This is just a quick update making the performance on the game a little better. There were some unoptimal code involving the minimap and the trees from Cobalt Forest that are now fixed!
As a developer, I care deeply about the community of our games. We've been listening to your feedback in the reviews and are excited to announce a new update that includes:
Removal of the anti-auto clicker.
we have seen many complaints about the presence of the anti auto clicker and we have decided that every player will be free to experience the game as they like
Balancing of power-ups for a fairer gameplay experience.
Balancing an autoclicker is not easy at all, so over time we followed the reviews and continued to balance to make the upgrades more satisfying
Fixing phrases in various languages that didn't have initial capital letters in dialogues.
We noticed that some subtitles in the dialogue did not have the initial letter capitalized and this has been fixed.
conclusions
It's the first time we've seen so many negative and dissatisfied reviews that we decided to do a general rework hoping that your opinion about the game can improve positively. Thank you all for your attention and have a good game!
tomorrow is the day the update will hit, but today we have one last patch. Please remember that we'll wipe the prestige leaderboards tomorrow, so they are not skewed because of the many balancing changes during the beta. I also expect we'll have at least one patch after the update to fix some newly found bugs, polish here and there and improve balance. I suspect that another exploit could be found.
Here is what's new for v4.0.0.62:
Balance and Changes
added 3 new caves (iron cave, water cave, portal cave)
mac works again now
added anti stall mechanic to prevent some exploits. The idea is that new monsters will spawn during the wave if you try to stall the wave for too long. It's not plausible that one monster would hang around for a dozen cycles with no new monsters showing up. Mechanically it is needed because stalling got more useful, as more things keep working during combat. Please tell if you unexpectedly see new monsters spawning, despite being in a normal combat situation.
buffed laser damage
slight overcharge buff
improved loadout camera
made loadout mine look nicer
loadout now properly shows pets and primary gadget in dome
small battle drone rebalance
the countdown of the next monster wave will start soon after the current wave is done, even if the keeper is in the station (needed as otherwise sitting idle in the station would be an exploit, as many things now work during combat, like drones and the lift).
teleporter now also teleports resources during combat
squidley (squid from the cave) now gets faster the more resources it delivered
bloater can now only make up about 10% of a wave
phaser teleports a bit faster towards the dome
more savegame sanitization, so fewer issues with changes and mods
updated localisation and improved some texts
stingers (short musical clips) when opening a chamber now respond better with a custom OST setting
improved audio in various places
added side driller tutorial
added meaningful readable properties to dome armor supplement
adjusted audible distance of tile destroy sound and transport drone
disabled telemetry. It was cool and useful, but the current solution was too large and expensive - more than we really needed.
re-enabled modloader, disabled all mods for profile when updating game-version
Bugfixes
fixed rich fibre achievement to be able to trigger with the new balancing
fixed music switching mid track in multiplayer-loadout
fixed mining-summary positioning issue
fixed packing drops in bundle sometimes dissolves bundle completelty
fixed mining summary gif export logo position with long username
fixed probemarker instantly disappearing cutting off sound
fixed tech tree ui showing another stage of repeatable upgade even after it is maxed out
fixed manually unpausing in furnace station
fixed out-of-bounds elements breaking minimap
implemented saveload of recorder, so timelapse fully works with reloaded save games
fixed mining summary issues with controller
fixed dome armor pulse effect
fixed cablesegment shader having wrong colors
Thank you for participating in the open beta, have fun :)
Savefile clear/restart notice : I am very sorry about this but the previous save file will be lost in this update due to a major change in save load method, the new save load method should work better and more stable from now on.
Thank you to the play testers for taking your time to play the beta test and writing feedbacks, all the comments and suggestions from you are very helpful in making the game better! Not all feedback are addressed in this update yet and will be done in later updates, but most of the high priority feedback should be in this update already. Do check it out!
Changelist : -Added camera FOV slider in setting -Changed camera FOV to be higher by default
-Open phone button changed from F to Tab -Able to put item straight from hand back into box -Able to press Esc to exit phone screen -Able to use keypad number in credit card screen -Add a simplified method to access manage event screen =(left click on play table) -Add a simplified method to put card on shelf =(left clicking on card display will open up album automatically, select any card and it will be put on display)
-Decrease higher rarity card border chance -Add option to restock small package of Deckbox -Smelly customer will never buy Cleanser on shelf -Higher chance for customer to give exact change when checking out -Smelly customer spawn chance decreased from 25% to 10% -Decreased chance of customer leaving due to smell from 30% to 15% per smelly customer
-Basic Card Box (4) license cost lowered from 500 to 400 -Basic Card Box (8) license cost lowered from 800 to 600 -D20 Dice license shop level requirement lowered to 3, cost lowered to 200 -Deckbox license cost lowered from 1000 to 500 -All plushie license cost cut by half
-Fix bug - save load naming issue -Fix bug - while moving shelf, shelf will be saved outside shop when closing game -Fix bug - when behind counter, shouldn't be able to interact with other object not related to counter -Fix bug - customer sometimes didn't give enough cash when checking out
Apologies for the late fix for the toggle look option, which has been executing the look function every frame the button is held down, making for a bit of a wild experience for all but the quickest of toggle-look users.
I redid the start menu as a way to update the store capsule images, and I went a bit overboard and lost track of time. I'm also really attached to the old start menu, so on first start it's still there. Go back to the start menu from the game though, and you'll get the new setup. There's still one important element missing from the new scene, but I have to figure out how to implement it. PM me what you think the missing element is, (and how to implement it if you're savvy), and if you're right I'll send you a free MH-Zombie sticker! (to the first 100; in the unlikely event more than a couple of you even bother haha)
Changelog:
o New start menu scene upon returning to the start menu o Updated Nuclear Bomb looks much more terrifying (imo) o Fixed toggle-look executing every frame held down o Fixed issue with badges spawning further and further apart o Fixed (invisible) issue with enemy perimeter event triggers o New rocket model actually looks like the 2.75" FFAR it's supposed to represent o Invert Pedals option added for those with wonky HOTAS setups o Removed the 2nd level LOD for the Nuclear Powerplant chimneys- tried to fix the smoothing and the lighting biffed it so I'll fix it when I make texture atlases for everything.