Right on the heels of the weekend, we've pushed out another small patch. This one only affects Steam users. Read on and enjoy!
The Tweak
We've made a small change to the code that enables Steam to unlock achievements that you already have from previously saved games.
Let's say that you used to play our game on Itch.io, before we launched on Steam, and you have a saved game there with 20 achievements. You buy the Steam version, you import your saved game.... and you still have your in-game achievements, but the Steam achievements would still be locked!
As of this patch (3.1.3), if you import a saved game (whether an old Steam save or an Itch.io save or whatever), Steam will detect what achievements are present in that save and unlock the matching achievements in the Steam version of Paradise Inc. This should make our completionists very happy (and there's a surprising amount of you, we've found)!
The Antivirus
Apparently some antivirus programs (looking at you, Avast), think that ParadiseInc.exe might be a virus. It's not, we swear! This isn't an uncommon thing with Electron-based games (just Google 'electron game antivirus false positive' for a few pages of it). If you tell it it's fine once, it should quit complaining afterwards.
The Bugfix
We're not sure exactly what this is, and so far we've only had one confirmed report. It's not an issue with the GAME as far as we can tell. But, in case you run into it, here's how we fixed it.
The Symptom:Paradise Inc. just refuses to update.
Even though the published version is 3.1.3, your version stays on 3.0 or 3.1, and no matter how you beg, plead, and threaten, it stubbornly refuses to update itself. You've uninstalled it and reinstalled it, you've tried verifying the local files, and.... nothing. It just doesn't update no matter what you do.
Possible Fix #1:Clear your Steam download cache. This seems to help if Paradise refuses to recognize that there IS an update available, and never downloads the update.
Possible Fix #2: If the update downloads but the in-game version never updates, you might have a corrupted installation. Go look in your Paradise Inc. Steam folder (for example, C:\Program Files (x86)\Steam\steamapps\common\Paradise Inc\resources\app), and see if there's an index.html file in there. If not, that's the problem.
The fix is to go our website, download the index.html file there (just right-click and choose 'Save As'), and put it where it's supposed to be.
Again, we've only had one report of this, but Luciana works in IT and insists that it's never 'just one bug'.
We always appreciate your feedback on Project QT and it really shapes the future of our game. Since some time has passed from our launch, we also wanted to thank you for playing and reviewing our game. We’ve heard your concerns and we’re here to address them head-on. Now, let’s dive into a lil’ update on the launch, likes, dislikes and future of Project QT.
First things first, one of the most popular issues mentioned is cross-platform data syncing between Nutaku and Steam. Unfortunately, due to platform policies and other technical stuff, making progress cross-platform is a no-go. We totally get the frustration and appreciate your understanding.
Now, some players feel like there’s too much pay to win content and too much grind. We’re sorry some feel the game leans too much on pay-to-win and we’re working hard to make Project QT more user-friendly without compromising the free-to-play essence. In-game purchases are here to stay, but we’re committed to balance.
We’d also like to talk about the fact that the Steam version is a bit older compared to the one on Nutaku. Indeed some girls and features are missing because of that, but rest assured, the Steam version will also have most of the girls and events. The girls will join the Steam version until both games are up to date, but, unfortunately, there’ll always be a slight delay between the two versions
Last but not least, some users mentioned the visual experience on Steam, including the screen size and other aspects. The devs are on it, promising a visual boost, changes to the quality and a slick dark mode in future updates. Your gaming experience is our priority.
Once again, thanks a bunch for your support and feedback! We are and will always be keeping an eye on your needs, so feel free to share your thoughts with us.
If you face any issues, don’t forget to contact our customer support HERE. Cheers to more kinky adventures!❤︎
Let's have a chat and talk more about this incredible taming monster that is Kaardik . Ready for the journey? Grab your gear, say goodbye to your town and friends, and set off on your journey with your Karamelli into the world of Kaardik. . This adventure is going to be incredible, get your team together and shine, to be the best in Kodumaa . Wishlist open on Steam! lol . Instagram - @kaardik_studio
- Fixed an issue where the HP display order was reversed. - Adjusted rewards up to T100 as follows: Up to T100, performing Tornado Prestige grants 0.5% Attack Speed and 1% Rare Drop. Beyond T100, 1% Attack Speed is granted. - Fixed an issue where the level of Spiral Equation would overflow.
Hello, everyone. Today, it is a balance patch aimed at making the game more understandable and accessible for newcomers.
The mana cost required to move a piece is now fixed and no longer depends on water:
Pawns and knights: require 1 mana
Rooks and bishops: require 2 mana
Queens and kings: require 3 mana
This change is noticeable in the mid-game and late-game. It's an explicit buff for pawns, rooks, bishops and knights, and a deliberate nerf for the king, which was much needed.
Certain ascensions have been adjusted in line with this change and now have the advantage of no longer varying based on whether it's a player piece or an AI piece:
Water ascension: now provides 1 extra mana max
Lightning ascension: now provides 1 extra mana income
Ice ascension: the frozen piece receives 25% more damage (I'm not certain about this one, perhaps 50% is preferable, but I don't have enough feedback on this ascent yet)
Certain spells and items have also had to be modified or rebalanced:
Wings
Superconductivity (unfortunately, still a rather bad spell in my opinion)
Burning Bypass
Toxic Bypass
Blessed Bypass
Explosive Bypass
Fire aura (nice update on this one)
Toxic aura
Frozen aura
Magic broom
Starving fish is removed and replaced by the "Papper plane"
Since water no longer has downside, water spells now provide less.
This is just the beginning of several balancing updates. I didn't pay much attention to it when I revisited the spells, the goal being to find enjoyment in them above all. It was only the first step.
Based on your feedback and bug reports, we have prepared a new patch for the demo.
Features
Added/extended various options to customize the HUD (via User Interface Settings)
Added minimum and maximum reticle clamp options to the gamepad settings menu (Input Settings -> Change Settings for Gamepad) If the minimum is equal or larger than the maximum, then the reticle will no longer dynamically react to collisions.
Added a reticle clamp shape option ("Oval" or "Circle") to the gamepad settings menu
Changes
When finishing a run, the end match summary will now be shown after a short delay
Assorted minor gameplay balance changes
Bugfixes
Fixed track bar UI elements not moving when holding the left or right direction button down
Fixed navigation towards track bar UI elements sometimes not working when using a gamepad
Fixed drop-down list panels hiding the mouse cursor when hovering above them while ingame
After the bee-pocalypse of last week, we imagine some of you will be happy to hear that this week brings some adjustments and balances to our fuzzy new friends.
We’ve also got two new rugs for you, in Buffalo and Woven variants, and some QoL improvements, including the ability to now share couches with your pals.
Jump in, have a read, and then enjoy some slightly less terrifying cave adventures.
Notable Improvements:
Fixed several bugs with the Stockpile mission type where missions would get stuck or auto complete when not intended
Added the ability for Prospectors to sit with their friends on the same seat / couch
Added the Suit Slot UI to most inventories and processors so players can access anything slotted in the food / water / oxygen slots when interacting with devices
Curtains and windows can now both be placed on window frames and can no longer infinitely stack
Fixed a bug where the hiding of backpacks/shields would stop working on occasion, no more shields appearing on your back and in your hand
The reinforced wood tier, has been reduced down to T2 and is now craftable on the carpentry bench
Last Week: The Bee-pocalypse
Last week's update introduced wild beehives, domestic beehives, and their fuzzy inhabitants, bees.
We hear you love all the extra recipes you can make with bee products, but In response to some feedback provided and further discussions with the community, we’ve decided to make some adjustments to fighting swarms.
Bees no longer have ‘knockback’ on their attacks and will always disperse after one swipe, making them easier to navigate past. On top of this, we’ve also given them a far larger collider so they’re easier to hit.
We have also adjusted the frequency that bees will spawn in caves, as many players were reporting an encounter almost every time they entered one.
This week: Buffalo Rug & Thin Weave Rug
This week we’ve added two new rugs to Icarus, the Buffalo Rug and the Thin Woven Rug.
The Buffalo Rug is craftable at the advanced or electric textiles bench. This requires a buffalo vestige, 30x fur, 10x cured leather, and 5x platinum weave.
The Thin Woven Rug is also craftable at the advanced or electric textiles bench and requires 10x cured leather, 10x platinum weave and 60x fiber.
This week: Sit Down & Take a Break
It’s time to get cozy.
Couches, sofas and seats can now support multiple people sitting down simultaneously (if they have room), so you’ll no longer have to awkwardly stare at your friends across the room while hogging all the sitting room.
Coming Soon: Batteries & Networks
We’ve reached the point of the Batteries and Networks project where we’re seeking feedback from our players, so we can iron out any remaining bugs, flaws, inconsistencies and balance issues.
This will be available as a new branch on Steam that can be accessed with the password ‘IAcceptThereWillBeBugs’. (Excluding apostrophes).
We suggest backing up your data if you wish to play in this stream as prospect saves between the two different streams may not always be compatible. Alternatively, you can also start a new prospect so as to not cause issues with your existing ones.
There will be bugs and crashes as this is an unstable branch, we are still working through the bugs as well as a QoL and Balance pass which your feedback will help with, but you are free to jump in and play with the system in its current state. This branch may be updated frequently so also be prepared to patch when it does.
For any feedback please use the #experimental-branch on our discord.
A big thank you to all the veteran prospectors who have helped in the early testing phase.
Next Week: Ion Backpack
Next week we’ll be adding a new tech-focused backpack - the Ion Backpack. This will have buffs and benefits for ore mining yield and adding a 15% electroshock chance to enemies you melee in combat.
#Discussions_QuoteBlock_Author
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Allow multiple players to sit on 2 or 3 seater couches at the same time
Fixed a bug where the hiding of backpacks/shields on back would stop working when you used an empty quickbar slot
Fixed a bug causing many stockpile missions on easy or hard to instantly complete
Added difficulty scaling to each stockpile mission, requiring less resources on easy and more on hard
Curtains and windows can now be placed on window frames and can no longer infinitely stack
Adding Suit Slot Inventory UI to player inventory and processors so it can be seen when interacting with devices
Added 'Carrying miasmic item' to the raw iron wood item (crystalized miasma) so it damages the player over time
Fixed Door socket placement on concrete doorway, replace your doors to fix the small gap
Fixed a bug with the shield where if you equip the shield in the secondary slot and then drag it off it can double up the shield on your back and your arm
Fixed Honey craft on Mortar and Pestle and Material Processor granting both honey AND beeswax
Fixed Bee granting Predator Bird XP
Added Projectile Immunity strength to Bee Bestiary
Shifitng Reinforced Wood from T4 -> T2 and level locking at 20, making it essentially T3
Increased Bee's collider making them easier to hit with melee attacks
Lowered Bee Health so it only requires 1 melee swing to dissapate swarm
Removed Bee Knockback on attacks
Slightly reduced bee attack damage
Adjusting and balancing number of Beehive Spawns in caves
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Future Content [expand type=details]
Adding better deploy audio for sandworm trophy and adjustments to audio location
Update diagonal half angle pieces and beams to allow placement within the same tile
Fixed Angled Walls and Beams being unable to be placed in the same location
Fixed Horizontal Cross-Beam rotation mesh rotation within Blueprint
Updated Roof Peak Connector blueprints to allow placement of roof pieces in same location when already placed
Simplified turret BP setup for Audio
Update Stone Pillar asset to use new KIT building assets
Log version when running dedi server
Log version when running dedi server
Fixed Gorse crops collision overlapping other objects
Adding turret powered audio, power off audio, aim audio, and BP imp to play sounds
Added art assets for farmhouse stove asset
Fixed typo in Field Guide category
Knobble stuck movement sentry logging for now
Adding Stationeers bobble heads and materials plus some assembled blueprits
Rotated BLD_Beam_Curved_Down_Diagonal_Stone_R and BLD_Beam_Curved_Up_Diagonal_Stone_R 180 degrees
Added curved walls and setup rules for curved walls and beams placement in the same tile
Added diagonal curved cross beams to gameplay blueprints for testing
Setting up Stationeers Trophy Items, recipes and feature flags
Setting Up Icarus Logo, recipes and feature flags and adding to unreleased DLC
Setting up package flags for upcoming DLC's (Creature Comforts & Homestead)
Adding new Icons for Stationeers Trophies, Icarus Logo and 5 Sandworm Trophies / Braziers
Fixed placement rules on curved building walls
Updated name of curved walls piece
Added string table entries for all resources and added them to the recipetooltip for localization
Updating Sugar Recipe, Sugar Cane Framing Reward Row and the Sugar Cane Seed Placement Mesh
Knobble connection timeouts sentry logging for now
Removed dev logging used for debugging backpack visibility
Adding water purifier T2 audio, and replacing SM with correct mesh for water purifier. removing unnecessary Audio BP behavior
Generated mesh LODs for half of yellow quad, Prometheus
Reorganize Field Guide categories
Added text for stationeers and winged trophies
Generated mesh LODs for X7_Y7, X7_Y6, Prometheus
Added text for Sugar Cane items
Added DEP_Silo
Added in base setup for the Slug reskin, in engine as Hammerhead slug until we have an ingame name for it, currently using same slug goap setup until we implement boss behavior and boss entries
Adding hammerhead slug aggro, idle, death audio and events and data table entry
Generated mesh LODs for X4_Y3, Prometheus
Generated mesh LODs for remainder of yellow quad, Prometheus
Generated heightmap LODs for red and yellow quads and fixed a bunch of others that had garbage meshes/textures, Prometheus
Adding hammerhead spot / warcry vocalisation audio and event
Generated mesh LODs for remainder of red quad, Prometheus
Generated mesh LODs for half of red quad, Prometheus
Adding Item Setup for Bear Hide, Deluxe Leather, Croc, Sandworm, Desert, Armored, Explorer and Racing Saddles. Also setup for Seed / Water / Harvesting Carts
Adding Mange wolf attack audio, event and data table setup
Setup placement rules for curved roof
Adding mange wolf flinch audio and wolf howl event. Fixing animation being in wrong folder
Initial addition of Roof CurvedAngle pieces
Added ITM_Shovel_Tactical
Adding sugar cane audio harvest and plant sounds. Also duplicating slug animations to be used for hammer slug montages for unique sounds
Updated shadow geo for Prometheus
Added BLD_Roof_CurvedAngle_Up_Stone and BLD_Roof_CurvedAngle_Up_Stone, with Inverted and L and R versions
Submitting Mange Wolf Alpha, Base, carcasses and textures
Minor Update 14.1 is here! Here's a summary of this patch:
New Automated Shop Hours
New Quest
New Human Cage and Cursed Human Cage Items/Enemies
Employee System QoL features
Camera Rework
Gunplay Polish
Miscellaneous Improvements and Fixes
Automated Shop Hours
You can now set when your shop automatically opens and closes to better automate your shops alongside your employees.
Don't want to stop by each of your shops at 6 am to reopen for the day and again at 10 pm to close for the night? Now you can set it all up in advance and let the open close sign handle it.
You can set up your automated store hours on the open close sign or sync them from your total employee hours if you want the store to match your default employee work schedule.
Wanting automated shop hours was a big piece of feedback we heard over on our Discord (https://discord.gg/Saleblazers) and Steam Forums. Thank you very much for bringing this up!
New Hydration NPC Questline
Talk to May Porter to start this quest. You'll find her all throughout the map, and a good starter spot to check is in front of Pop Pop's house!
New Human Cage Cultist Enemies
Some Cultists are now equipped with a new item that allows them to capture you for a set duration. Watch out for a Cultist variant that only moves when you don't look...
Reworked Smoother Camera Code
Previously, the player camera would collide with surrounding obstacles fairly frequently (especially through doorways) and move the camera in directions that felt unpredictable. There'd also be situations where your camera flickered in and out rapidly.
In this patch, we've reworked the camera raycasting code. It's much more lenient now, moves more smoothly, and has brand new interpolation behavior. It's somewhat subtle, but you'll really feel the difference in close quarters.
New Gun Accuracy Crosshair Indicator
In Saleblazers, gun accuracy is determined by the type of gun, your movement speed, and how far you've aimed down sights (right click).
This information isn't intuitive, so we've added a dynamic crosshair that reflects your gun's current accuracy levels.
Recoil Smoothing, Bullet Hole Decals, and Impact VFX
Recoil has been reworked to feel smoother to make it more fun to control. In addition, shooting walls and items now leaves bullet holes with updated bullet impact VFX.
Gunfights should feel a lot more grounded and enjoyable with these changes!
New Punch Combo
The previous punch combo didn't carry you very far, and was very hard to block or dodge when NPCs used it on you.
This one should telegraph the attack a lot better! We've increased the damage of punches to compensate for the slower attack.
Employee Priorities by Shift
Along with the automated shop hours, you can now set an employee's work priority by shift, giving you more control than ever over how they work. You can configure the override priorities for each shift in the work schedules page of the employee management screen.
With these settings, an overnight employee can focus on crafting and restocking while your shop is closed. Once the shop opens in the morning, you can have that same employee stop crafting altogether and focus on haggling.
You can do a lot with these priority overrides, so we look forward to seeing all of your clever automated shop setups.
Employee Management Quality of Life
Managing employees has a little bit more clarity with this update. Employee names are highlighted in the management screen when they are working or training so you can see at a glance which employees are currently on shift or away for training.
You can also copy and paste work schedules between employees to easily organize your workforce into matching shifts.
(Preview) Upcoming Terrain Map Updates for Optimization and Gameplay
We're in the process of turning rock mesh heavy sections of the map from this:
Into this:
The primary reason for this is to improve performance by reducing vertex count, but this change also gives the benefits of a cleaner art style and clearer level design.
We'll be pushing these changes periodically throughout future patches, so we wanted to give you all a heads up in advance.
We're also smoothing out terrain for another new gameplay mechanic... but we'll reveal what it is in a future patch!
📜 v0.14.1.0 Patch Notes
➡️ Changes
Added new Mineral Water questline
Added an option to automatically set shop open schedule hours in the Employee Table and Open Closed Sign
Added work priorities to employee system
Balanced fog and lighting for all times of day
Changed camera raycast code to be more lenient and feel smoother overall
Camera now collides with placed items too
First person debug camera (F1) is lowered to match head height better
Added Human Cage and Cursed Human Cage items
Added Weak Human Cage Cultist and Human Cage Cultist NPCs
Added Invincible Human Cage Cultist NPC that only moves when you aren't looking
Added better accuracy feedback to crosshair
Bullet trails persist slightly after hitting their targets instead of instantly disappearing, so you'll be able to see your bullet trajectory better
Updated punch animations to have better reach and readability
Rebalanced punch combo data and damage
Container loot now randomizes over time as well
Increased density of cloud shadows
Increased timer of lingering dead bodies from 2 seconds to 8 seconds for better immersion
Added bullet holes to bullet impacts
Updated bullet impact VFX
Changed first frame bullet logic to come from the muzzle instead of the character for better aiming consistency
Pressing any key to continue in splash screen and videos will not skip unless you focus the application first
Hunger/thirst damage no longer produce damaged vocal barks
Hunger/thirst damage numbers now appear on the player taking damage
Reduced duration of camera shake from 0.25s to 0.15s on shooting guns
Recoil is now smoothed to improve experience of shooting guns
Increased Deagle vertical recoil
Significantly increased Revolver fire rate and vertical recoil (watch out, this means Outlaws are more dangerous too!)
Outlaws are slightly less accurate when shooting guns
C17 Pistol fire rate increased
Repeater Rifle now has no distance falloff, has reduced damage, and increased vertical recoil to make it more of a long range weapon
Bullets can no longer pass through walls when shot at close proximity to the wall
⚙️ Optimizations
Water post process volume no longer updates unless you are underwater
Reduced frequency of customer AI environment queries
Slightly optimized performance of camera shake code
🛠️ General Fixes
Removed rarities from Elman Klepto's shop items
Rebaked AI nav mesh at Hillside shop plot so that customers don't walk through Shepherd pieces
Updated descriptions for mushroom items
Fixed Radiation attribute UI not showing up sometimes
Turrets will no longer shoot you through walls in Snowville Trenches
Fixed clients picking up items not updating nearby shop Beauty values
Fixed Astronaut Bag from losing item attributes sometimes
Fixed case where some items (Hazmat Suit) could lose attributes when placing them on the ground and saving
Fixed case where picking up stacked items would not prevent world items from respawning
Fixed one case where work schedule list refreshed when it didn't need to
Fixed employee detail UI disappearing after switching tabs in employee table UI
Fixed employee being deselected after state change and can't view detail UI unless you reopen the employee table UI
Fixed some item incorrectly displaying 300% damage boost instead of 3% damage boost
Fixed PVP invasion completion not returning to the save file properly if invading from a backup save file
Fixed pop in lighting during sunset due to post processing settings mismatch
Fixed tutorial grass showing up as rock
Fixed several item particles showing up as pink
Fixed Mortar indicator not disappearing for clients on impact
Fixed hitmarker displaying when hitting self
Fixed an edge case where building integrity wouldn't update if multiple pieces are destroyed in the same frame