Correction of errors that do not apply to difficulty levels Error correction that the strength of the commanders is fixed at 75 Enforce balance adjustment
------------------------------------------------------------------------ -Fixed a bug causing all Phantom Pain to be removed by hard CC. -Fixed: Acid magic "Acid Pool Tentacles" wrong formula: base dmg formula * dmg reduction formula * (1+(a.agi-b.agi)* 0.1) to base dmg formula * dmg reduction formula * (1+(a.agi-b.agi)* 0.01) -Hospital map updated to prevent some path finding issues. -All Shield & Spear now come with a skill call "Zone Defense" -Fixed the Wise's special weapons basic attack element is incorrect. -Updated some code to improve FPS in battle.(Not much but I hope it helps.)
We have a winner for Contract Contest #10! “Something Familiar About Her” will be the next quest added to the vampire route! Congratulations to Rosen King and thanks to everyone who submitted their ideas as well as those who voted! It was certainly a contest with a few close rounds! I’ll get to work on adapting it this week!
A while back I shared a sketch for a new enemy type I wanted to implement at some point. To add variety to the enemy roster, I wanted there to be different hunters for Mila to fight aside from the basic vampire hunter and their various looks. Each of these enemies would focus on a specific skill type (Smash, Piercing, Fire, Holy, etc) For this update, I want to replace some of the generic enemies with them. Here is a preview of the Axe Fighter, a hunter that specializes in… Axes!
Dark skin and bright amber eyes are a powerful combo
To complement her, I’ve also sketched 2 other enemies, one focused on Knife Skills and another on Cross Skills.
The Knights of Friedrich are varied in their disciples, as shown with Vicilla and Eve during chapter 2-V. I believe by adding these enemies, it will better demonstrate that to players. I hope you like these designs and look forward to their finalized versions.
Speaking of, I have the full preview of the Axe Fighter and her vampire/ghoul forms available now to all my $5+ Patrons. I hope you check it out and tell me what you think of her.
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Achievement integration for non-steam versions (there is now a menu in the options and main menu for checking achievements and an in-game notification will pop-up when unlocking achievements if steam is not connected)
Transitions between checkpoints are 100% done
Checkpoint 4 is nearly done (I just need to finish the dialogue)
That's about it for what I got done. I had a lot happen this week and wasn't able to work on the demo as much as I would've hoped. I gonna try to fully finish the demo by the end of next week. But, I may have to make the story more linear to reach the deadline for GDWC. Even if I can't finish the demo in the way I want it to be for GDWC, I will continue to work on it until it's in a state I am happy with.
Now, this is what I hope to get done by next week:
Augmentations can now be used in 1v1 and 2v2 Deathmatches! Simply access the "Change Augmentations" window from the Main Menu to get started. There should be plenty of options to personalize your playstyle now between Augmentations and Talents.
Bug Fixes
You should no longer return to the previous Game Server when changing Game Servers without a Match. Basically, changing from Standard to Hardcore should no longer return you to Standard when you leave Hardcore.
Elemental and Primordial Stones in The Desert should no longer allow multiple attunements if players channel at the same time.
The "New Augmentation" notification should no longer show the Hint and Recipe Requirements.
Players should no longer be able to switch Elements and Talents outside safe zones in Hardcore.
Emotes should show their expected message instead of their names.
In response to a review, I have increased the minimum spawn rate from 0.2 to 0.5. This means the fastest enemies can spawn now is every 0.5 seconds. This should improve performance at higher waves, as well as make the game a bit easier.
I used some design choices like this to see how much I could push using the crap the load of optimizations I used to make this game even possible... I've looked into improving the loading times, but it would take a bunch of re-writing as each pooled object would need to be baked into the scene, which simultaneously increases the game file size. Maybe I'll get around to it sometime if the sales start to pickup.
- Added a window to confirm the reset of your account in the Achievement panel. To avoid resetting the points by accident.
BUGS
- The cumulative dash and boxing gloves no longer cause the character to bug when moving - Items on the crafting recaps no longer disappear, sometimes they were black. - For the Demo version: It is no longer possible to be blocked if you obtain your level 4 as well as a large number of exp points
In this video we show some new survival and exterminator mode gameplay. Building and environmental destruction, new Red Weed effects, probe and alien action and more!
Thank you to all patreon supporters who have made this possible!
Lead Developer & Creative Director - Raf Tripod 3D Artist - EldeBH Procedural Movement System Developer - Temno Sound FX - Kenickie, 6ar6oyle, Legosi, Cassius Official Game Soundtrack - Cordax, AndyFTW, & Kenickie