Combat medics we are pleased to announce that Combat Medic is still in development after a brief pause, and work is being made now on adding a working healing system where each soldier will be assigned an injury and you will need to use the correct medical item to heal the soldier,
please see an example below.
wip
We did have a long pause and the reason for this was this game is just a passion project of my own and Josh, between us we have very limited coding and game building skills. I drew all the art assets not even being an artist and josh has coded together the game. During this we got ambitious and hit a roadblock, but wanting to see this game complete we decided to seek outside help with some coding issues.
We have also changed the game from love.2d a lua program to unity this helps the game run better in so many ways.
With Combat Medic being a passion project i am very fussy (being a gamer all my life) with how i expect things to work and feel and i am happier now that its heading in the right direction but we still have a bit of work to do to make Combat Medic a game that is fun to play.
Thank you for wishlisting it lets us know that people are interested and we should give are spare time for this to be complete.
Fixes Removed Z-fighting wood block on the bridge in The Mine Replaced default benchmark image with game related image Pause menu Eject cartridge & Leave The Mall text now displays correctly Placed missing wood floor tiles at exit of The Mall Swapped box placement of Warehouse 14 & M.A.D to be in correct order Console should no longer become softlocked after use in The Mall Replaced missing ceiling in Nightmare Can no longer trigger Refuse and Out Of Time endings at the same time in M.A.D Removed interaction function from panels in M.A.D Spelling mistakes in Eternal Storage removed Silhouette event in Eternal Storage should not trigger whilst inside unit Wrench will be hidden when picking up Flashlight in Eternal Storage Disturbing content warning text rapidly changing scale should no longer happen Placeholder text on box for Warehouse 14 swapped out Back of box for Santa's Workshop updated to match better Floating labels won't appear after placing and removing box from shelves in Santa's Workshop
Improvements Updated Analytics data Game settings changed Headbob to Headbob intensity Added another trigger for Doris events in Eternal Storage Moved location of a key in The Mall to a better spot The owners eyes will now glow in the dark Buttons on cartridge information screen have clearer icon Removed last digit from transmitted code in M.A.D to prevent confusion Can now trade money for ring in Eternal Storage Cartridge stats & info page now updates correctly and displays stats for different cartridges Global stats now shows number of copies of the game sold instead of downloads
Bugfixes: MagnaFlare no longer anchors on projectile hit Harrier with Spellpower no longer stuns, dmg display number fixed Fixed a bug in training mode where opening/closing deckbuilder would cause errors occasionally (that old Queen training bug @windfall had)
**Patch v2.37**
New Spells: Collapse - pull to center in a wide column InfinityBeam - shoot a laser, on hit teleport to a random tile and recast (yes, infinite times) Harrier - non-lethal 5 shots MagnaFlare - fire a shot that teleports target to random tiles, prioritizes Flame tiles Miasma - hit 4 back center tiles and Poison Whiplash - hits in a hook shape, bonus dmg at tip
Compactor - dmg 8->10, recovery 32f->26f Crackroots - all hitboxes now come out at the same time, startup 14f->15f Earthquake - dmg 6->7 Escalation - shot interval 6f->5f Flurry - recovery 10f->6f FreezerBurn - overall a bit faster Glitter - tiles 10->11 HyperBeam - recovery 44f->40f Innervate - mana cost 5->4 Knife - dmg 3->4 Lasso - dmg 1->2, travel time 18f->17f PowerDrain - dmg 4->5, startup 9f->7f PunchCannon - dmg 7->9 QuadClaws - startup 10f->7f Reaper - recovery 8f->6f Rocket - mana 2->1, recovery 18f->22f Sacrifire - dmg 9->12 Salvo - recovery 30f->26f Snowfall - dmg 4->5 Starfield - hitbox duration 4f->2f (to reduce multihits during movement) StepBlaze - now has a 1x1 hitbox that deals 6 dmg Strangle - dmg 3->4 Sweeper - recovery 30f>28f Tremor - dmg 6->7, recovery 16f->15f TriThunder - now always hits 3 tiles even during stepslashes, interval 5f->3f Vinepull - dmg 3->4, snare dmg 2->4 velocity 3->4 Volley - startup 8f->5f, dmg 6->7
Other: Win/Loss stats are now tracked for custom and unrated matches, behind the scenes
Bugfixes: Flame and poison damage no longer interrupt dodges Going from Local to Learning no longer bugs the ui out Spectator replays will now autosave
Hello everyone! This update just changes the balance of some characters and levels, maybe shuffles some weapons/items around, and improves performance in a few places. Sorry for this update taking so long ... But get excited - we're gearing up for the FINAL release sometime later this year!
- Fixed product panel would stop working with too many entries - Fixed ingredient rounds incorrectly drain water charge - Ingredient rounds increase damage and decrease windup time - Alcohol rounds decrease damage - Vaccuum boost increase height threshold for automatic boosting - Hangar prevent create new plane or load plane when modifications are in progress - New light fuselage - New heavy fuselage - Floating market added refuel, repair, and rest - Manual mode handling update to significantly reduce the snap back bounce as the stick is released, which would also cause some noticeable wobbling in the heavy plane at high speeds - Rate of turn increased a bit in manual mode - Camera position and lag tuning for manual mode cameras to try and better keep the plane in the lower portion on the screen - Interior UI in controller mode, UI elements that can be cycled (the ones with left and right arrows) now have a new selection mode where both left and right arrows are selected, and can be cycled using the left and right navigation buttons, instead of having to navigate to the arrow and then press it. Elements that also have a central button such as the brewery dispenser, or the bottle design can activate the central button by pressing the submit button, there is no need to navigate to the button. This has been implemented for the plane modify UI, roster UI, bottle design and main menu character select, unfortunately the plane paint UI could not be converted since left/right navigation is needed to move between the controls, still thinking of a good way to handle this...
Hopefully this update will allow controller players to more easily make the kind of precise maneuvers that some of the gameplay requires, although I think controller mode will always be more difficult. Anyway if you are a controller player please let us know what you think of these changes. Thanks again for playing the game, we will keep on trying to improve the experience.
- Fixed enemy bullets would fire even if the enemy was frozen or dead. - Fixed Spectacular Carnival (Enemies are pouring in at an overwhelming rate.) is not triggered sometimes in v.0.0.2. - Fixed damage dealt by Bubble Splash was not being recorded towards achievements. - Fixed some names exceeding the column width were not scrollable.
Balance Patch
- The size of enemy melee Hitbox will be reduced from 2.0~2.5 times the monster's size to 1.75 times.
Others
- Improved the visibility of the explosion radius to be more intuitive when the Tiny Explosion Dragon dies. - Clarified the unlocking condition for the Phoenix Clan Ability : 100,000 cumulative "Revenge" damage as a Phoenix Clan. Here, "Revenge" means Revenge Snipe, Revenge Meteor, Revenge Strike in Phoenix clan ability.
Tips
In terms of the enemy hitboxes:
1. Enemies that fire projectiles, such as the "Sturdy Toothed Dragon, Flame Energy Dragons, Wise Oppression Dragons," do not have a hitbox upon collision and attack solely through projectiles.
2. Other enemies like the "Tiny Explosive Dragons, Swift Runner Dragons, Fiery Charging Dragons, Sturdy Shield Dragons" deal damage directly in front of the player during close combat without affecting the sides.
[Possible Issue] An error occurred while launching this game : missing executable
1. Please first attempt to restart the Steam application to apply patch v.0.0.3. 2. If you encounter a "missing executable" error during game startup, it's likely due to the game's executable file being relocated by the patch.
For example, originally located at C:\Program Files (x86)\Steam\steamapps\common\BestiarySurvivors\Bestiary Survivors.exe, the patch may move it to C:\Program Files (x86)\Steam\steamapps\common\BestiarySurvivors\BestiarySurvivors\Bestiary Survivors.exe.
Please note this relocation sometimes occurs randomly with each patch and is beyond our control.
In this case, uninstall and install Bestiary Survivors again via Steam application will fix this.
We are excited to announce the release of our newest DLC, South Korea! Embark on a virtual tour of this place with 30 stunning puzzles that capture the essence of this vibrant country. From the bustling cities and quaint towns to breathtaking landscapes and lively street scenes, each puzzle brings a piece of South Korea to your screen!
Discover the rich culture, delicious food, and warm people of South Korea as you piece together each image! Whether you're a seasoned traveler or a curious explorer, this DLC offers a unique way to experience the beauty and diversity of South Korea from the comfort of your home!
Get ready to challenge your puzzle skills and immerse yourself in the wonders of the Korean peninsula! And of course you can play a free puzzle too!