, there have been some new updates this month, as follows:
Add directional signs to prevent you from getting lost in the town.
Added a mini game ranking function. This ranking cannot view the scores of other players, but it can record your current score and view your current level of mini games. The "Dark Chase" gameplay will also provide opportunities for repeated gameplay in towns in the future. After the first experience, you can see your own playing time. A new signboard has been added by the river. After each chapter of the plot, why not come here to check out the updated gossip.
Added a review function for reviewing the past 100 conversations by pressing the Ctrl key during conversations, allowing you to view them even if you accidentally miss them.
Multiple new bedrooms have been added, and now houses in urban areas can be accessed.
Add actions for urban characters to make the town more vibrant~
Well, it's been a year since we started the game, and it's finally happening this week... The release!!!
In 4 days, you'll be able to try out our game and let us know what you think and, hopefully, help us improve it!
Since the holidays, we haven't made much progress on Episode 3 because we've taken on a new project: translations! Currently, we're working with translators on 4 new languages to include (not all of them will be ready for the release...):
Italian Spanish (LATAM) Russian Chinese (Traditional and Simplified)
We'll create posts in the discussion space so you can tell us what you think about the translation and suggest improvements!
We're counting on you to tell us what you like or don't like, so don't hesitate!
In the previous December developer's note, we provided information about the survey responses regarding the plans for Gauntlet balance adjustments. On the January 3rd update, we planned to modify the abilities of [Carmen] and [Full Moon Nanahara Chinatsu]. However, this modification has been excluded due to concerns raised by CEOs and internal discussions.
We apologize for any confusion caused by the hasty update decision and subsequent withdrawal, despite the topic's sensitive nature.
After the decision to exclude the update related to healing abilities, the development team has thoroughly reconsidered the direction of future Gauntlet balance adjustments. After the reconsideration, we plan to proceed with a different approach than the one we initially announced.
▣ Future Plans on Gauntlet Balance Adjustments
As mentioned earlier, we have acknowledged the concerns expressed by CEOs regarding the previous balance adjustments which led to the establishment of a new direction for Gauntlet balance adjustments.
The initial balance adjustment plan mentioned in the previous developer's note focused on readjusting employees’ combat survivability stats, such as healing/barrier and cost-to-value ratios of high-value stats. However, this process led to nerfing stats for specific employees like [Carmen] and [Full Moon Nanahara Chinatsu] causing a loss of cost put into developing these two employees.
The development team has completely revised the initial Gauntlet balance adjustment plan. The new plan aims to preserve the value of the employees while providing a more enjoyable Gauntlet environment.
The initial direction of balancing was aimed at making adjustments to the abilities or stats of employees only in the PVP environment without affecting the existing PVE environment. However, with the recent balance adjustment patch related to the self-healing abilities of employees, we have acknowledged the concerns of our CEOs.
In response to this, we plan to establish a new direction for Gauntlet balance, for future balance adjustments do not result in specific employee skills or stats being nerfed. If there is an unavoidable need for a nerf, we will provide corresponding compensation.
Through this approach, we aim to respect the affection and cost invested towards the employees while aligning the Gauntlet balance. This announcement informs you about the preemptive measures and adjustments regarding the new direction outlined earlier.
As the first step in the new direction, we plan to enhance the existing employees’ attributes or introduce additional skills and stats based on classifications.
The first adjustments will target [Stormbringer Jake Walker] and [Awakened Counter employees].
Stormbringer Jake Walker specializes in facing mech-type employees with his level 5 Special Skill and Passive Skill effect triggered by basic attacks. However, with the introduction of new employees whose abilities counter the Status Effects, the prominence of Jake Walker against mech-type employees has diminished. To emphasize his role as an employee who specializes in countering mech, Jake’s [Stun] effect on mechs will change to [Binding] effect.
In Counter Side, all employees, bosses, and monsters are composed of various types, and the intuitiveness of corresponding types to all these characters is somewhat lacking.
In response, the development team aims to clarify the use of employees by classifying them based on specific type categories.
As the first step in this classification initiative, the [Awakened Counter Employees] have been categorized with a specialization in countering the Corrupted Object type, allowing them to gain an advantage over those opponents.
The Awakened Counter employees will gain additional stats of [Anti-C.O. DMG] +10% and [Anti-C.O. DMG RES] +10% per cost.
The list of employees receiving these additional stats is as follows.
Employee Name
DP Cost
Anti-C.O. DMG INC
Anti-C.O.
DMG RES
Six Wings Na Yubin
6
60%
60%
Six Wings Lee Jisoo
5
50%
50%
Six Wings Amy Firstwing
6
60%
60%
Hilde: Siegfried Type
6
60%
60%
Yoo Mina: Fenrir Type
6
60%
60%
Ace of Wings Lee Sooyeon
5
50%
50%
Solar Codex Yuna Springfield
6
60%
60%
Altergressive Seo Yoon
6
60%
60%
Replacer King
6
60%
60%
Replacer Queen
5
50%
50%
Ministra
5
50%
50%
Arhat Joo Shiyoon
6
60%
60%
Strombringer Jake Walker
6
60%
60%
Singularity Shin Jia
5
50%
50%
Maestra Nequitia
7
70%
70%
Garguantia Maria Antonov
5
50%
50%
Tenured President Regina MacCready
7
70%
70%
Orochinagi Nanahara Chifuyu
6
60%
60%
Asmodeus Rosaria le Friede
6
60%
60%
Nehemoth Ray
5
50%
50%
Kresnik Lyudmila
5
50%
50%
Minerva Karin Wong
6
60%
60%
If the opponent deploys a C.O. type employee in the Gauntlet environment, we expect Awakened Counter employees will create a refreshing meta with the new stat.
Additionally, these new stats will also apply in the PVE environment to the Awakened Counter employees which will further enhance their potential in PVE combats. The development team plans to create further specializations to classify categories.
This update on [Strombringer Jake Walker] and [Awakened Counter employees] will take effect after the January 17 maintenance.
The second approach of the new Gauntlet adjustment involves prioritizing the buff for employees who are showing low performance in the Gauntlet environment. The development team will identify employees with lower rankings, such as those who were released some time ago or employees with skill structures that do not fit well in PVP environments. These employees will be sequentially adjusted to ensure they will fulfill their roles effectively in the Gauntlet environment.
During this adjustment process, if a new skill or attribute that the employee did not originally possess is introduced, then that employee will be granted an Alternium Reactor rather than through stat or skill adjustments. This approach aims to preserve the affection and value invested in developing these employees.
▣ Ban Penalty Enhancement
Employees listed in the ban list do not receive the leader bonus and will incur various penalties such as increased deployment cost, decreased DMG, and increased DMG taken.
Despite these penalties for employees listed in the ban list, using banned units is considered a valid strategy by the development team if the ban penalty level is low.
However, employees with high stats and powerful skills continue to exhibit strong performance in battles despite the high ban penalties.
Furthermore, employees with the Fury do not suffer from the penalty of reduced skill haste, but only ASPD. On the other hand, employees without Fury suffer from both reduced skill haste and ASPD, creating an imbalance in the fairness of penalties.
In response to this, the development team aims to reinforce ban penalties and introduce new penalty effects. This enhancement will impose greater burdens on employees listed in the ban list, ensuring a more significant challenge for players who choose to use them. Additionally, the goal is to address the fairness of ban penalties with or without Fury. The updated ban penalty details are as follows.
Before
Debuff
1 Ban
2 Bans
3 Bans
4 Bans
Decrease DMG
-10%
-15%
-20%
-25%
Increase DMG Taken
-10%
-15%
-20%
-25%
Decreased ASPD
-10%
-15%
-20%
-25%
Decreased Skill Haste
-10%
-15%
-20%
-25%
Outgoing Healing -
-40%
-80%
-120%
-160%
After
Debuff
1 Ban
2 Bans
3 Bans
4 Bans
Decrease DMG
-10%
-20%
-30%
-40%
Increase DMG Taken
-10%
-20%
-30%
-40%
Decreased ASPD
-20%
-40%
-60%
-80%
Decreased ASPD (Fury)
-40%
-80%
-120%
-160%
Decreased Skill Haste
-10%
-20%
-30%
-40%
Outgoing Healing -
-40%
-80%
-120%
-160%
We hope that the enhanced ban penalties will encourage you to create more strategic squads in the Gauntlet. The ban penalty enhancement patch is scheduled to be implemented in the upcoming update on January 17th, 2024.
That concludes the plans on the enhanced ban penalties and the new direction for Gauntlet adjustments.
In addition to the information provided in this announcement, the development team is continuously working to make the Gauntlet environment more enjoyable and optimized for our CEOs.
Once again, we apologize for any confusion caused by the previous update rollback, and we strive to be a CounterSide team that listens to the opinions of our CEOs regarding all content, including the Gauntlet.