New blueprint unlocking system, unlock upgrades by finding blueprints in missions
2 new Drill Modules (Forge and Core).
Each module on your Drill will be upgradeable giving bonuses.
The new forge module will be focused around improving your ability to craft upgrades, increasing their power and will be where you view/scrap your unused upgrades.
Upgrades (Weapons, armour, turrets etc) will now have a tier associated with them, which can only be crafted once your forge has been upgraded to that tier.
As upgrades get higher tier, they are more powerful but cost more.
Can now upgrade miners and generators
A bunch of new support upgrades for your units and turrets
Unlockable bonuses that are randomly rolled on your upgrades
Plus a bunch of other changes
Don't forget to join the discord to discuss the game, provide feedback, or give suggestions!
Carth 0.1.3b ~Fixed an issue with Enemies and spawners in multiplayer ~Fixed Palisade Small not building ~Fixed Palisade Normal not building ~Fixed Palisade Large not building ~Fixed small bugs reported by discord community members ~UI work ~Fixed Dialogue spelling errors ~Fixed recipes asking for incorrect ingredients ~Continued added damageable and destroy able properties to every player built item
Wow, it's already been two months since we met. Time flies! Hehe, I'm so glad I got to meet you all and look at the cherry blossoms together! They were so pretty, weren't they??
A birdy told me there are plans for something new and exciting and that we would get lots more time to smile and have fun together! Aren't you excited?? I can't wait!
I'm going to the arcade to play some games! but I wanted to say thank you all for playing with me. I hope everyone had as much fun as I did and is looking forward to spending more time together! We have lots of stuff planned, so don't be sad if you want to play more! We'll pick up where we left off, and the fun is just beginning ~
Oh! and I was just told that we might get to meet a new friend! Isn't that exciting?? It also looks like I'll get to spend more time with Kagome! That makes me happy. I've been wanting to talk to her ever since our two truths and a lie game! That was fun, wasn't it? Did you guys guess which ones were my lies? Hehe.
Bug fixes (particularly regarding boss I-frames and the Option Punch)
More polish (just a couple of new sprites and animation tweaks)
Audio fixes (the correct versions of certain stage themes will now play)
Thank you for playing THE RUSH! I have a secret update in the works for those who actually like the game, but I wanted to get some bugs out of the way first...
This is not just a bug fix, I was dabbling with the sushi minigame and wanted to add a new mode to it. You can change the mode with the checkbox on the top right corner of the sushi game menu. Also Updated the sushi music a bit to make it flow better, and added a challenge mode version that is faster.
[New Furniture and Cat Toy] 1. New Poster (Sushi Loaf Cat) 2. New Tower (Summer Themed) 3. New Bed (Summer Themed} 4. New Cat Toy Variant (Summer Themed) 5. New Wallpaper (Summer Themed)
The balance update is here! Wizard rabbit is playable! The story is now in Chinese as well! Yay!
向等待的中国玩家致歉! 故事现已在游戏中展开。
1.0.1.0 Patch Notes
The Haste status effect now moderately increases movement speed.
Luck Potion - Text corrected from "significantly" to "slightly"; this was always the case, but the text was just wrong.
Eaglewing Charm - Added significant movement speed increase
Metronome Boots - Movement speed increase slight > moderate Winged Cap - Movement speed increase slight > moderate Thief's Coat - Movement speed increase slight > moderate
Witch's Cloak - Added slight movement speed increase Starry Cloak - Added slight movement speed increase Reaper Cloak - Added slight movement speed increase Wolf Hood - Added slight movement speed increase Ninja Robe - Added slight movement speed increase Kunoichi Hood - Added slight movement speed increase Shinobi Tabi - Added slight movement speed increase Sunflower Crown - Added slight movement speed increase Midsummer Dress - Added slight movement speed increase Grasswoven Bracelet - Added slight movement speed increase Maid Outfit - Added slight movement speed increase
Shrinemaiden's Kosode - Was always a significant movement speed increase when you had a buff, but the text said it was only "slight"
Quartz Shield - Effect changed Old Effect: Set your Defensive cooldown to 30 seconds, and reset it when a loot item with a cooldown activates (with a hidden 2.5 second cooldown) New Effect: Sets your Defensive cooldown to 30 seconds, and when a loot item with a cooldown activates, reduces your Defensive's cooldown by the loot's cooldown
Nova Crown - Effect changed Old Effect: Set your Special's cooldown to 30 seconds, then reset and charged it every 8 seconds New Effect: Sets your Special's cooldown to 30 seconds, then reduces that cooldown to 1 second every 8 seconds and charges it
Those two items' effects were changed because I constantly got bug reports from people confused about how they work with moves with no cooldown. They still have many of the same strengths as before. Hopefully it's easier to predict how the new effects will work with various items and abilities before you take them.
Amethyst Bracelet - 20% damage increase > 30% damage increase Demon Horns - 25% damage increase > 30% damage increase Gladiator Helmet - 30% damage increase to abilities/loot with cooldowns > 20% damage increase to abilities/loot with cooldowns
I was trying to keep a consistent buff amount, where an item without any drawbacks would buff something about 20%, and items with drawbacks would be 30% or more depending on how big the drawback was. The Gladiator Helmet broke this rule; and while I don't think it was *too* strong by itself necessarily, it was objectively better than some other loot items that could appear in the same chests, like Tactician's Rod. Amethyst Bracelet and Demon Horns, however, both have drawbacks, so they've been buffed accordingly.
Purification Rod - Now has a CD of 18 seconds and gives "Elegy" for 5 seconds (previously just gave Smite for 10 seconds, making it objectively worse than the Holy Greatsword)
Jade Staff - Now only requires you to use 2 Specials instead of 3
Cloud Gaurd - Invuln time 8 seconds > 5 seconds. This one might upset people, but it was very very easy for Bruiser to get just one item or upgrade to make her completely invincible with this item; and it's even easier now that there are even more items that give movespeed. It's still possible to make a "continue moving for 100% invincibility" with this item, but it's been made more difficult than before.
ABILITY CHANGES
- Opal Primary - Now deals 250 damage in a radius around you, instead of a ranged blast. Decreases all other cooldowns (including loot) by 2 seconds each time its used. - Saph. Primary - GCD is now 0.5 seconds, damage is 100 - Ruby Primary - Has a larger radius and deals 450 damage, with a cooldown of 4 seconds - Garnet Primary - Deals 240 damage; you gain Flash-Str when you use your Defensive - Emerald Primary - Deals 240 damage in a larger radius, no longer slows you down, slightly increases movement speed at all times
- Opal Special - Damage increased 280 > 360 - Saph Special - Now deals 90 damage 4 times to a larger radius, and erases bullets in a small radius around your opponent - Garnet Special - Damage increased 280 > 380
- Defensive (Astral Seal) - Now has a cooldown of 20 seconds, with 2 uses per cooldown. Field lasts 10 seconds by default, and gives "Astra", which boosts all damage by 15%. (She can now have 100% uptime on her seal. This makes Wizard Rabbit's base DPS as high as Bruiser Rabbit, as long as she can stay within her seal)
- Opal Defensive - No longer lays down a field, and instead gives Astra for 7 seconds. Cooldown is decreased to 15 seconds. - Saph. Defensive - Field now gives "Ghost", and lasts for 3 seconds. - Ruby Defensive - Field now gives "Nova" (50% damage boost) and lasts for 8 seconds. - Garnet Defensive - Field now gives "Rabbitluck" and lasts for 5 seconds - Emerald Defensive - No longer lays down a field or gives buffs. All damage is increased by 20% at all times. Gains 3 uses per cooldown. Your movement speed is locked at its base value, and you're no longer affected by abilities or loot that slows you down
- Saph. Primary - Now deals 70 damage 4 times - Ruby Primary - GCD 1.6 > 1.5, stops you in place for less time than before
- Saph. Secondary - No longer able to activate manually; instead activates every 10 times you deal damage The text for this in game currently has a number of typos, it activates every 10 hits and still resets your Defensive if it has 5 seconds or less on its cooldown. I'll fix the text in the next minor patch.
- Ruby Secondary - Deals 180 damage, no longer has a GCD, now has a cooldown of 4 seconds
- Ruby Primary - Damage increased 350 > 400, time slowed reduced to only 400ms - Emerald Primary - Damage increased 300 > 320, now only slightly reduces movement speed
- Saph. Defensive - Now gains 2 uses per cooldown - Garnet Defensive - Chance of procing Super increased 20% > 40% - Emerald Defensive - Damage amount increased 10% > 15%, now fixes your movement speed to a value slightly higher than your base (regardless of other loot effects)
- Ruby Secondary - Damage 85x2 > 90x2, and now only slows movement on use, rather than stopping it completely - Ruby Special - Now displays a countdown next to the move, showing how long before "Burn" wears off - Ruby Defensive - Now can no longer be reset by loot or abilities
The Ruby Defensive + Garnet Secondary build was just tooooo much, sorry about that! I'm mostly okay with you finding ways to make yourself almost immortal, but making your entire party immortal from any distance was a lot.
- Primary + all Primary upgrades - Now slow you down less, and for a shorter time. Arrow fires faster
- Opal Primary - Damage increased 350 > 400 - Ruby Primary - Reworked; now applies Burn instead of its previous effect - Garnet Primary - No longer slows you down at all - Emerald Primary - Reworked; now has an un-resettable, unchangeable 10 second cooldown, and deals 600 damage
- Saph. Secondary - Damage increased back to 100, debuff now deals slightly more damage (150 > 200), and will automatically deal 100x2 to any enemy you apply any debuff to - Emerald Secondary - Debuff does more damage (150 > 200)
- Ruby Secondary - Now deals 100 damage to all enemies and grants Berserk, with a 2 second GCD and 4 second cooldown As of the current build, I forgot to put in a cooldown. Enjoy it while it lasts, I'm fixing it in the next patch
- Saph. Defensive - Cooldown reduced from 4 seconds > 3 seconds, but cooldown can no longer be affected by items. Also no longer erases bullets at destination of jump.
- Opal Primary - Now increments Special counter for 2 each time its used - Ruby Primary - Now hits once for 650 with a cooldown of 4 seconds, charges your Secondary twice while not incrementing Special at all, range is increased - Emerald Primary - Now only stops you in place for 1 second instead of 2
- Opal Secondary - GCD 1.6 > 1.2, now attacks a radius around you for 170 instead of being a ranged attack, increases Special counter by 2 - Emerald Secondary - Now attacks a radius around you for 170 instead of being a ranged attack, your movement speed is slightly increased at all times
- Opal Special - Damage increased 500 > 600
- Opal Defensive - Now increments Special counter for 5 each time its used
- Fixed issue where using Ruby Secondary and Sapphire Special together could result in having more charges than needed to reset your Special until you used another ability - Fixed issue where her Defensive wouldn't activate "On gaining invicibility" loot effects
- Azel, the Whispering Crow - Fixed issue where, on one of her singleplayer attacks, she would never enrage
- Aus + Nimi, the Axewielder and Archer Mice - Fixed issue where, on one of their multplayer attacks, they would never enrage - Orn, the Oakspear Mouse - Fixed issue where one of her Hard patterns was accidentally doing Normal Mode things - Matti, the Paladin Mouse (Phase 1) - Fixed issue where, in Hard Singleplayer, she could begin knocking you back in the incorrect direction, resulting in a pattern that was very difficult to dodge
- Kuu + Pi, the Silver and Gold Dragons - One of the "Normal" difficulty attacks could occasionally create patterns that were impossible to dodge, so it has been adjusted slightly
- Final Boss - Fixed issue where the super special attack could desync, and come out early or late for people who weren't the host
- Tassha, the Snowfur Wolf - Removed knockback from her Hard Multiplayer attack. This was left in by mistake; I removed it from the Singleplayer just prior to release, but forgot to also remove it from Multiplayer. I thought I would just leave it in, since it was what it was; but after watching a lot of people struggle with the attack (as players are likely to go to the Arsenal as their first Hard Mode stage), I decided to correct the mistake and remove it.
- Merran, the Steeltooth Wolf (Phase 1) - Changed her "Tornado Slash" on Normal to be more like Hard mode, as it was pointed out by numerous players that the previous Normal Mode was actually harder
- An option for "Large Text" has been added to "More Options". This doesn't work on all text in the game quite yet, but it will make item descriptions and timers larger
- If you are playing solo or in Handheld mode, the Keyconfig screen has been adjusted to be more ledgible
- Fonts have been adjusted to include French/Spanish characters
- Color Match circles have been adjusted so that colors that might appear similar to colorblind players spin in different directions at different speeds - The visual effect for "cleaving one side" has been slightly adjusted - The visual effect for Defender's Primary and Spellsword's Primary has been slightly adjusted
- Fixed issue where your unlocks could reset after finishing a run - Fixed issue where you could crash during Matti's phase 2 - Fixed issue where you could crash in the leadup to the final boss - Fixed issue where Mink, the Greyeye Wolf, had the wrong color eyes in her portrait - Fixed issue where Battlemaiden Armor would behave oddly with abilities with no cooldown like Defender's Special - Fixed issue where the effect from getting shielded by Stoneskin looked incorrect - Fixed issue where players would report unlocking something to others in their lobby, even if they had already unlocked it - Fixed issue where Mermaid Scales wouldn't work on certain items/abilities that started battles on cooldown - Fixed issue where Secondaries without GCDs would trigger Altair Dagger's effects - Fixed issue where Winged Cap and Fairy Spear effects wouldn't be sent over the internet correctly - Fixed issue where the rating bar would show "Failed" for a frame directly after you defeated an opponent - Fixed issue where you could occasionally see loot by opening your inventory before opening a treasure chest - Fixed issue where the number for Druid's Garnet Secondary would fail to appear
- A decent number of display issues in Japanese/Chinese have been fixed - A decent number of typos and mistakes have been fixed across all languages
SAME HOUR 1.0.1.1 HOTFIX BONUS!!
- Fixed issue where Sniper Rabbit's Sapphire Secondary upgrade would hurt herself and her allies when she gave out buffs
SLIGHTLY LATER 1.0.1.2 HOTFIX
- Adjusted visual of "Keep Moving" and "Stop Moving" to make it more clear when you're supposed to stop/keep moving
- Fixed issue where players would show as getting a lot of different unlocks every fight - Fixed issue where Bruiser's Ruby Secondary didn't have a cooldown - Fixed issue where Wizard's Opal Primary didn't reduce the cooldown of her Defensive unless it had no charges - Fixed issue where Wizard's Emerald Primary reset their movement speed intead of its stated effect - Fixed issue where the description of Potions in English looked odd - Fixed a number of incorrect Ability and Item descriptions
Starship Simulator Dev Playtest - Fleetyard Studios
It's time for the not-Friday dev build! I've been doing a lot of optimisation work on the galaxy side of things, and I've also implemented a YouTube player for the conference room. I need to investigate YouTube API compliance some more before we can call that feature permanent, but it's fun to play with for now at least 😄
Optimised the array-sorting code for the galaxy sectors.
Moved some of the galaxy-gen code to async functions running on the background thread.
Increased the scale of the realtime starfield so that stars/nebulae don't move about when you rotate the external ship camera.
Fixed the world-scale of the Nebulae. They were too small before, and are now correctly 100ly in diameter.
Moved the test Nebula to -25500,0,0 as it's much bigger now. That's 300ly from Sol, which is a 1hr flight time.
Optimised the nebulae shader a bit. Nebulae should now appear less bright and a bit more realistic.
Implemented a YouTube player in the Conference Room. Click the "Load URL" button and then paste in a YouTube link. It will auto play when you press enter.
Added a new light source in the Conference Room that's synced to the YouTube video. It looks awesome if you turn the room lighting off!