Changes: - add 1, 2, 3, 4 key inputs to switch clubs - add difficulty rating in map select - increase player airborne acceleration from 10 to 35 for tighter controls
Bug Fixes: - fixed bug where ball cam key didn't toggle off ball cam - fixed bug where clients are still left in level when host leaves session or closes game - fixed bug where clients crash joining a new lobby after experience the above bug - fixed bug where player airborne movement speed gets set to 15 not 10
- Fixed a bug where the tooltip for the Cascade (Waterfall) powerup described what it did, even if you hadn't purchased it. Now it says "keep playing to unlock". - Fixed a bug where returning from the Collector's Edition shop screen went back to the base game map screen. - Updated credits. - Changed Confirm! to Please Confirm on confirmation dialogs. - Simplified Restart Hand message. - Changed Quit Hand button to say Main Menu. - Changed Main Menu and Exit to Desktop messages to make it clear that the chapter can be resumed. - Clicking Newsletter and More Games no longer closes the game to open the browser unless you are in full screen mode. - In Hard mode you will be warned if you didn't get a perfect hand and clicked Next.
2 new unlockables. (Sacred Ritual, Book of Fortune)
6 new enemies. (Masked, Elite Masked, Ghost, Mutant Eye, Death Mage and Elite Death Mage)
New boss. (Frozen Golem)
Added 2 new achievements related to Winterland.
Winterland map added as beta. There is a high probability of bugs, especially in Altars. I don't know for sure since it spawns in a random position and with a random quest every time. If you encounter a bug, please report back. Winterland enemies are difficult in general, and possibly higher level difficulties may be impossible right now. It could possibly provide a more balanced experience when new tiers arrive for meta-progression on difficult levels.
CHANGES
Cooldown and duration values have been adjusted for each level of Berserker's Rage.
The full set damage and radius of the Fiery Cape bonus from the Crul'xad armor set has been reduced. (DMG: 3 ➡️ 2, RAD: 3.5 ➡️ 3)
After teleporting to the boss arena, the spawn time of the boss has been changed to 1 second.
Chain Lightning ability's cooldown times have been reduced and its damage has been increased.
Increased Conjurrang's first level damage. (5 ➡️ 10)
Corinna Blakemore (Paladin) movement speed increased.
Corinna Blakemore (Paladin) starting ability changed from Sacred Aura to Conjurrang.
Movement speed debuffs on the Dor'galor armor set have been reduced.
Movement speed debuffs on the Ixdarr armor set have been reduced.
The menu named achievements in the pause menu has been changed to unlockables.
FIXES
Fixed the bug that prevented Lexicon of Greedy from unlocking.
Fixed the issue where Cemetery Boss (Demon) would spawn with less health than normal.
Fixed disappearing chests.
Fixed the issue where armor sets would not give buffs when wearing 4 pieces.
Fixed the issue where animations were not played correctly when moving slowly while playing with a gamepad.
Fixed the issue where damage indicators would appear in the wrong color when you block incoming damage with evade.
Fixed the issue where Berserker's Rage was not visible in the hood.
UPCOMING
I think there will be new meta progress tiers, but before that, balancing will be done for a while to improve the experience, please do not forget to send feedback.
Steam Trading Cards, backgrounds, emoticons, animated avatar frames, and avatars have been added to the game. Additionally, the "Profile Features Limited" restriction has been lifted, allowing you to showcase your achievements in showcases, on your profile.
Hello everyone! Welcome to the 2nd update in 2024!
At the end of February, Martina joined our team as a 2D & 3D Artist. She is bringing old, less attractive assets to new brilliance! We are welcoming her in the team!
Women's Day Sale Currently, the Women’s Day Sale event is happening on Steam, and we are participating. Support games created by women! Unfortunately, women in the gaming industry face more challenges than men, such as difficulties in obtaining financing. This trend extends to many startup sectors, interestingly, as startups led by women tend to be more successful on average than those led by men. Just a side note...
Farm Fest & Demo The next major Steam festival we're participating in is the Farm-Fest at the end of April. We will be presenting our first demo in Unreal Engine 5. Since November, we've been transferring content from the Unity engine to Unreal Engine 5. It takes time, but we are on track, and we've already assembled a small tutorial. This tutorial won't be the final one in the game but serves as a "Speed-run Tutorial", introducing you to various aspects of farm life in Magical Harvest.
Not all base features will be in the demo, and the visual aspect won't be final. Nevertheless, you can: • Get acquainted with our decoration system • Enjoy the satisfying feeling of using magic • Experience the basics of cross breeding magical creatures • Discover the first magical farm plants • Apply various crafting possibilities • Get a first glimpse of the magical forest, initially a barren landscape And a few more small things... As of now, the demo will only be available in English.
New features & assets! That's about the demo. What happened in February? • Quest System: Implemented and works in combination with the basic dialogue system • Weather in Hyldena: It can now be cloudy and rainy • Mine Sections: A part of the mine can now be explored, providing insight into our mine progression system • Random Objects can be found in the world • It's not so quiet anymore: Initial dummy sound effects are present • Assets: Some new assets for the decoration menu
March plans What's planned for March? March primarily focuses on animal breeding. It's not certain if you can take care of animals in the demo, but we're working hard to make it possible. Since crossbreeding is a key feature in Magical Harvest, the focus is on providing insight into "Crossbreeding." We had a prototype minigame for this, but we're replacing it with a theme-appropriate one that better illustrates the magical crossing of animals.
Another goal is to include at least a showcase section for our "The Sims"-inspired dialogue system for the bachelors. This depends on the progress of the animals and the rest of the Demo progress. March is still about adding more content; April will focus on improving the current version.
In addition to feature content, the focus is on new 3D models. Crafting tables and farm tools will be revamped. Also, we need to slowly define the style direction for our main character model.
As you can see, there's a lot to do! Our motivation is stronger than ever, and we are thrilled about Farm-Fest in April to showcase the demo!
Best regards, Your Magical Harvest Team Moon Flame Games
Great Day to all, this has been quite a busy moth what was left of February, now I have patch with lots of fixes and modifications to the game, new content is coming, as I’m making the modeling and animations to implement on the game. Note that will be several hotfixes during the next week, but since I’m updating the game once a month this is inevitable to fix several bugs, I find latter
Upgrade and Materials Now the material system to upgrade the children in the game has been updated, now you will using the sum of all material that you have obtained to upgrade the each one of the children, and also the despite you will still level up each child attribute individually, each attribute will have its cost scaled based on the Overall level of the child and not the attribute cost.
Materials are still obtained individually but now the total number of materials appears on top of them under the Life and Charge resources
Special Abilities Modified and ImprovedA lot of the special abilities have been improved and several of their functionality fixed, many more fixes and new special abilities are coming this month Among the abilities fixed are. Static Field Fire Field Blizzard Poison Field Rock launch Shotgun
Damage System and Defense Change in GameplaySeveral things in the gameplay have been changed as well, specially combat, at the moment I’m still adjusting the game values, and will need to make an editor to this best possible, in the meantime time I’ll be experimenting with the Enemies attributes, Life defenses and damage, to get a balance.
Now Defense points and life have been increased, this to accommodate the use of children in combat as can easily destroy enemies with low health pools, also the defenses to stager enemies can be damaged with Cut children attacks from Rosamunde.
Also, several attacks have been medicated: - The magic Assault attack now better applies gravity to enemies making them go at your location - The Assault Pierce tornado attacks causes greater knockback and allows to clear a section of enemies by pushing them out.
New Enemies In production New enemies are being in production right now here is an image of their 3D models at the moment, Ill be posting new on their development, also new areas on the Earl yacces are being produced as well, and the main world where the main adventure will take place is being mapped out.
Tutorial LevelThe tutorial level has some changes but I’m going to make several hotfixes with several more changes I’m improving the game.
Primarily a Heaven is placed in the entrance to allow to experiment with eh Upgrade system, and special abilities
Also, the new tutorials are being added and changed in where they are placed.
IMPROVE THE CHILDRENS AI- Improved the Healing and Execution of the healing skills - Improved the tanking and selection of targets for tanks, now the children do their tank roles way better than last time - Improved the Target Mark system to let know an actor is has been targeted, by suing a component attached to it - The system to attack with the current charged children is used as that makes the decision to when to parry or attack with a child type more tactical considering their effects, and making charge more valuable - Fixed an issue with the trace detection made the children unable to heal themselves with their own healing spells, it was because of the Ignore self bool was on New To Combat Mode Animations Cut Children Second Attack Animation Sprinting Animations Idle Combat Animations Sheet / unsheathe Weapons Animations To Battle Pose Weapon Animations Reload Animations Sheet weapons Movement Animations Jump animations for all children Marcosol weapon changed, weapon from a shuriken to a Shuriken shield and Kunai spear Changed Lanian weapon to a double-bladed spear Changed Mikeron weapons to Lanian’s Long big sword
The Red Void and Borealis The Red void and borealis are some of the game’s main worlds, I’m making their 3D assets at the moment, the red void will have an small version of it in the form of a challenge in the game within the red void area at the East of the world, in the main game will be its whole big world. Here are some of the concept art
HEAVENS AND UPGRADESThe way the save Heavens work is now changed completely, there are still the save station of the game however, upon entering will behave a bit more like bonfires from souls like games, basically you enter in safe state with all of the children ither around the circle or spread across the heaven area, then several options will appear allowing to upgrade, equip and warp in the menu of the heaven, first and mainly: the upgrade system was moved from speaking to the Atlantios to just entering the heaven and pressing upgrade, the Special abilities can also be equipped on the heavens as well as on the menu inside heaven areas and this is also the case for skill crystals. The game is automatically saved when you enter them. Also, when entering heavens, all 20 children enter several idle animations performing several activities, The Upgrade window has also been improved, it has smooth transitions and animations Some of the elements have been resized and rearranged for better reading of the information Can circle trough the children suing the Shoulder buttons and the Q and E keys And functionality has been improved.
BUG FIXES AND MODIFICATIONS Fixed the focus aiming with the keyboard and mouse goes a bit crazy when using the offset aiming, Decreased the Intensity and illumination of most of the effects as they make too much noise Radial Menu The radial menu has a drastic change to the sub options, an arrow is used to select the sub options instead of Quick access buttons this Sub radial menu will be also used in the attack plan creation system to set, stances, Roles and Actions, as will spawn indicating the child and the option to set, son only, The Buttons A and B are used
Many more fixes and modification and content patch to the game are coming, the most drastic and big update will be coming around May and June and will be reflected with a new trailer for the game, so stay tuned