1.Rise Technologies Prolonged Erosion: Each subsequent application of [Erosion] extends its duration by 1 second. Orbital Enhancement: Increases the base damage of [Orbital Strike] by 20% and its stagger effect by 100%.
2.Romani Biosciences Inspire Flywheel: Upon [On kill], generates a [Flywheel] that orbits the character for 5 seconds, dealing 80% weapon damage to each enemy it hits. Up to 5 [Flywheels] can exist simultaneously. Dopamine Regulation: Upon [Dodge], increases heavy attack attack speed by 20% for 6 seconds.
3.Foundation Industries Deep Electric Damage: When [Chain Lightning] hits a [Electrocuted] target, its base damage increases by 10% per [Stacks of Electrocuted]. Short-Circuit Strike: [Lucky Hit]: When attacking a [Electrocuted] target, there is a chance to trigger an additional instance of [Electrocuted] damage.
4.Mirage Media Self-Annihilation: When a [Digital Projection] expires, it is treated as an [On kill] trigger. This trigger has a 6-second cooldown. Projection Impact: [Heavy ATK Aug]: There is a 25% chance to create a [Digital Projection] that lasts 8 seconds, inherits 50% of the character's attack power, and attacks automatically. The [Digital Projection] will follow the character's heavy attacks, up to a maximum of 3.
5.Awaken Energy Potent Injection: Upon hitting an enemy, increases the damage they take from [Ultimate] by 2%, stacking up to 10 layers for 5 seconds. Energy Buffer: When [Under Shielded], reduces incoming damage by 10%.
Adjusted Drivers:
1.Foundation Industries Fire Support: Upon [Electrocuted] application, there is a chance to add a laser attack that deals 120% tech damage. Each layer of [Electrocuted] increases the trigger probability by 10%. -> Upon [Electrocuted] application, there is a chance to add a [Magnetic Pulse] that deals 150% tech damage to enemies in a small area. Each layer of [Electrocuted] increases the trigger probability by 10%. Covering Fire: [30% Lucky Hit]: Upon [Chain Lightning] hit, there is a chance to add a laser attack that deals 120% tech damage. -> [20% Lucky Hit]: Upon [Chain Lightning] hit, there is a chance to add a [Magnetic Pulse] that deals 150% tech damage to enemies in a small area.
Optimizations and Adjustments:
1.Prosthesis Scrapping: Scrapping prostheses will now return a portion of the consumed computing power. 2.Louder Unlock Condition: The single-player completion requirement for unlocking Louder has been changed to single-player or team completion. 3.Controller Targeting: Controller targeting will now prioritize locking onto elite enemies or bosses. Bullet Obstruction: Bullets will no longer be blocked by corpses. 4.Server Connection Optimization: Server connection has been optimized. 5.Client Performance Optimization: Client performance has been optimized. 6.Louder New Message Indicator: The red dot indicating new messages in Louder has been hidden. 7.Replace Relics Confirmation: When exiting Replace Relics without making any substitutions, a confirmation window will popup. 8.Tech Strike Description Clarification: The description of Tech Strike has been clarified to state that it cannot crit. 9.Simon Normal Attack Skill Description Adjustment: The description of Simon's normal attack skill has been adjusted to clarify that the damage of [Thermal Shot+] is treated as the final hit of the normal attack. 10.Mouse Cursor Optimization: The mouse cursor has been optimized to make it easier to see. 11.Character Clone Sound Effect Optimization: The sound effect for character clones has been optimized to make it less distracting. 12.Reduced Combat Voice Activation Probability: The probability of combat voice lines triggering has been reduced. 13.Particle Effect Optimization: Some particle effects have been optimized and iterated upon. 14.Prosthesis Backpack Display: The Prosthesis Inventory now displays the number of prostheses owned and the Inventory capacity. 15.Prosthesis Inventory Capacity Reached Notification: A notification will now appear when adding prostheses to the Prosthesis Inventory is about to reach the capacity limit.
Bug Fixes: 1.Fixed a bug that caused the story to trigger repeatedly. 2.Fixed a bug that caused Taisuke's Kesa Mark to refund additional resources in the Void Space. 3.Fixed a bug that prevented controllers from opening damage statistics in Team Matches. 4.Fixed a bug that caused the icon to display incorrectly when scrapping prostheses. 5.Fixed a bug that caused loot to drop in specific locations during team play. 6.Fixed an issue that caused some bosses to become unresponsive. 7.Fixed a bug that allowed players to use shortcuts on the login screen. 8.Fixed a bug that caused team completion scores to not refresh immediately on the team page. 9.Fixed a bug that caused Tenacity Break consumables to drop abnormally. 10.Fixed a bug that caused an abnormal amount of Erosion to be added to Orbital Strike."
We’re excited to share the details of the update scheduled for Tuesday, April 30th, 2024.
◈Update Summary◈ 1. 1,000th Day Eve Love You Forever and Ever Event I - ‘1,000th Day Eve 14-Day Check-in’ Event - 'Forever and Ever 7-Day Check-in I’ Event - ‘Dragon's Gift Box’ Event - ‘Ancient Coin Exchange Shop’ Event
■ New Events 1. Check-in Event 1) 1,000th Day Eve 14-Day Check-in Event - Event Period: April 30th, 2024 Update ~ May 27th, 2024, 23:59 (UTC+8) - You will be able to earn 14 special items for 14 days during the event by logging in.
2) Forever and Ever 7-Day Check-in I Event - Event Period: April 30th, 2024 Update ~ May 13th, 2024, 23:59 (UTC+8) - You can earn 7 special items for 7 days during the event by logging in.
2. Dragon's Gift Box Event - ‘Blue Dragon's Gift Box’ Item Drop Period: April 30th, 2024 Update ~ May 6th, 2024, 23:59 (UTC+8) - ‘White Dragon’s Gift Box’ Item Drop Period: May 7th, 2024, 00:00 (UTC+8) ~ May 13th, 2024, 23:59 (UTC+8) - During the event, you can hunt monsters in the Field or Portal to obtain up to 50 ‘Blue Dragon’s Gift Box’ or ‘White Dragon’s Gift Box’ items per day depending on the item drop period (you cannot obtain ‘Blue Dragon’s Gift Box’ or ‘White Dragon’s Gift Box’ from Raid or monsters with a level difference of 20 or more). - You can obtain various reward items when using the ‘Dragon's Gift Box’ item.
3. Ancient Coin Exchange Shop Event - Event Period: April 30th, 2024 Update ~ May 14th, 2024 Update - A special store will be available through Shop > Common Product > Event tab, where you can purchase a variety of items with ‘Ancient Coin’.
■ Bug Fixes & Gameplay Improvements 1. Improved the mount UI screen. 2. Fixed an issue where the Wayfarer Rangers Weapon effect was not displayed after mining was stopped. 3. Fixed an issue where the weapon effect for the Wayfarer Rangers Weapon was displayed even if the ‘My Character’ option in ‘Photo’ mode was turned off. 4. Fixed an issue where Magical Soul Orb held after Wayfarer Travel was not registered in the Collection Codex. 5. Fixed various in-game typos.
Today is the big day! As part of our long-range upgrades and transformation of Lost Paws, we have our first massive update out now. This update is focused on many quality-of-life changes, a graphics and environment upgrade, and most importantly a complete overhaul to the UI. We have been so excited to share all of this with you and can't wait to get into the details!
Quality-of-Life
The quality-of-life changes can be chunked into two broad categories: new things and improvements.
For new things, we added 3 new vehicles including a van that is jumpable, a taxi, and a blue sedan. In fact, the cars are now easier to get on because of some collider changes we made. You can see a sample of it here:
Another new system we added is IK for the doggo! Inverse Kinematics (IK) allows us to give targets for specific sections of the doggo’s body while he is doing things. In our case, the focus was on the head of the doggo which allows our good boy to look at things he wants and at people. We also have foot IK allowing the doggo’s feet to shift to match the ground.
For the improvement side, the biggest in my humble opinion is better bonking physics. We now consider the direction and relative velocity of the bonk to make the ragdolls fall over according to where they were hit and how hard. This extends to using the balls as projectiles too! You can see a sample of the improved bonking here:
A final note on the improvements is adjustments we made to doggo’s walk and animation speeds. Doggo’s stride now has more stompy power and feels more grounded.
Here is a comprehensive list of all the Quality-of-Life Changes:
Fixed Key Remapping Error with Num Lock
Modified dog animation and movement speed to improve visuals
Tuned bonking physics to have more impact
Improved bonking physics to factor in the direction of the hit
Added falling effects for when a dog walks off a ledge
Controller fix for digging
Added three new vehicles
Made the colliders for the cars more accurate and easier to climb
Added Look Ik to the dog’s head
Added Foot IK to the dog’s paws
Fixed sound error for rebinding RPG Skill keys
Improved car behavior in the city to reduce the number of collisions
Graphical Upgrades
The next significant improvement we added to Lost Paws was a graphical upgrade to the boundary of the town. We now use new shader techniques to create a seamless or near seamless edge thanks to some creative tricks using multi-layered materials. This process will remove hard boundaries and have fewer things drag your eye away from doggo! You can see a sample of it at work here:
We also added stochastic anti-tiling to the grass throughout the town. By doing that, we have removed the patterns in the grass to give it a more natural look, making those gardens feel even more beautiful. In addition, the parking lot also received texture modifications to work more seamlessly with the roads.
Lastly, we also made some minor art modifications around the edges of the town like more grass and concrete barriers. We removed most of the edging and replaced it with a seamless look so you can focus more on the chaos having fun with doggo.
Here is a comprehensive list of all the graphical improvements:
Added a new shader blending for grass at the edge of the town
Added new sidewalk pieces for the edge of town
Added new shader blending for the road to the Supermarket parking lot
Added more grass to the edge of town
Installed cement edging around the Supermarket parking lot
Improved grass backyards in town with stochastic anti-tiling
UI Overhaul
So now is time for the most massive change! Every UI panel and element is now different. Nothing was left unturned, and everything received a graphical upgrade at a minimum and a functional improvement at a maximum. Broadly speaking there are two types of changes made. The first is the preexisting UI upgrades and the second is the additions to the HUD.
For the UI upgrades, the primary thought was to enhance our visual hierarchy and make the whole thing easier to read and more enjoyable to look at. To accomplish this, we decided on a modified color scheme, added gradients and shadows, resized and repositioned the panels, and added effects to highlight valuable information and make things easier on the eyes. Some of the panels got a complete rework to make them sleeker and clearer. For example, the Skill Tree line work was completely redone. Every panel now has these upgrades a sample of which can be seen here:
All our panels are now repositioned to the center to have a consistent place to look at them all. We have also decided to use specific colors in the UI to help its visual language. Colors like blue now serve as the background with green for status info and red for critical info. We thinned the lining of the panels to reduce their size and make them sleeker. We also used near-color gradients with a new palette to both unify the color scheme of the UI and make them more pleasing to stare at. All these changes aim to make the UI more compact, prettier, and easier to parse.
We also added new panels! The Menu Hub and the Quest Log are now up and running. Both will aid in making the game easier to understand and play by providing a convenient way to access info. The Menu Hub now acts as a universal connection between all our menus giving you easy access to any panel at the push of a single button. The Quest Log is also helpful allowing you to see what to do next to progress the story. It can be referenced anywhere and gives additional background to the current mission. You can see a sample of the Quest Log here:
We felt these panels were critical to get in because it was becoming difficult to remember every keybinding for the growing number of menus. We also wanted to lower the mental load in memorizing things like tasks and give a few hints on how to accomplish certain objectives. With both panels, we wanted players to focus on playing the doggo rather than having a lack of information get in the way.
For the HUD, our goal was to make our systems more understandable and give more information so everyone can make informed decisions. Firstly, the layout of the HUD was redesigned to make it easier to read and include more details. For example, the Vitals Gauges (Health, Hunger, and Thirst) now flash to alert you when any of them are below 20.
The HUD now has areas designated for certain pieces of information. The top center is for major alerts like if a dogcatcher is chasing you. Below the mini-map is a Notification Log for general actions like when you pick up an item. On the bottom right corner, a new keymap legend is now there to help remind you of all the important shortcuts. The locations name pop-up is now above the Vital Gauges allowing us to do it more frequently without being too distracting. On the left of the screen, we now have new status icons to give valuable info about things in the world such as if you detect something to sniff nearby or if you are in a no-stealing zone. The Mission Log has been completely revamped using new colors (green and white for highlighting purposes) and better-sized text. Lastly, we have also changed the interaction tooltip at the center of the screen using green to highlight it and making it smaller allowing us to present more options on what you can do. All these new HUD elements also received general improvements to the rest of the UI including shadowing, color coding, and gradients where appropriate.
A sample of many of these new elements can be seen here:
The last major change we wanted to focus on was the map itself. The Mini-Map now has red dots that indicate when there is a threat chasing you. While this is helpful, the biggest change was to the map itself. For the World and Mini-Map, the map was completely remade from the ground up. It now has an isometric view making it accurate across the map and is also higher resolution making it much clearer especially zoomed in.
All these changes to the HUD serve one goal of making the game more understandable. In our testing and feedback, we kept seeing players having fun but missing much of the game's functionality or unsure what to do next. We wanted to ensure everything was discoverable without forcing anyone into anything or changing the balancing. The problem became more accentuated when we started to play test the game without audio revealing we needed more visual support for things in the game. The answer to the problem for us was in information and by adding new HUD elements and overhauling the other parts of the UI, we believed we have come a long way to accomplishing that goal.
Here is a comprehensive list of all the graphical improvements:
Added Key Legend of the HUD
Reworked Inventory Panel
Reworked Inventory tooltips
Reworked Achievements Panel
Reworked Wearables Panel
Added screen mode option (full screen vs windowed) in options
Added a default button to reset keybinding in the keybinding options
Improved visuals of the Pause Menu
Improved visuals of the Main Menu
Reworked the Skill Tree
Enhanced the visuals of the Stamina Bar
Improved the visuals of the Skill Tree tooltips
Fixed text sizing issue with the Gorger Skill
Changed zone name pop-ups to above the Vital Gauges
Added new zone names to the world
Implemented a new Notification Log below the Mini-Map
Implemented new flashing warning notifications at the top of the HUD
Implemented new control pop-ups for the center of the HUD
Improved visuals of the World Map Panel
Improved visuals of the Mini-Map UI
Reworked the map graphic from the ground up
Fixed map drift from all maps
Added Quest Log Panel
Added Menu Hub Panel
Added red dots for enemies on both maps
Added Vital Gauge flash when below 20% on a stat
Added Sprite Status system for the HUD
Reworked the Tutorial text to reflect changes to the UI
Added the Menu Hub to the controller
Thank you for reading about our first major update of Lost Paws for this year! The next one will be even more massive so stay tuned. If you want to get access to the next update early sign up for the beta here. All are welcome to join. Thanks again for reading and see you in the next one!
1. 3 classes split into 12, with new passive skills, rebalance, and GFX update on half of active skills. Added undo button 2. General UI improvements around action bar, experience bar more visible. 3. Ragdolls in combat on death. 4. Five times increased character movement acceleration for easier controls. 5. Weapon trail in melee combat 6. Smoother camera shake 7. Game settings option to enable and show player health bar over character head. 8. New sounds in combat 9. Icon to enable action bar directly through UI. 10. Bow combat animation improvements 11. New spell selection tooltip and new mastery UI 12. Players now can combine classes and skills are more independent on weapons 13. Tooltips, help page, intro page, and others are updated to reflect new skills 14. Updated rings to support mastery update 15. Added code and messages to support transition from old to new skills 16. Fixed floating precision issue which caused problems with navigation in dungeons and underworld 17. Fixed some graphical issues which caused ground textures to show in worse resolution on high settings 18. Introducing the option to play the game on hard difficulty. 19. Improved WASD movement. 20. Replaced the blind prophet game model.
Pretty much everything has changed in this update, I will list the changes below.
1. New graphics on all maps. 2. New menu scene with skin selection, new settings, and changed positions of menu items such as upgrades. 3. Flight has been removed and replaced with improved speedster movement. 4. 3 new enemies coming from BoltBreak 2 have been added including Mirage (speedster), Skullcrusher(Strength tank enemy), and Viper(warrior enemy). 5. New online leaderboards so you can share your high score with friends and other players around the world. 6. Multiple hours of new content with a 100-wave content system. 7. All of the sound design has been overhauled. 8. Dynamic camera animations on the player. 9. Improved VFX on all abilities. 10. Numerous bug fixes. 11. Upgrades have been moved to the paused menu instead of the main menu for in game access. 12. Controller is now supported in menus and gameplay. 13. The numerous keybindings for each power has been replaced by a power wheel and all powers are now bound to left click on KBM and Right trigger on gamepad. 14. All new animations for everything in the game. 15. 10% smaller file size due to improved file storage optimization techniques.
If you played this before then I recommend playing it again with all of the new changes and content as the game is very different now.
Added: More trees, resources and a few buildings. I still kept the burned area. Zones: Prohibition of buildings for buildings from the history of mankind. For those who want peace, I have prepared a few islands for them to inhabit. It has the raw materials for development there.
Safe Zone: In the center of the map is a huge hangar. There will be a shopping center. You are safe there. I still have plans for this place and it's not finished. At least I threw a merchant into that void. But his business offer is poor now. I'm working on a sales list. Make suggestions as to what the currency will be. Buy sell ratios etc. Thanks. Multiple zones where enemies or monsters spawn. (Mutants.)
HUD Added current weather information. You know exactly what the weather is like and the temperature too. It affects sea level and floods or droughts.
You can start local servers directly in the game - It is not a dedicated server - Reserved.
I turned on Nanite and the sky is no longer 2D. AMD FSR 3.0 support incl. AI image generation.
Fixed: The sea already fully supports multiplayer. The client knows the correct water level. He knows her height. The server remembers and stores the level height. Always load the last one. I set variable weather but also so that there are floods and then drought again. But there is a chance for the weather and the mood of the server. Who knows if there will be drought or eternal floods.
An enemy with a bat or claws already causes damage and kicks to your ass on the server.
I fixed the bug by walking in place and in the air. It's alright. I increased the health of buildings and objects. I fixed the light in the fireplace. Fixed the Stamina consumption. (Stamina-Breath-Energy)
Mistakes: Enter When you press ENTER, you crouch permanently. Can be canceled with L-CTRL
Abyss in the rock There are a few places on the map where if you climb a rock you can sink in up to your waist. Please take a picture of the position where it was and send it to Discord. But this applies to all errors that occur. You can send it to me on Discord.
A couple of objects are untextured. I'm working on a fix.