Old Coin Pusher Friends 3” is a fusion of a medal game, which can be played by yourself or with others while listening to the Japanese-style world view and music, and a sugoroku game in which players aim to complete the 53rd leg of the Tokaido Highway.
In addition to the same fun as in the past, such as a large jackpot and a nurturing element, various events will occur according to the squares of the “Sugoroku”.
Fixed scenario picking system to prevent playing the same scenario not working in offline mode Fixed trees missing colliders Made it impossible to exit car if the car is flipped to prevent an issue with the player falling through the map.
Patch Notes: Challenge System Update and Visual Improvements
Hello, Defenders! We're excited to introduce the latest update for Random Core Defense. This patch focuses on enhancing the challenge system and improving in-game visuals. Here are the details:
Challenge System Improvements
Challenge Difficulty Adjustment
Enhancement-related Challenge Modification
The +7 enhancement challenge has been upgraded to +10 (maximum enhancement), offering a greater challenge for our dedicated players.
Challenge Completion Bug Fix
Game Mode Clear Challenge Fix
Fixed an issue where challenges for clearing Normal and Lunatic modes were not being properly achieved.
Visual Updates
Core Appearance Enhancement
Core Image Change at Maximum Enhancement
When a core reaches maximum enhancement, it will now display a special image to celebrate your achievement.
We hope these updates make your gameplay experience even more exciting and rewarding. Thank you for your continued feedback and support as we strive to improve Random Core Defense. Happy gaming! The Random Core Defense Team
A lot of what’s in the game is incomplete / has placeholder art, so this list should help players to differentiate stuff that's intended to be final vs stuff that's still under construction. This is what pre-Early Access looks like. We welcome questions and feedback.
I hope you guys like bulleted lists as much as I do.
Part 1: Stuff in the game that we plan on updating
Run Mechanics
Run Start Options
Current state: 4 options which always appear.
Planned: 12 options total, 4 of which appear each Run.
Trinket Chest updates
Trinket chests will include additional Water for balancing purposes; also, at least 1 Run Start option will affect the behavior of Trinket Chests.
(other potential updates to make chests more balanced with Ruins)
Enemy encounters rework
Current state: 11 gradients of enemy difficulty per World (confusingly called “levels”); 3 different potential encounters per gradient on World 1, 1 potential encounter per gradient on Worlds 2 and 3.
Planned: 5 gradients of difficulty per World; ~5 different potential encounters per gradient on all 3 Worlds (with the exception of the first few fights).
New map tile sprites to match.
All tiles in any group will likely continue to share the same loot table; this helps avoid snowballing. However, some small added benefit for fighting harder enemies is also likely.
The goals of this change are to A) make the map easier to parse by getting rid of numbers, and B) increase the diversity of the types of fights encountered throughout the game. For example, one fight might contain all assassin-like enemies, while another might contain mostly spellcasters.
A new consumable (or other reward) to allow players to better force “vertical” teamcomps
Current state: It is very hard to get a lot of one Trait on your team, and while we don’t want every run to be about doing that, we want it to be easier to do than it is now. Stay tuned for details.
Item Trader rework (nerf)
Current state: Lesser Equipment trades for a related upgrade of player’s choice.
Planned: Lesser Equipment trades for a random related upgrade; Greater Equipment trades for a different Greater Equipment in the same upgrade pool.
Ruins
Current state: Ruins can appear multiple times in a run; Any Ruin can appear on any World. Few Ruins are available.
Planned: A Ruin can’t be encountered twice in a run; Each World has its own set of Ruins (sets will still have some overlap). Many Ruins are available.
Economy revisions / balancing
Revisions to passive Water generation, Shelter harvesting, unit selling systems - TBD
UI
The following UI features need anywhere from small tweaks to complete reworks:
Map tile selection (round-to-round)
Postcombat screen update
Map update - groups are separated
Animations for tile state changes
(?) Enter combat animation
Trait Display
Replace placeholder Trait icons (no more “Ass” ;))
This may require changing the shop to make icons visible as well (currently, we know icon visibility is poor)
Move from numbers to a “pip” system
Traits active with only 1 unit (Assassin, Ascetic, Cleric, Rider, Slayer, Sniper) need to correctly display as being active
Hovering over a Trait highlights units with that Trait
(?) “Tank Trait” BGs to indicate Traits which make your team tankier
Rework top bar; move bomb UI Trinket UI - Move to top bar and separate from Trait Display Bottom right buttons
Replace text buttons with icon buttons
Inventory Button - different states for full / empty
Tooltips
Improve visual hierarchy (need headers at the very least; they need to be easier to read overall)
Enemy and boss info Team display
Larger cards; less cards onscreen at once
Hover over card = highlight unit
Cards have units’ Traits
Combat text / damage numbers
Replace placeholder formatting with readable text
Shops o’ Crops
Different frames for different tiers of units. Getting a Tier IV unit early should feel special.
Ensure traits are visible in shop
(?) “Pea pod” UI
Player health loss animation
Replace placeholder
Unit Health / Mana bars
Tween on health loss
Improved MP visibility
Nicer UI element indicating unit level
(?) Icons for unit class
Art
All unit and enemy spell visual effects
Replace placeholder unit models (Progress: 47/77, excluding Summons)
Replace placeholder unit portraits (Progress: 0/77)
The current art is AI-generated. We have an awesome character artist who is working on new portraits now!
Replace placeholder Ruins, Shelter, Item Trader, Run Start, Title Screen art
Item Art - ? (May or may not replace)
UI Art - ? (Planned UI updates are listed above; more artful contributions to the UI may or may not be in the cards.)
Flavor
Tutorial -> Terra’s Tutorial
Current state: A few static screens explaining the game
Planned: Terra explains the game mechanics over the course of a run
Flavor text for everything on inspect
Content balance
As needed. We know it’s very rough right now; so far, our priority has been on putting stuff into the game, stopping only to correct game-breaking balance issues. In the future, we plan to collect metrics to help us balance more intelligently. Until then, we’d appreciate you letting us know about any power outliers you encounter.
Content mechanics
The Dark Trait will be reworked to more heavily punish the player for using it. Certain items will make this beneficial.
Divine Trait rework -> “healing matters” theme
The Reap mechanic will likely be modified to have more utility against bosses.
Part 2: New stuff that we plan on implementing
Features
Sound FX Combat timer / Overtime
After 30 seconds, combat overtime will kick in, quickly bringing about the end of combat.
(Currently, it’s theoretically possible to extend certain fights indefinitely with low-damage, high-healing teams. Have fun!)
Post-run progression system
Upon completing your first run, you gain access to a system of incremental difficulty progression.
Separately, some content may be “locked” when you start the game, and should quickly become unlocked.
Programmatic Unit : Trait variations
The Traits of certain units will vary run-to-run.
Introductory story text
Before the title screen, some text will scroll which explains the story.
(?) Unit dialogue
Speech bubbles either from unit models or Team Display cards triggered by various criteria
Wiki
Website; separate from game itself
Contains data on Units, Traits, Items, etc
Content
These “buckets” of content exist, but are incomplete. This content is critical for creating a greater variety of play experiences and adding replay value to the game.
Ruins (Progress: 5/15+)
Trinkets (Progress: 19/62)
Enemies and minibosses (Progress: 10/26)
Bosses (Progress: 3/9)
UI
Animations for transitions between screens (eg, quickly fade out and fade in)
Animation for Water received
Tooltips for Ruins buttons (ie, see what stuff does before you choose it)
Misc juice
Part 3: It’s basically done
NOTE: Even though this stuff is implemented, it will still be iterated upon and updated as we see fit.
Content
Units (75/75; as mentioned above, many portraits and models are still placeholder, but the mechanics are in place)
Fixed: Some landscape and model placement issues. Fixed: Fix for issue activating compass treasure. Fixed: Fixes for Namorroddo. Changed: Vampire types damage increased slightly with attack duration reduced. Changed: Some closed sheds have been opened up with added loot. Changed: Some level steaming changes to avoid game hitches. Changed: Other optimizations. (Sky, Mesh draw calls, AI movement) Added: Ambient vehicle. (More functionality in future updates) Added: Another loot box type. Chance of finding Repair Kit. Added: Key action to Put Away Weapon. Added: New job.
All feedback welcome and please report any issues in the Bugs section.
This week continues the expansion of the Icarus weapon tree. To make pistols more useful, and avoid only adding onto the end of the tech tree, the current One Shot Pistol is moving to Tier 2, along with a new a cheaper ammo recipe. This makes space for the new Semi-Automatic Pistol on the Machining Bench at Tier 3.
The Free Prometheus Expansion is progressing well as we implement feedback from closed play testing. We explain more about how you'll use Beacons to explore the ‘Null Sector’ dark zone below.
This Week: New Pistol & Rebalance
We’re adding a new Semi-Automatic Pistol this week at Tier 3.
This comes with a rebalance and restructure of the pistol tiers to clearly differentiate the different weapons.
Here are the core details about the new pistol:
Crafted in Tier 3 at the Machining Bench
Fires six rounds before reloading
Takes any pistol ammo
The existing pistol, now named One Shot Pistol, never held its own against the other weapons craftable in Tier 3. As such, it now is accessible at Tier 2 via the Crafting Bench, and is accompanied by a new simpler ammo type, Crude Pistol Ammo.
This new ammo is cheaper but deals less damage, being crafted only from Iron Ingots and shaped as a small iron ball, similar to what you would see in flintlock pistols. This ammo can be used in any ranged weapons. It acts as a universal cheap ammo, but without the stopping power of the higher tier specialized ones.
The Orbital Workshop CHAC Pistol's ammo capacity has also been increased to take the Semi-Automatic Pistol into account.
Coming Soon: Free Prometheus Expansion
The Prometheus update will introduce the ‘Null Sector’ - an area to the south of the map that not shown on our satellite imagery and is blank on the map.
Instead you’ll have to map the sector yourself using two new items. With the Trail Beacon Tool (craftable at the Machining Bench) you can place Trail Beacons and link them to other Trail Beacons nearby. These act as ‘breadcrumbs’ for you to create a pathway across the map or to mark key features to return to later.
Coming Soon: Prometheus Expansion Testing
We planned on bringing out the free Prometheus Expansion next week, but we’re holding onto it for a bit longer as we found a few bugs and received good feedback from both internal and external sources for us to address.
Our focus is that this is a good and challenging experience, and a lot of our work is in finding this balance and making sure it is enjoyable for those who want to push themselves to their survival limits.
We are playtesting this internally at the moment and are doing some closed external testing in our Discord community.
Next Week: The Dribbo
Next week, we’ll be introducing a new creature to Open World that was recently first discovered in a quest on Styx.
The Dribbo can be found around water in desert locations and spawn in groups. There are three variations to this creature each with its own quirks, which you can find out about next week.
Fixed pistol to have the player use the clip reload animation in the ranged weapon data
Adding New T3 Pistol Item Setup, Blueprint, Recipe
Adding T3 pistol fire audio, mech and empty audio and event - data table setup
Adding in grip socket for left hand to attach to while sprinting, adding in separate clip mesh
Adding Crude Ammo for T2 Pistol
Adding Crude Pistol Ammo Item, Recipes and BP at T2
Shifting T3 Pistol to T2 and adding a new T3 Pistol with a clip
Adjusted Crafting costs of T2/3/4 Pistol and Crude Ammo
Added text for crude ammo
Added text for pistol changes
Pistol balance revamp (factoring that current pistol is moved to T2) with the T3 and future T4 pistol having higher rounds and slower reload speed, increased CHAC pistol rounds to 6, lowered pistol Handcannon attachment damage increase
Previously, my steam account was unable to withdraw cash because the tax address could not pass the review. After submitting tax information many times, it still could not pass the review. The reason has been found out: the tax audit team of steam does not understand Chinese.
They only use Google Translate to upload the documents and then "match word for word". Therefore, when filling in the address of tax information, it is recommended to use Google Translate to translate the information into English for all non-English documents. Then, regardless of whether the translation is correct or not, "copy" it up.
At that time, the tax audit was rejected many times. I thought that this was steam suppressing Chinese developers. I was angry and planned to delete the account and defect to Epic, but deleting the account also requires completing the tax audit first...
Here is a melon for everyone to eat and a signpost.
The account has been restored at present, and I feel complicated.
Hey all Listened and watched to a lot of feedback!
Update 1.0.1 Features: Larger hitboxes - Took off motion blur by default- More clear instructions for certain areas - Meshes moved/deleted for ease and less confusion - Optimized all Level - Updated Death Cutscenes - Flashlight will now turn on for a few seconds when out of battery so you can see for a little and not in the complete dark - Bones will respawn if they drop through the floor - BOSS FIGHT REWORK - Nerfed all three stages and fixed the summoning animation's fog glitch
Looking forward to hearing more of your thoughts and feedback.