Note: The next update will be a big optimization patch.
Bugfixes:
fix - Manual clutch not working (thanks to Vemsvims) fix - All wheel drive switch not working properly (thanks to Vemsvims) fix - Differential lock switch not working properly (thanks to Vemsvims) fix - Car hauler bed sometimes not recognizing that there is a car on it fix - Wheels less likely to fall underground when the player is driving that vehicle fix - Truck bed lifters sometimes cannot be used at the start of the game fix - TV volume knob not working fix - Weird shadow anomaly on wheels fix - Unable to paint various car parts and vehicles fix - Some vehicle missing exhaust smoke or shaking effect fix - Game is less laggy when loading in the 1st time fix - Animals spawning respawning at ruins fix - Heavy FPS drops caused by audio files fix - Zua RR wheel moves after load game fix - Komsodrinsk job text says wrong destination
New:
added - Remade trailer attach system, much more stable and easier to attach, trailers have now real weight now. To pull heavier trailers the truck needs powerful engine and strong suspension. added - 3 different Semi-trailers added - Several semi-trailer cargo jobs added - Truck semi-trailer saddle (automatically enabled when player removes truck bed) added - New quest to Fryburger added - New quest for smugglers camp added - Better explosion effect and chain explosion reaction added - New TV movie added - Reset keybinds button (thanks to Vemsvims) added - "Ammo" text for the first slot of the inventory (this slot can be used to quick reload guns) added - Ability to dig with (J) in sand and dirt to find missing items if player dropped it added - Ability to tie down vehicle cargo and car wrecks to the car hauler bed/trailer added - Re-added manual clutch option added - Attachable cabin extension to Rus-310 added - 3rd person player model added - 2 small side quest to the mountain road car and van added - Fuel price text to fuel stations added - Natural hidden ramp to the mountain road for crash tasting and fun added - Signs to fuel stations for how much they buy oil ect. added - Signs to the Lupova wrecked car delivery quest to make it more clear added - Outline for texts for better readability
Changed:
changed - Remade NPC cars braking mechanic, they will start to brake earlier at high speeds and less likely to stuck in traffic if player is parked in a specific place changed - Made radio less stereo sounding changed - Brakes a tiny bit stronger changed - Disabled TAA temporarily because the Unity version I use is super buggy with it changed - Wild animals no longer respawn at ruins
We are pleased to announce the contents of the ver2.0.5 update of Dungeon Artifact. We have added several features and fixed some bugs.
Additional Functions
Added the ability to make the mouse invisible and disabled during controller operation in the configuration. Changed to allow simultaneous controller and keyboard operation.
Bug fixes
Fixed a bug in which X was not initialized to 0 for cards that refer to the number of activations, such as Storm of Bullets, Piercing Shot, and Reincarnation. Fixed a bug where the cost of Destroy Laser and Plasma Laser was 2 instead of 3
Card ability changes
Catastrophe: changed to cost 3=>2, “[Permanent] All damage to you and your enemies is doubled. [Activate] You can activate this card on your turn. Send this card on the field to the Graveyard.” Changed to ability. Water Cutter: Damage changed to 7=>10.
We’ve received an incoming transmission to the helicopter. The corrupt M.E.G.A.Corps have overrun The Steam Forums! Now it’s your job to kick them out.
Share a screenshot of your Commander launching into a mission from the helicopter in Survivor Mercs with a signature caption that screams “GTFO!”, and our 3 favorite submissions will win 2 Survivor Mercs Keys to keep or give away to their friends/family. One special Community Voted Winner will also receive an extra key for being the realest MVP in the resistance.
Intimidation backed by action is the best strategy Commanders, by showing our numbers, this will be a surefire way to blow the M.E.G.A. Corps off our turf.
Submission Rules:
Share a screenshot of your Commander launching into a mission from the Helicopter to the Screenshots Section of the Steam Forum with a funny unique caption
Thumbs up your favorite submission to vote for the community winner. You can find everyone's submissions in the Screenshots Section of the Community Hub. Be sure to filter for Most Recent!
One entry per user
Once winners have been announced, you have 30 days to respond to the ww_cm account to receive your keys
Submission Details:
You can upload screenshots using the screenshot uploader tool. By default this button is bound to "F12", and can be edited within the Steam settings.
Open the Steam client and click on "View" and then "Screenshots" at the top to access the screenshot uploader.
v6.3.0 of Starground is now up! This version includes a multitude of QOL and UI improvements, alongside full support for Steam multiplayer. A new building called the Vault also makes its entrance, which can hold up to 10,000 items!
As with any new introduction like this, issues are likely to arise, so let me know if issues happen with Steam!
Additions
Added Steam multiplayer, allowing friends to connect through Steam
Added french to the languages menu (big thanks to Xerinos!)
Added an option to set Steam lobby type
Added support for BBCode in player usernames
Added a label to the crafter UI to indicate the current recipe
Added categories in the crafter UI for recipes
Added item cost indicators that are displayed when actively building
Added Xerinos and Samuel to the translators credits
Added SomePerson to the alpha testers credits
Added the ability to rename chests
Added labels to chests that appear when renamed
Added a right click icon when hovering over an interactable object
Added the vault (can hold huge stack sizes)
Added enemy corpses that spawn when they are killed
Added a temporary projectile attack to Dreadcap
Changes
Changed the multiplayer menu to so you can choose between Steam and manual connecting and hosting
Changed the appearance of the poison cloud shot by Dreadcap
Removed UPNP (it was stupid and also caused long load times)
Increased the maximum length for usernames to 100 characters
Made it so category buttons (like those in crafters and the building menu) now become highlighted when they are active
Improved the visuals of the multiplayer disconnect popup
Made it so loading a save during a multiplayer game is no longer allowed (caused too many issues)
Changed the style of tab containers to be inline with the other UI elements
Fixes
Actually fixed an issue with the treadmill not appearing for clients
Fixed an issue were BBCode tags in chat would affect other messages
Potentially fixed an issue where chat messages would sometimes not send
Fixed an issue where player nametags would be drawn below objects
Fixed yóchic's name in the credits (sorry bro)
Fixed an issue where dropped items that were saved before exiting a dungeon would show up when you re-entered
Fixed the horizontal line in the options menu so it touches the tabs
Fixed a visual issue where items moving down on a conveyor would be underneath movers
Fixed an issue where ancient automaton particles were no longer gears
Fixed an issue where players in multiplayer could not enter through the boss door
Quinn's underwater adventure throws a mix of challenges his way. Some require cunning wit, but others demand a more direct approach: blunt force.
Luckily for Quinn, there are a lot of weapons in the complex of underwater stations where the action unfolds. While some guns maybe be rare and difficult to locate, even the standard-issue gear of fallen foes can bolster your arsenal.
You can upgrade your weapons at workbenches strategically positioned in key locations. By collecting sufficient weapon parts scattered throughout the stations, you can create upgrades to improve their effectiveness. It's not necessary to craft upgrades for each individual weapon; instead, upgrades apply to entire weapon classes. For instance, crafting a high-capacity magazine for assault rifles grants the upgrade to all three assault rifles featured in the game.
Although this is definitely a great help for Quinn, the use of workbenches extends beyond weapon upgrades. Coating kits, scattered throughout the stations, offer another avenue for enhancement. These kits allow you to unlock various weapon coatings, enabling you to select the one that best aligns with your preferred style.
Hey everyone! I'm super happy to announce that the first meaty balance patch for Balatro is now live for everyone! Thank you so much to everyone in the community that gave feedback during the public experimental beta. If you have been a beta tester, this version is functionally identical to 1.0.1e - but here are all the changes made to the game since 1.0.0n:
- Updated version of Love2D (the engine) - this fixes an issue on Windows and Steam Deck causing poor/stuttery performance for some players
- Added VC++ 2022 redistributable as an installation requirement
- General performance improvements
- Added toggle for 'Reduced Motion', removing the swirly background, gyrating card motion, much of the 'juice' in the game
- Changed default fallback tarot from Fool to Strength (when all tarots are on screen)
- Banned top-up tag and Antimatter on Jokerless Challenge
- Changed Gold Stake random seeds - now ensures that the first Legendary Joker on that seed is a Joker that you have not won with on Gold Stake (For Completionist++ hunting)
- Changed ante scaling in white stake:
- Ante 3: 2800 -> 2000
- Ante 4: 6000 -> 5000
- Changed ante scaling in green stake:
- Ante 2: 1000 -> 900
- Ante 3: 3200 -> 2600
- Ante 4: 9000 -> 8000
- Ante 5: 18000 -> 20000
- Ante 6: 32000 -> 36000
- Ante 7: 56000 -> 60000
- Ante 8: 90000 -> 100000
- Changed ante scaling in purple stake:
- Ante 2: 1200 -> 1000
- Ante 3: 3600 -> 3200
- Ante 4: 10000 -> 9000
- Ante 6: 50000 -> 60000
- Ante 7: 90000 -> 110000
- Ante 8: 180000 -> 200000
- Changed Orange Stake
- Scrapped increasing pack cost
- Added new 'Perishable' mechanic, Jokers have a 30% chance to have a 'Perishable' sticker, disabling them after 5 rounds
- Changed Gold Stake
- Scrapped -1 hand size
- Added new 'Rental' mechanic, Jokers have a 30% chance to have a 'Rental' sticker (stacks with eternal/perishable), making them cost $1 up front and $3 every round
- Changed eternal to apply to Jokers in Buffoon packs
- Changed Eternal/Rental/Perishable sticker location to be in the top left corner
- Made some non-retroactive scaling Jokers incompatible with 'Perishable' (Ceremonial Dagger, Glass Joker, Hologram, Ride the Bus, runner, constellation, green joker, red card, madness, square joker, vampire, rocket, obelisk, lucky cat, flash card, spare trousers, castle, wee)
- Changed the first shop in every run to always include a normal Buffoon pack as one of the pack options
- Upcoming blinds/tags can now be seen in the shop immediately after defeating a boss blind/cashing out
- Some Blinds are now be banned on challenge runs
- banned Crimson Heart, Verdant Leaf and Amber Acorn on 'Jokerless'
- banned Verdant Leaf on 'Typecast'
- banned Verdant Leaf on 'Non-Perishable'
- banned The Plant on 'Mad World'
- Buffed Saturn
- Now gives +3 mult instead of +2 mult for Straights
- Buffed Neptune
- Now gives +4 mult instead of +3 mult for Straight Flush
- Buffed Eris
- Now gives +50 chips instead of +40 chips for Flush Five
- Buffed Ceres
- Now gives +4 mult instead of +3 mult for Flush House
- Square Joker now has a square sprite
- Blue Joker sprite was fixed (2 out of place blue pixels)
- Changed Uncommon tag - Now makes the uncommon joker free
- Changed Rare tag - Now makes the rare joker free
- Negative, Polychrome, Holo, Foil tags all make their respective joker free
- Changed Investment to give $25 instead of $15
- Changed 8 Ball - scrapped old effect, new effect -> 1 in 4 chance to spawn a tarot when any played 8 is scored
- Changed Blue Seal - now creates the planet card of the final poker hand played during the round
- Changed both Mad and Clever Joker - scrapped 'contains 4 of a kind' effect, now applies instead to any hand that contains a 'Two Pair'
- Changed Yorick - scrapped old effect, new effect -> gains X1 mult every 23 cards discarded (starts at X1)
- Changed Magician Tarot - now applies lucky to 2 cards instead of 1
- Changed Midas Mask - now only applies Gold enhancement to scoring face cards, costs $7 was $6
- Changed Vampire
- now only removes enhancement from scoring cards
- gives X0.1 mult per enhancement instead of X0.2 mult
- Changed Madness - now only applies on small/big blinds, not on boss blind selection
- Changed To Do list - poker hand no longer changes on payout, always changes at end of round (won't get stuck on Straight Flush)
- Changed description of Shortcut to include a more apt example (10 8 6 5 3)
- Changed Ancient Joker - the selected suit is no longer able to repeat between rounds
- Changed Swashbuckler - Now adds sell value of all other Jokers to Mult, not just the Jokers to the left
- Changed Hanging Chad - Now retriggers the first played card 2 times instead of once
- Changed Runner - now starts at +0 chips and gives +15 chips per straight, was +20 and +10 per straight
- Changed Flower Pot - Now includes the base suit of debuffed cards when determining if it will trigger
- Changed Bootstraps to include current mult bonus in description
- Changed all 4 Sinful Jokers (one for each suit) - they now each give +3 mult per suit instead of +4 mult
- Changed Banner - now gives +30 chips per remaining discard instead of +40 chips
- Changed Fibonacci - costs $8 instead of $7, because Fibonacci
- Changed Square Joker - now starts at +0 chips, was +16 chips, now costs $4, was $5
- Changed Wee Joker - now starts at +0 chips, was +10 chips
- Changed Steel Joker - Now gives X0.2 mult per Steel card in full deck instead of X0.25 mult
- Changed Odd Todd - Now gives +31 chips per odd ranked card instead of +30 mult
- Changed Sixth Sense - Now uncommon and $6, was rare
- Changed Hiker - Now gives +5 chips to every scoring card played instead of +4 chips
- Changed Gros Michel - Now has a 1 in 6 chance to go extinct instead of 1 in 4
- Changed Seance - Now uncommon and $6, was rare and $7
- Changed Riff-Raff - Now $6, was $4
- Changed Vagabond
- Rare, was uncommon
- $8, was $6
- Applies when you have $4 or less, was $3 or less
- Changed Cloud 9 - Now $7, was $6
- Changed Mail-In Rebate - Now $5 was $3
- Changed Reserved Parking - Now common, was uncommon
- Changed Lucky Cat - Now gains X0.25 per lucky proc, was X0.2
- Changed Trading card - Now costs $6, was $5
- Changed Campfire - Now gains X0.25 per card sold, was X0.5
- Changed Smily Face - Now give +5 mult per face card, was +4 mult
- Changed Golden Ticket - Now payes out $4 per gold card played, was $3
- Changed Bloodstone - Now has a 1 in 2 chance to proc, was 1 in 3, gives X1.5 mult, was X2 mult
- Changed Onyx Agate - Now gives +7 mult per club card, was +8 mult
- Changed Glass Joker - Now gives X0.75 mult per glass card destroyed, was X0.5 mult
- Changed Stuntman - Now gives +250 Chips, was +300, is now rare, was uncommon, is not $7, was $6
- Changed Invisible Joker - Now requires 2 rounds and costs $8, was 3 rounds and $10
- Changed wording on most scaling jokers to refer to 'this joker'
- Fixed bug where opening a booster pack with hand size of 0 was unskippable
- Fixed bug where the card generated by 'Certificate' was not being debuffed by the boss
- Fixed bug in the rate at which eternal/perishable Jokers were being generated
- Fixed bug where Buffoon Pack could show up in Jokerless challenge
- Fixed bug where debuffed negative Jokers being sold doesn't reduce the number of available joker slots
- Fixed bug where sticker seeding was shared between shop and booster packs