I am counting on you to propose your ideas! Suggest the things you would like to see in the game or the things you would like me to correct.
For example, tell me if you prefer that I focus on adding choices in the main story, adding the new city, fixing small bugs, adding new endings, adding replayability after the end, multiplayer mode, or alternative stories... ? What should I mainly focus on?
Also, tell me if you have encountered any bugs or the things you would appreciate me developing further. For example, should I focus more on the gameplay or the story or do as I do (focus on both at the same time)? For the upcoming alternative stories...
Version 48 is finally here in full force, the highlight of this patch is the Mechanist class, allowing you to craft new limbs and place or even replace your own body parts, along with adding more with the new harness item! This system required a rework of how limbs in the game work, and so most races have had tweaks to their body slots. Wroughts, EMPU and Domples in particular got the most work. This patch is a big mix up of a lot of small changes I've been adding over the last two years, along with some bigger additions.
Mechanist
Our first new class in a while. With the new limb system there had to be a class to interact with it. Mechanists effectively let you customise what equip slots you want, and can effectively give you two extra slots if you're willing to forgo armour.
Limb Rework
Limbs, aka equip slots, have been rework, giving me a lot more flexibility in how they work. The main change here for players is that Left and Right mouse buttons no longer correspond to specific arms, Left Click is now always attack for both arms, prioritising the arm on the left side. Right click is now only used for swapping Book spells, but also may be used for shields and such in the future. Additionally, races that can wear shoes now have TWO feet slots, rather than one. Shoe stats were nerfed by half obviously. Finally, wearing a mask lets you wear a hat on top of it, a personal wish of mine for about 3 years.
Visic can no longer wear Helmets or Masks.
Seemujh now only have 1 extra casting slot and can no longer wear Helmets.
Bloodfallen can no longer use their Antlers to cast.
Crabmen now have a dedicated Mask slot.
Sychian can no longer wear headgear, but can wear Charms on their head.
Roundtoothed and Leiches can only equip Hats and Charms on their heads now.
The Wrought
Wroughts got a skill rework as I didn't like how they felt to play, nor did they feel scary enough as enemies. Their old Metal Taste has now been combined into Iron Wreath, which is also itself now a targeted ability. To fill the empty slot they get "Lightless Journey", allowing them to vanish, moving quickly in light and re-appearing in shadow. They also now have a third leg slot for lore accuracy.
E.M.P.U
EMPU have been given 4 'foot' slots, for lore accuracy. However these foot slots are actually wheels! They give a speed boost when empty, or a speed penalty when a shoe is worn. Additionally you can get wheels as other races using the hunter skill 'Collect Trophy' on EMPU.
Domples
Mostly minor changes for the lovable fuzzballs, putting points into CON now puts points into STR as well, instead of the strange conversion thing. INT is still lowered by STR. Additionally, Domples can no longer suffer from the overweight debuff.
Flooded Floors
Changelog:
Game now supports German!
Boss HP bar rewritten so seeing armour is easier.
Bosses now have a fancy animation on starting.
You now need a gold key to leave on the King's Banquet floor.
SPD and STR can no longer lower punch damage when at negative values.
Targets can only drop blue EXP once ever, even if raised as undead.
Corpses now heal very quickly if they are satiated.
Enemies can no longer use corpse explosion on you if you are an animated corpse.
Raising a corpse levels them up according to your INT, capped by your Level.
Ranged Enemies should be more consistent in understand line of sight.
Enemies now only use dodge roll after being hit.
Pause now only unpauses when pressing bound keys, and won't unpause while unfocused.
Projectiles are now deleted when they leave off-screen instead of freezing in time.
Thrown weapons with ENG scalings now actually spend energy.
Anything immune to lava can now path through lava, primarily Magnites and Animated items.
Floors are now one room shorter, aside from Castle, Labs and Forge areas, which are one room longer.
Enemies that notice you will signal to other enemies that you are there.
Higher tier enemies have more consistent levels.
Higher tier enemies have big skulls above their heads so people realise how dangerous they are.
There's a new combat music system that is off by default, it currently only really changes things in the Caverns.
The sound system has been rewritten, so ambient sounds should be more audible in quiet moments.
'Guilded' now only works with living or animated allies.
Arrow hitbox increased.
You no longer get items automatically from destroying furniture if auto-pickup is off.
Gardule can now throw items and only picks them up instantly afterwards.
When you are paid 1000+ coins, it upgrades the tier of coin you're being paid.
Teleport slow down has been reduced.
Energy when resting is 100x faster instead of 10x faster.
All races can now rest, but only get some of the benefits, such as armour refilling faster.
You can now buyback sold items from the peddler.
Summoning Circles now generate flux.
Anything made of energy is now forbidden from taking summoner due to health costs.
Improved Ghost visuals.
Ghost orb nerf, they can only have 2 orbs at once, and spend energy to make orbs, which deal INT damage.
Ghost 'Boo' nerf, has a 5 second cooldown.
When corpses are destroyed, they turn into skeletons now.
Turning into a skeleton un-animates the corpse if it was animated.
Rats, Crabs and critters in general no longer try to walk directly on you.
Sinking into the ground either by standing in water or using a racial skill dims held lights.
Flux has new visuals.
Ghost Blade has been renamed to Soul Blade and now has a special prefix that allows it to be held by ghosts. This was always possible but it's clearer now. Ironically, Ghosts have 0 STR and cannot use Soul Blade.
Two-Handed weapons now put both hands on cooldown when thrown.
There's now an ember prefix, this is applied when weapons like clubs and quarter staffs touch flames. It eventually lights the weapon on fire, but this should help against enemies just suddenly getting flaming equipment.
Magnites can now reflect projectiles with their Heat Wave.
Merchants that sell shoes sell a pair of them, and you pay once to buy the pair.
Priest boss will now dodge shield toss.
Books now have a casting animation, preventing it from working with other attack animations.
And that's the version for today! Thanks for your patience, and reading all the way through, I hope you have as much fun with this version as I have had!
1. Optimize the low efficiency of farmers' work, fix the problem of farmers not working in the background, and adjust the priority of farmers' work. 2. NPCs do not work when it rains. 3. Like earth tablets, earth temples can be transported from anywhere. 4. Add crop information UI display control buttons. Add NPC number display to the camp table UI. 5. The production method for repairing black powder is copper cups.
Ahoy! And welcome to 1.2.2! Like always, there's more here than I originally intended. There's some big new things. Also, while working on the update the community discovered an interesting exploit that let them clip through certain events, allowing for a lot of sequence breaking. I've added a bunch of easter eggs for some of the interactions they found while doing so, and some fixes to prevent soft locks to open up speedrunning potential. On to the features!
Introducing the Coin Laundry!
A new section of The Capital has opened up, revealing a Coin Laundry where you can compress your Economic Incentive Tokens into a series of compact tiers! With the help of Elora, track down who you need to repair each machine and unlock a new tier of compression. Tied into the new story revolving around the shady organisation known as The Under, trade your compressed tokens for a bunch of new stuff! Or spend them on oodles of Passive Income. But what could be lurking beneath The Under..?
Fill out the new Shop Cosmetic Museum!
A wealthy local in Enterpriston has opened her warehouse for your use, fill it up with all your shop cosmetics, which now all carry over into NG+! But what about duplicates? When you unlock a cosmetic you already have you'll get to choose from a selection of neat rewards!
Travel in... Style?
Traffic has been added to The Capital, they can be a bit of a hazard so watch your step! But Lady Plenty has been working on a new project and needs your help to get the local bus network up and running. Once that's done you'll be able to fast travel around The Capital! But the Oil Barons aren't gonna like that...
Changes:
Updated Patron list
GG set bonuses now indicate they are active due to 3/3 (in the set bonus text display)
Added 4 new GG talent nodes (these are all designed to integrate with other aspects of the game)
Added a 9th, 10th, and 11th GG point. (to allow more freedom to choose the new nodes)
Added an option to donate Compressed VenDRANK! directly to the bees.
Added an option to toggle off commodity refill notifications.
Added floating text above the VenDRANK! delivery driver indicating how much he has in storage.
Added commas to goalie fund related text.
Added a horse dimension themed shop skin (finally we can decorate full horse style!)
Changed the text when introducing Art so that Inspiration is capitalised and coloured. (indicating that Inspiration is an item and not a concept)
Added a new statue near the challenge mode statue that will appear in NG+, it lets you make a fresh NG+ save based on your current progress.
Both statues mentioned above now have floating text.
Removed wait time when using Auction Paddle item.
Auction Paddle item can now trigger an auction immediately when used on the Auction Plaza map.
Influencing stock trends now has choice memory (once again, I cave to peer pressure)
Commodity selling now has commas
Added a special feature to the horse shop skin
Adjusted how the camera is handled during auctions so that it always goes to the right place and does so smoother than before.
Added a stacking collectable trophy item that costs 1 billion coins (this is entirely for bragging rights and crazy people)
Dimensional shift will now make plant slot cosmetics walk through-able until they are swapped or the map refreshes.
Added something to the grand apple shop cosmetic
Added a new book slot cosmetic
Added a new map to the gem lab
Added a new puzzle (it occurred to me that there was only 1 sokoban puzzle in the game, i wanted to remedy that)
Added a new light slot cosmetic
Added a way to get battlepass ingredients without the usual method (this is to allow an unusual playstyle/personal challenge)
Added a new curtain cosmetic
Added a workaround to prevent softlocks when triggering the Faeona council cutaway scene through event clipping.
Added flavour text for event clipping into Finnjamin's room.
Updated track 27 on the OST (this went live immediately when it happened)
One of the secret customer upgrades now indicates that choosing it will disable their gimmick
Dimensional Shift now works on the Bouncer (lasts until a kick is performed)
Added a shop cosmetic Museum map to Enterpriston
Reworked how shop cosmetics are handled so that they all can carry over into NG+
Duplicate shop cosmetics gained in NG+ now give a selection of rewards instead.
Enabled certain other items to be carried over into NG+ (I'll leave which ones up to you to discover)
Updated RichWoman01 vocal effect
Made it so that the Tall Horse shop cosmetic no longer disables the light slot item above it.
Added a sneaky workaround to make it so your upkeep won't be subtracted from your coins when you're at 1 billion until your upkeep exceeds your rental income. (no more memeing about not being able to stay at 1billion with the permanent upkeep)
Changed the 'Got Token' popup to include how many tokens you currently have
Extended the Retail Sector map to make room for new buildings in the South.
Added new building: Coin Laundry
Added new building: The Under HQ
Added new map: Under The Under
Moved the Mr. Tony's vending machine into the Coin Laundry instead.
Built a new lategame system, Coin Compression in the laundry.
Can now check how many NG+ deep you are at the NG+ statue (this won't retroactively count)
Coloured goal bonus text
Added overpriced art for purchase in the auction warehouse
Added a hint about rabbits and crit
Added a new Lady Plenty quest in The Capital that unlocks a bus network around the city.
Added traffic and road rage to The Capital. (those drivers can be quite profane)
Added a quest line that runs through the Coin Laundry and The Under.
Added progression and reward system for new compressed tokens.
Updated game logo. (probably burying this too deep here, but it's a minor touch up)
Added a new early end with associated achievement.
Implemented hint system for repairing washing machines in the coin laundry, Elora will direct you to repair persons.
Added a new shop cosmetic.
Added 2 new accessories.
Added ledger stat pages for Coin Laundry and associated staff.
Changed how going between floors in the shop is handled so there will no longer be lag. (it feels so much better, proud of this one)
The Lost Apple minigame will now refund gold when you fail and restart.
Harsh Tax Frequency challenge now also increases upkeep rate.
Added new HUD for compressed coin tiers and Laundry Time saved up.
Plant growers are now spellbindable.
Passive Income is now tracked separately from other income in 'best profit' popups.
Added 'best profit' popups when leaving the Commodity Pavillion (tracking passive income separately will allow for a much more accurate gauge of profits in the late game)
Added biggest commodity profit stat.
Slightly extended the fade time of gab windows
Added a new song for The Under and Coin Laundry (it's a banger, will add to the OST tomorrow because writing these notes wipes me out)
Factored new choices into convincing One
Elora will now direct the player to new income sources in the late game, she'll do so from within your office in The Capital.
Bug Fixes:
Fixed camera not following to top floor in the shop when you teleport in for the easy craft bag unlock if you have the shop camera lock toggled on.
Fixed an issue causing upkeep to go negative during NG+
Bird in sewer will no longer speak in NG+ before they should
The early real estate interface in NG+ will no longer clear permanent upkeep
Hotfix roundup:
Fixed Vend not dismissing correctly when her level was an even number. (Vend sets the TV volume to intervals of 5).
Fixed incorrect game version in credits
Fixed a missing trigger for something (what could it be?)
Fixed a player visibility bug in Tutetown cutscenes.
Fixed the possibility of Mrs. Five cutscene getting stuck in NG+ under certain conditions.
Removed Vend initialisation dev square (you weren't meant to find that)
Fixed one of the secret customer upgrades not working correctly
Fixed Alcoholism secretly going into the negative and causing issues.
Fixed commodity trading through tables not increasing max caps.
Fixed craft bags going into the negative bug (but also...)
Added a secret item that lets you replicate the above bug because it's a useful exploit.
Fixed some errors with staff xp carrying into NG+
Sped up Automation Sceptre speed
Added a small secret
Typos
Fixed an obscure softlock if using an exploit in NG+ (but also again...)
Worked the above exploit into the story if you can pull it off.
Fixed playtime display in the end card. (maybe, playtime is an ethereal thing really.)
Fixed a duplicate of Meghera appearing under certain conditions.
Fixed spellbound Apple Slice costing MP instead of HP (wow, missed that one for a long time huh?)
Fixed card sequence bugging out a bit if One isn't present when certain others are.
Fixed invisible Vend cutscene in certain conditions.
Added a slight pause in Tinto's sell loop logic to hopefully improve lag when the speed upgrade is high.
Fixed Tutetown automation not accounting for Birds Hate You mode.
Autosold fruit now counts towards amount sold for fruit.
Autosold art now counts towards amount sold for art.
Very slightly changed some Tea Factory dialogue.
Fixed a clipping issue in the Graveyard (why are the clipping issues always there? too spooky).
Fixed birds and the bees achievement trigger.
Added a small detail to the L.i.P. sequence.
Fixed bird call defaulting to the worst karma option. (birds have been hating you more than they should have)
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! (the algorithm just does not like the game, current success is all because of the fans, so thank you!) And consider leaving a Steam Review.
Support future content updates on Patreon. Join the community on Discord. Also there's a website.
Skater XL - The Ultimate Skateboarding Game - jeff.goforth
We are excited to announce the release of the World Skate Rome skatepark for Skater XL. This renowned skatepark, situated in the heart of historic Rome, is not just a skate spot but a landmark. Since 2022 it has hosted the official skateboarding World Championships, bringing the best skaters from around the world.
The park's picturesque location offers a unique skating experience with the Colosseum visible in the background, blending the epic terrain with the historic sights of Rome. You can now immerse yourself in this iconic setting, bringing a piece of skateboarding history to life in Skater XL.
Experience a variety of obstacles that mirror those found in the real World Skate Rome skatepark, all meticulously recreated for an authentic experience. This map allows you to put together your own World Championship-worthy lines and replicate the tricks performed by skateboarding legends who have competed on this very course.
Get your contest runs dialed and tune into this year’s World Championship event in Rome, going down in September.
We've got a content update! Just not in game-form...
Weekly Comics!
We're so glad that so many of you have enjoyed our game! We've heard your inquiries about more content, and while our dev team is unable to make more content for the game at this time-- we've decided to make weekly comics for the rest of the summer!
So far, we've released 6 comics, topics ranging from Daryl and Kyle's friendship, in-game hilarity, and a little bit more about Kyle. Stay tuned for one every week, releasing on Thursdays!
Where to Find the Comics
There are a few different places to find our comics and a few different ways to see them
Regular Comics
See the comics in their original paneled format! - Twitter! - Instagram!
We added the ability to create templates for button audio and image options.
It's amazing.
You can write templates in Json, and collect your files into folders, and it automatically finds them.
This will be great for the workshop support later too.
This is me pondering the code:
This is me talking about the code:
This is me debugging the code:
This is me clapping my hands about the code:
This me smiling about the code:
And this is an example of Json templates:
Also, if you're confused as to what's going on on-screen, someone turned on an uwu filter in chat and we're listening to songs by AI about programming.
I'm pretty sure it was the best Twitch livestream since Mr. Twitch himself was born in a purple hospital room and came crying into the world.
You know what's even more exciting than making progress on the game though? Knowing that we're making progress on the game.
I'm from R&D and I want to know what you think of the weapons we offered. Please check this questionaire. I believe we can make huge improvements on weapons based on your feedback! Thanks in advance!
Also, you can follow our Discord for more information.