First off, thanks to all of you who took part in the survey. We appreciate your valuable feedback and promise to work hard on making Eternal Return even better.
Check out the list below to see if you're one of the lucky winners receiving the 1,200 Event NP (7 Days) reward!
This month we decided to create more polish in anticipation for our demo later this year - and a huge part of that is creating a great Main Menu! Our focus was to simplify the character/world selection, create an appropriate art theme for the assets, and to immerse the player into what the game is all about. For a preview of the new menu - check out our discord
Another important aspect is monster AI. We've gone through several iterations that all became cumbersome as we tried to expand on its capabilities. We brought in a game designer help us restructure the AI to match spell capabilities existing in the game, and the result is a much more flexible and customizable monster AI system which should open up a lot of possibilities for players wanting unique XP styles in their gameplay.
We made some small headway with creating new weather system effects, but that is a secondary priority we hope to steadily accomplish over the coming months. Now for the details!
Major Updates
New Main Menu
Race Token Art
Class Token Art
Difficulty Token Art
Button Assets
Background
Mountains
Animated Trees
Animated Clouds
World Save Files
Fireflies
Shooting Stars
Button SFXs
Music
New Steam Join Lobby
New Monster AI
Added 4-Directional Diagonal Monster Code
Added Monster Reset Types
Added Monster Spell Weighting
Added Monster Reactions
Added Monster Targeting Types
Added Out Of Combat Behaviours
Added In Combat Behaviours
Added Swarm Option
New Cloudy Weather
Minor Updates
New Earlwood Village Houses
New Earlwood Village Tilesets
New Lampposts
Players can now cast spells on themselves or friends using the HUD Avatar overlay (for better accuracy)
Buffed Quick Jab (Brawler)
Added new sprites to multiplayer HUD
New Fairy mining animation
More plants for Faustas' Rest
New Escape Menu
New Grass Sprites
New Training Dummy (for players to practice on)
New Proficiency Icons
Spell SFXs
New Pulverize SFX
New Quick Jab SFX
Furious Strike SFX
Bugfixes
Minimap heads now appear greyscale when target is dead
Recoded Corpses to work with the new Storage System
Fixed a bug where the player would ever so slowly drift when staying as a corpse and not respawning
Fixed an issue where going back to the main menu was keeping old main menu scenes loaded
Fixed Day/Night lighting to load immediately on player load rather than having a delay
Fixed rock mining distance to be more accurate
Monsters now scale with players nearby rather than players on server
Fixed monsters sometimes playing walking animation on death rather than death animation
Fixed character pathing to reset on death so respawning does not immediately walk character back to old spot
Fixed minimap heads not appearing for people outside party
Added in a base speed formula for each race to differentiate the races more
Fixed Ripple still dealing damage even when player/monster died
Fixed Runes immediately being picked back up when dropping
Monsters now disable health bar when back to full health
Monsters now get massive health regen when resetting
Ten Thousand Coins: The Golden Merchant - Cynthia - Thousand Tonic
Ten Thousand Coins: The Golden Merchant will be featured in LudoNarraCon 2024's Official Games Selection!
We're very excited to be a part of this awesome narrative games event on Steam (9-13 May), and big thanks to Fellow Traveller for this opportunity!
What to expect from this event:
An updated playable demo with some of the latest features and content
A new gameplay trailer
A developer stream where I (Cynthia) will be giving commentary on a playthrough of our demo while talking about our progress, design choices, inspirations, etc, as well as a Q&A at the end.
Ask us your questions
A small Q&A session will be included at the end of the stream, so here's your chance to ask us your questions regarding the game or development journey and I will answer them during the stream!
This month we decided to create more polish in anticipation for our demo later this year - and a huge part of that is creating a great Main Menu! Our focus was to simplify the character/world selection, create an appropriate art theme for the assets, and to immerse the player into what the game is all about. For a preview of the new menu - check out our discord
Another important aspect is monster AI. We've gone through several iterations that all became cumbersome as we tried to expand on its capabilities. We brought in a game designer help us restructure the AI to match spell capabilities existing in the game, and the result is a much more flexible and customizable monster AI system which should open up a lot of possibilities for players wanting unique XP styles in their gameplay.
We made some small headway with creating new weather system effects, but that is a secondary priority we hope to steadily accomplish over the coming months. Now for the details!
Major Updates
New Main Menu
Race Token Art
Class Token Art
Difficulty Token Art
Button Assets
Background
Mountains
Animated Trees
Animated Clouds
World Save Files
Fireflies
Shooting Stars
Button SFXs
Music
New Steam Join Lobby
New Monster AI
Added 4-Directional Diagonal Monster Code
Added Monster Reset Types
Added Monster Spell Weighting
Added Monster Reactions
Added Monster Targeting Types
Added Out Of Combat Behaviours
Added In Combat Behaviours
Added Swarm Option
New Cloudy Weather
Minor Updates
New Earlwood Village Houses
New Earlwood Village Tilesets
New Lampposts
Players can now cast spells on themselves or friends using the HUD Avatar overlay (for better accuracy)
Buffed Quick Jab (Brawler)
Added new sprites to multiplayer HUD
New Fairy mining animation
More plants for Faustas' Rest
New Escape Menu
New Grass Sprites
New Training Dummy (for players to practice on)
New Proficiency Icons
Spell SFXs
New Pulverize SFX
New Quick Jab SFX
Furious Strike SFX
Bugfixes
Minimap heads now appear greyscale when target is dead
Recoded Corpses to work with the new Storage System
Fixed a bug where the player would ever so slowly drift when staying as a corpse and not respawning
Fixed an issue where going back to the main menu was keeping old main menu scenes loaded
Fixed Day/Night lighting to load immediately on player load rather than having a delay
Fixed rock mining distance to be more accurate
Monsters now scale with players nearby rather than players on server
Fixed monsters sometimes playing walking animation on death rather than death animation
Fixed character pathing to reset on death so respawning does not immediately walk character back to old spot
Fixed minimap heads not appearing for people outside party
Added in a base speed formula for each race to differentiate the races more
Fixed Ripple still dealing damage even when player/monster died
Fixed Runes immediately being picked back up when dropping
Monsters now disable health bar when back to full health
Monsters now get massive health regen when resetting
Project MIKHAIL: A Muv-Luv War Story - The Muv-Luv Team
An update was performed at 20:00 on 5/2 Japan time to fix multiple issues. We kindly ask you to update the game and restart it via Steam. --- As of 5/2 (Thursday) at 12 o'clock Japan time, we have confirmed the following issues:An issue in Survival Mode where operation rewards cannot be received. An issue causing Survival Mode to become unprogressable due to the above issue. An issue in Survival Mode where the maximum manufacturable level is not set to 255. An issue in Survival Mode where equipment enhanced to Legendary rarity becomes damaged when deployed in battle. An issue causing a crash at the end of battles. Other minor issues. We are currently working on fixing these issues. We sincerely apologize for the inconvenience and trouble this may cause to our customers. We kindly ask for your patience until the fixes are implemented.