Maintenance work on the CUR3D license server will take place on April 9th, 2024 from 2:00 p.m. to around 8:00 p.m. (Central European Time) From this point on, failures may occur and CUR3D may not be usable.
As we approach the start of the likely long experimental phase for v0.2.0, I wanted to get everyone on the same page for how you can expect this update to be deployed on the experimental branch.
Due to the sheer size of this update, I will be gradually rolling it out in pieces; making it more manageable for me to collect, analyze, and action your feedback. This update isn't just touching on numerous gameplay enhancements; it's a comprehensive revamp of several core systems.
The main focus of this testing will be ensuring the stability and efficiency of the new database system, which has affected EVERY part of the games underlying code base.
So, here's the plan right now...
Initial Gameplay Test | 2024-04-19
The first test will start in just under 2 weeks from now, which will be primarily focused on testing all the gameplay changes running on the new database system. This is the most crucial part of the entire test, and I will be working closely with everyone to ensure a smooth deployment of it.
What will be in this test?
New database system, drastically reducing load times & optimizing library calls.
Improved simulation stack - higher entity performance across the board.
Multiple stability passes on individual entities (bug fixes reported in v0.1.4)
Redesigned initial region, with a vastly improved generation algorithm.
Balance changes to mid-late game, improving power vs. heat growth.
New enemy mechanics, including base-reconstruction & outpost core connections.
Redesigned user interface - all new windows with more intuitive navigation.
Multiplayer Test | 2024-05-03
The second part of the testing will be on multiplayer. The reason this is excluded from the initial update is to focus testing on the core system changes; trying to pinpoint and fix specific problems would be a lot more challenging in a multiplayer environment, as certain bugs may only happen in MP.
What will be in this test?
Multiplayer - join forces with friends (or strangers) on a shared base!
Steam lobby & matchmaking support, play with others from around the globe.
Iterations on the initial gameplay test; fixing up initial bug reports & actioning feedback.
Full Update (with Phantom Plains) | Date TBD
The final part of the update is of course the new region, Phantom Plains. This is the big content portion of the update, which is what everything prior to this has been building towards. The date will be based on how the prior tests go, but most likely it will go right onto live after multiplayer is finished testing :)
What will be in this test?
An entirely new region - Phantom Plains, with a new research tree & unique challenges.
Iterations on the previous test; fixing up Multiplayer bugs & actioning more feedback.
Additional v0.2 FAQ
I'm sure many of you will have questions, so I've tried to address the top ones which come up repeatedly in our Discord server. (I will also try to answer any in the discussion thread)
When will the update be deployed on live? I don't know yet! It will depend on how testing goes during the experimental stages.
Can I test multiplayer early? No, there are still a few things missing from multiplayer for it to work seamlessly across clients, and I want to focus the initial testing on the other changes coming in this update first.
What will be changed in the first gameplay test? Assume everything. While it will still play similarly to how it did in v0.1.4, you'll notice a lot of little changes across the board to every part of the game, based on the feedback provided in v0.1.4!
Is insert bug here fixed? I honestly can't answer this. While many reported bugs were directly addressed, others have been fixed indirectly from changes going on under the hood. It will be hard to say until I get a larger audience testing it, but as a general consensus; the stability of the game has improved drastically.
Will my save transfer to v0.2? Yes, although with a bit of caveat. There are changes that have been made to the world generator which I can't retroactively apply to older bases, as it'd cause all sorts of conflicts to arise. I strongly recommend starting a new save if you want to experience the full update, but if not, your older saves should continue working and will be converted to the new database system when loaded.
Why not release Phantom Plains with the initial gameplay test? To answer honestly, it's not ready yet. This update has been such a massive undertaking that certain parts of the new region still aren't complete, and while it won't take much time to finish it off, there are changes to the initial region that I'd rather focus on right now and get smoothed out. This is going to be the final major update to the first region, so I want to make sure it's done right so I don't need to keep coming back to it and updating it every few months.
What will be in the new region? You'll have to wait and see for yourself :)
What's next after v0.2.0 is live? I'll probably spend a few weeks running continuous fixes on the live branch after its deployed, making sure it's in a good state before moving on. The next update coming after this though will be another new region, which should hopefully only take a fraction of the time to put together and release now that the game is closer to running how I want it to on the engine.
Bugfixes: - Fixed an issue that might prevent an event from starting if the player interacts with it while there is another interactable tile next to them - Fixed an issue where dragons would overlap with tiles on the battlefield - Upgrading Items will now keep the enhancement gems of the original item - Fixed an issue where the confirmation box for discarding items during a quest would appear behind the character page - Fixed an issue where you couldn't set your class goal to none
Performance: - Summoneffects will now preload the assets for their summon when the battle starts, which should remove possible lags when summoning a unit the first time
Gameplay changes: - You will no longer get a message for insufficiently equipped adventurers - Decoys have now a taunt aura that affects any enemy in a 3 tile radius - Removed the delay when summoning decoys - Added Steam Achievements - Reduced Epic Chest and Legendary Chest spawn chance
Beta-Branch: - In the options menu you will get the options to enable a configuration file to modify game values. Only opt into this branch if you want to help me test this feature and back up your saves for safety!
PS: Seems like leaving the asset bundles uncompressed was the right choice. Patch size isn't as bloated as before
If you’ve visited our weekly streams you’re probably well aware of who I am (and if you haven’t stopped by our streams, you should!). That said, my name is Andrew Krausnick and I’m the Creative Director here at Shiny Shoe. What that means is I’m generally responsible for developing with our team a unified creative vision that we are all working towards, and that as we create, playtest, and gather feedback on our games that we update that vision and continue to work towards creating the best possible games for you all to play.
In this blog post, as we head towards our upcoming 1.0 launch, I wanted to spend a little time looking at where we started, where we are now, and where we’re headed. Where we started
Inkbound as a project was born out of a desire to create a new type of roguelike that married multiplayer, tactics, and creating incredibly broken builds. Of course that’s no small task, and of all projects I’ve worked on this has been the one that has faced the most iteration and challenges. Some that we expected and many we didn’t!
For us as a studio it was our first multiplayer game, our first time trying out alternative monetization ideas, and as far as we know the combat system is one of a kind.
Some of our initial ideas paid off - I’m very pleased with how our combat system can feel fast and reactive in multiplayer. And some of those ideas had to go (nobody seems sad that we no longer have a battle pass). Other ideas came to us along the way, as methods to further enhance core ideas. Such as the impact and appearance of Vestige Sets in the most recent update.
One of my favorite things to do at launches is to look back at some of the earliest screenshots of a project. Here are a few I pulled out of the depths of my hard drive (it’s like looking at baby pictures - a little ugly and a little cute?)
The oldest screenshot on my hard drive. The original ‘biter’ is about to chomp.
A real world exists! Also we had equipment with abilities on it. Also an inventory that was persistent (between runs!). Trying out a lot of ideas here. Chat is 20% of the screen.
The Inklings exist! Also we have resource bars, experience points, and abilities. We had arcing attack lines from enemies in real space at this point.
The first figments, also the combat arena works at this point and enemy variety is ramping up.
The first augment drafts. They had bonus effects at the time! Everyone just always chose the bonus effect ones though. More of a level up system and less mix and match.
Where we are now
We’ve grown a great community, iterated heavily, added languages, controller support, and much more with this upcoming update. The narrative is voiced and there’s a payoff at the end. There’s a ton of balance changes that will make the game more engaging and rewarding than ever, with more tough choices and big wins (and close losses!). In short, our launch brings basically a whole new game. The launch is incredibly exciting and the amount of changes and polish is staggering - I genuinely can’t wait until it’s in all of your hands.
What we see in the future!
And of course looking at the above screenshots I can’t help but wonder if by the time we’re at 2.0 if the current game will look just as old. So what’s next? To a large degree that’s up to all of you and all of our new fans! We look forward to hearing from you all on what you’d like to see.
Of course we have a few aspects we’ve been cooking up, a variety of new Bindings, as well as a range of discussions about how we can expand the game even further. What game modes could we introduce? What about more unique book effects, or even books themselves? Let us know in the comments what you’d love to see and we’ll hopefully be talking about all of that very soon!
x1 One-shot Growth Lv. 92 ▶ Obtain [One-shot Growth Lv.92] item via Event tab. ▶ Use this item to a New or an Existing character under level 92 for character jumping. ▶ Not tradable, can be stored in Account Bank.
Removal Period: May 8, 2024 at 7:00 AM UTC
[color=#FFAC1C]2. Jumping Specification[/color]
Jumping Character Overview
Jumping Target
Visit the Jumping Event Guide for more details on creating a character during the Jump Event!
Level after jumping
Level 92
PNA
Growth Activator will be given since the PNA level has been changed to Account Specification (Super Special PNA Ampoule: provided by Jumping Support Box)
TCP
31M (based on the new player)
Promotion
Task Force / Black Hands
Equipment Given
UNION Next-Gen Equipment
Start Town
Command and Control Room, New Seoul Branch
*Equipping PNAs/Mutants, Level Jump Support gears, and provided costumes while the Team Buff "Skill Cooldown Reduction 20%" is applied enables you to achieve the base TCP.
[color=#FFAE42]3. Items Provided[/color]
▶ All Items and Gear Specifications are the same as the ones provided on February 5th ▶ The Jumping Support Box Name has been changed. [6th Anniv. Jumping Support Box] acquired previously will be changed to [Full Jumping Support Box], after MA on April 11th.
Item Name
x1 Joy of promotions! Motion Ticket
x1 Each Character Skill Ticket
x1 Basic Costume Box
x1 [6th Anniv. Jumping] Support Box
*[color=#89CFF0]Basic Costume Box[/color] and [color=#89CFF0]Full Jumping Support Box[/color] cannot be stored in Account Storage
Jumping Support UNION Pass
The essentials!
[color=#89CFF0]Sales Period[/color] April 11, 2024 - May 8, 2024
x1 VIP (30-day) x1 Maid Celine Voucher (15-day) x1 Gardening Voucher (15-day) x200 UNION Special Luck Stabilizer x1 Resurrection Capsule x100 x200 Fast Dual Recovery Capsule x2 Network Interference Device x11 x90 UNION Special Stabilizer Selectable Box x1 Closer Name Tag x1 UNION Name Tag x1 Jumping Costume Selectable Box x10 Perfect PNA Evolution Kit x1 Transparent Costume All-in-One Package x1 Visual Slot 18-Full Set x1 Character Pet Adult Random Box x1 Gear/Consumables/Material Slot Expansion Ticket Full Set UMP 2000
For [color=#90EE90]1,990[/color] N-coins! Purchase Restriction: Once per account
[color=#ffc000][Jumping Support] Special Price Package[/color]
Australian Football Coach 2023-24 - Statto Software
The Australian Football Coach 2024 update is finally here!
You'll get an updated 2024 data set, which will expand to 19 teams by default in 2027, and the women's league has been added back to the data set by default, albeit with only fictional players at the moment.
Player ratings One of the most requested additions, players now receive a rating for every single in-match action they take (or, in some instances, don't take!) This helps you better determine whether your midfielder with a high disposal count is actually having a good game, or which one of your defenders is actually locking down the opposition.
Score worm The score worm has finally migrated back from the original Australian Football Coach and now complements the score tab on the match screen.
Selection analytics The new analytics tab on the selection screen helps you figure out your current selection's average attributes in order to help you make better tactical decisions.
Customisable stadiums If you have stadium graphics, you can now manually define them in the data file to provide additional customisation to your game. This still isn't incredibly user-friendly, but should be accessible to those users who like mods.
Historical team stats You can now view career stats by team on the Player Statistics tab.
Gameplay updates Some minor tweaks to the match engine have been made, including making 50-metre penalties dependent on player attributes such as leadership, and including "winger" as a secondary position for midfielders.
There have been several other minor bug fixes and additional tweaks as well to make the game even easier to play! Please post if you find any problems with the new version and there's still more in the works, including a much requested overhaul to the trade system.
Finally the biggest request at the moment is to release the game for Macs - can't comment on this yet, but those requests have definitely been heard!