Introducing the latest instalment in the Low Poly range of GameGuru MAX assets, the Far East Outpost Asset Pack!
The Far East Outpost is a glimpse of an ancient and rich culture with grand temples and distinct architecture.
Containing 100+ new assets that may be used countless ways, it's a perfect way to expand your world into new and exciting biomes!
The pack includes...
Grand Temple
Smaller Temples
Common Dwellings
Walls and Statuary
General Decorative Items
Tables
Bonsai Trees
Armour and Weapons
Barrels, Buckets, and Pottery
Debris
Lamps and Lanterns
Featured in this pack are three brand new weapons - the Wakizashi, the Tanto and the Cruel Wakizashi! Also included are three brand new characters; The Peasant Labourer, The Undead Ninja Footpad and the dreaded Oni Samurai!
Adapted for the GameGuru MAX engine by the artist 'Kasseyus', all weapons and character parts are fully compatible with the existing character creator parts, increasing the customisable choices available to choose from!
Optimised exclusively for use in GameGuru MAX and geared to make great use of VR, explore like never before, with the Low Poly range of assets for GameGuru MAX!
You can check this great Mini-Kit out on Steam here:
Many fixes with several related to mechs. The physics engine has been improved: now the center of gravity and moment of inertia take into account each children entity position, making mechs more stable.
Hotfixes:
#5804 Rotator Join incorrect hitbox.
#5806 Dropdown setting box can clip text.
#5810 No key at 0 when using symmetry
#5808 Mech with inverter feet rotator dont align feet to terrain properly.
#5805 Rotator reset angle target on config screen exit.
#5807 Cannot copy-paste mechanism in survival
#5809 Collision with power cell built on children entity.
[Updated 11:59 AM PDT] The maintenance has been completed and we have extended Cash Shop items for 5 hours. Please restart your Nexon Launcher or Steam to make sure that you get the latest client! Thank you for your patience.
We will be performing a scheduled minor patch on Thursday, June 20, 2024 at 7:00 AM PDT (10:00 AM EDT / 4:00 PM CEST / 12:00 AM AEST June 21). We anticipate the maintenance to last approximately 5 hours, concluding around 12:00 PM PDT (3:00 PM EDT / 9:00 PM CEST / 5:00 AM AEST June 21).
Times:
Thursday, June 20, 2024 PDT (UTC -7): 7:00 AM - 12:00 PM EDT (UTC -4): 10:00 AM - 3:00 PM CEST (UTC +2): 4:00 PM - 9:00 PM AEST (UTC +10): 12:00 AM - 5:00 AM (June 21)
What will be unavailable:
All MapleStory game servers.
Compensation:
[Updated 6/20/24] For those who experienced the issue with Star Queue where your total playtime did not accumulate properly prior to the June 12th hotfix, 5 hours will be added to your total playtime automatically after the maintenance.
For those who experienced the issue where your Spirit of Serenity Mount disappeared prior to the June 14th unscheduled maintenance, the mount will be distributed to you after the maintenance via the Gift Drop.
For those who only received 2 EXP vouchers in the Lv. 220 Gift for the [Comeback! Battleground Idol] Event, you can claim the missing 4,998 EXP vouchers via the Gift Drop.
For those who were rewarded less Black Rebirth Flames in the Maple World Tour prior to the June 12th hotfix, you'll receive 10 Black Rebirth Flames via the Gift Drop.
Changes and Updates (Additional Changes TBA):
MapleStory will be updated to v.251.2.0.
We've taken steps to improve server capacity in Kronos to mitigate the issues of players who were unable to login on the weekend of June 15th.
Resolved an issue where an error message would appear regarding Roro the Familiar Manager being unequippable when trying to complete certain bosses.
Resolved an issue where event Legion blocks were causing an error in the Legion UI.
Resolved an issue where Cash equipment may become stuck in hidden Outfit Preset pendant slots.
Resolved an issue where players were unable to set characters with a long name as Hyper Burning.
Resolved an issue with Legion Artifact Special Missions where an already completed mission was not being marked as completed.
Resolved an issue where several items in Star Queue were listed incorrectly or had missing images.
Resolved an issue where the 'Eliminate the Puppeteer!' quest couldn't be completed due to a text input limit.
Resolved an issue where the Ranmaru prerequisite quest wasn't being completed for all characters after completing it on one character.
Resolved an issue where the Mega Burninator from the '[Heroic] Mega Character Burninators for All!' quest said the item only lasted until Lv. 129.
Resolved an issue where Thunder Breaker's Sea Wave would only activate the first time on a new map.
Resolved an issue where '[Dreaming Lachelein] A Visitor to the Dream' quest showed the incorrect NPC image during the quest dialogue.
Resolved an issue where the Angelic Buster Damage Skin preview picture was incorrect.
[Updated 6/20/24]<s>Resolved an issue where Maple Achievements did not properly track Nodestone drops.</s> This will be resolved in a future maintenance.
Resolved an issue where 'Defeat Kalos the Guardian' did not say the mode in the Legion Artifact Boss Missions.
Resolved an issue with '[Midnight Party] Party in a Splendid Dream' where the quest dialogue had abnormal text.
Resolved an issue with the Mayple Boys Glove where the glove name was mismatched with the color. After the maintenance, you can speak with the Maple Administrator to exchange your current glove to the other color.
Resolved an issue with Midnight Dreamcatcher Season 2 where players weren't able to exit the content until 1,000 enemies were defeated.
Resolved an issue with the DREAMER Label/Chat Rings where the preview images were in Korean.
Resolved an issue with the Hyper Stat UI where the text didn't include Mana with DF/TF/PP and the text was skewed slightly.
Resolved an issue with [GO WEST!] events where the end dates were listed incorrectly on the Event List.
Resolved an issue with [GO WEST!] events where some event names were incorrectly labeled.
Resolved an issue where the '[GO WEST!] Star Queue' UI would appear on new characters that can skip the tutorial if another character is already participating in the event.
Resolved an issue where Lara's ears were appearing in random spots in Epic Dungeon: High Mountain.
Resolved an issue with Legion Artifact where unlocking or extending an Artifact Crystal between certain hours would cause the 'Stats Applied' text time to be formatted incorrectly.
Resolved an issue with Gold Richie's Safe where round 5 rewarded the incorrect item.
[Updated 6/20/24] Resolved an issue with Epic Dungeon: High Mountain where opening the Nodestone UI during a cutscene may cause the client to crash.
[Updated 6/20/24] Resolved an issue with Epic Dungeon: High Mountain where pet buff skills didn't work properly when transformed into Mitra.
[Updated 6/20/24] Resolved an issue with Epic Dungeon: High Mountain where the Aspect of Dread boss pattern wouldn't end if it was binded at a specific time.
[Updated 6/20/24] Resolved an issue with Epic Dungeon: High Mountain where Adele's Aether Swords weren't dealing damage to monsters when the 'Noble Summons' skill was used.
[Updated 6/20/24] Resolved an issue with Epic Dungeon: High Mountain where players couldn't exit the map due to the UI behaving strangely.
The focus with this update has been to improve the playability of the game, especially for new players. I've probably missed some things, let me know if anything confusing was left out.
New in-game help system to explain things in game (will be improved with more images shortly).
Includes list of all items in game and their recipes.
Improvements to UI for building functions.
Added many new tooltips and cleaned up old tooltips.
We just released another small micropatch that is live now on Steam, for Windows, Mac, and Steam Deck. We’re still chipping away at fixes and improvements for community-reported bugs and issues, and here is what has been fixed for tonight’s micropatch:
Improved UI for controllers, specifically Steam Deck
Fixed an issue causing busts to be cut off on Steam Decks
Improved localizations and translations
Added more clarity to controls on controller
Fixed an issue causing Faeyon to have a white box
Fixed an issue causing the Brinestone Deeps recipes to not show up in the Jam Maker
Fixed an issue causing Zaria and Karish’s dialogue to not update on the same day that you complete the Brinestone Deeps questline
We also have some upcoming or in-development fixes and improvements for a few bugs, issues, or community feedback points, such as:
Ongoing work on translations and localizations
Ongoing work on controller support
Romanceable busts flickering
Merged interior issues with workshops
Spell damage going into the negative
Typo with the Duelist profession on the character creation screen
As always, please log out of Steam and log back in to ensure you get the update! If you run into any issues at all, please let us know in the #report-bugs channel in our Discord server and follow the pinned report template so we can help.
Soft Tree Leaves - no more dying from falling into a soft little leaf, they also now blow in the wind!
Script Hooks - multiple scripts (mods) can now subscribe to the same game events through script hooks.
Items like targets can now be scaled to any size you want.
Tweaks:
Bow pullback speed is slightly faster for more responsive feel.
Pregame no longer applies in single player, it now purely represents a server that is open for more players to join. Once pregame is over, no new players can join until the next round.
Objects now fade between level of detail levels rather than abruptly snap.
Improved Black Hole graphics.
Added god rays.
Improved water waves generation.
Improved sound quality.
Improved ambience generation.
Bug Fixes:
Optimized loading speed.
Fixed gaps in collision model of the target.
Fixed physics slowdown when too many sounds are active.
Hi all! It's been a bit since I gave everyone their beta keys, so I thought I'd make an update on the changes since then!
First some big ones. Based on feedback, I added:
A fast forward button
A discount on your first tower of each type on easy mode
Better descriptions on some of the towers (and some typo fixes)
Fixed a decent amount of crashes, errors, and other stuff (WOO!)
Found a couple blatantly overpowered towers and overpowered waves
For some changes: The regen creeps have now had their regen cut when they have higher health, since their regen is based on their max hp. Based both on feedback (and my own testing), regen creeps became very hard to deal with if you didn't counter them with the right path Melee tower. This shouldn't be as necessary now. It may still be hard, I still want more feedback to make sure it's getting there
I added a hotkey for pausing and unpausing (escape) and selling (backspace). There is a slight delay between being able to pause and unpause.
A bunch of balance fixes, but especially one to the Fervor tower. Both sides now are affected by fire rate increases on their total fire rate, rather than just their base. This was for two main reasons. One, because it just feels good on the fire rate tower to put a fire rate thing next to it and watch it skyrocket. And two, because there was an unintentional combo between the Right Path fervor tower and attack speed buffs, where the base fire rate would increase significantly, but the fervor buff (or debuff, in this case) would not. So you'd end up with some WILD attack rates that would never decrease. Now you get those wild attack rates, but they decrease as expected. Also, when I did some more math the right path also just had more damage overall at all points. So I made their worst point (ie: attacking the same target for a long time) a good amount lower, but their high point (attacking a new target) the same or better.
Thanks to my testers again for finding some weird bugs, including:
Selling multiple towers, then hovering over them and then placing a tower would instantly remove path blocking during the wave
Some projectiles not waiting correctly to disable themselves, making some create massive lag as they create errors.
Some save game issues with Prestige
Some issues with saving what your highest unlocked prestige was between launches
If you had a previous save file on Prestige Difficulty, beating will not unlock the correct difficulty. You will have to restart it to unlock the correct levels
The game is now in a mostly finished state. Next is to make a trailer and get the game shipped!
As always, I deeply appreciate all of you testing this! If you aren't having fun with the game, let me know so I can make it better, even if it's post-launch =)