Dungeon Full Dive: Game Master Edition - txkgamingstudios
Greetings Adventurer!
We have exciting news! Since the announcement of the Player Edition we’ve been flooded with positive responses and we're thrilled to announce the upcoming release date reveal!
🚀 DFD: Player Edition Release Date Incoming!
Mark your calendars! This March 19th at 19 CET, we’ll be dropping the release date for the DFD: Player Edition! And remember, the Player Edition will open up DFD’s worlds for everyone at no cost!
🚨 FINAL Sale Before the Big Price Update🎉
But that's not all - to celebrate this, we're kicking off a LAST Sale of the “DFD: Game Master Edition” from the time between March 14th - March 24th before its price will be increased on march 25th in preparation of the Player Edition.
Hi everyone! We're back with our first ever content update for Spirittea - the SpecQUACKular Update!
Not only have we got a new update, but you can grab Spirittea for 25% OFF in the Steam Spring Sale!
Here's what you can expect to find:
DUCKS! You'll now be able to have cute, algae eating ducks in your bathhouse! 🦆
You'll find a brand new shop vendor called Ito who will have a few new things to sell! His truck will pass through town here and there, so be sure to keep an eye out!
You'll notice new seasonal mechanics in the bathhouse! Depending on the season, you'll find your baths filling up with algae, ice, and even fallen leaves! Keep the baths clean (with the help of the ducks!) to make room for your spirits! Maybe the new bathhouse heaters might help? Perhaps a net might help pick up those pesky leaves outside?
We gave Bruce some new animations!
We added a reticule to fishing, so now it's even easier to see where the bobber will land and where exactly you're fishing!
Not to mention a bunch of bug fixes:
Fixed error where items could be lost by placing them on shelves and tables
Fixed issues with items disappearing within inventory
Fixed issue where NPC’s would disappear behind the restaurant
Fixed bug where NPC’s would become stuck on a path upon reload
Fixed issue with Quill where on Saturday nights at the food stall he would ask if you want to stop hanging out with him
Issue fixed with NPC’s appearing on the map at a certain location but them actually not being there
Fixed issue where NPC’s couldn’t be found during tutorial quests whilst with Amelia if you had quit to main menu mid game
Fixed multiple issues in Miko’s quest around the mysterious rabbit and cake
Fixed issues with a softlock during Leigh’s quest if you spoke to the spirit behind the canvas
Doubled ugligrass spawn rate
Fixed issue with Clarence’s quest where the statues wouldn’t come back if you left the room
Fixed issues with the boar where they could hit the player when they were passing into another room
And there you have it! Console players, we're working on bringing these updates over to you ASAP, so hang tight!
Thanks again tuning in to this update, keep sending over your bug reports and feedback and we'll see you in the next one!
Welcome to another thrilling update. A huge shoutout to all of you braving the unforgiving wastelands—your feedback has been incredible along our journey. In this update, we're releasing features and enhancements that promise to redefine your survival experience.
Get ready to explore like never before as we spring into action with v0.4.8.0! Oh, and don’t miss out on the Steam Spring Sale!
World Settings Manager: Customize your game with settings for loot (W00T W00T!), day/night cycles, PvP (player vs. player), raid settings and more!
Revamped Questline: The questline has been completely overhauled for a new experience.
New Resource - Radium: Discover (the hard way) and utilize radium in your crafting endevours.
AI Behavior Adjustments: The AI now behaves differently and all zeds have been moved over to our new spawning system (see last update or vlogs for more technical information). This will continue to get upgrades with time.
Resource Nodes Restructured: Resources are now biome-specific, adding depth to resource gathering.
Mob-Specific Item Spawns: Certain items will now only drop from specific enemies.
Player Stat Modifiers: Adjustments to player stats like stamina, hunger, thirst, and damage based on settings.
In-Game Settings Adjustment: Players can now change settings mid-game from the pause menu. You may be required to restart the level via MainMenu and back.
Death Loot Settings: Added an option to control whether players keep their loot upon death.
FPS Limit for Zombie Spawns: Introduced a frame rate limit that prevents zombie spawns if the game's performance drops below a certain threshold.
Quest Item Indicator: Items related to quests are now clearly marked in your inventory.
Added Foliage Interactables: There are now 5 new foliage types scattered around MainLevel that can be harvested for various resources (wood, sticks, stone, plasi, and iron).
Various Bug Fixes: Addressed issues with control bindings, zombie spawning, and more to improve gameplay.
UI Improvements: Fixed visual issues with menus and item tooltips for a smoother experience. (added ammo type to item tooltip widget so when you mouse over a gun it shows which ammo it takes fixed an issue with the item tooltip where weapons would display a blank equip slot widget)
Combat and Interaction Fixes: Adjusted combat mechanics and fixed bugs with item interactions, including a fix for zombies not always applying the blood screen effect when hit.
Performance Enhancements: Solved crashes and optimized the game's performance, especially during intense scenes.
We can’t wait to see you all back out there survivors! If you are interested in joining the ZSGO Discord community we would love to chat with you and hear your ideas. As always, more to come!
I've been working on the Wizard hero and he's great fun to play. Wield powerful magical energy attacks with a focus on range and area attack. Check out the first video here: Wizard gameplay (YouTube)
Holes!
Dungeon rooms can now contain holes in the floor. These are mostly for mid and late game, but do appear in few a challenge rooms in the demo. You won't fall in unless an ability ends over a hole, or you take a 'knockback' from an enemy. If you do fall in, you will respawn nearby, losing health and a small amount of gold. Knocking monsters in a hole removes them, but they won't drop any loot!
New Dungeon - Sky Fort
Take the fight above the clouds to floating dungeons. Work your way through rooms with large holes, mixing up the challenge - floating and flying monsters are much more of a threat! Look for Relics to help navigate these dangerous mazes!
Demo Update
Wizard and Sky Fort will only be available in the full game, but there are some changes and improvements in the demo:
Relic added: Plague Mask - DEATH will ignore you, unless they are damaged
Relic added: Spiked Ball - follows you around, inflicting bleed on monsters
Relic improved: Compass now reveals exit, challenges and relic rooms
New item - Donuts! Drops from monster, resets all your cooldowns when consumed.
2 new music tracks added from the talented Tommy McKay
Character builder: The default character portrait is no longer Annacoesta but rather an obvious placeholder.
Free encounter mode: The minimap in free encounter mode now shows monsters on the minimap based on difficulty.
Performance: The game no longer calculates tactics usefulness for player characters unless they're confused.
Rules: Added the "Create a Diversion" skill action.
Rules: Added the option to release a grappled creature as a free action.
Rules: Added the option to use Administer First Aid to stop bleeding.
Rules: Added the option to use Administer First Aid to treat poison.
Spells (True Strike): True Strike now displays preview of both rolls, and also whether it applies to a roll.
System: Steam Remote Play Together is now enabled. This allows you to invite a friend and essentially screen-share the game with them, sharing keyboard and mouse input and the screen. The game has no special support for this "multiplayer". You will still both see the same screen, but it is now possibly to play a campaign or encounters cooperatively over the internet this way.
User interface: Roll descriptions from the combat log now visually display your roll on the probability chart.
Modding:
Modding: "Difficulty doesn't affect this encounter." now also happens within story mode for modded adventure paths that don't have difficulty levels.
Modding: Added a textbox for change notes text to Workshop Uploader.
Modding: Added nullable reference type annotations to QEffect and some other types to assist in determining whether a parameter can be null.
Modding: Added the ability to add cutscenes to custom encounters. See the readme file in CustomMaps folder for details.
Modding: Added the ability to use custom voice file for narration in custom adventure paths (the attribute name is "voiceFile").
Modding: Added the properties CampaignState.Tags and CampaignState.PerDayTags to allow mods to track information through a campaign, including across a long rest.
Modding: Updated the player profile so that Steam Workshop custom maps are saved relative to the Steam Workshop folder instead of the computer root.
System: Upgraded the version of many system libraries.
Bugfixes:
Character builder: Changing an ancestry could result an illegal character with wrong or even impossible ability boosts.
Character builder: If you retrained out of a spell that you had selected as a signature spell, you would retain that spell as a signature spell.
Classes (Fighter): Many Strike modifiers displayed in the rules block twice.
Classes (Fighter, Monk): Primary unarmed attacks should be excluded from options when making a Sudden Charge or Flurry of Blows while you're wielding a two-handed weapon.
Classes (Kineticist, Fighter): Abilities that allow you to Stride but not Step (such as Sudden Charge or Four Winds) erroneously failed to display a "provokes" indicator on the first tile.
Classes (Magus): You could enter Arcane Cascade even if you were already in Arcane Cascade.
Classes (Monk): You can now exit monk stances voluntarily as a free action from the Other maneuvers menu.
Classes (Psychic): The Psi Burst should be able to deal mental damage, not just bludgeoning damage.
Classes (Ranger): If you didn't command an animal companion, it didn't take persistent damage.
Classes (Sorcerer): Blood magic triggered when you Sustain a Spiritual Weapon effect.
Classes (Sorcerer): Blood magic triggered when you cast a spell from a scroll.
Classes (Strategist): Devise a Stratagem now also prints the rolled number into the combat log.
Encounters (Fog-Infested Cavern): The demon uses Swipe even while restrained.
Encounters (S1E5): The Candelabra's text no longer says that you will "win the game."
Encounters (S2E1): ||Morning Dewdrop complains about paralysis even if you direct her to flee before her first turn.||
Encounters (S3E3): The Golden Candelabra no longer has HP equal to the number of blades of grass in Sweet Apple Acres, and instead has a more reasonable 500 HP.
Encounters (S3E4): The demon sometimes used Stride instead of Sneak improperly if the path to the plotted target goes via tumble through or around enemies with AoO.
Encounters (S4E1): Animal companions and summoned creatures got left behind in the cutscene where the Dawnsbury Four are ejected from the Daybreak.
Encounters (S4E5): Animal companions and summoned creatures didn't get healed to full when the gods heal up the party.
Free encounter mode: The free encounter mode showed false threat categories for encounters with difficulty differences.
Items: You can could put armor into your hand during an encounter.
Monsters (Dark Poet): The monster shouldn't summon fire elementals.
Monsters (Venomous Snake): The Venomous Snake had a sting attack instead of a bite attack.
Monsters (mephits): Mephit Breath Weapons had incorrect damage type traits, notably preventing their breath weapons from being used underwater.
Rules (Delay): You could incorrectly use Delay to get rid of the Stunned condition.
Rules: Disarm was not an Athletics Trained-only action.
Rules: Feint was not a Deception Trained-only action.
Rules: Stunned and Slowed did not stack.
Spells (Bless, Bane): Bless and Bane also affected chests, doors and mindless creatures.
Spells (Calm Emotions): The ability to sustain calm emotions suddenly disappeared after one of the calmed creatures was banished as a result of the creature that summoned them dying.
Spells (Depress Courage): The spell affected also allies, not just enemies.
Spells (Heal): 3-action heal against non-undead should not break invisibility.
Spells (True Strike): True Strike did not expire after your first attack roll.
System: Fixed many possible null reference exceptions.
Tactics: Enemy will no longer attempt to cast Fear on a Protector Tree.
Text: Fixed multiple typos throughout the game.
Text: Fixed that Touch of Undeath did not show the proper reason for halving heals.
Text: The creature in S4E2 dealt 2d8+4+2 damage when it's elite (instead of +6).
User interface: On low resolution, the text of +1 striking handwraps of mighty blows and some items ran into the gold cost.
User interface: Used up prepared spells and spontaneous spell slots didn't show up in stat block during medium rest.
Today marks the final content update before release, and it's a big one. We need to playtest like crazy over the next month to make sure this thing is fully cooked.
Over the next month, the only updates to the main branch will be
If you're a playtester, now is the PERFECT time to come back and play the game, as it is more or less in the state it will be in for release.
There's lots to go over for this release, so lets get to it:
Artifact Automation
It is now possible to automate the production of artifacts. A new ancient structure was added to the map generation: the Artifact Assembler. It is only found in deep space, and is heavily guarded, as such, it is primarily an end game luxury.
Artifact Assemblers consume a new item, Ancient Tech Trash, to produce artifacts of your choosing. Rare artifacts cost more tech trash. Tech trash is obtained in 2 ways:
- New oracle shop item, 30 tech trash for 1 lumen orb (enough to build a duplicator) - Artifact Recyclers
Artifact recyclers are a new item that can be built by the player, a corresponding tech has also been added to the mid game. Any artifact can be consumed for 5 tech trash. Tech trash are a hefty 1000kg, so it might prove useful as fuel, if you have an overabundance of artifacts.
Construction Bots
Construction bots can now pick up items left over in loot boxes and ancient treasure. This means you won't have to manually loot boxes any more, of any kind. This also closes the loop on the artifact gameplay, making it possible to fully automate the production of artifacts by the end of the game.
Priority Output
Another long needed feature has been added to the game: the ability to choose which edge a splitter-type structure will output too first. A new UI has been added to Junctions, Logistics Bays, and Station Cores that will allow the player to set the priority edge for outputs. This should make routing items to where you want them to go, especially in bus designs, substantially cleaner!
Steam Achievements
We've finally implemented (most of) the Steam achievements. We'll be adding plenty more as we go, but there's a solid 20+ achievements now to go after.
0.17.1.0 Patch Notes
Artifacts
Added Artifact Assembler to the map gen, which when activated, can take ancient tech trash and craft any artifact you want. Only inserters can take and receive from this.
Added Artifact Recycler that generates tech trash from any artifact
Added Ancient Tech Trash to the game
Added new shop item to the Oracle: 30 Ancient Tech Trash for 1 Lumen Orb
Logistics
Added priority sorting functionality to Junctions, Logistics Bays, and Station Cores
Added new UI component to their respective panels to change the output edge priority
Animations and Models
Added new animations for several structures
Updated the junction, station core, and logistics bays model to indicate which way is "UP"
Oracles
Added the ability to refund spent Lumen Orbs, at the cost of 1 Lumen Orb. This will reset your Oracle levels and let you repurchase upgrades.
Construction Bots
Construction Bots can now have tasks to pick up items from Ancient Treasure and from loot boxes that contain items from deconstructed structures
Click Copy/Paste and Blueprints
Added disabled inventory slots to blueprints and to copy click functionality
Tutorials
All tutorial videos have been updated and refreshed to account for gameplay and UI changes
A new objective has been added before the "Find a Planet" objective, which will direct players to research a handful of techs before exploring to find a planet
Production Stats
Production stats are now sampled over 5 minutes instead of 1, which increases the accuracy of the stats greatly. Eventually I'll add in per hour stats.
Massively improved the performance of the Production Stats panel
Balance
Reduced Trident health to 50, down from 65
Reduced Razor health to 65, down from 80
Reduce Trident shot damage to 2, down from 2.2
Increased the speed of Cutters to 90, up from 80
Reduced height of rocket adapter by 1, so cargo ships can fly over it
Increased the base rate at which defense platforms heal their fleet to .6/s, up from .3/s
Localization
Updated many, many strings for all languages
Bug Fixes
Fixed a bug where light structures did not have a hologram
0.17.0.35 Patch Notes
Bug Fixes
Fixed some bugs related to displaying valid slots on rotated stations with custom valid slots
Fixed an issue where loading a game would break the controller states for manually moving and landing stations, making players unable to exit the manual move command state unless pressing escape
Fixed a number of UI issues that would display way too many decimal places
Fixed a crash related to loading asteroids with the incorrect height value, which would break when the asteroid ran out of resources
UI
added proper padding to the station core panel
Reversed the order of the power display on the quick info panel that appears when hovering over stations
0.17.0.33 Patch Notes
Balance
Relentless attack chance modifier changed to 250%, down from 300%
Inserters
Inserter and cargo ship placement arrows now change colors when there are valid or invalid endpoints, making it easier to see valid placements
Bug Fixes
Fixed incorrect calculation on tooltips for connector speed
In Version 0.12, there is a massive change in Item System. In the previous version, there were two types of items: Magic Items and Craftable Items. Magic Items were rewards obtained through leveling up, while Craftable Items were created using woods.
Now, a new type of item has been introduced: Artifacts. Artifacts are the most powerful items in the game and have replaced Ability Upgrades found in chests. Currently, some Artifacts are enhanced versions of the old Magic Items, while others are enhanced versions of Ability Upgrades. More Artifacts will be added in the future.
Additionally, all Craftable Items have been redesigned. The new Craftable Items focus on increasing different abilities without any special effects. They can be crafted repeatedly and stacked.
Next, there haven't been many changes to Magic Items, but some Magic Items have been redesigned as Artifacts, and some Craftable Items have become Magic Items. As a result, the list of Magic Items will be different from before.
Also, there have been minor adjustments to the abilities of monsters.
This update brings a significant change that directly impacts the core gameplay. Please feel free to check it out, giving some feedback and hope you will enjoy it!
It came to our attention that the last trailer often ended up being confusing to people watching it. Leaving many confused as to how the game worked. And people generally don't like what they don't understand. Therefore, it was of great importance to then create a new trailer, so that it could properly onboard new viewers, without them sitting and scratching their heads.
The new trailer is more gameplay-centric and shows and tells what actions the player can take. It's more flashy! With new visual effects, and a completely reworked menu! It's now clear that the game has a leaderboard!
But that's not all, there are so many behind-the-scenes upgrades since the last trailer was produced! And I can't wait to tell you all about them later.