1. Add the 【 Customization 】 function, allowing players to upload their own pictures for puzzle making. 2. Increase gameplay [Reverse Grid] 3. Add gameplay [2D Rubik's Cube] 4. Add window mode, now press F11 to select window and full screen mode
Welcome to GT Manager, a racing management game coming to PC & Mac in 2024.
If you want to find out more about endurance racing and have a deeper look into the gameplay mechanics of GT Manager, you are in the right place!
What are the basics of GT racing in real life? Let's get right into it: GT racing is the most common form of sports car racing, and is found all over the world, in both international and national series.
These past few years it has benefited from a growing popularity thanks to different factors: ➡️ Less expensive than open-wheel cars ➡️ A diverse list of national and regional championships ➡️ A low barrier of entry for young drivers, especially in GT4
There are different categories, including the GT4, GT3, GT2 and GTE. All these categories have their own specificities and constraints on the cars. Added to these four GT categories, you will also find Hypercars in the game, which is considered as the pinnacle of endurance racing.
Today, there is a large number of championships around the world divided into several races, including the World Endurance Championship, IMSA WeatherTech SportsCar Championship, 24h series, GT World Challenge Europe, America and Asia, and many more!
It's now your turn to become a legendary manager!
➡️ Each season you will be able to choose between several categories depending on the number of race points you earned previously: GT4, GT3, GT2, GTE, HYP.
Your choice will be influenced by the results of your previous championships and the financial health of your team.
Will you prefer to stay one more season in a lower category to improve your team or try to conquer a new league?
The choice will be yours!
But be aware, each category will introduce you to a new way of managing your team and ask you to take on challenges that are each more complex than the last.
➡️ GT Manager features more than 30 officially licensed drivers to complete your team. With their different strengths, you will be able to recruit the 4 drivers who will help you win championships.
At the start of your season, you will also need to recruit sponsors, who will fund you throughout the championship by meeting certain objectives. So be careful which sponsors you recruit, because they can be decisive for your team's finances.
➡️ Before launching your first race, you will be able to choose all the components that will make up your team starting from the team logo and colours to your nationality!
Your journey begins now; take your place on the pit wall and lead your team to victory!
Your progression in GT Manager
Now that your team is created, let's dive into your career mode progression!
Each championship is made up of 10 races on tracks from all around the world. Completing each race with your two cars not only earns you income from your sponsors to improve your team's performance but also accumulates valuable race points essential for unlocking new categories.
As you advance through GT Manager's ranks with the ultimate goal of conquering each category, you'll encounter a variety of race formats, from endurance marathons to quick sprint challenges.
Your ultimate goal? To make it all the way to the pinnacle of Endurance Racing: the Hypercar league!
To achieve this feat, you'll need to apply all the knowledge and expertise learned from your journey through the ranks, solidifying your status as the Ultimate GT Manager!
it feels as if the last update was just a few days back. Spring days are flying by with incredible speed. There's plenty of new things added to 0.8 but mainly we're going to take a look at the new update to the Adversary system (formerly Crisis system, but there are now more entities to this than Crises, hence a new buzz-word is needed). Also I'll share some quick info about the upcoming v0.8 beta.
Nemeses
As you may already know, the existing Crisis system is somewhat 'temporary'. Not that it would be completely changed, but a lot of features are a bit forcibly simplified. A lot of feedback mentioned a wish for more variability in combat and additional/better progression in difficulty.
Nemeses system is a new feature which should eventually address both. What is a Nemesis? Nemesis is a unique type of crisis similar to existing 'Era' Crises that you combat every 7 technological levels but with a few differences.
The first difference is that each Nemesis crisis is repeatable. As soon as you Unleash the nemesis (more on this later) it will repeatedly be triggered every 5 minutes or so, depending on the outcome of the battle.
Second difference is, that each Nemesis is Invincible. Invincible crises cannot be reduced below 50% HP until a specific condition is satisfied (that differs per each Nemesis, and may eventually differ per each Civilisation run). For instance, when you Unleash the Smallpox Nemesis, you may need to reach a specific amount of Research per second in order to dispel its invulnerability.
Third difference is that Nemeses will only be available on Rare technologies. Rare technologies are a new Feature unlocked in Ascension tree. Each run there is only one Rare technology appearing somewhere in your technology tree, offering massive benefits but also some drawback. A Nemesis Lock will precede each Rare technology, Unleashing that Nemesis as soon as the Lock is Open.
Tech tree now conceals which technologies are behind Locks (and you will have the ability to circumvent that - though not for free). As tech tree progresses, this will open new mechanics to plan your way through if you are looking for speed or safety.
How do I fight invincible Crisis?
For a good part of every run, player will have no means to destroy a Nemesis. The only option is to 'survive'. That can be achieved by usual Fort-everything strategy. Alternatively players will also be able to scare-away the crisis with use of Units. The mechanics here works a bit different than with normal 'mortal' crises.
When you reduce an Invincible Crisis to it's 50% HP, each successive attack will (instead of reducing HP) exhaust one Crisis' attack. When all are exhausted, the crisis disappears (as if waited out).
Only after the Nemesis' Invincibility Condition is satisfied, can you reduce the Nemesis HP to zero, thus removing it from the current Civilization run.
Fun fact: Although there are several hypotheses Smallpox may have co-developed into the severe form between rodents and their best friends - the farming humans about 3000 - 4000 years ago. Luckily in 1977 after a 19-year process, a vaccination campaign eliminated the disease from the whole planet. The cost estimates ~1.3 Billion USD in today's dollars (so about the cost of the GPT5 training) for the eradication of Smallpox, saving ~15 Million people from death every year since.
How many Nemeses are there
The v0.8 will only contain three Nemeses: The Huns, The Smallpox and The Inquisition. Each randomly spawning in your Tech tree after unlocking Rare Technologies ascension. Both the Nemesis system and Rare technologies concept are still 'much beta' and it depends on future beta testing, where the whole complex of features is going to move.
New Technology tree is overall progressing in difficulty with new Eras unlocked. Rare technologies will introduce Nemeses after Renaissance era. Other ascensions were also re-grouped to make more sense progression-wise. For instance Auto-skills are accessed in an early branch right behind Stonehenge while Hero recipes can be unlocked from a shared cluster rather than being spread across the tree.
Disasters
It would be pity if this was all the new trouble coming our way in Microcivilization in v0.8. The next feature is something that would best be described as 'abstraction' of the existing Storm debuff.
As you may have experienced yourself, the Storm debuff (currently available on Babel tower scenario or via Hanging Gardens trait) is a bit of a lonely feature, having little alternative debuffs or any deeper integration with the rest of the game. Have no fear. In v0.8 anyone can have their own storm free of charge. And also Rats, Drought and Industrial Pollution.
Debuffs to ruin your day
This is exactly what this is about. A set of debuffs (for the moment let's call them Disasters) which will amplify any Crisis you face while they're active.
Storm used to add unblockable attacks. It still does. But it also amplifies any Crisis risk in the meantime between Crises.
Rats will add Damage-per-second attacks to new Crises and create a flat Disease Risk.
Drought will ruin your food production and will make all Crises HP bigger.
Industrial pollution will be your best friend however. It increases fire risk and prevents you from constructing anything during a crisis.
Combining multiple Disasters at the same time is possible, though not recommended.
Predicaments turning into Disasters
How does one get a Disaster? Randomly? No. In Microcivilization I believe that the player's action should be the ultimate root cause of everything that happens. No flat % chance of tornadoes here.
Instead, we now have a feature called Predicament. It is a sibling to the 'crisis risk' feature we already know. The major difference is that a Predicament is a certainty that a problem will happen. You just don't know when or what that problem will be. How does that work?
All this leads back to our new Technology tree again. Same way you can unleash Nemesis before starting a research, you can unleash a Predicament debuff. So yay, all of your misery will be effectively self-inflicted.
Predicaments are illustrated as a time-bomb triggered by new technology and they're exactly that. Who knew that leeching gold ore with cyanide atop the hill might eliminate all fish in the rivers in 2 years.
Instead of having a % change of triggering a Disaster, each predicament debuff has a specific Time when that predicament 'explodes' and 'turns into' a Disaster. The time is between 1 minute and 1 hour. (There are going to be ways to find out what the predicament time is).
Of course, there will be other ways to receive a specific disaster (A Nemesis may for instance grant a Disaster debuff directly as one of it's Ultra-Attacks)
How does this work together with Crises?
The long 'time-bomb' period of Predicament means you cannot easily wait them out. You will be forced to move on with the Damocles bombs ticking above your head, risking to end up with a swarm of would-be-easy Crises becoming insane unblockable aggressive ninja Crises with piranhas and locusts swarms. If that isn't fun, I don't know what is...
But don't worry, predicaments don't start appearing until Medieval era. The initial variants should be relatively soft and scarce. Only as you progress further down the ascension tree should the amount of bombs grow and turn into a problem worth considering.
As with Nemeses, this is just a first version. We'll see what direction to evolve the Disaster/Predicament feature.
Secrets
All the above features are revolving around the new 'Lock' system that precedes technologies in your tech tree. This lock system is currently very generic and may change significantly in the future. However one trick was added to help players overcome some of the more challenging Locks, like the mentioned nemeses or predicaments.
Secrets are a new resource, which you can gain by some updated Tribal-Village Dilemma cards or simply from a few selected technologies in the tech tree. Secrets can be used from within the tech tree to force unlock any Lock, without triggering it's effect of having to satisfy the locks' condition (in case of locks like 'complete 3 quests')
With secrets you have some way to strategize your path through the Tech Tree. With Locks and Tribal villages being randomized each Civilization, you may need to change approach each time to get to the later era faster.
In case you're looking for a precise and less stressful play style, stocking on Secrets and using them up to work around Nemeses and Predicaments is the strategy you may want to apply.
When is Beta going to open
Majority of the work in the past month was testing and balancing. There's still a number of bugs to be solved, playtesting to do (especially late-game and AFK play) and some artwork to be made.
However it feels that the code stability and feature coverage is where I expected it to be back in my last update, so I can safely say that the Beta will be opened before the end of May. I'll issue an announcement as soon as that happens.
Away time calculation is starting to look more stable. This is example of the loading screen indicating which rewards your civilization would get, if you accept 20 hours of away time. In the beginning it seems my Civ managed to repel all crises, winning over 80% of fights. But then probably succumbed to some rare fore. So now I can now chose to Accept that to get 21 heroes, along with a beefy 400% drop-rate bonus and 2 Gold Lotuses for the price of having to rebuild the civilization from scratch. Or I can instead load the game as it was when I left the pc yesterday...
Roadmap changes
I have made a few adjustments to the Roadmap to reflect the existing situation a bit better. Overall there are no major delays regarding 0.8 (should get released early June if beta goes OK) or 0.9 (likely by the end of Q3)
I am however starting to suspect that formal 1.0 release date will be affected by Soundtrack work (I have made a different - bigger - plan for Soundtrack) and eventually some artwork features required for Tiers 2,3 and 4. I have been considering doing most of these as Content Updates past 1.0 but for some features i begin to find it make less and less sense. To be transparent about this uncertainty I have stretched the possible 1.0 across Q1 and Q2 2025.
For various reasons I am postponing work on soundtrack to not affect the critical versions 0.8 and 0.9. But like I said in one of previous updates - music is a difficult piece of work to estimate for me and it's quite likely I won't resist the urge to spend more time on this than absolutely necessary :)
This is all I wanted to share for now. Have a nice day.
Hello everyone. I’m excited to get this update into your hands today and I’d love some feedback. Consider joining our Discord server to share your thoughts and chat with the rest of the community.
Gameplay Trailer
Additionally, I’m very happy to showcase the very first trailer for The Doors of Trithius. The game is now at a stage where I’m ready to show it off this way and I hope you think so too. Consider liking the video on Youtube, leaving a comment and, dare I say, sharing the trailer with your friends and favorite communities.
15% Discount & Endless Replayability Fest
The Doors of Trithius is part of this week’s Endless Replayability Fest on Steam. To celebrate all these things happening, I’ve discounted the game by 15%. Now’s a great time to snag a copy.
Deep within the Duranki Temple lies the Oracle, an ancient machine of immense power and mystery.
The temple represents the fourth dungeon specifically designed for the Machinists’ storyline and features challenging traps and an especially deadly new enemy type (caution advised near pit edges).
Completing the quest will grant access to the first ability from the Zun school of magic.
You can find the quest at start at a random settlement in Greenhaven (near the starter area). Look for "The Oracle" quest on the local job board.
Death Screen
On death, you will now be greeted by the King of the Underworld, who has claimed your card!
This wonderfully terrifying illustration was created by Maxwell Arch, the talented artist behind all the character cards in-game.
RollScape's grand release is just around the corner! Mark your calendars for May 22nd as we embark on this thrilling journey together.
Thank you so much to each and every one of you who has supported RollScape on this incredible journey. I can not thank the playtesters enough for all the hard work they put into this project so far, and for all the work they are still putting in.
If you're still reading this, I'll give you a little sneak peak of the next update! While RollScape will launch as a complete game, I'm already hard at work crafting the next update, which will introduce new features including leaderboards and competitions. I'm extremely motivated to keep working on RollScape and have big ideas & plans for the future.
May 22nd marks the beginning of a new chapter, and I can't wait to share it with you.
We'll be updating the DLC page as we continue with the development and the best way to stay on top of the news is by Wishlisting!
Ok, now on to the Skills Mastery Update details!
Skill Upgrading
Skill upgrades are something we've wanted to implement for awhile now so here we go! With Evee's help, every skill can be upgraded in multiple ways and once they're unlocked, they can be equipped in any order. Mix and match upgrades for awesome and powerful synergies!
PAX Competition Mode
The PAX Competition was such a big success in Boston that we decided to make it available for everyone! Access the new mode via the Main Menu!
Be sure to practice as we'll be introducing some contests related to the Competition Mode closer to 2.0!
Complete Patch Notes
Note: items marked with 🔥 are a result of player feedback.
New Content and Features
Skill Upgrades
Upgrades include 3 specific upgrades and 1 Ultimate upgrade for each skill as well as a handful of general upgrades that can be applied to any skill.
General Upgrades
Upgrade 1 - Increases crit chance
Upgrade 2 - Increases damage
Upgrade 3 - Adds 1 additional charge
Upgrade 4 - Defeating an enemy with a skill heals
Upgrade 5 - Reduces the number of hits to refresh
Ember Fire
Upgrade I - Increases the range
Upgrade II - Burst an additional cone of mystical flame behind the Knight
Upgrade III - Shoots 3 fireballs in a spread shot
Ultimate Upgrade - Whenever you burn an enemy with Ember Fire, your burn effects deal increased damage
Blast Bomb
Upgrade I - Enemies hit by your Blast Bomb are rooted
Upgrade II - Your bombs pull enemies towards them before exploding
Upgrade III - Throws 3 bombs in a row
Ultimate Upgrade - Bombs explode into 3 smaller cluster bombs
Arcane Bolts
Upgrade I - Your bolts become ghosts. Whenever you defeat an enemy with a ghost bolt, another is summoned to seek and damage additional enemies
Upgrade II - Your bolts are imbued with a random element of burn, freeze, poison, or lightning
Upgrade III - Your bolts release in an expanding circle
Ultimate Upgrade - Arcane Bolts refreshes quicker
Rupture
Upgrade I - The ground is ruptured dealing damage over time
Upgrade II - Whenever you cast a perfect Rupture, the outer ring is cast an additional time
Upgrade III - You gain Max HP for each enemy defeated by Rupture. Enemies have a chance to turn into a potato
Ultimate Upgrade - Enemies below a certain HP are instantly defeated by Rupture
Chakram
Upgrade I - Increases crit chance of Chakram. Whenever Chakram crits, it freezes
Upgrade II - Whenever Chakram bounces off the Knight, their next weapon attack is a guaranteed crit
Upgrade III - Whenever you cast a perfect Chakram, your first hit is a crit
Ultimate Upgrade - Chakram hits count towards refreshing skills
Knight's Charge
Upgrade I - Whenever you cast a perfect Knight's Charge, a meteor is summoned at the target location that deals damage and burn
Upgrade II - Leaves a trail of fire that burns enemies
Upgrade III - Your Knight's Charge is a decoy projectile that stuns enemies
Ultimate Upgrade - Whenever 3 or more enemies are hit by a perfect Knight's Charge, it refreshes
Warrior Wisps
Upgrade I - Increases max Wisps by 1. Wisps no longer have a lifetime
Upgrade II - You gain weapon damage for each Wisp you have
Upgrade III - Whenever a Wisp is defeated, each Knight is healed
Ultimate Upgrade - Increases damage, speed, and HP for all Wisps
Frost Wall
Upgrade I - Whenever an enemy is defeated by Frost Wall, they explode dealing damage and freeze enemies behind them
Upgrade II - Increases Frost Wall damage and freezes enemies that contact the Frost Wall
Upgrade III - Your Frost Wall is an expanding ice ring dealing damage and freeze
Ultimate Upgrade - Your Frost Wall permanently freezes elite and champion enemies
Cyclone
Upgrade I - You gain move speed for each active Cyclone
Upgrade II - Whenever a Cyclone dies, lightning is summoned
Upgrade III - Your Cyclone stays with the Knight and no longer pulls enemies
Ultimate Upgrade - Chunks of earth are thrown dealing damage
Hailstone Armor
Upgrade I - Thrown snowballs create an ice spike dealing AOE damage around the target
Upgrade II - Gain a passive aura that slows enemies around you
Upgrade III - Whenever you cast a perfect Hailstone Armor, you become temporarily invulnerable
Ultimate Upgrade - Whenever you cast a perfect Hailstone Armor, you gain armor. Also releases a frost nova that freezes
Ballista
Upgrade I - Your Ballista is imbued with a random element of burn, freeze, poison, or lightning
Upgrade II - Your Ballista shoots a spread of 3 arrows
Upgrade III - Whenever an enemy is damaged by Ballista, you heal
Ultimate Upgrade - Ballista can be picked up. Whenever it's picked up, it refreshes
Phantom Spear
Upgrade I - Deals bonus damage for each poisoned enemy
Upgrade II - Your Phantom Spear explodes dealing AOE damage
Upgrade III - Enemies hit by Phantom Spear are dealt max poison stacks
Ultimate Upgrade - Enemies hit by Phantom Spear are haunted and spawn a ghost when defeated by Phantom Spear
Arcane Orb
Upgrade I - Arcane Orb refreshes quicker
Upgrade II - Arcane Orb is a cone of damage
Upgrade III - Whenever Arcane Orb refreshes, 3 seeking orbs are summoned
Ultimate Upgrade - Whenever charging, multiple seeking orbs are released
Judgment
Upgrade I - Summons an additional set of lightning bolts
Upgrade II - Enemies in the cast radius are rooted
Upgrade III - Whenever you cast a perfect Judgment, your next 6 weapon attacks have lightning
Ultimate Upgrade - Gain a static aura that deals AOE damage
Seek and Destroy
Upgrade I - Your drill stays in place and deals AOE damage
Upgrade II - Whenever an enemy is defeated with your drill, each Knight is healed
Upgrade III - Enemies hit by your drill are rooted
Ultimate Upgrade - Your drill will seek indefinitely until it fails to defeat a target
Cloak and Dagger
Upgrade I - Your Dagger is replaced with 3 Daggers that attack in a cone
Upgrade II - Whenever entering or exiting invisibility, conjure up to 3 lightning bolts
Upgrade III - While invisible, unleash ghosts to seek and damage enemies. Enemies hit by your Dagger attack are haunted
Ultimate Upgrade - Whenever entering or exiting invisibility, your next weapon attack is a guaranteed crit and deals increased damage
Arlan's Lucky Dice
Upgrade I - Rolling a 1 also conjures a food and rolling a 2 also conjures a gem
Upgrade II - Rolling a 3 also summons a Wisp and rolling a 4 also summons a Ballista
Upgrade III - The chance of rolling a 5 or 6 are doubled
Ultimate Upgrade - Rolls a second of Arlan's Lucky Dice
Soul Siphon
Upgrade I - Whenever an enemy is defeated by Soul Siphon, it refreshes quicker
Upgrade II - Conjures 3 beams
Upgrade III - Enemies defeated by Soul Siphon leave a damage AOE where they were defeated
Upgrade I - Conjure a beam to pierce and pull enemies towards a black hole
Upgrade II - Enemies hit by Gravity Well are frozen and no longer stunned
Upgrade III - Gravity Well ends with an explosion of chain lightning that seeks other enemies
Ultimate Upgrade - Gravity Well destroys enemy projectiles
Quasar Orbs
Upgrade I - Quasar Orbs refreshes quicker
Upgrade II - Your Quasar Orbs deals 3 cones of damage
Upgrade III - Whenever Quasar Orbs refreshes, 3 seeking orbs are summoned
Ultimate Upgrade - Whenever charging, multiple seeking orbs are released
Skill Upgrade Achievements
Apprentice - Unlock skill upgrading
Shaman - Unlock all upgrades for a skill
Wizard - Unlock all upgrades for all skills
PAX Competition Mode 🔥
Access this fun new game mode via the Main Menu!
Balancing & Minor Adjustments
In addition to the new content and features, we’ve also made the following changes.
Skills
General
Increased the presence of skill rooms in all map layouts
Eruption
Renamed to Seek and Destroy
Updated travel distance based on charge amount
Added a knock-up to enemies in its travel path
Added a burst of AOE damage to the end of its travel path
Updated to seek another enemy if an enemy is killed with its AOE damage
Cloak and Dagger
Updated the HUD to show the time left for being invisible
Updated to allow the Dagger portion of the attack to be used with the attack button while invisible
Relics
General
Increased frequency of legendary relics appearing
Added the ability to upgrade relics that are limited to being owned by one player. Applies to Pristine Band and Withercore
Pyroguard - New Relic
"Enemies that you burn deal reduced damage"
Epic rarity
Damage reduction of 20%
Max owned of 1
Empowered Bangle
Reworked to "Your first skill hit on an enemy deals skill damage"
Damage of 30 * skill damage %
Damage growth of 10
Max owned of 2
Shock Troop
Reworked to "Whenever you defeat an enemy with lightning, you gain armor."
Increases max armor of 10 on pickup
Armor gain of 3
Max armor growth of 5
Max owned of 4
Withercore
Reworked to "Whenever a player defeats a poisoned enemy, they drop a Withering Core that heals"
Healing growth of 2
Max owned of 4
Dropped item applies to all players
Can only be equipped by one player
Creature's Bond
Reworked to add flat bonus damage to Wisps
Damage of 15
Damage growth of 10
Increased duration from 6s to 8s
Duration growth of 2s
Max owned of 2
Rejuvenation Glove
Changed from common to epic
Can no longer be upgraded
Recovery Ring
Increased healing from 1 to 10
Increased growth from 1 to 5
Glacier Necklace
Increased damage from 5 to 15
Increased growth from 5 to 10
Plasma Ball
Increased proc chance from 25% to 75%
Max stacks of 2 for 100% chance
Shocking Revelation
Increased damage from 3-15 to 15-30
Flawless Brace
Increased damage from 25% to 30%
Pristine Band
Increased HP from 1 to 5
Increased growth from 1 to 2
Increased max owned from 4 to 5
Can only be equipped by one player
Decayed Scepter
Increased skill damage from 15% to 50%
Increased poison stacks from 1/2/3 to 3/4/5
Surge Pendant
Increased bonus skill damage from 50% to 75%
Increased max owned from 2 to 4
Increased duration from 3s to 8s
Magic Tome
Increased damage from 5 to 25
Increase growth from 5 to 10
Spell in a Bottle
Increased damage from 15 to 25
Increased max owned from 1 to 4
Increased base projectiles from 1 to 2
Added projectile growth of 1
Increased frequency of appearing
Meteor
Increased HP threshold from 20% to 50%
Ornate Glove
Increased bonus stats from 5% to 10%
Steel Greaves
Increased max armor growth from 5 to 10
Increased gained armor from 2 to 5
Infested Mind
Increased damage from 40 to 70
Trusty Wizard's Hat
Increased bonus skill damage from 25% to 50%
Increased duration from 6s to 8s
Impact Charm
Increased damage from 15 to 25
Giant Mace
Increased bonus damage multiplier from 50% to 100%
Clobbering Mace
Increased damage from 25 to 40
Decreased growth from 25 to 15
Ember Seed
Increased HP threshold from 15% to 50%
Increased healing per enemy rooted from 2 to 5
Increased tick damage from 3 to 10 * skill damage %
Doom Shell
Removed cooldown
Mimic King's Consort
Increased damage from 15 to 30
Increased HP from 100 to 550
Increased attack rate from 1s to 0.75s
Removed lifetime
Curses
Bane of the Deal
Updated to preserve rarity on swap
Boon of Shrouding
Updated to apply to all players
Void Mantle
Dark Clone
Cooldown resets when entering a new room
Charge Attack
Reduced charge time based on the number of orbs that are stored
Removed charge requirement when 5 orbs are already stored
Dark Spells
Prioritized enemies hit by the charge attack
Removing targeting on invulnerable enemies
Dark Spell: Black Hole
Increased damage from 30 to 50
Updated to work like Darkening. Deals base damage or 10% enemy health damage; whichever is higher
Updated visuals
Dark Spell: Celestial Tear
Removed requirement of hitting an enemy to activate
Scoggfirth
Champion Rotworm
Reduced spawn count
Wightsbury
General
Added a green glow to indicate when the next room is a Wight room
Pox Rat
Reduced attack speed
Reduced range
Reduced number of projectiles
Weald Wolf
Added a max spawn count
Anville
General
Reduced the number of traps
Reduced the max number of supercharged enemies
Various visual improvements
Cleaver
Reduced range to match its champion version
Reduced attack radius
Shocker
Added a max speed to its chase attack
Defense Bot
Reduced active range for its projectile attack
Champion Enemies
General
Reduced HP on various champions
Reduced the number of additional enemies that can spawn during the fight
Champion Rotworm
Reduced the number of regular Rotworms
Removed the additional spawning of regular Rotworms
Tyrant Difficulty Mod
General
Reduced attack speed
Decreased spawn rate for some attacks
Improved attack visuals
Updated to show Praxis with each attack
Void Vortex
Added a short delay before attack
Improved attack visuals
Misc
Adjusted and balanced the HP of most enemies
A bunch of memory optimizations and improvements 🔥
Various localization improvements 🔥
Bug Fixes
Last but not least, we fixed a bunch of issues.
Fixed a bug that was preventing some weapon challenges from being completed if a player is dead when a boss is defeated 🔥
Fixed a multiplayer bug that could cause a crash if a client is webbed when Arachna Za dies 🔥
Fixed a multiplayer bug that was preventing players from reconnecting in Netherra if all the stat gem rooms were cleared
Fixed a bug that was causing players to get stuck when their controller disconnects the moment a boss is defeated and the north door opens 🔥
Fixed a visual issue with Praxis where he would leap offscreen if he loses his target at the start of his claw attack
Fixed a bug with Guardian Angel where Praxis enemies could still kill the player 🔥
Fixed a bug that was occasionally causing frozen enemies to appear invisible when spawning 🔥
Fixed a bug where the SFX for the Healing Fountain would stop playing
Fixed a bug that was preventing the SFX from playing for the Ember Blade’s Whirlwind mod
Fixed a bug that was preventing the Ember Dust popup from appearing for A Greater Power
Fixed a bug that could cause the player to get softlocked if skipping the Ember Dust unlock sequence before identifying a Skill with Evee 🔥
Fixed a bug that could cause the Suppression Obelisk to spawn when exiting a secret room 🔥
Fixed a bug that was causing the glow of an enemy to turn white when stunned
Fixed a bug that was causing the Doom Shell to stop spinning on the double roll
Fixed a bug that was preventing the VFX from appearing on Shade’s leap attack
Fixed a bug that was causing animations on the tear in the Architect’s Realm to stop playing
Fixed a bug that was causing DoT attacks to stop the Whirmaw from doing its spin attack
Fixed a bug that was causing Aim Assist to target the invincible traps in the Overtime Scrapper’s room 🔥
Fixed a bug that was preventing the Rift Hammer’s Combat Slam from converting apples into apple sauce 🔥
Fixed a bug that was only pausing the Mimic King’s record player after being hit 🔥
Fixed a few issues with boss health bars while having Pantheon active 🔥
Fixed a few issues with navigating the Ember Tree UI 🔥
Fixed a few issues with navigating the Weapon Mod UI 🔥
That's it for now. Thank you for your continued support! -Doom Turtle
Join the Community!
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What to fix: 1. Fixed the issue where teeth and ears attacks would occur while sleeping. 2. Fix the problem that the biological AI translation time is too long. 3. Fixed the problem of water pool ground height in some unit groups. 4.Fix the sword BUFF problem. 5. Fix the material problem of animal head statues. 6. Solve the problem of soup cooking BUFF 7. Fixed the problem of component buildings not being loaded. 8. Fixed the problem that the moving mode cannot absorb buildings 9. Fix the problem of incorrect rotation angle of products after drying on the drying rack 10. Fixed the issue where task units may be generated incorrectly 11. Fixed the problem that buildings cannot be absorbed 12. Fixed the problem that creatures may fall to the ground and quickly recover blood and the AI is not loaded. 13.Fixed the problem of no collision body on bamboo stairs
update content: 1. Optimize the performance of a large number of house buildings. 5.Add description display of difficulty selection 6. Bags will not drop after the player dies on the easy difficulty level. 6. Supplement the multilingualism of Heliconia