1, added a prompt icon in the chat option, select the option with a prompt icon, then the next meeting is to meet the corresponding role. (Special Note 1: Only one character can be booked at the same time on the same day. If you already have an appointment with a character in the chat, the option with an icon will not appear in the other character currently offered) (Special note 2: Chat objects appearing at different times are randomly generated according to certain rules, not every time or every player is the same)
Next update Notice (expected next week) We will try to optimize and add the following features in future updates 1) Increase the likability that can be displayed The design of the game is to try not to break the sense of engagement by having a particularly numerical representation of the game during play. At the same time, for the traditional understanding of the guideline goal, the author believes that it is not a guideline success together, so the numerical expression is easy to pursue the result of 100 points, which is what the author does not want to see. If you look at the results of 100 points, no one will look at the results of 0 points. But when it comes to relationships, there are no 100 points. Because everyone needs it, I chose to show this score 2) Added hints for the ending When selecting the ending, it prompts whether the ending corresponding to the current favorability has been completed. 3) Add the ability to skip watched videos. (Found that even if the acceleration function is provided, people still want to skip it, so we added the corresponding function) The final update is subject to the actual update notice.
A unified answer to the question of no increase directly from the "feeder". Since our game is based on accumulated favorability from the first 3 choices, we can't start from the middle, because some ending will not appear due to insufficient points. As a result, the structure is different from other similar games. It's not that we don't want to add this feature, but it wasn't designed that way.
As for the inaccuracy of some language translations (it should be said that it is very bad), limited by our ability and cost, we will gradually improve when conditions are available.
Finally, thank you again for all your comments, which will help us 3 continue to improve the game experience and make better games in the future.
1. Remove dessert from cooking, add a new branch [dessert] in crafting, fix the deadlock caused by cooking upgrades. 2. Reduced the Boss value and skill multiplier of the rat, Lucy feeder. 3. Optimized a small part of the mission description. 4.Enhanced nighttime flashlight light intensity. 5. A small part has optimized the map performance of [Noble Street]. 6. Fixed some equipment effects. 7. The effect of random weather is removed. 8. Fixed the enemy encounter BUG in Alkham City North Street. 9. Repaired the missing roads in the deep layers of Storm Valley Ruins. 10. Add an achievement. 11. Fixed the Red Lotus Palace exploration Bug. 12.Optimized Yel's standby action (chest). 13. Fixed an event loop bug in Red Lotus Lab. 14. Additional merchants have been added to the roof in Serbia. 15. Reduced midnight darkness. 16. Restrictions on the use of tents in tents. 17. Fixed the name of the main menu ui. 18. Added temporary saving in Erye's Commission (Part 4) in case the game progress gets stuck.
1. Preliminary support for SteamDeck. Currently, the in-game UI needs to be controlled by a touch screen. In the next few days, the game controller UI will be supported; 2. Adjusted the UI settings of the main interface
Based on feedback regarding player numbers we have merged available regions. Remaining regions are now Asia, Europe, North America and South America. This will help to fill up public games quicker. NOTE: Ping in LASERS does not imapct your gameplay. Important logic runs on your local client.
Hosts can kick players without needing to go through a vote. Clients can still call votes.
Added an icon next to the host in the player list when in the lobby
Introduction to increasing levels in the Tutorial. Add an entry for settings in the in-game menu. Wiki no longer hides characters. Add usable Artifact Optimize UI,Increase scrolling speed.
Produce and .Each production of 1 or triples the price of a random on the shelf. Each time a is consumed, the prices of one other items of the same kind on the shelf are doubled. After any group member purchases , the price of one random items of the same type on the shelf is tripled. After any group member produces , double the price of 1 random items on the shelf. After any group member purchases , double the price of 1 random items on the shelf. Removes 1 random from the shelf, if successful then double the price of 1 random items. Removes 1 random from the shelf, if successful then double the price of 1 random items. Also, make in the same group receive x4. After any group member purchases , double the price of 1 random items on the shelf.
Sun Man not unique Base Coin change to 0 Level up by 1 each round, transform into after reaching level 10. Base Coin change to 0 Add unique tag can summon
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New Character
Botanist Gives 2x its level in .remove one of these from the group,and gain 15 . Increase 1 level. Flower Removes itself and gains 60 after 10 rounds
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New Artifact
ElementaEcho Get 1 prop each round and removes itself after 6 rounds. BotanicalGarden For each of the following characters present, give 3. AncientElf receives the total coins obtained by all plants on the field at the end of each round, Rain Remove 1 each round, if successful then summon 1 . RecycleBin Click the icon to use.After use, remove all , get 50 for each prop.
Patches for Neyasnoe are being made, but we don't write anything about them, and suddenly we were prompted that it would be nice to write patch notes. So, the game is being actively improved. It's version 1.16 already!
What's new: • there are new cars on the second level • added excuses for closed doors • a cat got lost
In addition: • optimized loading of levels, they slow down less at the beginning • fixed controller bugs • the stadium athlete's hands hold tightly to the bar • minor bugfixes
Great to be back, hope and wish that you are all well, and if not to remember how much can change in just one day, whether externally or internally, and that we can all quit sleep today to have more time to get our ducks in row or to move forward faster, just sayin.
For our first update of the year we're focusing on fixing all outstanding errors + starting with a way to find what is happening in those errors/crashes + pushin the current season of unlocks forward.
Error fix + tracking
Theres been breaking issues for some new users since 5.30 or so that we havent been able to reproduce on our devices. This update works to address that- now when a warning or error or crash occurs, a file will be made in the /ImmaterialAI/logs" folder inside your My documents (or regional equivalent), the files containing additional info and the stack trace of each issue (if available). LE: We've seen the game-breaking issue not appear anymore for users that switched to the test branch, we don't know why, may be due to us upgrading our pipeline, either way we're here for it, it means IAI can now get to all the users that were looking for it!!!
Share your logs anywhere here on Steam or on our new Discord if IAI isn't working for you and we'll have a closer look!
For now you can find 5.31.3 only if you opt into the "test" beta when you right click on ImmaterialAI on Steam and go to Properties (free app-only update atm)*. The solution is not perfect, or scalable at all, it is though something on a shoestring budget to hold us over until we automate the error reporting process.
LE 2: We've uploaded builds for Plus and Lite on the test branch too, try them out and let us know!
Unless there's any issues on the test branch, we'll push the 5,31,3 from the test branch to the main branch next Sunday in a week
Season 3 extended
We're also extending Season 3 until 1st of Aug 2024 (from Jan 2024), get your skins this year or never ever again, they might go for billions in a few weeks(?!)
v2.6.0 [Letter Labyrinth] [Added] - New Enemy Alphabetician - Added new content "Spiral Upgrade". This allows for the enhancement of both Active and Passive effects of the Spiral Design. These upgrades require Spiral Points. The simplest design requires a cost of 1e5, and the required cost increases by 1.5 times with each level up. Also, the required cost increases significantly for higher-tier Designs. Some Designs do not have either Passive or Active upgrades. The cost is entirely a Placeholder and we welcome feedback. - The Z-Adjuster has been added. Hovering over the square icon in the bottom right will display a bar on the left. By adjusting this, you can change the scale of Z rendering, allowing for the creation of more complex and beautiful spirals! - Custom Scavenger has been implemented. This allows you to use your preferred values as Scavenger values. - New Spiral Equations - The 9th Theory - New Professor Challenge - Implemented Performance Mode. You can now disable game rendering by clicking the teacup button in the bottom right corner. - Added new information about Z, Z-Reactor, Theory, and Loot to the Help section. - Added the following rewards to Tornado Prestige: - Up to T50, each reincarnation adds +1% to Rare Drop. - From T50 to T100, increase in Attack Speed by +0.5%. - Beyond T100, increase in Attack Speed by +1%. - New Battle Upgrade
[Changes/Balanced] - Reversed the unlock order of Super PI and QQ. Consequently, the flat reward for Super PI has been increased by 10 times. - Rarity will start its second attenuation from 1500%. - Decreased the r goal per level of the Straight Challenge2 (Professor) to 50. Also, due to the extremely easy nature of the Slow Spiral Challenge, its difficulty per level has been increased to 50 as well. - Revised the system related to Battle Stats. As a result, Critical Damage and Super Critical Damage will now display the actual amount of damage dealt instead of the multiplier. - Following the above changes, a 0.002s Attack Speed Cap will apply even when Nuke or Scav Modes are ON. - Reduced Pi's HP to one-tenth of its original value. - Increased Pi's ATK% to a range of 1 ~ 10%. - In Battle, the additive rewards for the parameter "k" will be reinstated. As a result, the "k" parameter that you all previously earned in Kappa will also be revived. - Adjusted the Passive Effect of Reactor-S to be +10% per level. Additionally, changed the decay method to a square root decay. This adjustment should benefit all players. - Fixed a problem where the value of ATK enhanced by the Combo Multiplier was incorrectly displayed. - Changed the effect of the "Math Skill +100" upgrade to "Math skill +5%" in the battle ugprades. - Discontinued Multi Attack and replaced it with a corresponding increase in ATK. There will be no change in the amount of damage caused by this modification. - For LI Stats, Critical related aspects are now unaffected by Debuffs and will be displayed in gray text. - Partially improved performance issues that worsened as the value of ω increased. - Moved the rewards for Omega, Gamma, Delta% from Gamma to Napier. - In Tornado Prestige, a new window now displays all rewards earned so far, including those related to m and critical aspects earned in mid-Tornado Prestige. - The upgrade speed for Pythagorean Theorem in Theory has been increased. - The increase in Common drop rates has been abolished. Additionally, this has led to a 50% increase in the Uncommon drop rate rewards. - Increased the maximum reward for Varman by 10 times - Adjusted the Effect of Rainbow to start decaying from +100%.
[Fixes] - Fixed the issue with Z's 3D display to work correctly. This is still a work in progress, and we plan to perform more detailed performance tuning in the future. - Fixed a bug where Theory was not providing Fragment. - Fixed an issue where the Combo Multiplier was only being applied to QQ. - Fixed the bug introduced in the last patch, which made Steam Achievements related to Theory unobtainable. - Fixed a bug where Critical and Super Critical Damage would occur even when the Critical Rate was 0. This resolves a rare bug where enemies like Li, whose critical hits are nullified, could be defeated. Previously, this was due to a bug where Critical and Super Critical assessments occurred at a fixed 1/10,000 chance regardless of the probability. - Fixed an issue in Challenge mode where, if NukeMode is set, Scavenger Mode will also be fixed at 1. - Fixed an issue where the text and color of rewards for Legendary (such as the Debuff effect of Fibanomnom) were not displayed correctly. - Fixed an issue where the letters u, v were mistakenly displayed as p, q. - Fixed an issue where the Debuff in Exponential Challenge was displayed in Stats Breakdown. - Fixed an issue where the k exponent was not reflected in the display of the Main Spiral. - Fixed designs where Passive effects, such as lame, were not indicated. - Fixed an issue where the display would bug out when the level of Theory Exchange exceeded 1e19. As a result, we have temporarily set the maximum purchase amount for Theory Exchange to 1e19. It has been confirmed that this series of bugs has not caused any critical issues in the save data. - Fixed an issue on the Main Spiral screen where Equatino and Battle were being rendered improperly. - Fixed a problem where the rendering of Rings was extremely inefficient. With these changes, performance should dramatically improve.
[IMPORTANT ANNOUNCE] In this adjustment, the Active Design Effect and Passive Design Effect obtained from Spiral Equation will now start to decay at +20% for DLCs. We sincerely apologize for this situation, which is a result of our lack of adjustment. However, please understand that this change is made with the long-term development of the game in mind. We promise to update the game with better balance in the future
Overview of this update
[Performance Improvements] The main goal of this update is to improve performance. In the last update, we identified an issue where performance significantly decreased when the value of 'r' became large, and we have addressed this. Specifically, we have reviewed inefficient calculations and rendering efficiency, greatly enhancing overall performance. Additionally, the introduction of "Performance Mode" allows the game to run very efficiently when left idle. Also, a big thanks to @Kloppie5 for greatly assisting with the performance improvements of Spiral Equation. As before, this game still contains inefficient logic, and we intend to continue addressing this as a major topic in future updates.
[Improvements to Early Game Balance] While previous updates mainly focused on additions and adjustments to the endgame content, this update focuses on adjusting the balance of the early game. Specifically, we have revised the rewards for Tornado Prestige and adjusted the status and rewards of early game enemies. A great deal of help for this adjustment was provided by @Luna .
[Creating More Beautiful Spirals] We must not forget that the main content of this game is not just the Battle Spiral, but also creating beautiful spirals. This time, by fundamentally redesigning the Z-coordinate drawing system, we have made it possible to create more beautiful and complex spirals. A slider has been added to the cube icon in the bottom right corner, allowing you to draw spirals of various shapes by changing this slider. Don't forget to post your beautiful spirals to the community!
Additionally, we received help from the following great testers for various other adjustments. @Randy @SpookieBoogie - t227 @Gup @N01 - EU - Goal: 10 Pull-ups @Mozart but a dog [T135][GMT -6] @samudec - T100
Well, another year has come. ːnymistletoeːːsc_sockːːsc_candyː
Meanwhile, I'm still working on the game. As usual, I'll start with the list of changes:
Big features:
ːexpeditionː The first level has been completely redesigned. Reduced in size, and shows the development of mechanics more harmoniously. It became more interesting to play.
ːswordsː A flexible arena architecture has been developed, with data storage and the use of external systems.
ːshieldyourassː Energy shield attack mechanics. Allows you to push/deflect/neutralize threats, as well as other uses.
ːfbmiteː New enemies.
ːid_teslaː A bunch of new interactive items.
Small features:
ːGrenade_GGCː Improved grenade mechanics. Added UI for grenades.
ːsteamthisː Coyote time.I don’t know why I didn’t do this earlier.
ːLocked_ACSː Mechanics of sealed containers. To open them you need to find a tool, or you can try to find another way.
ːPlayItOutː Updated tutorials. Now they visually display the animation stage so that the moment of the beginning and end of the tutorial is clear.
ːSpeech_Questionː Popup-messages for ambiguous moments.
ːDogTagː Tooltips for items in the inventory.
ːwl5bagː Collected items are transferred when changing location on the same mission.
ːSRW30_Explosionː Projectiles have acquired some rules. Some projectiles can now be destroyed or reflected. Some projectiles can penetrate shields.
ːid_mineː A small mini-game, as an alternative way to defuse mines.
ːtime_not_muchː Pause in the menu.
ːscreepsː The second mission is still not finished, and therefore in the current version of the game there is no way to get to it through the world map. The demo version of the game is planned to be updated until the second mission is ready.
ːMessageMitː By the way, our own framework is slowly beginning to form around all the implemented systems and mechanics. Maybe someday I will talk about some implementations in separate blogs.