Thank you for the awesome response to the release! We have been reading and watching the reactions and feedback, we fixed few issues in game and did some balancing depending on the feedback we got from the playerbase!
- Fixed "Camera Zoom acting weird", there was an issue with new unity input system which we fixed. - Balanced launchpad cost, the material cost was 1000 per, now 700 per material. - Balanced 1st level passive generator pod costs to make the early game more normalized (increased a little bit) - Balanced 2nd level passive generators, their cost was too high, and some players mentioned instead of researching these pods, they can put multiple first level generators, we believe now the research curve is more normalized and you will want to research and use these pods. - Balanced 3rd level passive generators, these were too pricy, now its again more "normalized" :)
Players told us they kept waiting for resources, to combat this quickly, we also drastically lowered the 2nd level generator's material cost of their own type material. If you want to build a Nuclear Reactor, because you don't have much Energy Material, now you won't have to wait.
This was soft locking the game. We would love to hear your feedback about these.
Thank you for being patient, and please give us a review on Steam to share your thoughts, we will read each of them!
Join Duncan Fisher in a race against time to thwart the overthrow of the Solaris Council, discover the new Loader King 'Mech, collect 11 new Gladiator 'Mech variants, select new weapons and equipment tailored for close-quarter engagements, and help save the very future of Solaris
Assist Duncan Fisher on his zany adventures, and witness his ascension as the official and iconic Voice of Solaris
- Seek fortune and Fame with new Arena Missions and reward system
- Solaris Showdown adds the new Loader King 'Mech chassis with 6 variants, including the mighty Hero LDK-IDM 'Indomitable'
- Collect 11 new 'Mech variants designed specifically for the intense Gladiator-style combat of the BattleMech arenas
- Select from an array of new Gladiator-style weaponry and equipment
- Enhancements to MechLab, AI Improvements, and various other free QoL updates
Notes: With great excitement and relief, Virvius episode 1 development is nearly at it's end. Within the past two months, 3 levels were pushed in record time and managed to even build a final boss for EP1-L10. Going forth there will be some patching, polishing and small features added to the game so we can have a stabilized build for April 6th.
Feel free to try out the newest Demo for Virvius and express any thoughts or concerns or any other game inquiries to the Steam Discussion board or Enfenyx Gaming - Virvius Discord Server. I would love to hear from you!
Right at the beginning of the story, you get a torch, which is one of the most important tools againts infected animals.
(Thanks to IDALGAME for the nice model)
It can be used in many different ways...
Standing Torch
When you light up a standing torch, the fire creates a safe place. Infected animals will not dare to get closer to the fire.
Oil
In some areas there are old and broken oil barrels, The content is spread on the ground in form of oil puddles. Light it up and the fire spreads until the whole puddle is burning. This can create you a safe passage in dangerous places.
Dry Plants
Dry plants are highly flammable. When you burn them to ashes, new passages can open.
In preparation for our Infinite mode release we have had to dramatically improve our map generation efficiency and resting FPS performance. These changes WILL affect how maps are created slightly but should also significantly improve performance and load times.
+ bug fix - "Unknown" entries on leaderboards now correctly show up as "In Progress" + bug fix - "The Maze" scenario had a bad configuration that would prevent some scores from uploading correctly + bug fix - scenarios could not be restarted instead you had to abandon them from the menu and select them again + bug fix - map generation bug that caused bottom left corner to have disproportionately more mountains + bug fix - unstoppable fissure now reveals supply drops in its path instead of leaving them fogged + bug fix - esc can now close open tooltips (there are rare cases where you can close dialogues while tooltips are up that needed this)
On Friday, our @ makeship campaign is coming to an end! This week is your final chance to get the first ever, official Gorilla Tag Monke Plush. The Monke comes with the Top Hat, Party Hat, and Stick cosmetics.
Along with the Plush, supporters of the Makeship campaign will receive an exclusive in-game cosmetic, FOR FREE. This holdable will not be purchasable in the store with Shiny Rocks and is only given to those players who order a plush. Redemption codes for the in-game item will be sent to players via email after the campaign has finished. Make sure you use a valid email address when you checkout to ensure you can receive your code.
I'll try to be more consistent with updating the patch notes on Steam in the future, but for fastest patch notes please join the https://discord.gg/OSFE
Hotfix v2.18
Fixed a bug claiming rewards*
Update v2.17
Acid rain - can now only hit a target once per wave (will reduce unintended extra hits) BackSlash - now only dashes 1 tile back and hits 1 tile further (this should improve it's neutral use) BouncingBlade - now bounces from the correct height BowSnipe - visual now aims up, arrow no longer launcher until 24f, total travel time still 360f (bugfix, sorry) Eruption - added shadow warnings Glitter - improved warning visual Harvest - now restores 4 mana instead of based on target hp, recovery 38f->40f
Poison - slightly increased the cure rate at high amounts (this should make it less awkward when trying to cure poison)
QoL: Added some deckbuilder sfx Loading screen between scenes now animates slightly Added poison bars on healthbars that display how much poison dmg will occur over time
Bugfixes: Music/SFX vol will no longer reset to loud if alt tabbing back to window Fixed queen chaos/mint palettes Window will now focus on match found popup Matchmaking now gets properly canceled when going to replay or solo modes Timers damage no longer freeze when hit on shield Warning sprites should now layer properly
Update v2.16 - 03/10/2024
Reva - w1 Ricoshield - cooldown 100f->106f (this is just to make it appear less like there are two on field at the same time)
SnowCone - can now only hit a target once per "wave" (max 3 hits per target), this is something I've been intending to do, the technology just didn't exist yet
QoL: Replay file names now include player names and use start datetime instead of end datetime Adjusted Autoslash icon color Adjusted deckbuilder counter to show min cards until over min ShowPlayerNames option now cycles between Both, MineOnly, OpponentOnly, None Renamed "Custom Profiles" to "Keybind Profiles" in local lobby for clarity Added a ShowCountryFlag to show country flag or continent icon for more privacy
Bugfixes: Keybinds will now update in online matches if you are client and using controller! Navigation to decklist in deckbuilder works now Ties will now show the same ranking on the leaderboard Fixed a bug where empty strings would cause leaderboard and other things not to load Training bot can now be controllable and have an OutOfStunAction set Fixed a bug where players would be unable to start matches after Timing Out once Fixed a bug where client player would still cast spells when closing battle pause menu
Update v2.15 - 03/09/2024
QoL: Country flags are now shown on match found MatchFound timer increased from 5s->9s Difficulty stars added for each character, if you're just starting out try the easier ones! Added option to hide player names in Game Settings
Matchmaking: Matchmaking should no longer put low MMR (< 800) against high MMR players (>= 800) even with long queues Adjusted some search parameters, including reducing matches against the same person Clicking cancel on a match will now stop matchmaking until restarted
Previously the climb to even just Silver felt way too long. Adjusted rank elo values to: 0, // Iron 600, // Bronze 800, // Silver 1100, // Gold 1500, // Platinum 2000, // Diamond 2600 // Master
Bugfixes: Fixed replay preview durations When at exact rank bounds, proper rank will display Closing the pause menu in battle will no longer cast a spell assigned to the same button Fixed some issues with cancelling matchfound Default in local mode now follows hold move setting in settings Bot name will no longer show Test2 Instant recovery spells like Inverter no longer cancel the recovery of spells cast right after Fixed some Gauntlet ui issues
Update v2.14 - 03/08/2024
Barricade - hitbox duration 1f->3f SummonCrevasse - startup 5f-9f, hitbox duration 1f->3f These are mostly to match the new visual and for consistency
Multi-keyboard is now supported in a beta branch "multi-keyboard" Regional pricing should now be set for latin america. (Sorry for the delay)
Matchmaking: Increased delay before matching with larger rating gap Rating pools changed to match player pool's current ratings (this should mean you get matched with closer rated players more often) Rating minimum changed from 500->300
QoL: Adjusted beam crystal sprite to show direction better Improved ice summoning visuals Adjusted mini dialogue box sizing in tutorial Play SFX on unfocused now defaults to Off to prevent confusion Polished Neera's weapon sfx/vfx Slightly reduced size of Flame vfx Last OutOfStun Action now saved in training mode
Bugfixes: Achievements should now unlock mid-game instead of at end of game "Rewards complete" text changed to "More rewards coming soon" Profile reward preview will now display properly! Fixed a bunch of controller navigation bugs, including gauntlet mode button Hid battle loading status text Screen should no longer be slightly darkened in battle Tutorial complete! message should now pop up Music will no longer restart every tutorial Wins/Losses on ranked screen now only show ranked matches
Thank you all for the bug reports, and the kind reviews on Steam! Reading them makes me feel like all the development was actually worth it
Update v2.13 - 03/08/2024
QoL: Adjusted some flame-related spell icons to differentiate them
Bugfixes: All achievements working! I think! Student achievement - now unlockable (if already completed, can be unlocked by just opening Learning tab) Duelist and Competitor achievements - now increment properly Character achievements should unlock now Gauntlet achievement now unlocks on win Tourney mode text now updates when switching modes Music is now in stereo instead of mono (it may be louder now, default volumes adjusted) Ranked leaderboard now updates more often Non-existant character decks should no longer cause the game to crash (from alpha testing)
Update v2.12 - 03/07/2024
Keybindings will be RESET once on startup. This should fix bindings for new players.
First boot on launch will have decks set to default on start (backed up in save data folder).
Bots will no longer get stuck in training (Selicy will no longer go easy on you)
Disabled multi-keyboard for this build temporarily to enable raw input for all controllers. There will be a tournament/locals build in the future with multi-keyboard enabled. If you need Multi-keyboard support, please DM me.
Achievements are enabled! Deckbuilding should be a bit less stuttery now
Update v2.11 - 03/07/2024
Fixed crashing on second match Unrelated: Battle loading screen will no longer show the same tip every time
Update v2.10 - 03/07/2024
should fix matchmaking crashing and custom lobbies Please verify files to update the game on steam