- Added controls for moving character in gallery - Increased Zoom in gallery - Added new high heels for Muma - Added new Boots for Natsuko - Adjust Natsuko hips slightly more thick - Minor performance improvements in gameplay scene
The new update will improve the AI and the stealth system. Additionally, if the creatures see us, they will know about our presence. I'm currently testing a new update and the game will be updated tomorrow. The update will also fix various issues in the game. Thank You for Your feedback.
For your reading pleasure, here are today's Updates, Quality of Life, and Bug fixes to make your experience in Cassette Beasts even better, mostly focusing on Multiplayer! Scroll down to the bottom for the notes from 1.6.0 which are pretty juicy but older now.
Fixed in 1.6.2
Fixed desync errors in PvP battles where one or more players are using the randomiser.
Fixed desync errors in PvP battles where multiple player characters’ tapes break on the same turn.
Fixed desync errors in multiplayer activities with Nintendo Switch players related to Magikrab.
NOTE: For the above fixes to work, all players in a lobby need to have the patch installed.
We also missed posting the patch notes for update 1.6.0 that went out a while back - here they are!
New Additions
Connect with up to 7 other players (for a total of 8 players) using invite codes, platform invitations, and a more passive “Play with Friends” mode.
On PC, as an alternative to using invitations, you can connect directly to other players over a LAN.
When using “Play with Friends”, the game will attempt to match you with other active players who are on your platform friends list automatically.
Cross-play between Steam, Xbox and Nintendo Switch is possible using temporary invite codes.
If you’re on PC, you can play online using mods provided that the other players in your lobby have a compatible set of mods. Cross-play with other platforms is disabled while mods are active.
See the other players in your lobby explore the world of New Wirral, and get updates on what they’re doing.
Trade tapes with other players in your lobby. If either of you are using the built-in randomisation modes, you must both be using the same seed.
Challenge other players in your lobby to PvP battles, with optional rules governing levels, fusion, sticker attributes, and whether duplicate stickers are allowed. You don’t have to be playing the same randomisation seed for this.
When you encounter a Rogue Fusion in the world, invite a friend to join you in a raid! You won’t get any Fused Material, but there may be something else you both find useful… Any tapes you record will be received by both players. If either of you are using the built-in randomisation modes, you must both be using the same seed.
Note that there will be a process of ironing out issues for a while after release. From time to time we may temporarily degrade server performance, or reduce update rates and the number of players per lobby, until issues are fixed.
Added ‘Moonstone Island’ outfit set to the character creator.
Fixed
Fixed tapes’ exp requirements to upgrade continuing to increase after 5 stars.
Fixed Custom/Random Starter moves taking effect after the user is defeated.
Fixed multi-hit moves never hitting for the maximum number of hits.
Fixed Throw inflicting damage of the wrong type.
Fixed Bad Forecast stickers never spawning with attributes.
Fixed Booby Trap’s animation sometimes facing the wrong way.
Prevented Booby Trap from being Booby Trapped.
Fixed Scubalrus having only 6 sticker slots.
Fixed Fragliacci and Rosehood (from the Pier of the Unknown DLC) missing their battle cries.
Fixed Pier of the Unknown DLC monster Umbrahella sometimes showing up in flood events. (This only ever happened if you had the DLC installed, but we’ve fixed it since it could unexpectedly spoil the DLC content.)
Fixed move and status animations not always lining up correctly with Adeptile, Blunderbusk, Fragliacci, Rosehood, and Scarleteeth.
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Where players start affects how they experience the game. Whether your character wakes up in a wagon, wakes up with a new glowing hand, or comes to while riding a tram, your iconic start sets your expectations. It can also set the tension.
Responders start in the dark, and you’ll likely want to seek light like moths to flames. Jonathan Wiley, Art Lead, has taken us down one of the many paths towards the Gas Station, a location inspired by classic zombie media.
With branching paths and other interests just within Responders reach, decisions need to be made. Continue towards your destination, or try another route in the hopes of finding something you can use to defend yourself? Look for another Responder, or tackle an objective alone?
We can also see the world on pause. Players are in what Jon calls an active apocalypse, and we see how the world has reacted to the ensuing emergency, and how that has changed the landscape as we would know it.
Players can expect to find many points of interest and locations to investigate through the map, while figuring out where they’ve spawned and how to survive it.
Some of you may have seen us showcase this game at an event alongside The Final Farewell. If you think that on paper the two games don't have much in common - you're right that there are plenty of differences. Anchored Hearts has pirates, romance, and a much longer story. Rather than walking around gathering items, you engage in exciting ship battles which are easy to learn and rewarding to master.
Fundamentally though, they're both Studio Witchstar games. The lead writer and creative director of The Final Farewell is also one of the main writers on Anchored Hearts. She writes with humour and feeling, and if you love the quality of her writing, consider giving the Anchored Hearts Demo a go!
In the meantime, our team is having a well-deserved rest. In July, we hope to update The Final Farewell!
Anyway, check out our new release, and have a lovely summer!
* Added glove visual effects for gathering mastery. * Tool is more responsive and the activity icons do a subtle shake animation when mastery is obtained. * Enemies shake when taking damage. * Added an indicator for when mercenaries are resting. * Added a couple QoL changes to the redeem code feature. Enter, Backspace, and Ctrl+V can be used to input codes easier.
Bugs
* Fixed a bug that kept mercenaries in groups 2+ from being tracked/saved. * Fixed a bug that kept mercenaries from speaking. * Fixed a crash that happens rarely when leaving an area with an enemy encounter present.
What's Next?
Will be adding more items next patch that can be redeemed by code for use/testing. In the next patch or two, a new location will be added to the demo.