The shop will no longer show items if their timer runs out unless you own them.
Added some tracking of button clicks and basic interactions in the tutorial when playing for the first time to improve the game for new players in the future.
We have some amazing news for Switch players, we're finally bringing you our most recent update - the SpecQUACKular Update!
But not only that, as well as new content, we're bringing you a whole host of changes, which means you'll be receiving all the updates & fixes players got on Steam, all in one go! Now you'll be completely up to date!
To start with, here's all the new content you can expect:
DUCKS! You'll now be able to have cute, algae eating ducks in your bathhouse! đŠ
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!
And now, here's the full list of changes you can expect:
Drinking game changed to sinking cups!
Fixed error where items could be lost by placing them on shelves and tables
Fixed issues with items disappearing within inventory
Fixed issue where NPCâs would disappear behind the restaurant
Fixed bug where NPCâs 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 NPCâs appearing on the map at a certain location but them actually not being there
Fixed issue where NPCâs couldnât be found during tutorial quests whilst with Amelia if you had quit to main menu mid game
Fixed multiple issues in Mikoâs quest around the mysterious rabbit and cake
Fixed issues with a softlock during Leighâs quest if you spoke to the spirit behind the canvas
Doubled ugligrass spawn rate
Fixed issue with Clarenceâs quest where the statues wouldnât 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
Removed requirement to complete Onishi's quest for algae to start appearing
Fixed collision issue with Ito's truck
Fixed Ito's icon appearing where Yumi is on map
Fixed an issue where ducks being full wasn't reset upon a new day
Fixed bug where player can't pick something up after leaving bathhouse while attempting to hold duck
Fixed a bug where the green truck's collision box would be present even if the player was in a different room
Fixed bug where there appeared to be a stretched sprite drawn below the ducks occasionally
Fixed amount of friendship given to NPC if player wins minigame (was half of amount if NPC wins)
Fixed a bug where Amelia's and Clarence's quests were still both triggering on the mountain at the same time
Fixed an issue where food couldn't be given to spirits when attempting to give it from above spirits (aka spirits sitting in the top row of the bath)
Gave Fae a sleeping animation
Added sound effects to poobirds
Fish can be offered at the lord spirit offering table, as well as given to spirits while bathing
Allowed player to be able to run the bathhouse on the weekend even when Fae has an upgrade scheduled (because she's technically not working)
Modified quest code/save data so that the town board will now consider quests completed without needing to talk to NPCs after you've helped out the spirit. The NPCs will still have the post quest dialogue and the notebook won't be marked as completed until you talk to them, but the town board will take down the notice after you've helped the spirit
Made it so Yumi's quest can be triggered if it's 5 something pm, so long as she's not still in the school
Added backup code that will teleport Yumi to the correct spot at the end of her quest if her pathfinding fails for 3 seconds
Fixed the selling shrine displaying a -1 for a price
Fixed crash due to bath monkeys not being able to find a spot in the outdoor baths
Fixed the resale value of rice to be equal to the sale value (rather than worth more)
Changed criteria for the quest done stamp in the notebook (marked completed when expected. No post-quest dialogue needed to mark as complete)
Fixed a bug where oil beetle can't be caught in trap without crash
Fixed a bug (again) where NPC hobbies in notebook were being recorded as "1"
Fixed bug where the shop called seaweed "seaweed soup"
Fixed a bug where getting hit with snowball while biking makes bike disappear
Fixed a bug where biking while getting an item resulted in item floating and unable to be picked up
Edited player collision code to stop them from passing through the bridge on the east side of town
Fixed a bug where player could clip through the bridge on the right side of town
Tentatively fixed bug where game would crash and error report indicated bath monkeys were the cause
Added names to the bottoms of letters
Changed the end of Amelia's quest so that you can get the post-quest dialogue even if NPC is working the shop
Fixed a bug where Wonyan gave Morinoba's steam deck dialogue at end of game
Fixed bug where player couldn't pass through the temple tunnel
Seemed to fix bug where rabbit spirit in Miko's quest teleports through wall if you place the lure close to the purple door in Miko's house
Fixed book UI to make sure progress bar can't surpass the UI space for it
Fixed a bug where you can't cook fish in bathhouse
Fixed a bug where Amelia's quest status isn't reset after quest completion, so her freetime inquiries and dialogue are still quest-related
Fixed coding error with bath spots (hopefully related to why spirits sometimes disappear from tub)
Fixed (again) the mix-up between the two dig spot locations down by the temple area
Fixed some sloppy coding for Sujin's quest where the spirit might appear unresponsive
Manually set some NPCs to be performing certain actions during the "meet the townsfolk" segment of the intro
Made 2 books in Song's shop purchasable more than once
Fixed a spelling bug with Eric's dialogue about remembering to play music
Fixed a bug where button prompt to show details said "welcome to the karaoke minigame"
Bath monkeys won't be stuck levitating if you release them near a lamp, as well as when you're hovering over an object you can pick up
Fixed a crash when Yari is destroyed because the season switched to fall when the player slept
Removed NPC destroy event (moved code to clean up event)
Fixed Morinoba's dialogue when playing on Steam Deck
Removed train carriage destroy event and replaced it with clean up event
Blocked the boiler saw from being accessible until specific parts of the tutorial
Made the bathhouse tutorial entrance invisible blocker persistent during the tutorial so players can't break the tutorial by accidentally leaving at the wrong time
Added an extra line of clarification to the bathhouse upgrades UI (upon paying for an upgrade) indicating the day the upgrade will be finished, and stating that Fae will finish the upgrade at the end of her work day on that day
Fixed a bug where lord spirit text when moving between rooms would cause time to freeze
Changed some code to help with crashes when entering/exiting the bathhouse
Put a check in to destroy the train if it's somehow around when it's not 7am or 9pm
Fixed an issue where if you saved the game after seeing the bathhouse with Wonyan for the first time (exterior) and exited completely, you will now be able to progress the tutorial in the convenience store as intended
Fixed a bug where "blank text" text appears in Yumi's page of notebook
Fixed a bug where there was seemingly another character page in the notebook to the right of Yumi's page. Also removed the ability to flip past Yumi's (the last) page
Fixed a bug where if you were moving an object in storage or the fridge to a new location, and instead of selecting the new location you chose the initial spot, the item would disappear
Jan will now stop 35 pixels from the target NPC when helping the player find everyone, rather than stopping on top of them
Added backup to prevent baby boar from hitting player while player is entering a new room
Phew, and we're done! Thank you all for your patience while we worked to get these updates out to you! Xbox players, we're working to bring you this update as soon as possible!
Please keep sending through your bug reports & feedback to us! We hope you enjoy this quacking update, we'll see you soon!
During this event, which usually lasts 5-6 days, with daily recharge, you will accumulate stars, for these stars in the Star Pack column you can receive bonus rewards.
Don't miss your chance to get one of the strongest units for 24 stars. also, bonus rewards will be for 3 | 8 | 18 stars and for 24
Following the invaluable insights from our first round of private testing, we're excited to unveil substantial updates to X-Mutation! These enhancements are designed to make your gaming experience even more thrilling:
Game Rebalancing: We've completely overhauled game balance for a more engaging experience.
New Boss Encounters: Introducing 6 unique bosses that emerge at specific times throughout the game for epic battles.
Roll Action: Players can now press the alt key or left joystick to roll, gaining 0.3 seconds of invincibility.
Monster Animation Overhaul: Revamped attack animations with enhanced visual effects make encounters more dynamic.
AI Improvements: Enemy AI has been upgraded for smarter, more challenging engagements.
Cool New Mutations: Hydra's Grasp: Unleash tentacles that damage nearby foes with the sea's might. Seeker's Blades: Deploy daggers that independently target and attack enemies.
Third Weapon Slot: Customize your arsenal further with the option to equip a second auto-weapon.
Mutation UI Enhancements: Easily view your current mutations during looting.
Damage Number Simplification: Color-coded for quick recognition - white for direct damage, red for DoT, blue for elemental reactions, and yellow for critical hits.
Visual Effects Upgrades: Numerous improvements across the game for a visually stunning experience.
UI and Bug Fixes: Streamlined mutation management and squashed several bugs for smoother gameplay.
Get ready to dive back in for the second round of private testing starting tomorrow! Your feedback is crucial to making X-Mutation the best it can be.
Thank you for your continued support and enthusiasm. We can't wait to see how you enjoy the new changes!
Myth of Empires will undergo a temporary maintenance on 22:00 - 23:00 April 2 UTC (one hour). Make sure to log off before then to avoid any losses. Maintenance time may be extended as needed. Thank you for your understanding.
Optimization
1. Increased the maximum Life Force for high-level rabbits and foxes 2. Adjusted the Dispatch interface, and added more descriptions in the area selection tabs 3. Adjusted the button layout for siege weapons and some musical instruments buildings 4. Adjusted the long titles in the mailbox 5. Adjusted the sound effects while changing interfaces 6. Increased the overall HP and movement speed for DLC carriages 7. Lowered the repair cost for Imperial Carriage and Dragon Carriage 8. DLC carriages can attach collection carts and use horse follow functions now
Bugs Fixed
1. Fixed that Horse Life Pill can not be transferred to the inventory 2. Fixed the DLC carts can not pass through gates 3. Fixed the wrong thumbnail for Meat Fodder 4. Fixed daily limit prompts are not showing in the correct language 5. Fixed that buildings and towers can be built on Farmlands 6. Fixed you can not use Reserve Proficiency exchange while mounted on a horse 7. Fixed the characters not getting Reserve Proficiency points on drill ground under certain circumstances
Custom Servers
1. Fixed some of the NPC and Warrior's related parameters in MatrixTool are not working 2. Fixed every time entering the server need you to re-download the MOD
Congratulations to all. After a long period of development and brand-new challenges, we managed to launch the Rizia DLC. The second step of the Suzerain Universe, for many, might be a small thing but for us all, it was a huge deal. The most complex endeavor.
Without your support, we wouldnât even be able to get this far and be able to try these unique things that we are attempting. I want to share some data and insights with you on the launch and then talk about the steps ahead.
We successfully concluded our pre-order phase with nearly 9,500 orders, showcasing the strong anticipation and support from the community. We had hoped for around this much, and thanks to all who backed us early. It made a difference.
We achieved a new record with 13,275 daily active users on Steam, surpassing our previous high of 4,743 during the Suzerain 2.0 update.
We broke the December 2020 Suzerain launch concurrent player record of 1,049 with 3,382 players playing simultaneously in the launch phase. That is more than 3x.
Sales have been robust from both new and existing players, indicating a strong and healthy Suzerain Universe base. Our bundles, in particular, have seen significant uptake, highlighting the appeal of an expanding universe.
Post-launch, player engagement has remained impressive, with sustained daily active users and consistent interest in the game and DLC. The nature of Riziaâs game design and a new place in the universe heavily contributed to this.
The enthusiasm of our community extends beyond purchases. The invaluable feedback and interaction we've received are guiding our future development and improvements. With your support, we are moving quicker and better. Our public bug reporting system is highly efficient, and we welcome your contributions with an open heart and mind.
The launch was accompanied by many events that put a lot of strain on the dev team. And we have been open to sharing the journey since 2017 even before Suzerain was a thing with live streams, dev blogs, and other posts.
Torpor exhausted a significant amount of its reserves to be able to make the launch, we gave it our all, and there were points when we had doubts and worked under pressure due to the realities of financial and resource constraints.
Two key team members fell ill in the launch prep and launch phase, adding further resource challenges to our production. They are all healthy and back now!
Additionally, our old office abruptly decided to shut down in March, and we had to move offices the week of the launch and prepare before it. The transition to a new office during this crucial time caused a slight delay in our operations.
We became fully operational with a day's delay, and after a relentless five-month stretch, some team members needed a well-deserved break during Easter weekend.
All in all, we survived, and we are in full swing. We are here to create special experiences people don't easily forget inside the Suzerain Universe. The team held together, and a new strong bond and camaraderie emerged as we braced all the immediate issues and released two hotfixes in the first week, we are gearing up to release another update soon that will alleviate the pressing issues. And we are feeling very good about this new page that is turning.
Our Focus Going Forward
Looking forward, we are prioritizing delivering you an improving and more polished Rizia experience and further fixes to the Suzerain base later.
Our immediate focus is addressing critical bug fixes, improving game flow, and resolving technical issues impacting some players.
Given that Rizia is our most ambitious project yet, with multiple connected features and stories, it presents unique technical and design challenges. Even with our closed testing of 5 waves across 6 months with over 45 testers, some issues still slipped us.
Our efforts over the coming weeks and months will be dedicated to resolving issues, making improvements, and adding polish to the game. Torpor Games has the most work-hour resources ever, even more than Suzerainâs post-launch, so we expect a faster improvement cycle.
We're committed to making Rizia an exemplary experience. Make it consistent and better. Our systematic approach to tackling these tasks assures us that our dedication will be evident in the improved quality of the DLC.
We will also use this period of heightened activity and the following period to deal with issues that still exist in base Suzerain so both of our experiences shine.
After the post-launch support period, we will work on bringing technical and platform parity to the mobile and switch platforms, so all Suzerain fans enjoy things nearly at the same time.
This is our dream. And no journey and no struggle worth fighting for is easy in life. Torpor Games has had difficult moments in the past before the launch of Suzerain in 2020, and others in different periods due to the realities of this system we all live under. Without you all, we wouldnât be here today. We are to give it our all to make this universe as best as humanly possible. We are fully committed to further developing and polishing Rizia, much like our post-launch efforts with Suzerain and everything we have done like the 2.0 update.
Your feedback is crucial and will play a key role in our action plans for the near future. We will drop a survey to collect your feedback once we leave the reactive phase and enter the proactive phase. This will help us best strategize future branches. *wink.
We will always try our best, learn, and iterate, and with you, the community, build a universe that will hopefully be remembered for a long time. <3
In today's update we have a number of new additions to Cue Club 2, plus some more tweaks and bug fixes. Thanks again for the feedback on the forums and we hope you enjoy these latest improvements.
EURO 8-BALL
Added rule variation to allow ball in hand anywhere on table following a foul. See 'Game Rules > Rule Variations > Euro 8 Ball Pool'. There are now three settings: ball in hand (baulk line), ball in hand (anywhere), and no ball in hand.
Fixed issue in Euro ball set selection where cue ball patterns were not set correctly.
SNOOKER
Fixed issue where a foul was incorrectly awarded if 2 reds were potted together at the same time into a full pocket.
GAMEPLAY
Potted balls now roll for slightly different times under table depending how close the pocket is to the collection chamber.
Practice saves in Killer and Speed Pool which allow players to re-play the current table configuration in practice mode, now save out as a US 8 Ball game for convenience.
Fixed issue after loading a saved game, where AI player would sometimes play an alternative shot that is not consistent with nominated ball or pocket.
Fixed issue in pool where potted ball errors could occur after switching the 'Potted Balls' display to 'on' mid-game.
Fixed issue where bonus game 'Slam' would not work properly if user selects 'Drop' as default state for 'Move Balls' in practice mode.
Fixed issue in 'Slam' mode where match information screen showed player scores.
Fixed issue where saving a practice game from quick match would cause problems on reload if the bonus game 'Detonator' was played earlier.
Fixed issues where shot information text for cue power and cue elevation would sometimes not clear and remain on-screen.
Fixed issues where key shortcuts would sometimes not work correctly.
Fixed issue where a saved replay would occasionally end early, and not show a potted ball rolling into a pocket.
GRAPHICS
Added new screen transition options to snooker break and speed pool replays. After clicking on the record entry play button, select 'Screen Transitions' from the in-game menu and choose from the fade colours 'Black', 'White' or 'Off'. This is a saved option and does not require resetting. Default is 'Black'.
Screen transitions now complete slightly faster than previously.
Fixed issue in pool where where 'Rack Balls' button would overlap clock display in the control panel.
Fixed issue in 3D mode where object ball value indicator would sometimes flash when closing the in-game menu.
Main menu silhouette image of male and female player now displays at full intensity when returning from in-game to main menu.
AUDIO
Fixed issue where wrong potting ball sample was played for a high power shot in pool.
MENUS
On cue selection menu, clicking the pool / snooker tab now resets the cue page.
Tweaks to trophy 'Summary' layout, and menu now renamed to 'Trophy Collection'.
Fixed menu links on player profile and language selection menus.
Improved word wrapping of text in 'General Rules' section.
Smol but highly relevant update in Kukoro dungeons! đ«Nerf: Berserk & Taunter. đBuff: Rogue & Bard. đ!Champion command: available for the champion on any stream. đŻ!Focus command: available to optimize your strategies. đ Highscores are now reseted monthly.
đ Roles
When a viewer reaches level 20, he can unlock a new role. This roles force your abilities to point a specific type of gameplay, like healing or defense.
Berserk: Based on empowering first and last hits has been nerfed. Taunter: Based on first hit and running away has been nerfed. Rogue: Based on crit. attacks has been buffed. (Crits. are amazing to break into defensive enemies) Bard: Based on healing your team and yourself has been buffed.
đ!Champion command
When a streamer defeats the last champion, he will place himself as the new champion for the next contendants. But now !champion command has been added.
This command allows the champion to get into others' stream as a new enemy by typing !champion in their chat and flex his power.
đŻ!Focus command
Now all viewers with the game can change their targets before the game starts. This will allow you to focus your abilities to the most relevant enemy or distribute your team objectives into a more strategic gameplay.
If you have crit. abilities, you can change your objective to a defensive enemy like a Gargoyle. If one of your teammates reduces agility, face him into bats, the quickest enemy.
This command is only available before the game starts.
Legend of Peks 1.18 is available now with the following features and fixes
Updated corescript to 1.8.0 Added an option to toggle blinking lights Added an option to toggle pulsating lights Fixed a bug where autosaves would not trigger straight away after selecting a new game Removed the DLC menu item