Meowllo! It feels like yesterday that I just wrote that giant patch note that was for character customization. I think it was also in April, no? Both rec and I got a lot of motivation from the positive feedback from the past couple of updates, so we really went â all-out â for this next big update: Tool Upgrades!
đ± 0.9.3 Ongoing
This patch isnât just this singular one: we have a couple of other things, including a Seed Spreader to sow more than one tile at a time, that we want to implement before moving onto the mines.
Over the next couple of weeks, look forward to MIAO and Obelisk re-balances, as well as new food items to help the game move smoothly from early into mid game. As always, recursive will diligently write save migrations, so your save files and progress wonât be affected!
đ Jewelerâs Table
The star of the show: the Jewelerâs Table is here! All tool upgrades will be made at this handy little station.
In Snacko, the main way to improve your tools actively and passively is by affixing gems. Currently, there are 8. Citrine, Emerald, Lapis, Ruby, Aquamarine, Amethyst, Opal, and Diamond.
Each gem gives different effects based on which tool itâs slotted on, and you can combine them to really suit your play style!
Some gems give multiple effects, being balanced out by both a buff and debuff. Maybe you can try to cancel some of those out with other gems�
Any gems affixed to your tool can be removed at the Jewelerâs Table by using 5 Fire Fragments. The gems you used will get refunded to you, so we really encourage playing around with them once youâve farmed up some gems to see what vibes with you!
You can even go really silly and doâŠwhatever this is. You know, if you affix all rubies, fishing kinda becomes like mini golf. It becomes an angle and power bar guesserâŠ
I did waste quite a bit of time playing around with this when we were testingâŠ
Anyways, this applies to other equips, such as the Bow, Kart, and Summoning Bell.
Each time a gem is successfully affixed, it raises your tool level by 1, up to 5. So you start out with level 0 (no upgrades), all the way up to 5.
Each level, the amount of gems required increases by one.
So, for example, if you do want to follow in my clown footsteps of affixing only rubies to your fishing rod, you will need 15 rubies total to reach the max level.
The required number will be shown in the Jewelerâs Table, so no fret if that just went over your head!
âš Effects
To help facilitate these new additions to the game, weâve added a âPlayerâ info panel in the Status portion of your journal. Please check it out once you have some tools upgraded to see what effects you have!
These effects are split into âPassiveâ and âActiveâ.
Active means that youâll have to have it equipped (itâs the tool visible on your tool bar), or you have to be actively using it (like chopping down a tree).
Passive means that as long as itâs in your rucksack, youâll be able to reap the benefits. This is for things such as move speed buffs and a passive incremental stamina restore.
You can also view per tool inside your rucksack easily!
There are way too many different effect combinations to cover in these notes, so Iâll leave it at that. There are 40 of them, so please experiment to your heartâs content!
đč Resource Gathering
In the past, there werenât that many uses for the bow and arrows you could craft outside of speed running the shrines with a specific technique, or for taking down the few enemies in the mines.
Now, everyone can enjoy the pleasure that is shooting arrows!
Arrows now deal damage to resources. By upgrading your bow using a gem that gives a damage modifier, you could one-shot a tree. Or, you could add a bunch of +Extra Shot to your bow and end up with a spread shot.
Another thing to help make the whole experience of resource gathering feel better includes another re-balance of some resource health. Specifically, the old buildings in town are now easier to destroy.
Itâs also now easier to see how much you have left to go as resources now display an HP bar. Enemies have the same bar, but in red.
When youâre out of stamina or using the wrong tool, the HP bar wonât show. If your tool is not high enough level, the HP bar will turn gray. We hope this makes it more clear why you canât hit something!
Some of the later game resources in the forest or tundra have more health, but it should be offset by your tool upgrade effects.
This update also comes with the addition of a âdefenseâ for resources: some resources will require your tool to be above a certain level in order to damage it. These go from non-upgraded tools in the town, farm, and Grassy Plains, to level 1 in the Desert Canyon, level 3 in the Mushroom Forest, and level 5 in the Frozen Tundra.
To help with the transition into this new upgrade, if you have affixed gems in your tools, we have refunded those gems into your overflow inventory. You also gain a free Emerald as a returning player in the mailbox.
New players who havenât yet finished the Plains yet will have a quest posted to the bulletin board after the Plainâs Obelisk completion. Returning players can find that quest on their bulletin board as well. Nobu will teach you the basics, as well as give you some materials to help you on your way, so make sure you grab his quest!
Weâll be keeping a close eye out on balance and these recent changes in the upcoming weeks and tweak as hitches come up.
đ« Other
Weâve made some optimization to the fishing mini-game. If you were noticing high fan speeds or battery drain on your Deck when fishing frequently, we hope this will drastically improve your experience!
We also hope that with the variety of different effects you can apply to your fishing rod, those who find trouble reeling in fish can utilize the âstart closerâ or âfish speedâ modifiers to make the mini-game more accessible.
Itâs rough getting into early game stamina sometimes, right? Mikan has graciously opened up her kitchen to you! You can now use the stove at your BFFâs house.
To prevent potential softlocks, although this hasnât happened yet to our knowledge, we have also added a usable workbench by Nobuâs house.
The âcloseâ button on the Journal has moved! Instead of being in the top right, itâs now in the bottom right. This should help navigation with the gamepad feel smoother as it will no longer snap to the close button when trying to navigate to the right page. You can still close out using buttons and ESC like always!
Weâve also polished up the gamepad experience in the Skills page of your Journal. Although not all skills are currently being given EXP properly, most of the stats are still being tracked and will be retroactively rewarded to your save files once we are ready to implement all of them.
âŠAnd thatâs the bulk of it! Nobu, as well as the âUpgrading Toolsâ book in your bookshelf should go into more detail on the specifics of the process.
We hope you have fun with this update! Weâll be pushing out other incremental additions and changes to 0.9.3 for a bit, so look forward to further improvements~
Thank you for your support! As always, any questions or issues, feel free to ping us in Discord any time đ
Horde Mode 2.0 just dropped with new enemies, upgrades and non-stop psychedelic action!
What's new in Horde Mode:
New heads
Buy guns & upgrades
Dash & melee
Difficulty progression
Other features:
Tutorial
In-game settings
Create & save your own levels in Sandbox Mode
Improved online matchmaking UI
Go for the high score for every map + impossible space combination!
Spaceflux started as a multiplayer arena shooter, but for the last 2 years, I focused on adding PvE, and now it's all finally coming together. I hope you enjoy this new Horde Mode as much as the multiplayer. See you in the next update~ Calin
I've been working on a few new features for Rocket Cave Adventure. I am trying to get it out of Early Access one of these days! This update strengthens the 4th area, the Lava Pits, to have its own unique features, adds the 3rd vehicle, the gravity cube, reworks level generation, new menus/skill icons, and much more!
Features:
Fire Pits (4th area) is now mostly done:
- New music for the area
- The area is generated backward, meaning instead of going from the top of the level and moving down, you will start at the bottom and move upwards! Hopefully, you know how to fly by now!
- Falling ceiling rises from the floor when activated
- Rocks will cycle between being hot (touch damage!) to cool (normal behavior)
Level generation reworks:
- Levels are generally shorter / smaller as the difficulty seemed to spike after the caves
- Enemies and object amounts are more standard so levels won't feel too empty or full of entities
New vehicle: Gravity Cube => This weird vehicle uses torque force to roll about. Its gravity will compensate for the last surface it touched's normal direction. Meaning it will stick to surfaces - walls and ceilings! It also comes with a gravity lock skill to lock its current gravity temporarily. A weird vehicle with interesting mechanical possibilities! There are no unique skills for it yet but they will be added
All skill icons have been redone
Vehicle loadout menu has been redone to look nicer
Bugs fixed:
Explosion forces were being applied locally
Unhandled error would cause the game to crash in between stages
If the game was paused for a while, the game would freeze briefly on unpause
Auto-turret could shoot through things it should not: Floating mine, UFO bodies, rocks
Fire variants of enemies were not displaying correctly in the Lava Pits
Floating mines would be pushed by wind if not activated in Snowlands
Fire damage could break ores
Certificate skill fired multiple times on level up
Balance changes:
The falling ceiling now triggers at a constant time of 75 seconds. Before, a function calculated the time to fall, granting more time the deeper you went
Explosion Resistance tier changed from 2 -> 3
Charge thruster added to helicopter vehicle
Feather skill no longer applies effect to stabilizer
The Giant Skull boss is now the Fire Pits boss; Spider Knight is the Caves boss
Small additions/changes:
Lizard enemy moved to Lava pits and given a model
Some SFX volumes changed to be less annoying/prominent
All menu UI has been redone to look better (hopefully)
UFO enemy updated slightly to not get stuck as much
Removed lines between skills in skill tree
Renamed many skills:
- Gas Can -> Fuel
- Tempting Button -> Powder
- Speedometer -> Nose Cone
- Magic Carpet -> Jetpack
- Sugar Cube -> Rocket Boot
- Stick Shift -> Control Switch
- Boxing Gloves -> PVC Pipe
- Crumpled Paper -> Nut
- Magnifying Glass -> Ladder
- Gumball Machine -> CPU
- Takeout -> Bomb Bag
- Bike Pump -> Explosion
- Oil Well -> Oil
- Ski Mask -> Coin
- Sneakers -> Ice Cube
- Extra Cog -> Cog
- Glass Jar -> Slime Jar
- Floor Candy -> Candy
- Beamblast -> Beam
- Water Bucket -> Water
The next update will focus on boss mechanics, the mana/meta rework, and adding some additional skills! We are getting closer and closer to release!
Like always, please visit the Community Hub to give any feedback or give ideas/changes! There's also a bunch of social links I'll drop, most notably the Discord if you are interested in connecting with me!