Features: * Curse of the Tower V2 * Arena map improvements. Additional platforming and set dressing * Added unique Twinblade effect. All melee hits apply 2x resonance combo * Added more melee attack variation on AI * Improvements on first floor boss Arena
Balance: * Blue projectiles now cost 0 energy. This is meant to increase the skill expression of aiming * Player heavy attacks slowed significantly * Program: THE FINAL HOUR now resets red projectile cooldown on roll * Resonance now resets to 0 on hitting an opposing attack. This means that it's impossible to lose resonance combo even if your melee attacks are slow * All melee attacks from the Guardian of the First Floor are unblockable
Bug Fixes: * Fixed a bug where some AI were not reacting to damage threat events
A big portion of the bugs have been fixed, These are have been reported by the community.
[FIXED] The Time of the day, the moon, and the sun are only visible to one person, in co-op. [FIXED] When hanging items to the closet and the wall rack their sizes change [FIXED] For non-host people their backpack won't display the items correctly after dropping an item [FIXED] Some structures aren't visible to others in co-op. [FIXED] In ghosting mode sometimes dangerous areas are bright [FIXED] If, while building, the constructed object is rotated and another item is selected with the mouse wheel, and then you try to build something again, the building template keeps rotating continuously [FIXED] The camera flash appears in the house wherever a picture is taken, making it ineffective against ghosts. [FIXED] Dropped tools inside the farm disappear after a long time [FIXED] The "Knocking" in midnight can be heard from very far away. [FIXED] Finding just one cursed object, clears the path to the deeper layers of the woods. [FIXED] Ghosts continue to attack after their victim died [FIXED] After discovering the deep woods, an unexpected guest may take residence in the house. [FIXED] The physical entities can grab people through solid walls. [FIXED] After exiting the undergrounds of the deep woods, sometimes going through the ground
[IMPROVED] Placement of structures, less floating buildings and underground entrance [ADDED] Lobbies' visibility to the public can be changed when creating a lobby
"EARTH DEFENSE FORCE 6" is available for pre-order now! For a limited time, receive "Air Raider Piloted Weapons: Powered Exoskeleton Nix Metal Coat" as an early purchase bonus. (*)
Early Purchase Bonus DLC Air Raider Piloted Weapons: Powered Exoskeleton Nix Metal Coat
A special Plasma Core with improved the energy-generating speed. It recovers energy quickly, and its emergency charge time is reduced. The Plasma Core is the heart of the flight unit, and the performance of the flight unit changes depending on the Core equipped.
*This offer is only available to customers who purchase the product by 23:59 (PST) on December 24th, 2024.
For the past 2 months, work has continued across both the surface and the universe aspect of the game. Once more I'll focus on the latter, but I hope to talk soon about the surface (side-view) part which has seen huge progress lately.
Since a few months, the development routine way aimed at polishing, UI improvements, code consolidation, which often comes alongside some rewrite of game mechanism, AI, AI, AI and more AI (yes, writing AIs takes time, especially for economy).
A perfectly functional feature is often redone 4-5 times during its existence, due to code structure consideration, gameplay and often perceived redundance. This is quite normal and a sane way of developing a complex system, and is the primary reason why it takes so long. This is also why, despite my perceived imminence of an alpha release of the game, that I am abstaining from giving any release date yet. I cannot ill-afford any fundamental flaws in the program to be carried to an alpha, and pay the interests of any technical debt in the years following the release.
Therefore, despite my impression that I can announce it now, coming soon will remain the release "date" until contradictory notice.
But enough of my useless talk. Along with polish, some new stuff were carefully added. I'll talk about it briefly. This is a little showcase of what was done, I emphasize the fact that it represents a fraction of the work, as to not discredit the importance of other aspects.
Personal Points
I have replaced "Political Points" (which was messy and intertwined) with "Personal Points" which is a pool passively used to train skills, divert money, increase influence, improve reputation, rally toward your ideology, fight corruption but also perform various one-time actions, such as political actions in the parliament.
It will also be used (not implemented yet) for plot and plot defense. This is essentially the "off-time" daily actions your character will take. He can also do nothing and save these personal points.
Orbital bombardment
It is now possible to bombard planets and asteroids. It is similar to targeting a spaceship (here I select a specific city located on the surface of the planet). The warheads cause damage to one or more "tiles" on the planet, targeting a city means that the projectile will impact the city's controlled tiles, thus damaging its infrastructure and causing casualties among the population, including any existing native population.
In addition to soot which is raised with high-yield impacts, I have also added radiation (planet-wide or specific to a tile) which affects habitability. The radiation yield is of course specific to the weapon.
Due to the atmospheric simulation terraformation and the new simulation of natural disasters, a bombardment can ruin the planet's biosphere permanently.
Native populations
Natives are now much, much more detailed but also optimized as they no longer take a toll to performances.
They are separated into 6 factions/classes, one could mod additional "classes" into alien species if they wanted.
Each faction has its own set of bonuses and maluses (some are nasty !), production, and political leaning. The dominating faction weights much more than others.
For example, the Urghosts, with their minds alienated to the Urghogh's (lack of) will are the worst neighbors you could have. They are not aggressive but produce next to nothing and are almost impossible to assimilate.
Natives are no longer just a value on the planet as they concentrate in visitable settlements.
Trade is important with natives as they sell at low prices and may buy your excess production.
Improved diplomacy & war
War is finishing in its initial implementation, it tracks spacecraft destroyed, and civilian and military personnel casualties separately as I plan later to simulate revanchism and war crimes. It has a war exhaustion and war goal system.
This includes the diplomatic deal system where peace can be negotiated at any time of the war among the main belligerents.
Relations are now much more dynamic.
Treaties were overhauled and expanded as well, with multiple criteria.
Improved escape pod
It is possible to take an escape pod from a spacecraft, this also replaces the previous uncontrollable escape pod when the spacecraft blows up.
Due to the fact this escape pod is a spaceship by itself, the initial code considered that having your escape pod blown up would spawn ... another escape pod. This matriochka bug was reluctantly corrected.
Colony & organization templates
I consider that the best paradigm in procedural generation is to have "guided" randomness, this is why I have added a moddable template system that actively attempts to populate the galaxy with custom-created cities and organizations given many criteria. Consequently, much content was added, giving some flavor and background to the universe without betraying the sandbox nature of the game. This change came alongside yet another deep work on the historical generation of the universe (the thing that pre-simulate the universe during thousands of years)
(weapon) GTT Molotov, GGTT Moloflak, GTTT Megatov: Speed stat modifications were changing how long the Area sticks around for (which was never intended).
(weapon) CGT Splitzooka, CCGT Rail Splitshot: The un-split projectile can now damage microbes when these weapons have Pierce.
(weapon) AATT Homing Mine Launcher: The shot initially fired from the turret can now deal damage when this weapon has Pierce or Bounce.
Weapons with the Flak trait now produce flak pellets per pierce or bounce.
(weapon) CGGT Splitter Spitter: Found a mistake in its Damage calculation. Its Damage (which is kinda misleading on the stat card anyways but this is moreso for comparison purposes) has changed from 93 → 62. I'm sure that sounds severe but, let's be real, this weapon is still going to absolutely destroy everything.
⚖ BALANCE
(weapon) CGT Splitzooka, CCGT Rail Splitshot: If these don't have Bounce or Pierce, the initial, un-split projectile won't deal Damage.
🔄 CHANGES
Burn DPS is now very clearly indicated when hovering over mounted weapons during play (the Arsenal will still just show "+(Burn icon)" since it wouldn't fit otherwise).
The turret you have selected on TURRETS will now be made clear with a green button (which won't react if you try to select your currently-selected turret).
Various fixes & additions to the in-game GUIDE.
Power-ups will now be triggered when they come into contact with your turret. (it reaching the bottom in Shmup Mode won't count)
The bars/pips beside the Shield and Health icons during play will display at most 160 for Shield and at most 400 for Health. The values themselves will not be capped, just the bars/pips.
(weapon) Bouncewave Repeater: Sprite has more green on it.
The shake / screen-darkening you experience when hit is more noticeable now, and scales better with damage taken and remaining Health.
🔨 FIXES
Fixed various mistakes in perk and mod descriptions for turrets that use Fuel.
Sometimes the hover-over weapon stats card would still be showing after entering the ARSENAL or clicking a weapon's name to see the evolution menu.
When using a gamepad, you'll no longer fire off a shot after clicking Ready in the shop, resuming from pause, etc.
(I can't test this one myself, to let me know if you HAD this problem and whether or not it's FIXED now!) You can now control the in-game cursor with a controlled plugged into your Steamdeck while it's docked.
The level-up button, when available, is no longer interactable during enemy turns or while damage is resolving. Though this never caused a technical issue, it did incentivize and unintentionally reward players who made a mechanically quicker, real-time levelling decision before the start of their next turn. As this is a turn-based game, I thought it best to remove any such advantage.
Added some clarification to the help menu's sections on Cultists and Stances.
Changed the cover stance's exit message in the log for when all enemies are still stunned. (Thanks to player Varinger for their feedback)
Hard mode is no longer locked until after you beat the game once. It is available from the start with a warning about difficulty when you select it.
Bed no longer requires PRESS ACTION to sleep (wake still requires press, but sleep dialogue pops up automatically when you move into your bed - help to avoid frantic pressing to escape spooklets).
Completing your collection is now easier. If you have less than 2 items remaining in in any particular collection, based on your luck, there will be a roll to get an item you are currently missing. This works for critter terrarium results, fishing, and breaking open Smooth Stones.
Balance
Pink Honey 2700 > 2000 sell price
Pink HoneyComb 400 > 300
Normal Honey 500 > 650
Duck festival prizes changed from 1 - sapling, 2 - tapping kit, 3 - Seed packet TO 1-Rainbow Pixie Delicate Tapping Kit, 2 - PixieShrine, 3 - TappingKit
If you don’t get top 3 in Duck festival, you will still get a random seedpacket as a prize.
Reduced HP scaling further on later levels
Reduced dungeon VR difficulty at later levels.
Critter Terrarium now requires 3x White Marble instead of 1x Limelite Stone
Reduced Critter Terrarium hatch times
Gameplay
Alchemy machines can now convert following stones/minerals
ruby/emerald/sapphire
obelite/argonite/limelite
azurite/telcite/lucine
Purpurite/WhiteMarble/Malachite
Bugs Fixed
Soot grower now grows 3 size per day
Fixed bug where you could not place red and rainbow pixies on soot grower doubling/tripling growth rate
Dog no longer says “unspent festival tickets will be lost”, instead saying they will carry over next year, since they do.
Fixed all potential issues with the pet being stuck or not processing a command
Fixed problems with disappearing pet (at the very worst if this does happen, going to bed will return them next day, instead of needing to restart)
Animals no longer disappear off into the barn/coop walls when placing down in their nests.
Reduced instances of farm animals stuck in walking animation but not moving.
Duck festival letter now shows correct placement (i.e. 1, instead of 0)
Ball of sun and Ether Crystal now works correctly on glass maker with bottle attachments
NOTE: Animals walking into water and through fences still being investigated