- Fix issues with some corners in SCULPT not being able to be used - Fix issues with LOCK mode in joints - Changes to game files in order to support custom textures coming in a future update
In update 1.2.2, the previous "no boat" marker is replaced by a "maybe boat" marker.
We recommend using it to mark where boats could be, rather than where they can't. This leads to using way less markers and is more intuitive to the eye.
Note, however, that the this is just a recommendation, you can continue using the marker however you like, as it is just a helper for you to solve the puzzle.
Other than that, we have fixed some issues that caused the leaderboards to fail to update today. Unfortunately, if you already played the daily, it won't upload your result again today, but your streak and monthly challenge are safe!
Come one, Come All, to The Carnival! Step right up to the spectacular experience of the Carnival! The latest destination of Goose Goose Duck!
The Carnival: A crumbling carnival that should be shutdown for unsafe rides is now Open to the Public!
Rollercoaster
Wacky Wheel of Effects
Rabbits
Rollercoaster - Take a ride on the thrilling new Rollercoaster located at either the North or South Platforms, careful that your thrills don't become terrors! Intercoms - Intercoms are back for you to broadcast to your feathery pals across the map! Security Cameras - Use the cams to be able to keep an eye over the Carnival! Ticket System - Complete Carnival themed tasks to collect tickets! Wheel of Effects - Spend your tickets here for a chance at an exciting effect that will thrill and delight! New Death Stingers - New ways to meet your completely unintentional and untimely demise! Sabotages - With a wave of your wing, and a flip of your hat, call a crisis or.. don't! New Tasks - The Carnival is fitted with tasks that are a variety of games and maintenance.
Sabotages
[expand type=details]
Sabotage
Description
Lights
Power down the lights to the park.
Clean Litter
Pick up garbage and dispose in the nearby receptacles.
Rollercoaster
Stop the rollercoaster at the peak of the loop. All riders meet their untimely demise.
Rabbit
Spawn three rabbits, Geese must capture all the rabbits otherwise Ducks win!
Rabbit Alternative (Cost: 3 Tickets)
One random player becomes one of the rabbits, Geese must capture all the rabbits otherwise Ducks win! If the Rabbit survives wins with the Ducks!
[/expand]
Wheel of Effects!
Collect Tickets by completing tasks (or by taking out other birds) and head to the Casino to Spin the Wheel! The wheel will land on one of various effects: [expand type=details]
Effect
Description
Ticket Bonus
Earn additional tickets.
Meeting Votes
Collect additional meeting votes during next meeting.
Speed Boost
Increase movement speed for a limited time.
Rollercoaster Speed
Rollercoaster Speed is increased permanently for game duration.
Concussion
"Concussed Effect" impaired vision (similar to Astral Effect) for a limited time.
Bomb
Spawn to a random location with a bomb!
Party
Experience Party Effect in round until end of next meeting.
[/expand]
New Roles!
Role
Description
[Goose] Survivalist
If the Pelican and Falcon are dead, if you are in the final 3 players, a countdown begins. If the survivalist is alive at the end of the countdown, Geese win!
[Goose] Lobbyist
You can kill once every time you collect enough votes.
New Cosmetics in the Goose Shop
Available in the Goose Shop or verified providers.
Hey everyone, I'm a little late this month getting back to this update but lets just I guess call it a April Fools Day joke... sure why not?
After much debate, I decided to just go ahead and rework the fishing game before releasing it. In the previous version I had a lot of issues with the actual interaction with the fish and hook. I tried to simulate the physics myself. I later realized I was approaching the whole thing wrong, and instead of using a CharacterBody2D, turns out its better to use a RigidBody2D for this instance. For example, by using a rigidbody I can launch the hook and depend on the physics engine in Godot rather than step through a perfect arch and it feels a lot better overall. There is still much refining to be done to it but its a lot better overall.
Fishing in the rain
Other than that I spent some time adding a bit of polish to the menu systems and refactoring code. Sadly, not much else to speak of this month. Hopefully April will be more productive. And make sure to have a good one!
Okay, it's time to go over different types of combat events as well as some of the interactive entities you may encounter on your quest! LET'S GO!!!!
Environmental Tiles
As you traverse the many biomes of the Mewgenics universe, you'll notice a varying degree of unique-looking tile types. Enemies and allies will be affected by these tiles in unique ways by standing on or moving through them. Here are a few examples of them.
Tall Grass
Standing in tall grass tiles will allow a unit (both enemy and friendly) a 50% dodge chance, making whatever stands inside it much harder to hit. This evasive bonus gives you a strategic reason to hide in grass while attacking or retreat to it when in danger. Tall grass has its downsides, though; it's very flammable, so not only will fire ignite it, but it will also spread through adjacent flammable tiles! Tall grass is also susceptible to high winds.
Fire
Fire tiles not only destroy flammable tiles and items but also apply burn to units standing or moving through them. Burn deals damage over time equal to the burn value, but it diminishes over time. Flame tiles also diminish themselves if left alone over time but can also be extinguished instantly by any water element effect, the same goes for burn. Using wind element on fire will not only spread and duplicate the flame tiles, but applying wind to burn will also stoke those flames as well. And as you may assume, burning units will ignite any flammable tiles they walk through.
Water
Water tiles make it harder for units without flying to pass through, requiring 2 movements to cross 1 water tile. Water tiles also apply a water element to units, making them wet and causing some issues with water-soluble items. Water tiles are conductive, so the electric element will apply its effects to ALL units within any connected water tiles; also, wet units standing adjacent to water tiles will allow the electric element to spread through them to other water tiles or wet units. Wet units are immune to burn but more susceptible to cold elements. So be careful! There are many other interesting elemental combos with water tiles, but I won't spoil them all... just imagine the possibilities!
Interactive Objects
Each area of the game features some type of interactive object, from piles of glass and tires to cactuses and boulders. Each new chapter will yield something new and interesting to play with.
Trash Bags
Trash bags are basically punching bags filled to the brim with interesting goodies! Each time a bag is damaged, a random pickup will come flying out of it! (And yes, you can light bags on fire). These pickup ranges from meat to metal scrap... and if you can fully destroy this bag, you may find an extra surprise... or maybe nothing at all; these bags are a mystery!
Small Rocks
These little rocks look like set decorations until an enemy unit throws one at you! Interacting with rocks by attacking them will send them flying in a straight line, smashing into whatever they hit and dealing damage. These hard little projectiles act like improvised weapons for you and enemy units, so make sure you watch out; some enemies are much smarter than you'd assume. Also, rocks are of the rock element; I'm not going to explain why that matters, but it will matter to you eventually.
Enemies
Basic enemies are the meat and potatoes of Mewgenics. By the end of the year, the game will feature roughly 200 of them, each one unique. Basic enemies can also be "champions"; Isaac players will instantly know what that means, but Mewgenics also features "elites", even beefier versions of existing enemies that have extra effects!
Kittens
Kittens are your basic melee unit, but kittens are scaredy-cats and will fully move away when damaged from whatever damaged them, making them annoying. But they are also dumb, so they may just run through fire or glass! Bonus!
Charger Rat
Charger rats are very slow units that attempt to line up with any of your units then charge full speed at them when they do! Luckily, they can only do this in cardinal directions, so they are easy to telegraph but will eventually lock you in if you aren't careful.
Mangey
Mangeys are ranged units whose attacks have a chance to poison (poison is a straightforward damage over time status effect), but they also have a passive effect: they are infested with maggots! Each time a mangey is damaged, it spawns a maggot in an adjacent space, so think twice about trying to kill this unit with a death of a thousand cuts... or the maggot army will make short work of you!
Maggot
Maggots are a "tiny" enemy unit. Tiny units have very low stats but usually come in larger numbers, so AOE (Area Of Effect) attacks are most useful when dealing with mobs of them.
Mini Bosses
Mini bosses are a skill check at the midpoint of each chapter before it branches into 2 paths. Every chapter features a mini boss; these beefy units always feature bonus turns, special attacks, and a lot of extra HP.
Lucy (the mage)
Lucy is one of a few class-based mini bosses, and she comes with an array of elemental spells at her disposal. Since her spells are big, she needs time to prime them and will show a visual tell to what she's doing and where it will go on the turn before she unleashes them, but her bonus turn will make things a bit more complicated than you may assume. Lucy cycles through these three spells.
MC Blizz All units in a large AOE around the caster become frozen solid, essentially losing their next turn.
MC Flamethrower A cone attack that deals damage, inflicts burn, and lights flammable objects on fire.
MC Thunder A huge blast spell that sends off lightning in all diagonal directions, and yes it has a chance to stun you!
Bosses
As you would assume, bosses are your final challenge in a chapter, each boss is very different and usually features an array of attacks and passive abilities to contend with.
Radical Rat
This is the first boss you encounter, and we consider him a "puzzle boss". On each one of his bonus turns, he will toss a "rat bomb" next to your cats.
On his final turn, Radical Rat will hide inside a trash bin and detonate all his bombs! Each bomb explodes in a cross pattern in all cardinal directions, and bombs are flammable, so they can easily chain-react even if they are defused! So watch out!
There are a few strategies you can use to take this dude down, but we will let you figure them out for yourself, in like a year or something...
Dear Miners, With great joy, we announce that our game recently underwent rebranding, as we previously announced. As of yesterday, Gold Mining Simulator is embarking on a new chapter, and we are excited to share with you our plan for the future! This is just the beginning of the changes we intend to make to make our game even better. With your support and feedback, we plan to continue developing Gold Mining Simulator, delivering even more exciting features and content to you.
Here is our roadmap for the coming months:
April:
Rebranding (all platforms) (first week)
Leaderboards/seasons on consoles (later this month)
Bug fixes on consoles (later this month)
Gold Mining Simulator now has a new image that represents our commitment to delivering the best experiences for our community. We are returning to seasonal challenges on consoles, so you can compete for first place and showcase your mining skills. Our team is working intensively to address any issues reported by you, so you can enjoy a smooth and satisfying gaming experience.
First half of the year:
DLC 2 Mini Mining Machines (all platforms): We will introduce new machines that will enrich your experience in the world of gold mining. Get ready for new opportunities to discover!
Later this year:
DLC 3 (all platforms): We continue our journey with another major addition, bringing new adventures and challenges.
Thank you for your support and commitment to the development of Gold Mining Simulator. Your feedback is incredibly valuable to us, so we encourage you to continue sharing it in our community. Feel free to try out our new bug reporting system on our discord server!
Rest assured that we will continue to work hard to deliver the best gold mining experiences to you!