Everybody's favorite geometric duo are here and softer than ever!
It's time for another merch drop: the limited edition Deca and Donu plush campaign from Makeship is now live!
If you've ever wanted to squeeze these iconic Slay the Spire bosses (whether out of love or frustration) now is your chance!! But don't wait, because the {LINK REMOVED}pre-order campaign ends in 21 days--and after that they're gone for good!
Disclaimer: DONU IS NOT EDIBLE... OFFICIALLY.
PS - The Mega Crit team knows you're all looking forward to news of our next game, and while we can't give you an ETA on that just yet... be sure to stay tuned!
Fixed the issue with 21:9 aspect ratio in the inventory hud.
Fixed the issue with locked door near to gas can(jerry can).
Fixed the issue with while using herbs items get deleted.
Fixed the issue that unreachable Herb item.
Fixed the issue while using herb items health status not getting updated.
Fixed the issue with KeyPad at the end of the game.
Features
Inventory
Tap For Scroll: You can now tap to items in the inventory for scrolling to it directly.
Keyboard Support: You can now use Arrow Keys and Enter(Return) key in the inventory.
Improvements
Lights of the some rooms are improved.
Thank you for the feedback players! I hope you are enjoying the game. We are going to release a one more feature & bug fix update then new Game Mode update soon!.
I wanted to give a report on development as we are nearing release of the next content update. If you have not read the previous update, you can do so here. All of the details for the path and direction of the next release has not changed except for the number of random encounters. Originally I was trying to write, pose and render the first three different encounters to be put in the random encounter pool. The encounters are large in size and it soon became apparent that trying to cram all of them into one release was just going to cause a much longer delay. So I decided to stagger them to help shorten the time needed to release game updates. In the upcoming version 0.3.0, the system is in place for random encounters, but there will only be one that is available. This one will give you a close view of some of the conflict your character will be pulled into as well as introduce another main character and potential love interest for further in the story. The following release of version 0.4.0 will include a second random encounter to be added to the pool, unless I can release that sooner on its own. And then another one in the release following that. This way by the time in the story another encounter would trigger, the random pool will have a few options to choose from and the releases do not get held up trying to create all the encounters at once. After a second encounter is added, if you were to start a fresh playthrough or were playing for the first time, you would have more than one option for the first time an encounter is triggered.
Along with the encounters I have created optional paths for if you want to avoid them. These will lead to your group finding a spot to camp for the night. This update will have a scene like this for each of the different paths. While shorter than doing a full encounter, they will offer new information and background for the various characters in your party. Also as your relationship with certain individuals progresses these overnight scenes will provide other opportunities as well.
I have updated the main menu and reduced the size of the platform links at the bottom so they do not take up as much room. I took out the black buttons so more of the background shows through. I want to add more images, especially some that will unlock as you progress through the story, but that can wait for another time.
I want to overhaul the in-game journal and turn it into more of a Codex instead of the play by play history it feels like now. I am thinking of including maps of where you have been in your journey, write ups on the various factions as well as stats for the characters you meet along the way. With a rework on the horizon I decided not to spend time working on journal entries for this release since they would end up being scrapped for the new system later.
Achievements and gallery images have been created and added. Currently the update is getting close to 30,000 words added with 1,100+ images. Many more are queued up and there is still a chunk left to pose. This does not include the images that were created for use in the Stay With Me video as those will be converted into the video file.
That main push now is finishing renders for all the various paths and alternate scenes as well as music and sounds. I added some more images below and tried to pick some that do not give too much away as well as a link to the latest clip from the video. Feel free to message, comment or post in discord if you have any questions or want to discuss anything.
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Hello everyone. More of a modest update this week, just trying to clear out some of the stuff on my ever growing list of 'odds and ends'. So mostly just bug fixes, a bunch of little tweaks and bits of polish, some balancing and most importantly the first iteration of the levitation rework.
I'm planning on doing updates like this after every 3-4 regular updates just to make sure I'm keeping everything neat and tidy.
Levitation Change: Why? This has been discussed in Discord quite a bit right back to the start of the project but simply put, levitation was way to powerful. More important then the raw power is the fact that levitation essentially removes a large amount of the games terrain tactics with no draw backs or limitations. Every run you essentially just got to roll a dice of whether or not you'd find a source of levitation and if you did, boom, suddenly a big chunk of tactics just disappeared and the game became substantially easier. There is almost no reason why any character, regardless of build would not immediately take a source of levitation.
So levitation was a massive binary power boost, with no drawbacks that just depended on luck whether you find it or not. It also grants this massive power boost by making large amounts of tactics irrelevant. Finally there was no real interesting decision to make here. Every character would always take levitation if given the option. Based on this I've decided to start tweaking how levitation works to start reigning in some of this excessive power.
Levitation Change: First Implementation This is really just a first stab and likely doesn't go far enough but levitation will now be a stat that the player can 'accumulate' from various sources rather than a binary flag. Each item, talent or innate racial trait now grants +5 levitation and when the player moves over unstable terrain they automatically start levitating. A timer will then count down each turn, starting at the value of the 'levitation' stat, after which the player will stop levitating and any negative terrain effects will then apply. Moving to solid terrain will reset the timer. This is exactly the same implementation as how pits already work.
Levitation Changes: Possible Tweaks From testing, obviously its a nerf to levitation but imo it doesn't quite go far enough. Interested to hear how everyone else feels but some possible tweaks I'm considering:
Use smaller values for Levitation stat. For example if everything only gave +3 or even +2 all but the most specialized builds would still generally be looking to avoid unstable terrain as they simply couldn't 'float' for very long.
We could make moving over unstable also tick the timer since currently the player can sprint all over it without ending his turn.
Ranked Mode:
When a modifier like Deadly, Fast, Short-Cool-Down or Perfect-Aim is applied to an enemy, they also gain a 120%,130%,150% HP modifier. This helps raise the overall challenge level a bit without having to pile on additional modifiers that the player needs to keep track of. In fact, the change to HP can help remind more experienced players that the enemy has some sort of modifier applied. Furthermore giving them some extra HP allows them to survive a longer and actually make use of whatever modifier they have.
This HP bonus will not stack so Deadly-Tanks + Fast-Tanks still results in 150%HP (at masters).
We still have the Tough modifier which WILL stack (should this be the case?)
Deadly-Toxic now applies to melee enemies with poison attacks.
Boss-Regen modifier now gives bosses a faster than normal regen rate (otherwise its not noticable).
Consumable-Lock is disabled when the player is on a cleared floor. Its annoying to use enchant scrolls or amnesia potions otherwise.
Modifiers will not apply to dominated allies. From a balance perspective this is a no brainer otherwise every Ranked-Modifier simply becomes a boost to Dominate. From a lore perspective we could simply assume that Yendor is empowering his minions with these modifiers and so doesn't grant it to the players allies.
Player Balance:
Increased rate of food consumption a bit again. Its still not tight at all and I don't necessarily want it to be but it shouldn't be completely irrelevant.
Troll Food Speed 50% => 40% faster. Otherwise its too tight for the Troll. The goal I have is to get it so that a Troll in a non-ranked game, assuming he never rests, and uses shrooms very sparingly should not need to buy merchant food. So basically near perfect play in non-ranked should just barely allow the player to survive with dungeon food. Obviously non-perfect play and ranked modes will have a big effect on this.
Summoned Skeletons have double regen (still isn't a lot), which should help them recover some health between fights without forcing the player to constantly wait.
Added +1 base MP to all characters which should significantly increase their power level in the early game for newer players (they can cast 2 spells) without really changing mid to late game power balance.
Reduced the base max monsters for dominate 2,4 => 1,2. Though dominate is almost always capped based on MP. This is at least still a step in the right direction to toning down what is likely still the strongest single ability in the game.
When pulling an enemy adjacent to you with a whip they will now lose their turn (similar to knockback). This should make whips a lot more usable and I look forward to hearing all the ways this can be abused :P
Centaurs now have an innate +1DEX. This could be +1SP. Really they just need a bit of a boost while I wait to do a proper reworking and starting with 2SP allows their innate SP regen to shine immediately.
Mirror-Image 6MP => 4MP
Re-removed those 6 extra items dropping in the later half of the game and removed another 4.
A pretty big buff on most Tier-3 Equipment. Obviously connected to the previous point. I find that in the late game the player tends to find a bunch of stuff and like 90% of it is either useless or else is barely an upgrade. The vast majority of it just gets sold to the merchant. I'd rather have fewer items dropping in the end game but every piece of equipment that drops should be a serious contender for replacing something. I really want the player to go 'oh shit look at that!' when something drops in the later dungeon. Obviously since the dungeon is planned to eventually expand in size by anywhere from 25%-50% we'll end up with more drops anyway and this whole area will need to be continuously rebalanced.
User Interface:
Ice-Lance: player can target anywhere on screen and it just shows the truncated targeting path (lots of ability targeting should probably be changed to work like this).
Totally rewrote the whole keyBinding back end since it was a mess (everyone will need to rebind keys unfortunately).
You can now rebind the Ability shortcut keys
You can now rebind the Z (unsafe action) key.
I'll tackle the other key rebinds the next time I do an update like this.
The correct (rebinded) shortcut keys are now shown when you mouse over buttons on the HUD or mouse over dangerous terrain/objects.
Graphics:
Added some first attempts at slash and cleave animations for basic attacks. I'll add an option toggle to turn this off for those who find it distracting.
Sped up a lot of casting animations so that they don't pause combat as much.
Redrew tents so that they look a bit better when you only spot the top half.
Bugs and Crashes:
Fixed: Fire-Ball was warping with blinking enemies to their new tile.
Fixed spelling: Reposte => Riposte
A stunned enemy will now stop constricting you.
Reflected Tunnel-Shots will now correctly deal damage to everyone on the rebound.
Spawned enemies that fall into pits will no longer give exp (spanwed enemies are never supposed to give exp).
Fixed that odd space between Encumbrance and :
Fixed level generation crashes in Swamp and Iron-Forge and likely a bunch of other zones.
Fixed: Completing a ranked game with Time-Limit and then starting another one that also had Time-Limit was causing the player to 'lose' while still in the character select menu if the previous clock ran out.
Fixed: the players SP text was showing up in the scrolling backgrounds in the main menu.
Well that's it for this week. The plan for next week and at least the next 3-4 weeks is to start working on sub-zoning. So I'm gonna pick one of the sub-zones in my notes, draw some new tiles, add some new enemies, traps, objects etc. and insert it into the dungeon. So the next month or two should be pretty content heavy.
As always thank you everyone for your feedback and support and thank you everyone who has reviewed the game here on Steam! It helps a lot!
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