Hey all! Got another Peglin update for you here, this time with another wacky miniboss and the last batch of Roundrel tweaks for a little while (probably). This update is currently available on the experimental branch, and will be coming to default in the next couple of days :) Our friends at Makeship have also been hard at work on another plush for us: Avogadro, the Forest Mole Boss! If you'd like your own little fluffy foe you'll have two weeks from this announcement to grab yours before they're gone forever!
v0.9.47 Patch Notes
New Content
[New Status Effect] Transpherency - Projectile attacks hitting enemies with Transpherency X will pierce through the enemy with X% damage
[New Roundrel Common+Starting Orb] Evasive Maneuvorb - A low damage orb that provides a reliable source of Ballusion
[New Roundrel Uncommon Orb] Glass Half Ball - An orb that applies Transpherency to hit enemies, allowing future shots to pierce through them
[New Roundrel Rare Orb] Spinny Bank - Doubles the number of coins on each unique peg hit in a shot, gains bonus damage depending on how much gold is held when attacking
[New Rare Relic] Clear the Way! - Attacks apply 15 Transpherency to enemies on hit
[New Rare Relic] Haglin's Hat - Heal 10 whenever 100 coins are collected
[New Rare Relic] Spiffy Crit - All attacks apply Exploitaball 1 (2 if the attack is a crit)
[New Common Relic] Flaunty Gauntlets - Gain 1 Ballusion for each coin collected
[New Common Relic] Subtraction Reaction - Add 1 Damage Reduction slime to the board for each time you took damage on the previous turn.
[New Castle Miniboss] Resistance Knight - An adaptive (yet unintelligent) foe, ready for anything you have to throw at him (to a fault)
Balance Changes
Rainbow Slime health increased to 200/300 but starts with 100 Transpherency
Chopping Ballock and Forbification shield peg synergies have been increased dramatically
Cleavorb can now pierce through more enemies depending on how many crits have been triggered.
Spinterest Payment damage per coin has been reduced slightly to reflect increased coin synergies
Sporeshrooms now have a ranged attack on every second turn, they also have a chonky new look
Mines Ghost Miniboss pegboard now fills more slowly
Mines shade now increases its Muscircle and Intangiball after performing a melee attack
Lightning Rods no longer need to be defeated to win fights they are in
Slime is now powered up for every -3 debuffs instead of -5
Double Damage Slime now doubles the boost that it previously got from debuffs (so a -5 debuffed peg will gain +20 damage)
Ballusion no longer triggers on orb or relic self-damage, rigged bomb damage, or dragon's fire peg damage. Dodging an attack prevents the enemy from applying status effects to you. (We want Ballusion to be used on bigger sources of damage like enemy attacks, not self-inflicted chip damage).
Self-buff orbs now still grant their buff to you if their shot would do 0 damage and whiff
Pocket Sand blind increased to 15
Pebballs now cost 15 gold to buy in Haglin's shop
Beckoning Crit has been changed to Rare to reflect increased coin and crit synergies
Orbsium changed to Rare on Spinventor to account for increased buff synergies
Max player health is now limited to 999 to avoid display and demon wall issues
Bugfixes and Small Changes
Loading improvements - Aside from the loading text at the beginning of the game this one should be an "invisible" change for most people in that everything in the game should behave the same way. If you're playing on an older device though you will hopefully notice much much faster load times while playing!
Radia Atlas event will now properly appear with the correct amount of upgradeable Pebballs (for real this time)
Softlock fixed with Reorbanizer + Duplication Potion causing endless reloads and stuck orbs
Cauldron Bubball now correctly utilizes Exploitaball damage increase
Critiball no longer incorrectly spawns temporary Refresh pegs when drawn
Mirrors more reliably reflect fast-moving pierce projectiles (bug introduced in previous update)
Assemball now levels up as more pieces are collected (just a visual change)
Improve Peg Buff text visibility when slimed
Unicorn Horn will now be active during shop navigation when purchased in that shop
Castle peg layout with circle of refreshes are now visually marked as temporary refreshes
When Cruciball is off, current floor display text is now anchored to the bottom of the screen
Flickering pegs with more than one coin on them will now properly fade the coin text
We are back with yet another community showcase, come vibe into the weekend with us!
We will be covering ZONE BATTLE strategies and spectating matches open to community participation. If you would like to learn strategies specific to the game mode, stop by and drop a message in the chat!
To participate in community showcase matches, be sure to join the Enhance community Discord.
Catch the community showcase stream on our official Twitch channel.
Captain Firehawk and the Laser Love Situation - FlynnFlann
The folks at Portland Caviar have been hard at work, and we are proud to finally announce that Captain Firehawk and the Laser Love Situation is Now Available on Steam!
We first introduced Captain Firehawk on Kickstarter- and thanks to the support from the community, we were able to get the funding required to bring the game to life. Now we are excited to show the finished game!
What's more, it is the first game on the TinyHat Label which provides multiple language support right out of the gate! Currently the game has full localization for Brazillian Portuguese, Simplified Chinese, and Traditional Chinese. We are also working on French and Spanish localization which we hope to add to the game at some point in the future. We hope to offer additional language support to future games we launch on the label, and are actively working on adding some additional localization to existing games!
If you are interested in Captain Firehawk, now is the time to pick it up, as it is currently 10% off during launch week! It's a limited time deal, so pick it up while you can!
What's more is there is a label-wide sale happening on the TinyHat label- the TinyHat Lunar Love Sale. This week only, most games on the label are discounted! So pick up Captain Firehawk, and check out what other awesome adult games are available!
Hello Again Hockey Gamers! We are closing in on Version 1.0 and here is the latest update!
Version 0.94
League Games and Playoff Games are available!
You can now start experimenting with teams in the play now mode. You will see in these different game types, how each team manages their game. You won't really be able to break down or quantify why they all behave in different ways just yet, But the different Chemistries and Skills are fully implemented.
What's great about all this, is you can start to play the different teams and get a feel for how you would challenge each one when it comes time in League Mode. Sure there will be some turnover of talent with all the teams as you progress through each campaign, But the foundation is laid out for the game now. The question starts to become, What team will you build? You will now be able to look for defensive minded players, Ringers, and hard working players. You will need them all to win and it's great to see it all come together!
I'll quickly go over the differences.
Even Teams = Any team can win. no skills and chemistry is quantified.
League Game: Skills and Chemistry is measured. However, some crazy things can happen and shifts in momentum can take effect. The Physical play is moderate.
Playoff Game: Skills and Chemistry is measured. There are no possible momentum swings, The teams play at their top level. Physical play is at it's peak.
When the game is released, you can essentially mod your own league and from the Play Now section, conduct the games yourself. I might even put in a quick sim option for those people who like to make their own virtual leagues.
Goalies!/h2] I have changed the control for the goalies to more accommodate human players that are having a horrible time playing goal.
The key to the changes now is you need to have a really, really good reaction time. If you do not press save before the puck makes contact with you, you will miss the save. you will need to use the save button to also move to each post quickly. And yes it is encouraged to spam the crap out of the button in the middle of a flurry. Certain teams will also try to bail you out with blocking shots as well and just like in real life, could also make your job worse! There is a high chance you will get destroyed for your first couple of games, but once you pick up on the timing and movement, you should do just fine! I got a win of 3-1 after about 6 games of getting murdered like 4-0, 3-1, etc. Breakaways are also TERRIFYING!
Fixes | Presentation improvements
-Movement around the boards are smoother -the weird rapid fire psycho cpu passing has been removed. -A "Now Shooting" Chiron has been added in for the Shootout. -The Zamboni sequence can be skipped. -AI Shoots More.
Next Update!
Version 0.95 In 2 weeks I hope to have League Mode's main loop complete for some testing.
As Always, thank you for your patience and following me through the development of this game!
First of all - thank you so very much for being here and being a part of our community. To those who have joined Playtests for the past 16 weeks, those who joined more recently, and those of you who have been with this at any point since its beginnings almost four years ago! To those who have participated in lively discussions, or spent time streaming, creating videos, guides, running PUG servers - thank you as well for being pillars of this community and this corner of the games universe.
This weekend’s test marks the last of the weekend-only playtests - and is something we have been looking forward to for a long time!
Through the playtest process, we have been able to update the game’s engine, received reams of feedback, improved old maps and tested new ones, tested new features, weapons and sounds, improved server performance, and were able to locate and crush plenty of bugs too. None of this is possible without your participation! Not only that - we have made new friends along the way - which is the most rewarding part of building a game.
There is still a lot that we want to accomplish: in core CTF, in League mode, TDM, as well as the dreams of larger gameplay that we share with many in the Midair 2 community, and in the broader FPS-Z community as well.
If you’ve been around long enough you know - we are a tiny team working towards these goals.
The outcomes of what comes next will help to determine what we can achieve, and what the future scope of this project will be.
As the servers come down after this weekend’s playtest - on Monday 12th US - we will launch playtest signups directly thru Steam.
The announcement for when the new phase of server access begins will come at a later time.
When the next phase does start however, you should expect the servers to stay up 24/7 outside of maintenance and patching. At the same time - servers on the “Live” version will shut down, and everyone will finally play the same version of the game regardless of what day it is.
New players will join - some who have experience with the genre, and some without. Many of us wouldn’t be here if not for the suggestions and mentorship of other already much more skilled players, and we hope that this sort of interaction between newbies and vets will continue.
Removing the barriers to entry and keeping the game up all the time are two huge pieces of the puzzle - we know that many folks didn’t want to engage with a Discord in order to play a game, and others just preferred to wait until the game was up and running fully.
That day is coming soon!
TLDR:
Servers for Playtest Weekend 16 are up! This is the last of the weekend-only playtests! Please hop into the game and make it our biggest one yet!
Steam Playtest signup will begin on Monday 12th
If you are already in the Playtest build, you don’t need to do anything to sign up.
If you are live-only, you will need to click the green button on the Midair 2 Steam page starting Monday.
The time for the new phase of testing will be announced later. Servers will be up 24/7 when it launches.
No patch this week as we work to polish up the next phase.
If you have not yet joined Playtest or received a key - sign up in Discord to join this weekend's test! http://www.discord.gg/midair2
We would not have been able to get here without your participation, and the financial support of the Patreon community and other amazing benefactors.
If you like what you have seen, or have been on the fence about supporting this project, we ask that you will now consider supporting Midair 2 thru Patreon (http://www.patreon.com/midair2)
Your new and continued support at any level directly affects the current and future scope of Midair 2 - especially as we expand to the most open phase of our project ever.
First of all - thank you so very much for being here and being a part of our community. To those who have joined Playtests for the past 16 weeks, those who joined more recently, and those of you who have been with this at any point since its beginnings almost four years ago! To those who have participated in lively discussions, or spent time streaming, creating videos, guides, running PUG servers - thank you as well for being pillars of this community and this corner of the games universe.
This weekend’s test marks the last of the weekend-only playtests - and is something we have been looking forward to for a long time!
Through the playtest process, we have been able to update the game’s engine, received reams of feedback, improved old maps and tested new ones, tested new features, weapons and sounds, improved server performance, and were able to locate and crush plenty of bugs too. None of this is possible without your participation! Not only that - we have made new friends along the way - which is the most rewarding part of building a game.
There is still a lot that we want to accomplish: in core CTF, in League mode, TDM, as well as the dreams of larger gameplay that we share with many in the Midair 2 community, and in the broader FPS-Z community as well.
If you’ve been around long enough you know - we are a tiny team working towards these goals.
The outcomes of what comes next will help to determine what we can achieve, and what the future scope of this project will be.
As the servers come down after this weekend’s playtest - on Monday 12th US - we will launch playtest signups directly thru Steam.
The announcement for when the new phase of server access begins will come at a later time.
When the next phase does start however, you should expect the servers to stay up 24/7 outside of maintenance and patching. At the same time - servers on the “Live” version will shut down, and everyone will finally play the same version of the game regardless of what day it is.
New players will join - some who have experience with the genre, and some without. Many of us wouldn’t be here if not for the suggestions and mentorship of other already much more skilled players, and we hope that this sort of interaction between newbies and vets will continue.
Removing the barriers to entry and keeping the game up all the time are two huge pieces of the puzzle - we know that many folks didn’t want to engage with a Discord in order to play a game, and others just preferred to wait until the game was up and running fully.
That day is coming soon!
TLDR:
Servers for Playtest Weekend 16 are up! This is the last of the weekend-only playtests! Please hop into the game and make it our biggest one yet!
Steam Playtest signup will begin on Monday 12th
If you are already in the Playtest build, you don’t need to do anything to sign up.
If you are live-only, you will need to click the green button on the Midair 2 Steam page starting Monday.
The time for the new phase of testing will be announced later. Servers will be up 24/7 when it launches.
No patch this week as we work to polish up the next phase.
We would not have been able to get here without your participation, and the financial support of the Patreon community and other amazing benefactors.
If you like what you have seen, or have been on the fence about supporting this project, we ask that you will now consider supporting Midair 2 thru Patreon (http://www.patreon.com/midair2)
Your new and continued support at any level directly affects the current and future scope of Midair 2 - especially as we expand to the most open phase of our project ever.
The first* Next Fest livestream for Ouros is tonight, Friday, Feb 9th @ 8pm PST (GMT-8). I'll be in chat answering questions. Stop by and say hi!
Thanks! Michael
*There were broadcast issues with my previous steam event (my stream wasn't showing up on the Next Fest page because of issues on Steam's end), so Steam Support granted me a replacement slot.
Revised sprite sorting for the environment section.
Improved pathing and path widths so customers no longer 'walk through' stands. 🚶
The Panda stand employee is now properly placed within the vehicle 🚚 when serving customers.
Fixed a customer feedback bug causing the inventory 🍅 and cash 💰 count to crash.
Fixed bug preventing company value 🏢 from showing on starting the game.
Implemented the final User Interface for the vehicle 🚚 upgrades management screen.
Looking for a unique blend of intricate strategy and classic tycoon gaming? 🎮Join our community and plunge into a world where every burger flipped is a step towards your tycoon dream. 🍔👑