Greetings Champions! New patch rolling through fixing some issues with the save data on older installs, as well as some needed balance changes to certain vehicular weapons. Also, more achievements!
GENERAL
New Steam Achievements for our latest Champion, Joan of Arc! If you have already fulfilled these achievements, then Steam should grant them automatically. If you're not receiving them, please restart the Steam Client!
BUG FIXES The game was confusing an older data set with the new one, so every time you started the game, it would revert previously accomplished in-game achievements. We're very sorry for any inconveniences and frustration, the game should save and load all of your achievements correctly now.
Fixed a bug that was causing issues with reading save data correctly.
BALANCE CHANGES Some long awaited changes to the vehicle weaponry. We lowered the initial base value, by about 50%, and adjusted the scaling to be more in tune with other abilities. You will still be able to stack all of the guns and ram bosses till their demise, but you will have to do so with more than a couple of points invested in those abilities. We hope this encourages more variety in ability selection.
TECH ABILITIES
Machine Gun: Damage adjusted to 45% [30% per level]
Forward Guns: Damage adjusted to 55% [35% per level]
Shotgun: Damage adjusted to 75% [40% per level]
JESSE JAMES
Outlaw Star: Damage adjusted to 75% [40% per level]
Thats all for now! We're aware of some issues occuring in multiplayer that we're looking to address, we hope to roll those fixes ASAP! Until then, keep on driving, Champions!
Hey, horror fans and ice cream enthusiasts! We're thrilled (and slightly terrified) to unveil the first trailer for Waffle Cone Willie, the sweetest horror game you'll play this year! 🍦👻
In the quaint, sugary town of Sweetwater, an urban legend chills the air: Waffle Cone Willie, the ghostly ice cream man with a dark past, has returned! Your mission? Collect four special items, dodge Willie's frosty fury, and bring daylight back to Sweetwater.
Expect spine-tingling chases, eerie houses, and a twisted story that will make you scream for more. Don't forget to watch out for Willie—he's always lurking around the corner, ready to scoop up anyone who dares to linger!
Check out the trailer now and stay tuned for more updates. Get ready to scream and shiver in the best (and coldest) way possible! 🍦🎃
Watch the trailer, wishlist the game, and let us know what you think in the comments! Sweet dreams... or are they nightmares? 😱
For today's update, I mainly focused on building out the Off-hand category of items. Big thanks to user Samson for some great designs there, quite a few of his ideas made their way into the game. The slot has always been a bit of an odd duck. It's meant to be an active slot, but nothing there feels too essential. Hopefully some of these new designs fit into your builds better, and provide some actual value. Also, as I figure out the difficulty, some of the defensive Offhands might start to be more relevant.
Bugs
Stat breakpoint logic was being run multiple times, leading to weird stat behavior (slyvanessy)
Negative Health per Kill now functions properly
Demonic Goatmen no longer do such insane damage when hitting you into the wall
Fixed Per Level effects to actually work
Balance
Fixed attack split calculations. Multiple projectiles will now split their damage and their effects will be diluted (generously)
Reworked Vlad’s Grimoire and Baltair’s Memento. Should still be usable without being broken.
Misc.
Updated Sunlit colors
Levels within an area must once again be completed in order
This month's update is mainly related to weapon quality of life improvements.
X-33 Damage Amplifier: Fixed a carried beacon not reliably connecting to the gun of the marine carrying it.
X-33 Damage Amplifier: rd_buff_grenade_attach_sw_auto can now be set to 2 to restore the old behavior of allowing a special weapons marine to carry multiple damage amplifiers. You can still only pick one up from the ground if you are not already carrying one. Persistent damage bonuses still do not stack, so this is only useful if you want to bridge the gap between two damage amplifier durations by slightly overlapping them.
X-33 Damage Amplifier and IAF Heal Beacon: Added an extra ring to the animation of the beacon to show remaining duration. Custom particle effects can use this information from the control point 1 y coordinate, which scales from 0 on a freshly deployed beacon to 1 when the beacon expires.
v45 Electric Charged Armor: Added a convar rd_electrified_armor_fx which can be turned off to disable the electrical effect in case it looks bad on custom models.
TG-05 Gas Grenades, FG-01 Hand Grenades, and CR-18 Freeze Grenades: Added a visual representation of equipped grenades to marines.
TG-05 Gas Grenades, FG-01 Hand Grenades, and grenades from the Grenade Launcher now use separate models for easier modding.
M868 Flamer Unit and M478 Proximity Incendiary Mines: Friendly fire with incendiary weapons now ignites marines immediately on all difficulty settings. Instead, afterburn damage on normal friendly fire takes a few seconds to ramp up to its full damage. This is an experimental change intended to make friendly fire with incendiary weapons more apparent without changing the effective difficulty much and to ease the transition between playing on normal and hardcore friendly fire. As always, we are collecting feedback and will make changes as needed.
Fixed consumable weapons appearing to float in the air for a fraction of a second after being used up.
Fixed a crash related to memory corruption when switching challenges after restarting the mission.
Now, I know you are either VERY dedicated to be able to buy the scimitar on the demo, or you are cheating for money, but either way, now the scimitar works again, and you can experience it's true glory!
We have worked on your feedback and brought new update. In this version, we have expanded the number of outputs for regolith in the Cargo Dock, increasing its maximum throughput capacity by 4 times. Soon, we will add the ability to build multiple Cargo Docks and Exedition Centers. This update also fixes several bugs, including the save menu issue, introduces several QoL improvements that have been actively discussed, and brings many balance changes. The campaign with the construction of the laser cannon is now smoother and more predictable.
It looks like we have managed to fix a major issue that caused crashes when saving large bases. To solve it, we had to make significant changes to the save architecture, so this version is still under testing and will be available by default soon.
Also today, we updated The Crust Soundtrack by adding 7 new tracks, including a new one that is not yet in the game. We are starting to send keys to all Kickstarter backers who have the Digital Soundtracks reward.
Added:
3 additional outputs in the Cargo Dock to increase its throughput capacity
Global work time settings for colonists
Ability to select transport by clicking on the notification
New additional quests
Improved AI of hauling drones, they now distribute evenly across all task types
Behavior of unpaid colonists
Indication of the selected conveyor tool
Indication of module upgrade level
Research map is now fully open
"Send Expedition" button now signals the start of an expedition
Notification of idle hauling drones
Updated and added new Steam achievements
Improved visual of resource delivery by robots to some modules
Updated 3D model of the Cargo Dock
Balance changes
Cost of the Medical Block
Research costs
Science points awarded for the first "Farhad" research
Colonist salaries
Composition of resources and rewards for some storyline contracts
Colonists now default to working 70% of the time
Single bed now locked by default
Minimum science point generation for rovers increased to 50
Lowered oxygen shortage notification threshold
Reduced slag requirement for farm production by half
Increased price volatility range for most resources on the market
Increased available volume of all resources on the market
Increased base battery capacity for rovers
Increased base basalt mining speed
Increased base speed of hauling drones
Increased reward for completing the fifth stage of the laser cannon
Increased mining efficiency of mining drones
Increased time on some timers in storyline tasks
Increased timer for laser cannon construction by 100 days
Increased social science points in the quest for building residential facilities
Increased oxygen consumption by colonists
Increased CPU requirement for large modules
Enhanced research effects for increasing basalt mining speed
Reduced basic price difference between buying and selling some resources
Reduced construction cost of bunk beds
Reduced resource requirement for stages 4, 5, and 6 of laser cannon construction
Fixed
Game did not pause during video playback
"Main Menu" and "Save" buttons are blocked during saving
All achievements are now attainable
Capsule getting stuck on the platform in certain cases of contract cancellation
Crash when opening the load menu
Crashes caused by hauling drones
Work time settings for colonists now saving correctly
Display of days for indefinite contracts
Hauling drones generating negative resources
Issue where the capsule from the Landing Platform would not launch in some cases after loading the game
Modules not connecting to electricity inside buildings
Lowered oxygen shortage notification threshold
In progress
Crash when saving large bases (fix is in testing phase)
Rarely сolonists getting stuck on the way to expeditions (temporary solution added: save and reload the game)
ALT+TAB disables the LMB until pressed ALT+TAB again
Ability to have multiple Expedition Centers and Cargo Docks
Option to cancel expedition loading
Option to dismantle the Expedition Center
Multiple scenarios leading to the blocking of the Expedition Center
- Added a store that refreshes every 24 hours - Added 2 character skins - 2 new melee weapons - Several new weapon skins - Double kill, triple kill and multi kill notification - New game rewards (1-100 level) - Added assist system - Some minor changes - Bugs Fixes
Nefasto's Misadventure: Meeting Noeroze - Yeppoh Games
Nothing fancy to showcase for this week. Just one of the flourishes that will be present in the v1.50 that we didn't manage to put in the original release of Nefasto's Misadventure : Meeting Noeroze.
The Central Unit and some other location were missing some random NPCs to make the System feel more lived in. They represent instructions sent to the processor from other components. They are passersby and don't carry any insightful dialogue. Though a special NPC can spawn and maybe with something to say.
The other flourishes are minor animations tweaking and added dialogues.