Campaign Changes -End chests of each map level in campaign will give additional 2 gear items and 2 relics. The very first map level will give additional 5 gear items and 5 relics. -Bosses won't have special moves on campaign anymore. For example, Centaur bosses won't shoot 5 arrows, they will shoot 1 arrow.
Melder A unit called Melder has been added to the base. It uses your upgrade stones to give gear or 1 tier higher upgrade stones for them.
Changes and Fixes -Decreased the speed of Lasher's Stumbare relic. -Increased the spawn count of Lasher's Lashabomb relic. -Layout completion conquer objectives now will be registered when you complete the map. You don't have to open the layout for it anymore. -Fixed the problem where relics didn't get loaded correctly. -Changed needed upgrade stone calculation for slot upgrades.
The demo version of the game will be available soon.
It will be tiny (~250 MB in size) and contains Episode 1 Mission 0, aka "E1M0" (granny explanation for youngest shooters). There will be about 15 minutes of playtime - fair enough to understand what players could expect from the upcoming Early Access version of the game.
A few minor known issues could be present in "Demo build", but as a solo indie dev - I promise that every reported bug/issue or any meaningful feedback will be carefully considered for immediate fixing or placing into the game 'backlog' and further.
BTW backlog contains 136 tasks/points of improvement. And ~30 of those 136 should be done before releasing the 'early access version'. So there are some queues of tasks that will be delivered in the next builds (but critical bugs and show-stoppers will be fixed immediately).
So feel free to share your opinion about "Shoomer Booter"!
Following the big 1.0.10 updates, I wanted to focus on fixing some smaller (but frustrating bugs) to ease the gameplay a bit more. Here's the list of new things:
Improvements
Improved the 2nd player box in the Player Selection screen box to make it more obvious that you can join the game.
Added a level timer (blue) when activating "Speedrun Timer" from the options. It's just visual only, it's not saved anywhere.
Slightly reduced the cooldowns again on the Super Crouch powerup to make it more interesting for speedrunning.
Replaced the big firebar in 2-6 with a smaller one in "Normal" difficulty.
Coded a new falling icicle behavior. After a lot of feedback regarding how frustrating the icicles were, I decided to make them deadly ONLY when they're falling. As an added bonus, just like the icicles standing up, you can walk on them to destroy them for as long as they're blue.
Changed the background of the Parking Lot to purple instead of brown. I personally felt like brown didn't fit the nighttime mood I was going for and I realized it only after launch. Never too late to change it I guess!
Added blocks below the icicles in 3-3 to make it more obvious that you can run under there.
Added snow on top of blocks in a few levels in the Parking Lot to make it more consistent.
Added backgrounds in the escape sequence of W4.
Bugs
Removed the flashing in the background when the leaderboard is loading. Instead, only the text is flashing. It was resulting in some flickering that could be annoying for the eyes.
Fix a bug with the Ground Pound guy. When killed with a Super Crouch attack, the Ground Pound guys from W1 would still shoot projectiles. Their state is now reset when killed, so nothing unusual should happen.
Fix a visual bug with the firebar appearing behind the pressing machine in W2.
Fix a visual bug with the electric crawler appearing behind the pressing machine in W2 and various other places in the randomizer.
Fix a bug with the Yeti AI. When killed in a ladder, they would fly offscreen when respawning. I fix another bug where the Yeti would continue walking (invisible) after getting killed by an icicle resulting in the Yeti making tiles crumble.
Fix a bug where Sally's hitbox would be offsetted during the Phase 3 resulting in the player being hit despite being far away from the sprite.
Many of you have had your calendars marked for some time now, but for any Tenno who might have missed it, Warframe is now available on iOS worldwide! Check out our exciting launch trailer below for a glimpse of what to expect:
Continue your journey through the Origin System, wherever you play! More than 10 years of Warframe content is now literally at your fingertips in a faithful mobile format you need to experience to believe. With Cross Platform Play and Cross Platform Save fully implemented, you can link up with your Squadmates anytime, anywhere, and maintain your progress across the platform(s) of your choice.
Stay tuned for more information on when Warframe Mobile releases on Android devices by pre-registering at warframe.com/android
Exiting news! We have just released a free demo version of Pigmenta so everyone can try the game. It includes all easy and medium levels, so it will give you a solid preview of what Pigmenta is about.
- improved highlighting of items and characters needed to fulfil orders. - eliminated the problem of freezing at 30% of loading, typical for some pc configurations.