You read that right Ghosts and Hunters, 1.0 is right around the corner!
Following nearly 2 years in Early Access, we're thrilled to announce the official release of Midnight Ghost Hunt 1.0 on March 21st, 2024! The excitement is palpable as we unveil some truly AMAZING changes to accompany our 1.0 release. Let's dive right in!
✨ALL 10 MAPS FULLY REVAMPED✨
We've been tirelessly working behind the scenes, overhauling all the maps to ensure they reach their absolute best versions! Brace yourself for all new designs, new layouts, new lighting, strategic hiding spots, improved gameplay flows, and beyond! Get a sneak peek at the transformations with the before-and-after clips below, and check out our dev blog for more! 👀
BEFORE
AFTER
🔫WEAPON SKINS🔫
That’s right, Hunters now have their choice of weapon skins for all of the weapons, unlockable via Ghost Shards! Earning the “Master” achievement for a weapon will unlock the shiny new ✨golden✨skin for that weapon. Other skins can be acquired with Ghost Shards like other cosmetics.
🤖 ALL NEW BOT AI, DIFFICULTLY LEVELS, PROFILE PICTURES, AND MORE!🤖
Both the Hunter and Ghost bots have gotten a MAJOR upgrade! Their revamped AI will employ improved strategies and navigation - and will make for indispensable allies or formidable foes!
Ever envisioned a Hunter bot equipped with a Radar following you on the hunt? Your wish is now a command away! Direct them to wield specific weapons or perks, or simply have them follow your lead.
They also now have 3 difficultly levels for you to choose from (easy, normal, hard), or leave them on auto to adjust to the average player level in the server!
But that's not all – these bots now exude more personality than ever with fresh names, skins, and profile pictures!
👻NEW GHOST VISUALS👻
Our new and improved Ghost visuals enriches the appearance and aura of our spectral friends. From the default skin to the Krampus and everything in-between, our overhauled Ghost visuals are a significant upgrade.
🛠️NEW HUNTER WEAPON VFX🛠️
Spectral Cannon, Project X, Ghostsmasher, Grenade, and more all received new and improved visual effects for improved clarity! Generally, the effects are warmer colors so they contrast better against all the Ghost blue.
🚗NEW HUNTER VAN DESIGN🚗
The van's interior has been revamped for maximum comfort during those long nights of Ghost Hunting across all of the haunted maps! 👻
And so much more just waiting for you to discover on the hunt!
Thanks for reading, and for joining us on our early access journey! What started as an after-hours passion project has grown into what Midnight Ghost Hunt is today, and we couldn't have done it without you.
We are so very excited to release 1.0 on March 21st, 2024, and we can’t wait to see you on the hunt very, very soon! 🥳
Exciting news MYTHICAL MAYHEM Early Access V0.3.5 will be the last major release of early access. This should be close to the full game including the campaign mode. I plan to release some videos of a campaign playthrough hopefully the campaign mechanics are straight forward but the videos should help with campaign features as well as some game tips; avoid the video if you do not like spoilers. This is close to the end of early access; their should be no big changes that happen between now and release. This is the end of the early access journey. Official launch will happen within a few days time to a few weeks time as I look to possible coordinate with a Steam deck builder event.
MYTHICAL MAYHEM Early Access V0.3.5 Released with the following: Campaign Mode
Create a campaign custom hero cards to improve on your campaign journey
Campaign Market
Campaign Commerce
Side Stories
Gather Heroes to your cause and progress along a continuing story arch
50 Steam Achievements
New Combat Tutorial
Other New Content
1 New Quest
1 New Arch Villain
1 New Dark Sagas
Bug fixes
Unholy Tenacity should orphan its card less when triggered
Adventurers Assemble should no longer fail early if your city is pillaged
Many Scenarios with Bandits were missing their minions the Highwayman making them significantly more challenging than intended
Some cards that were discarded via the Nap Time card would have strange hand positioning, this should be fixed
Game summary should now correctly show proper number of non-brown heroes destroyed
Balance Adjustment
Blues Master Bowyer now costs one less and adds 2 attack if played a bow instead of 1
Blues Kill shot now generates a Skull Essence
Blues Shoot the moon extra ability now only requires a bow played to activate
Blue has moved to team Judgment Night
Rascal card now costs 0 this should help trigger the unholy tenacity a little bit
Rascal can no longer train
Sebastian Whitewind's Murderous Rage card now give +1 attack per departed common folk the rest of the card remains the same.
Indomitable Will power no longer Shuffles your discard pile into your Deck, the rest of the ability works the same.
Enhancements
Side Quest In Good Repair will not happen if you have store damage
Side Quest Adventurers Assemble will not happen until at least turn 6 or more
Better view screens or options for card areas like discards, destroyed, lair, etc
Speed up Card selection screens exit ; now almost instant
Hero detail viewer you can no right click on hero selections to see all cards in the set
For custom and scenario play you can now filter heroes by Allegiance and Essence
If you’ve seen our Roadmap, you’ll know that a new airport is set to release soon, so strap in because you can now anticipate its arrival!
The next expansion to AirportSim is landing very soon! Our new airport DLC is releasing this Thursday, March 7th, 2024! That may sound mighty fast to you, but maybe that’s just because this DLC will include one of the fastest and flashiest vehicles the tarmac has ever seen.
Where are we taking you this time?
Bologna Airport, of course!
Dive into the heart of Northern Italy with AirportSim's Bologna Airport DLC. Operate at the bustling Aeroporto Guglielmo Marconi, a vital link connecting the picturesque Emilia-Romagna region to the world. With detailed, authentic reproductions of terminals and surroundings, this DLC offers a unique blend of operational complexity and Mediterranean charm.
But that's not all: part of what makes Bologna special is the unique Follow-me sports car that we've been showing off in this blog! Of course we couldn’t have left that out of the DLC.
Thanks to all of you for your support, whether by sending in bugs, for leaving a review letting us know what you think, for hanging out in the community, or even simply playing the game.
If you are getting any issues, please send them in for us to look at (via discord or mailing bugs@kynseed.com).
Here is today's changelog:
Cʜᴀɴɢᴇʟᴏɢ ❌ Fix for rare chat issue where the dialogue ended early and did not progress scripts ❌ Fix for missing chickens task where npcs could speak but the task did not progress ❌ Fix for Lyric not reacting correctly in the later game with older saves ❌ Fix for duplicate items going into the blacksmith storage ❌ Fix for some items not tracking on the progress screen
Dive into the latest Bombergrounds update with patch 1.6.1! 🚀 The Gigantic Duck Team is back with another exciting patch that includes critical bug fixes, fresh features, and reworks to enhance your Bombergrounds experience. Let's break down what's new and improved in this update!
🔄 REMAKE - Giro Ability Rework
Giro, the beloved giraffe 🦒 known for the unique ability to interact with the environment, has received a significant rework. Giro can now use its ability and consume grass anywhere on the map, regardless of whether there are grass patches. This change opens up new strategic possibilities and ensures Giro remains a versatile and fun character to play in all scenarios.
🌟 NEW - League Points and Updated League Progress System
In our recent 1.6.0 patch, we introduced the new League Progress and mentioned that it will now be distinct from your total trophies. However, the icons for total trophies and League Progress remained the same, which could create some confusion among players. To better showcase the changes to League Progress, we are introducing League Points with a new icon.
In addition to introducing League Points, we've now updated the League Progress system with new ranks and icons to better showcase your achievements and progress. The journey through the leagues has never been more clear or rewarding:
Bronze starts at 10 league points
Silver starts at 1100 league points
Gold starts at 4150 league points
Platinum starts at 8400 league points
Diamond starts at 12400 league points
Master starts at 20000 league points
Grandmaster starts at 25000 league points
Legend is the pinnacle, starting at 30000 league points
These new ranks and icons are designed to give you a more visual and rewarding progression experience through the game.
🛠️ BUG FIXES - In-Game
We've squashed several bugs to provide a smoother gameplay experience:
Fixed an in-game crash related to Brie’s trap and other damage sources.
Resolved issues with Giro’s ability: Giro will no longer get stuck or become non-functional if bombed while using its ability.
Eliminated occasional stutters in-game, ensuring a more fluid and enjoyable gaming session.
Fixed Hoppy and Volter’s instant ground teleport: Corrected to prevent unintended ability recast effects.
Fixed unable to use bat after respawn: dying while holding the bat charge won’t prevent bat use after you respawn.
Fixed Quaker’s hitbox mismatch: Adjusted to accurately cover the intended circle area.
and more..
🛠️ BUG FIXES - Lobby
Fixed the tutorial pointer: Some players encountered issues with the tutorial pointer being bugged. This has now been addressed, making the tutorial experience smoother for new players.
Your feedback is invaluable to us as we continue to make Bombergrounds the best it can be. Whether you're strategizing with Giro or climbing the ranks with League Points, we hope you enjoy the new changes! 🎮
In the last developer journal we took a look at the Drath Freehold, a race of ancient dragon-like creatures forcibly removed from their ancient homeworld of Altaria by the Mithrilar, only to be replaced by another new civilization who became known as the Altarians. These philosophically minded blue skinned humanoids bear an uncanny resemblance to the humans of the Terran Alliance and Terran Resistance, and there’s more to their past than meets the eye!
Like several of the other civilizations we’ve examined in this series, the Altarians have the Ancient Civilization Ability and can therefore access the Tower of Procipinee and the Elemental Fabricator.
We’ve seen those before, see this dev-journal, but let’s have a look at the homeworld Event that comes with the Tales of Centauron DLC and the options that it adds to the Altarians' early game.
The Altarians are one of the most influential and cultured of all the galactic civilizations in the game, and are utterly oppressive when it comes to Culture production. The Temple of Enlightenment powerhouses this playstyle and will gear Altaria up with a +25% Influence Growth and +3 Level to Influence Adjacency Level Bonus too. After some much needed balancing, Influence now requires the player to build for that type of playstyle a lot more, and this gives the Altarians much of their bite back when it comes to pushing for a Influence victory.
The second option from this Event is the Arcane Sanctuary, a rather expensive Improvement in terms of Maintenance but providing a huge +3 boost to Social Skills, Intelligence and Diligence. For those players who like to put their Citizens at the front and centre of their civilization’s growth, and like to keep large population numbers, this could be a very powerful strategy for the Altarians.
Diligence and Intelligence will ensure your empire keeps apace of your most productive and enterprising rivals, while the Social Skills boost keeps them happy too. Altaria is Tropical and already has a lot of Approval boosting tiles, ensuring you can keep a large population happy.
I’m sure a canny player can figure out a way to exploit this Improvement and push their civilization’s Research and Manufacturing levels through the roof!
Finally we have the Council of Sages, which provides a flat +1 Research and a flat +2 Level to Research as an Adjacency Level Bonus. This will provide a strong Research centrepiece when surrounded with like Districts and Improvements, and makes for a strong early-game play to push for the later Research tiers and those sweet high-tech goodies they bestow. If you’re not overpopulating Altaria, instead playing with less Citizens and going for Districts and Improvements for your Research instead, this could be a solid choice.
Finally, within the first few turns the Altarians get access to the Empathic Connection Civilization Policy that comes from their Cultural Trait “Empathy”, granting a +15% Approval bonus for free! Approval is one of the most punishing mechanics in GalCiv IV, and for good reason: push your people too hard, and they’re gonna push back by refusing to work or research for you. Any tool that boosts Approval allows you to push your people harder: more taxes, more colonies, more production.
These new tools help the Altarians in pushing their… unique and rather dangerous culture out into big wide galaxy around them very quickly, overwhelming their unwitting foes, who can only watch their own planets join their enemy one by one! Alternatively, you could take the option of playing somewhat tall, with Altaria as the centre of a thriving cottage industry of culture, economics and manufacturing. Or do they grab an early Research boost, rush for some early military technologies and either defend themselves from a scary neighbour, or take another civilization by force?
The Altarians have the power to claim their place in a hostile galaxy, and the way you do it is up to you!
Greetings survivors, You can find below a patch note including the fixed we've just pushed. Thank you for bringing those issues to us. If you meet other bugs, please do report them!
Patch Note:
Fixed somes crashes.
Fixed gameplay crashes (boomerang + mechanical arm, AI zombie in multiplayer, follower teleportation on death, collisions).
Fixed sound cutting out in local co-op after opening a menu.
Fixed NPC duplication.
Fixed module tooltips not displaying in Zombot menu.
More fixes will be coming soon.
Your feedback and reports are valuable to help us fix the game. We are aware of some issues still in the game and are doing our best to fix them in due time. In the meantime, if you spot anything else, please check our dedicated thread.