greetings and well met! this is just a post to collect the bugfixes and changes that were made over the last few days. as always, please do not hesitate to voice your thoughts, questions and suggestions. your feedback helps the game improve!
General:
-Changed level transitions code to reduce spikes on GPU. This is done due to reports of rare crashes on level transition. If you experience a crash, please reach out to me!
-Greatly improved chest item drop-rates in Lower Dungeon 1. All non-trapped, non-mimic chests will drop items.
-Changed the Slain Cultist prop visuals
-Fixed Great Snake spell description which incorrectly stated the snakes had a duration.
-Improved minimap size. The entire level should fit nicely instead of being cut off at the edges.
-Dungeon generation will try to spawn very large rooms much more often
-Dungeon generation will try to spawn special rooms (like Vedomot's prison cell) much more often
-Reduced health of Maulers from 16 to 14
-Greatly reduced health of all Named level 1 enemies
-Removed the +HP modifier bonus for Named level 1 enemies
-You can no longer encounter Named enemies in the Forgotten Passageway. Of course, the Bloodsoaked Guard is still there waiting for you.
-Wounded Paladin will drop a Silver Skull if you talk to him enough.
-Hall of Pain entrance rooms have much fewer enemies to better ease the players into the level
-Removed an annoying table in Halls of Pain, and moved some Braziers around
-The first three Potion slots will no longer be set to Health-only by default
-Cauldron spells have had their icons swapped
-Improved shop item amount and made the shop items more versatile.
-Alchemy tables will always drop potions south of it to prevent blocking them.
-Removed names under the portraits in the Main Menu
Balance:
-Increased damage and greatly increased attack-rating for all Two-Handed weapons
-Increased collision radius for the Charge Combat Arts
-Reduced manacost for Charge and Hurl Weapon Combat Arts
-Improved the Taking Damage animation for Two Handed weapons, and also made it faster.
-Slightly improved base to-hit chance from 60 to 62. This is not to be confused with the Attack Rating stat.
-Buffed Starter Shield from 2 Dodge 1 Armor to the normal 3 Dodge 3 Armor that Small Shields have
-Icefloor slow duration from 3 to 5 seconds
-Enemy Aura size nerfed by 50%
-Great Snakes now get properly damaged from chest traps and Flame Breath attacks from Flaming Skulls
Bug fixes:
-Fixed being able to Quick-save during Iron-man mode by pressing the Quick-save hotkey
-Fixed being able to cheese stationary ranged enemies by aggoring them then keeping a 25 unit distance from them, where they would stand still and not attack the player
-Fixed Great Snakes having greatly reduced attack cooldown when chasing down fleeing enemies
-Fixed a purchased item reappearing in the shop if you switch levels after purchasing.
First we wanted to apologize on recent radio silence regarding the progress of the latest update. Your passion for more updates is not wasted on us.
As you have probably guessed there has been an delay to this major update, RETRIBUTION, which we are making the official statement now, we however do not have a solid date for you, we are sorry for the inconvenience this causes but we wanted to get into some reasons why;
The sheer scale of the content has been challenging which may require us to pivot and break up the update into more manageable chunks/patches instead, Content has always been fun to develop for you and this time there is a lot of it... however! We also wanted to spend some time on reviewing retention and looking for ways to entertain players for longer (variety is the spice for life after all) so we can get a update cycle lasting months rather than weeks (Core loop mechanics, fixing issues and balance).
We love a new update and seeing our players dive in again but its time to look at more longevity! We feel this combined with hot content will help new players "breach" in also.
We look forward to explaining further in the future but we feel another public playtest (or even a few) is best before deploying our new update so we can garner your feedback but unfortunately no date for that either until internally we are happy with the progress.
Anyway we hope this makes sense and we appreciate you all for playing (we can't believe its been 2 years since the Alpha) but here is some cool screenshots of one of many new locations coming soon....REBEL BASE (pesky raider home turf).
We thank everyone for their patience and look forward to fighting you among the stars once again
Dardick Model 1500 has been released for World of Guns!
What's interesting in this model: Disassembly/Assembly: 87 parts Operation: 1. Animations: DA Fire, Reload 2. Additional: Caliber change kit, Upper kit 3. HD textures 4. Cutaway mode
PROMOCODE which unlocks Dardick Model 1500 for free for the first 50 users: F8PS Instructions: run the game, go to the main menu, open console by pressing ~, type promo <code>, use CAPS LOCK, press Enter Example: promo F8PS Attention on different languages key for console may be different Promo code has to be entered in the main menu!
This update will probably not feel as large as the changelog note makes it look. The notable changes are: a new arcade mode that (that isn't in the demo), some basic visual effects for attacks, 4 new items (3 of which are unlocks from the new arcarde), oh, and it also fixes the arcade giving you the achievements win or lose but not giving you the items. There were a lot of changes that wont really matter until future updates, like 14 new tile legends, only 5 of which get used this version, and the fact that it now secretly tracks what enemies you've seen.
One change that didn't fit nicely into the other sections was: The continue button on class selection screen now changes to 'not in demo' if you're in demo and selecting something other than the adventurer.
There is one known issue already: If you go to the tiles/use page in your inventory without having seen combat that session. >> You can just dip in and out of the arcade to fix it. (This will be fixed in V40!)
Arcade:
New arcade challenge with achievements: Colourful language. Unavailable in the demo.
Fixed the arcade challenges giving you the completion achievements win or lose.
Fixed the arcade challenges not unlocking the items.
Added item backdating if you actually completed arcade challenges while it was broken.
Overworld:
Fixed world being able to generate node blocks that aren't connected.
Revealing a secret node now correctly reveals each road connecting to it in rare cases that there's more than one.
Resting now slightly increments the hidden world progress tracker.
Events:
Some of the dying paladin event 'Tell them you'll rush back with aid' follow up events are slightly more time lenient.
Fixed the 'village under attack' and other post-anomaly combat events causing the demo to skip the 'thank you for playing' end-screen and just quit.
Overworld UI:
Added the option to always show health and gold, instead of just when it's relevant to the node.
Fixed player screen not showing blood count unless you click stats.
Fixed crafting screen not showing you how much a craft you can't afford is.
Shops:
Shops rolling for random gear will now try again later for the same slot if there was nothing valid.
Shops now have preview icons of previous and next screens so it's more obvious that they exist.
The 'new' price on discounted items is now red if you still can't afford it.
Fixed the stock/owned display not updating when you buy things.
Items:
The green worm idol now makes X, Y, and Z tiles you get spawn in Cooper Black rather than Open Sans.
The books of fire and metal now consider wildcards when giving hints.
The bookkeepers bassoon and bonnet no longer count wildcards as inherently matching without the clouded glass eye charm.
Fixed the improved book of metal turning into the regular book of metal when used for a hint.
Fixed the book of UwU permanently inflicting weakness to burn, toxin, or bleed.
Fixed slime brooch not giving the player regen if they're bleeding.
Fixed the letter blocks not accepting wildcards.
Item availability:
The endless potion bag can no longer give you cookies.
The cultist can no longer get the rings of four- or eight-sight.
Iron skin potions can now appear in the endless potion bag.
Fixed the mortar and pestle never being available at the wizards tower shop.
Item descriptions:
Fixed the copper retort not telling you it also gives you access to the potion crafting screen.
Reworded the safety matches description to indicate that the second half is passive.
Reworded item descriptions to refer to 'combat' instead of 'adventures', except for in reference to 'preparation screens'.
Items UI:
Fixed ironskin potions not highlighting to show that they have a function outside of combat.
Fixed the raven idol highlighting in between a new word being added to the stats and being removed from the word board.
The item almanac now lists if an item is available from the endless potion bag.
Item description footer text will now correctly scroll for texts longer than 3 lines.
New passives:
Schwa charm
Schwarz schwa shawl
New gear:
Tongs
Calcinatory
Combat:
Added visual effects to basic attacks.
Fixed attack effect delay checking against the wrong value.
Fixed a crash if you manage to create a 'valid' word entirely consisting of ephemeral tiles.
Fixed the start of your turn clearing the damage estimation if you managed to inputting your word prior.
Combat UI:
Hitting escape while the keyboard is on-screen now behaves the same as backspace.
Added blood display to postgame screen.
Added passives to the pregame.
Chests, shrines, and the anomaly no longer appear on pregame screens.
Fixed tooltips remaining behind when hide-UI is called.
Stats bar during combat no longer draws the individual words if they are off screen.
Status:
Permanent status decay can now have magnitudes of effectiveness.
Fixed 'temporary' status weakness being permanent. (Only affected the book of UwU).
Fixed toxin damage estimations against enemies with toxin armour implying they're going to heal off of it.
Fixed a typo in the tooltip for enemy burn.
Enemies:
Moved enemy data to separate files.
Skeletons now have bleed decay 5x faster than normal instead of 2x.
Spiders now have toxin decay 4x faster than normal instead of 2x.
Fixed the slime idle animation resetting half way through.
Tiles:
Added new tile legend/ligatures: GH, CK, ER, UN, ION, RE, ST, EST, ß, restricted wildcards for [AEIOU] and [AEIOUY], and X Y and Z but in Cooper Black.
Fixed default number and ! tiles being considered wooden.
Fixed ephemeral tiles being counted as part of a valid incantation for the vowel movement and four-heal spells.
Definitions:
Added the word definition when you win a shrine, and to the shrine stats display.
Added definitions for the vowel movement and UwU spell incantations.
Fixed definitions with nested templates not having all templates formatted.
Fixed the definition of calcine.
Words:
Fixed 17-21 length letter words breaking UI elements. 22+ letter words still do.
Added calcine- and derived terms to the fire dictionary.
Added boom, booms, and grill and derived terms to the fire dictionary.
Added derived terms of orthoped- to the bones dictionary.
Added safehouse, safehouses, fusebox, fuseboxes, catgirl and catgirls.
Added clog and clogs to the wood dictionary.
Added a bunch of words to the specific dictionaries that were form-of- and inflection-of- words of words already in them.
Hello everyone. I am happy to announce that the game has been fully completed! And so, it will be released in exactly a month from now on June 7th. Please look forward to it!
I had a deadline set for myself - the announced date - and I was able to finish in time. I’m both shocked and proud of myself that I was able to finish with a whole month to spare. Another month isn’t needed, as I’ve already tested everything several times; however, that’s the date I wanted to release on for no particular reason. So now, I have extra time, so I decided to make some fun extra stuff!
For example: I will be adding some fun swimsuit DLC, because every anime game has to have that! I know day 1 DLC gives games a bad look, but it isn’t really substantial – if anything, I don’t want people to use it since it ruins the game. It just seemed like a fun thing to make. The price will be $1.99, so please don’t judge me too harshly. It’s just a little way to show support, given that the entire game will be free.
Explore the Depths of Arhaekon on Our Official Website!
Ready to dive into the world of Arhaekon? Head over to our official website for a sneak peek at what awaits you. Explore 14 vibrant regions, master over 32 unique abilities, and lead characters from 4 primary classes and 8 subclasses. Whether it's tactical battles or reconstructing a broken world, your choices shape the adventure. Catch our latest gameplay videos and stunning graphics designed for a smooth experience on most PCs.