A small patch update has been deployed that fixes a few small issues and adds new promotional items. Follow The Last Craftsman on Twitter for more news about getting codes for those items!
Patch Notes:
Added a new machine in town that accepts promo codes
Added new music for Autumn days
Lowered the number of items obtained from Savorleaf crops
Fixed an issue causing cats to hatch from dog eggs
Fixed an issue causing light objects to appear smaller when first placed
Fixed an issue causing the night music to continue playing after waking up
Changed one of Moth's contracts so it no longer psychologically assaults players
Just wanted to quickly let fans know that Geometric Interactive, Annapurna Interactive, and iam8bit have partnered to create a vinyl soundtrack and physical editions of COCOON for PS5 and Switch! They'll be shipping later this year.
Vinyl Soundtrack
Original Music by Jakob Schmid Album Art by Erwin Kho
iam8bit Collector's Edition
PlayStation 5 and Nintendo Switch
Both items are available for pre-order now and will ship in Q4 2024. You can find them on iam8bit's site. Additionally, there will be more information to come about a standard retail physical edition of the game.
With Combo Breaker 2024 and the 2024 Skullgirls Championship Series concluded, the long awaited balance adjustments update for Skullgirls 2nd Encore is now available on all platforms!
This update also includes Valentine's new cross design and other recent updates from the playable Beta on Steam.
At this time, the Skullgirls 2nd Encore beta launch option is also being closed down. We thank everyone for all the feedback they provided during the crucial beta periods!
+ Fixed bug with new nameplate conventions not applied to all the girls
+ Fixed bug causing partial screen flicker when making some decisions
+ Fixed bug causing Adelaide's Alt search scene to only replay the latter half under certain conditions
+ Fixed bug causing scene redirect taking the player to Adelaide and Shizu's (only, for the moment!) alt scene, when attempting to revisit roleplay scene
+ Fixed multiple dialogue mismatches
+ 'Ordinance' it turns out, is a county law. Ordnance is the term for military paraphernalia, whoops!
+ Prep for armoury game + Hydroponics match 2 game redesign in the works (Don't worry, I got your feedback haha)
Update 0.7.0 introduces many changes and new features. The game has been visually refreshed with new vegetation that can be seen in various compositions on each map. The color and texture of the standard grass have also been changed. Additionally, we can now admire the new look of the sky. The color palette has been adjusted — the game is less vivid, and the colors are more subdued, which makes it look even better.
Staying with the visual changes, the player model has been redesigned. The tools and weapons used by the player have been replaced with new ones that better fit the rest of the objects in the game.
Two new structures have been added to the game: a mine and a stone watchtower. These structures can be seen in the new eighth mission, as well as in previous missions where some of them have been slightly modified.
Another important change is the new system that informs the player about incoming waves of enemies. Thanks to this system, the player can better prepare for the attack by seeing the quantity and types of enemy units, as well as information about the number of groups that will make up the attack.
A new tutorial has been added to the game, which has been completely redesigned visually and mechanically. I hope that this new tutorial will help players better grasp the basic mechanics of the game.
The rest of the changes and new features are listed below, along with a more detailed description of the aforementioned changes and new features.
New Game Look
Added 5 types of flowers.
Added 3 types of vegetation (which can appear in 2 color variants).
Changed the density, texture, and color of the grass (which can appear in 2 color variants).
Changed the appearance of the sky.
Clouds are partially transparent.
Changed the color palette to be more subdued and less contrasting.
Rocks can now be covered with moss (different from what they were before).
Added several new textures for terrain and paths.
Modified the player model.
Changed the models of player weapons and tools.
New Structures
Mine
The mine appears in 3 variants (stone mine, iron mine, and gold mine).
By taking control of the mine, the player can send 2 workers who will passively produce resources (stone, iron, and gold) depending on the type of mine captured.
Sentry Tower
Stone watchtowers appear in 3 variants (with a small flag, with a large flag, with both small and large flags).
By taking control of the stone watchtower, the player gains control over a group of units imprisoned in the tower, which from that moment on become part of their army. Importantly, these units do not consume food, do not count towards the total population, and wear yellow colors.
New Enemy Wave Information System
From now on, during each mission, the player sees information about incoming enemy waves in the upper left corner of the screen. The player can see how many units and of what type will make up the enemy groups, and the number of skulls indicates the number of unit groups in each wave.
This solution makes the gameplay much more enjoyable because the player no longer needs to guess how well prepared they need to be for enemy attacks.
New Tutorial
The tutorial has been completely redesigned visually and mechanically.
Now, a high-quality short video will be available demonstrating the discussed game mechanics.
The tutorial has also been divided into more parts to make learning the game mechanics over a longer period easier.
Missions
Added 1 new mission.
Modified missions 3, 4, 5, 6, and 7 to varying degrees.
Other Changes and New Features
Changed the appearance of the main game menu.
Changed the game logo.
Modified some GUI elements.
Changed the thickness of text outlines.
Initially, birds appear at different distances from each other.
Added animations of waving flags.
Added an icon when receiving information about a destroyed enemy camp.
Updated icons of player weapons in the skill tree.
Added a trail effect when attacking with a sword and using tools.
Changed attack animations for sword and bow attacks for the player.
Modified tool use animations for the player.
Increased recoil effect when hitting with a sword.
Player speed decreases by 10% when in combat mode.
Increased player movement speed. Walking: 4.75 => 5.5 Running: 7.15 => 8.0
Bug Fixes
Fixed: Sometimes the player's arrow would stop at the enemy's shield without depleting its durability.
Fixed: Sometimes the bow draw animation could get stuck.
Fixed: If an enemy attacked an unbuilt building, the building did not disappear, and the player received resources for each hit as if it were demolished.
Fixed: The sound at the moment of ordering the worker to dig up the bush did not play if the player issued the command using the button ("Send idle worker").
Fixed: The notification about the lack of arrows for archers was shown only once.
What's Next?
In the next major update, I plan to improve the overall look and functionality of the interface (GUI), and focus on enhancing existing mechanics and visual and sound effects. Of course, I don't rule out the possibility of introducing other new features.
As for more distant plans, I intend to try implementing network cooperation, allowing two players to complete missions together. This is currently just a concept, and I'm not sure if I'll be able to add it, but I'll definitely try. In addition, I plan to add a new game mode without time pressure, as mentioned in the last update.
Due to feedback from some players that the traps and parkour mini-games are quite difficult, we have lowered their difficulty accordingly. Added ingredients that can restore Sanctuary Power to merchants in each city, reducing the necessity of mandatory fishing. Changed the trigger mechanism for the Black Knight chase on the Golden Sand Beach, so it no longer forces a battle.
Season 7 brings a plethora of updates and new features, including the introduction of an Armored Vehicle, improved AI behaviors, enhanced visual and sound effects, and numerous fixes. Dive into the exciting new content and experience a more immersive and challenging survival adventure!
General
Various fixes to help resolve getting stuck on 'Loading Levels' New hit-marker icon for hitting headshots New hit-marker icon for hitting vehicles New hit-marker icon for hitting base parts
Vehicle
New vehicle - 5 Person Armoured Vehicle (AMV)
Main Menu
Daily rewards now accessible through the main menu
FX
New Impact FX for Concrete New Impact FX for Sand New Impact FX for Grass New Impact FX for Metal New Decal System On Impact
Sounds
New AK-47 Firing Audio New UMP Firing Audio New G-17 Firing Audio New Deagle Firing Audio New L96-A1 Firing Audio New 1911 Firing Audio New SVD Firing Audio New Scar-H/L Firing Audio New M16 Firing Audio New MP5 Firing Audio New AKS Firing Audio New AR-15 Firing Audio New G3A3 Firing Audio New G36 Firing Audio Fixed an issue with G3A3 reload sound not being attenuated
UI
Land Claim location will now display on the map Added UI indicator on current item smelting in furnaces New UI indicator when in range of a workbench
Items
Renamed 'Mushroom' to 'Red Mushroom' Added Blue Mushroom Added Yellow Mushroom Added Purple Mushroom Added Metorite Dust (created by adding Meteorite Rocks and Reactor Material to a Refinery)
Bandits
Bandit characters will use the character system (Random outfits given) Increased spawn rate of bandits Added hit-box multipliers (Head-shot/Body) Added impact effects Improved AI general behavior Bandits will now shoot vehicles if a player is in it or if it's blocking their line of sight to the player
XOIDs
XOIDs will now attack vehicles if the player is driving or standing inside
Resources
Picking mushrooms now grants a random mushroom type (Red, Blue, Yellow, Purple)
Radio Towers
Air Drop on completion will spawn within 350 meters of the radio tower
Air Drops
Air drops will randomly deploy on the map every 30 minutes
Base Building
Furnace, Metal Press, and Refinery will now process one slot at a time Changed max slots of Furnace to 8 Changed max slots of Metal Press to 8 Changed max slots of Refinery to 8 Changed max stack of Furnace to 25 Changed max stack of Metal Press to 8 Changed max stack of Refinery to 8 Changed turret receiving damage multiplier from 0.1 to 0.2 for bullets Fixed an issue causing floating bases when doors/windows are used Fixed an issue with Furnace giving more resources than expected Fixed an issue with Metal Press giving more resources than expected Fixed an issue with Refinery giving more resources than expected Increased the HP of Wood Foundations from 750 to 1500 Increased the HP of Stone Foundations from 1500 to 3000 Increased the HP of Metal Foundations from 2600 to 5000 Increased the HP of Reinforced Metal Foundations from 3200 to 7500
Note with the changes to the smelting process, it is important that you leave 1 to 2 slots open when smelting materials in a Furnace, Metal Press, or Refinery. Ideally you should use 1 slot for the fuel source and 3-4 slots max for materials being smelted. This allows resources to be outputted to one of the remaining slots. If all slots are filled, your fuel will still be consumed, and nothing will be output as it requires an open slot.
Missions
Moved Sleepy Time and A Good Night's Rest missions to be in the same track as placing a base foundation Added tooltip text to indicate that a sleeping bag will appear on the map
Vendor
Added Buy Values to Vendor for Blue Mushroom, Yellow Mushroom, Purple Mushroom, and Meteorite Dust
Global Stash
Removed Reactor Material from Global Stash Removed Wires from Global Stash Removed Alcohol from Global Stash Removed Epoxy Resin from Global Stash Removed Batteries from Global Stash
Dive into the new season and explore all the fantastic updates we've rolled out. Your feedback is invaluable to us, so keep it coming. Let's survive and thrive together in XERA: Survival!