Settlers that have no traits have their default palette changed and new settlers should now have different appearances when saving/loading. Previously, settlers would default to one type after a re-save. This may perhaps add a bit more variation to settlers on the dock.
Seagulls should no longer lose hunger when they are idle or perched. There was an issue previously which caused them to lose hunger. The eggs rewarded from the raft's 'egg option' have also been increased to match the hatch dialog option. As a tip, if you have an upgraded ranch with a rancher, you actually get better odds at rare seagulls than letting them hatch on rafts!
Knowledge was gathered in huge amounts and was inefficient to transport, so their carry amount have been increased.
A cutscene now plays when you go underwater for the first time. It looks nice when I have a factory like in this image below, but I figured it may be annoying to watch the cutscene repeatedly even if it might look nice to see your underwater layout from this angle.
Fixed other bugs as well such as moon trader not being clickable.
Full patch notes (combined with v0.71.4): Improvements and balancing: - Seagulls no longer lose hunger when idle - Seagull raft eggs increased: 3 -> 5 (from egg option dialog) - Knowledge carry amount increased: 10 -> 20 - Red Envelope sell value increased: 10 -> 25 - Settler AI changed to prioritize sleep over hunger and thirst
Visuals: - Settler default appearance changed to white shirt - Settler skin/clothing colour variations are now saved - Added cinematic when diving underwater for the first time
Bug Fixes: - Fix clicking moon bunny trader not opening trade panel - Fixed confirm button not working when starting new multiplayer game - Fixed ice cream buff icons appearing in Parrot/Kewi info panels - Fixed storage boxes having option to toggle multiple-output production
Happy Lunar New Year! To celebrate the Year of the Dragon, we are hosting a very special Golden Time Event! Starting tonight at 00:00 PST, enjoy a 3x EXP, 3x Skill, and 3x Drop event!
Event Duration: February 9, 2024 00:00 - February 11, 2024 23:59 Pacific
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This Lunar New Year rate event will only last until Monday, February 11th, before midnight, so don't wait to take advantage of these increased gains!
Heroes have gone through a redesign! In place of a few hero characters with a choice of abilities, I've moved to more heroes, but each with a set of 4 fixed abilities.
This has a number of advantages:
Removes the possibility of picking a combination of abilities that don't work well together..
..and means when designing a hero I can work with a fixed set, allowing synergies to be designed
Each hero can be themed around a certain playstyle or mechanic
Easier to add more heroes - rather than 7 new abilities per hero, I now only need 3-4 (some share the LIGHT ability)
Along with this change, the HEAVY ability is now available at the start of the Crawl, and SPECIAL abilities are now unlocked as dungeons 1+2 are cleared. Couple of reasons for this - help new players by avoiding everything at once, and the difficulty ramps up with every dungeon in the Crawl, so the player isn't super overpowered. I plan to add Unlocks opening up the SPECIAL abilities earlier for more advanced play.
Heroes planned for 1.0 launch are:
Warrior
Ranger
Grenadier
Wizard
Blademaster
Eggsterminator
Ranger Unlocked!
To celebrate Steam Remote Play Together the Range will be included in the Demo and Monster Crawl:Warrior! Limited time only, so give her a try and let me know what you think on my Discord.
Other Changes
Lots of progress recently, highlights are:
Challenges improved with tweaked maps, new additions, UI clean up and new Relic rewards.
Crawl screen overhauled as I finalise the design and launch content
Player lobby updated for the new, fixed ability heroes
New art, abilities and animations following hero update
Trees have a small chance to spawn as apple trees
Ranger Recall Arrows reworked, now Awaken Arrows, and much more satisfying!
Tutorial reworked to replace first dungeon of first Crawl
Many bugs fixes, with special thanks to Aris for bugs and suggestions
Another round of bug fixes for ya! And some balancing sprinkled in too, for flavor. Thanks again to everyone providing bug reports and feedback.
- soul trainer spell now requires first waypoint spell to learn instead of sorcerers school spell - familiar cap base value decreased to 2 from 3 - first waypoint spell now requires village upgrade spell, crystal quarry spell, and herbalist spell to learn instead of familiar home spell - familiar home spell now requires first waypoint spell to learn - familiar home recipe cost increased to crystal x5 from crystal x3 - fixed corpses and advancements functioning with the autosorter - fixed [REDACTED]'s cards sometimes becoming misaligned - fixed [REDACTED]'s cards sometimes causing a crash when defeated by a stack of familiars - fixed golden quest not granting achievement for chaos witch - fixed forests having a below average chance to spawn compared to other land cards - fixed Chaos Witch's flameblood spell not being consistent with its 1hp cost - hud witch health now shows proper damage taken effect when flameblood spell is used
Turns out I missed a couple edge cases where you could accidentally soft lock yourself out of being able to attack again until dying or restarting the game.
This was due to the new updates on dual wielding and attack cooldowns that would ensure you couldn't spam attack and accidentally cancel an attack, resulting in missed damage.
We also ran into a bug where weapons stored in your bank would not be automatically enhanced on startup. This should be resolved now, but in case you run into a situation where you do find a weapon of Fine or greater quality that is not displaying enhancements, you can place it into a community chest (or a personal storage chest on your property) and it will automatically grant you enhancements and unlock them for you. You can also use a prismatic stone in a pinch, but free is always better I've been told.
This hotfix addresses these issues among a few other minor, but quick fixes I threw in. Thanks for your patience and understanding!
At last, here are your patch notes: 1.7.11 Patch Notes
Fixed:
Can no longer get soft locked out of attacking and dodge rolling
Scythes now do cleave damage again
Conjure Mending Fairy works as intended again
Weapons in bank should now properly be auto-enhanced
Improved:
Conjured Mending Fairy heal amount is now scaled by weapon damage used to cast the spell
First batch of fixes! Sieges were broken, I shouldn't work past 2 AM, getting too old for that...
Size: 101 KBs
Fixes: :swirlies: Fixed sieges always involving Moths in some ways, placing them as ambassadors :swirlies: Fixed "Progeny Get!" Cheat possibly bugging by giving some Progeny the same name :swirlies: Fixed Mermaid/Finhead being unable to swim in SUCC form :swirlies: Fixed Goddess Bandages not being wearable by the Knight :swirlies: Fixed Goddess Knight's prayers reducing stats rather than boosting them :swirlies: Fixed issues with gift/switch costumes for DP1/DP2/Holstaur :swirlies: Fixed Compound Z not adding the promised Skill to the wearer :swirlies: Fixed Golem Prince animation not unlocking correctly :swirlies: Fixed Pruna selling the Cardinal Bell and thus breaking Harvest's questline :swirlies: Fixed other small bugs and typos