Greeting players, The Soulmask Demo for the Next Fest will come to an end at PT23:59 , February 18, and in time the players with the Demo won't be able to start the trial version from Steam. We hope you've had your moments in the game during this period of time. We're well aware that the game still has room to be improved and appreciate your enthusiastic participation and feedback. Every bit of this helps us make it a better game. In the future, we’ll continue the original development plan and complete the main game features as soon as possible while paying attention to your feedback and fixing hot issues, especially regarding game guidance and ease of use. If you like our game, we sincerely hope you may add Soulmask to the [Wishlist] and recommend it to your friends. We also invite you to [join the Discord community] to communicate with players from across the world and receive game news. Please follow our official announcements and social channels for the incoming content. Looking forward to meeting you again in the official version. Everything is just beginning. Soon, you will be able to enter the complete new continent, recruit tribesmen, develop your own tribe, and uncover the secrets behind the masks...
Added conversations for bars, fortune tellers, inns, and armor stores in the Azaris Open District.
Additional Japanese translated into English, arms store, fortune teller, inn, bar
Updated batch processing for release, deleted remaining debug files
Supporting high resolution versions of avatar images
Added passive skill that nullifies instant death.
You can now give Passive Skill to enemies.
Adds instant death immunity to Mogneed.
Mainly, we are adding ranks for wizards and warriors, and wizards are adding new spells. Also, the dialogue in the town after defeating the boss on the second floor of the Path to the Goddess has been changed. Added option to specify window size for high resolution screens.
Now that Steam Next Fest has ended we have moved the development focus back into making and adding planned content and features for the Early Access release. We will still be updating the demo every now and then with features and bug fixes.
Features
Zombies now fall when killed according to player's position
Interactions can now have different priorities
Adjustements
Lowered player spawnpoints in Checkpoint: Estate
Lowered Barricade repair priority, so that e.g. picking up a Drop is always preferred
Pixel Composer now comes with CLI application `PXC.exe` which allows for executing PXC project, modifying global variables, and executing functions from the console (`PXC.exe` use the same arguments as the `PixelComposer.exe` but with extra arguments).
`-v`, `--verbose` enable verbose logging
Persistence mode now enables interactive shell. Input will be passed to Pixel Composer as a console command.
Add command line arguments.
The first argument is a path to the project.
`-h`, `--headless` runs the PXC project in headless mode (all nodes will run once, then export nodes will trigger automatically.)
`-p`, `--persist` keeps PXC running in the background in headless mode
`-t`, `--trusted` trust and runs all execute shell nodes in the project.
`-s`, `--server port` create TCP server at the given port (Not tested yet).
`-output <file>` output debug information to a file (used for debugging)
Global variables can now be set using command-line arguments.
Arguments value can be array using semicolon `;` to separate each value, path string can also use the wildcard `*`.
Console command
Access through `PXC.exe` persistence mode or the console panel.
Available commands include:
`flag [debugflag]` toggle debug flags
`set [key] [value]` set global variables
`render` full render and export
`exit` exit application
general interface functions (will be listed in the future doc)
Interface
[Add node] Node subaction alias now shows up when searching.
Node
New Kuwahara filter node
New Quasicrystal node
New Gamma Map node
New Profile node.
New Shape map node.
New cmd argument node.
Add "Black" oversample mode.
[Gradient] Add oklab. sRGB blending mode.
[Image] Now support path array.
[Mix Color] Add oklab color space.
[Displace] Add separate axis option for vector and angle displace mode.
[Displace] Add gradient mode.
[Region fill] Draw original action is now an enum button with "above" and "behind" settings.
[Region Fill] Add texture map mode.
[Shape] Add level property.
[Scatter] Add scale over radius, and angle range properties for uniform circular mode.
Bugs
[Rotator range, random] Fix multiple controllers can be hovered at once.
[Mesh warp] Fix pin data not loading.
[Particle] Fix error when rendering dynamicSurface.