Handled the low performance stuff I mentioned in last update! (no increase to framerate for players that are struggling, but the game will feel much better for them). Won't have to "undo" it this time 😉
⚖ BALANCE
(turret) Surge: Alright, it says it's back to 3.125/s Cooling Rate, but I did some stuff under the hood too - it's essentially what it was before.
🔄 CHANGES
(mode) Gameshow: The "reversed Knockback" Target now reverses Magnet's reversed Knockback, reversely.
Hovering over the game mode name in the top right during gameplay will show you its description. Also the microbe depth modifiers.
🔨 FIXES
(perk) Cherry: The description now makes it clear that it's based on Critical Damage. not a Critical Hit (in other words, it's been compatible with Stamp and now the description agrees with that).
(turret) Surge: Made some adjustments so that Firerate has a minimal impact on how long you can fire for (higher Firerate weapons could fire longer, unintentionally).
(perk) Antifreeze: Fixed some scenarios where you couldn't fire again after reaching 0% Firerate with the perk.
You'll no longer immediately fire a shot when starting a run when using a controller (or on Steamdeck).
We can't believe it’s already been a month since our game launched! It’s been an amazing ride, and we’re so grateful for all your support. To celebrate this milestone, we've got some exciting news and offers lined up for you.
🔥 25% Off Celebration! 🔥
From August 4th to August 9th, grab our game at a 25% discount! Whether you're jumping in for the first time or want to gift it to a friend, there’s no better time to join the adventure.
🎯 1,000+ Wishlists Milestone! 🎯
We’re also super pumped to share that we’ve hit over 1,000 wishlists! Your interest and enthusiasm mean the world to us, and we couldn’t have reached this point without our awesome community. Your feedback keeps us motivated to make the game even better.
Thanks for being with us on this journey. We can't wait to see you in the game and celebrate many more milestones together!
Fixed the issue that the industry interface did not display English. Fixed the issue that some Chinese characters could not be displayed.
Reworked the company details interface (access is by clicking on the company name in the upper left corner of the trading interface). Added an events page to the company details interface. Reworked the news page of the company details interface.
Now let's talk about how your stock trading went this month. I had a premonition before the Nasdaq crash, so I liquidated my positions in advance. But my greedy nature led me to increase my position by 15% at the peak, and the next day's plunge taught me a lesson. When the Nasdaq fell by 10%, I entered the market again to buy at the bottom (25% position), but suffered another sharp decline the next day. Nasdaq adjustments are common, but why did I feel that this time was different? Because the rise was too fast, exceeding the growth rate of fundamentals, and coupled with the arrival of an important time node, the bubble was likely to burst at this time. However, I won't wait for the bubble to burst completely before entering the market, because I don't know when the bottom will be. I started to gradually increase my positions according to my plan. I made a lot of mistakes this time, but fortunately, I always maintained a safe position and did not suffer fatal damage.
Hello everyone! A pretty straight forward update this week. Two new sub-zones for The-Core and The-Arcane-Tower. The plan is for the next few updates to follow this pattern of 2 new sub-zones plus whatever misc stuff If feel like tackling. Sometime in the next month or so I'd also like to get the first draft of the new Bard class implemented.
I'm planning on spending the last few months of the year on a big, mid project, clean-up and try to really fix up and polish everything that's currently in game. This would include revisiting Ranked-Mode, getting all the existing races reworked, reworking the new classes, spending a few months tweaking, expanding or even trimming the talent upgrades etc. Really just trying to go into the new year with as few loose ends and sketchy features as possible. So until then as mentioned above I'm going to just keep adding new content via sub-zones as few weeks.
The two sub-zones this week are much more mechanics focused as opposed to content focused. Some sub-zones are really based around adding a whole new special class or type of enemy while others (like this weeks) are more about using existing content with the addition of some novel mechanic. The-Dark-Temple in last update would fall into this category.
The Caldera: The heart of The Core. The most volatile, explosive, and fire focused region of the game. The Caldera adds a new Obsidian tile type that is placed around the edges of lava pools or forms bridges across the lava. The lava level will periodically rise covering the obsidian tiles before then receding back to the original level. There are also several free floating clouds of 'Flaming-Cloud', think the old dust storms from The Sunless Desert.
A new enemy type has been added: Magma Cube that spawns in the lava. Its a basic, slow moving melee enemy with a pretty major fire damage shield. It heals itself quickly when in lava and so must be pulled up onto the land in order to kill it unless you have some serious burst damage. I can definitely see adding additional enemy types to this sub-zone in the future as it may end up growing larger in future dungeon expansions. The main idea will be to make this region even more totally fire focused than the rest of The Core in which there is a mix of fire and physical damage types.
Spectral Floors: On the floor preceding The Nexus of Conjuration (summoner boss) is a level made up almost entirely of pits. Over these pits are Spectral-Floors which disappear as characters move over them only to reappear several turns later. This means that if the player is moving across a narrow bridge he will be unable to immediately retrace his steps. I wanted to go with a summoning theme on this level to tie it into the associated boss and so a few turns after entering, portals will begin to open randomly across the level which will summon a variety of Spectral-Weapons. After several waves of these portals opening, the stairs will become unlocked and the player can proceed.
I think there is a lot more that could be done with this zone to really tie it into the theme of summoning. I'll be returning to many of these sub-zones in the future to make a second pass of polish, content and theming.
Crypt Fence Maze: On a whim I ended up adding a new simple generator to The Crypt that can appear on any of the standard levels. I'm hoping to do more quick one off stuff like this in the future as it only takes an hour or two and is a nice break from the larger, more focused work.
Enemy Balance:
Lava Eel, Electric Eel, and Tentacle Spitter: Range: 7 => 6
All eel types will move off of dry ground if they are 1 tile away from liquid.
Lavosa (Boss): now has homing fire orbs instead of the basic slow moving ones.
Talents:
Disengage (Kill-Reset): removed the cool-down penalty (sort of moving away from having penalties on upgrades unless its something really crazy).
Lunge (Kill-Reset): removed the cool-down penalty.
Disengage (No-Cool-Down): a new upgrade that allows the duelist to perform the old infinite disengage trick (limited by SP of course).
User Interface:
Lava and Toxic-Waste now shows damage on mouse over.
Damage-Shields now have a little red shield graphic when triggering.
E (default) will now auto equip the item on the mouse when in the character screen.
Switched to slightly larger target boxes that better align with the game tiles. I'm planning on adding additional little arrows and indicators to these for some player/npc abilities where appropriate and having a bit more space will help with this.
Bugs and Crashes:
Fixe eels on spawning on bridges (I swear this was fixed at some point already)
Fixed: Staff-of-Shielding was raising a shield on every shot, even those not hitting enemies.
That's it for this update. Majority of the work ended up going into the sub-zones. Struggled a lot getting the obsidian to double tile with the ground and lava. There are still a few places where it messes up that I need to fix. Going camping at the start of next week but will be spending the remainder of the week doing the usual hot-fixes and clean up before moving onto another 2 sub-zones. I've mostly got the Bard class worked out on paper so I might end up just implementing it as well so we can see how it plays.
Gamepad doesn’t work or some buttons of gamepad don’t work This game currently only supports Xbox controllers or controllers using XInput. After an update patch is installed, button bindings might be wrong. It shall be corrected by clicking [Reset to the defaults] in the end of [Options][Controls]. Stuck at the loading screen after creating the clan Time zone is changed by some programs, leading to the failure of creating the save data. Turn off [Set time zone automatically] in system settings, manually switch to another time zone, and switch back to the local time zone once the save data is successfully created.
We thought we would work up a helpful guide to highlight several new and old features that help make universe resets more of a breeze!
Limboing Tow Service
Every universe players get one /limbo to redock all of your ships if you’ve placed them in a location and need to change your mind. If you’ve used up your free one and require another you can purchase Limboing Tow Service for 5 billion credits at Friedman AI station in Free Market. This will “limbo” all your ships and let you choose a new AI station for them all to be placed at. This can be extremely helpful for moving large storage ships like Thatch that lack an engine.
Item Teleporters
Item Teleporters are station builder’s best friend when packing or unpacking. Located at the Friedman AI station in Free Market for various times and prices. Or if you want a less stressful experience, a 3 day length teleporter is also available in the in-game Store via the Gold Icon at the bottom for Space Points. These useful tools allow for teleportation of items within team space between ships and/or stations (if you’re docked at the station) provided those possessions are also in team-owned space. The item teleporter timer starts immediately after purchase so be prepared to equip it and utilize immediately!
Packing
Buy and equip the Item Teleporter then head to the location of your stations in a galaxy your team has ownership of. Open the Character window and then select the Possessions tab. Find the ship you wish to “store” your stuff in and right click and select Open Inventory. This will open a remote inventory window of the ship. Go ahead, leave that window open and then dock at the station you wish to pack up. Then highlight and drag and drop the items from the station inventory onto the remote ship inventory. This will make the items instantly transfer. Dock to another station and repeat.
Alternately, you can right click on a Station and select Open Inventory in the Possessions tab. It won’t display anything in the window but you can drag and drop the items onto that window to transfer them to that station (again restricted to an owned team galaxy).
Unpacking
Once you have ownership of a galaxy and laid the Stations in the locations you want for the galaxy, you can purchase and equip the Item Teleporter. Open the Character window and then select the Possessions tab. Find the ship you have your station items in and right click on it and then select Open Inventory. Dock at an appropriate station and drag and drop from the remote inventory window of the ship with your station items onto the station.
Again alternately you can do the same with a a station you deploy strictly to unload your stuff onto for sorting. Unpack the goods onto that station and then you can right click on another Station and select Open Inventory in the Possessions tab. It won’t display anything in the window but you can drag and drop the items onto that window to transfer them to that station.
Trade Bay Import/Export
Trade Bays can be exported or imported during the packing/unpacking process.
To Export, dock at your Station. Go to the Control tab. Press Trade Goods. Then press Export. This will open a window that allows you to copy paste the text for later importing. Follow the same process but press Import on the Add Trade Goods page when importing your template you’ve previously exported. This can be extremely useful for include things like your shop or a main production station, but also any trade bay that is worth re-using such as a colony or extraction setup.
Transferring Stations and Bots to Characters on the Same Account
One of the major changes of the last few universes has been the ability to transfer Stations and Bots within the same account! This helps streamline the ability of a player to centralize most of their Station construction builds and supplies onto a single character. To utilize this new feature – select your bot/station and press “X” if the menu below the targeting box is not visible. For stations, Transfer Ownership will be on “X” menu. For bots, you must press More Bot Options and then press Transfer Ownership. You must have a character, on the same account, that you wish to transfer to, offline within the same galaxy for it to be a valid choice, provided the receiving character has sufficient skills and/or slots for the transfer.
Bot Orders
A new search window has been added to help players better sort through the huge commodity lists. This should help players more quickly set buy and sell orders. We also have further improvements regarding orders coming in the near future!
We hope you take full advantage of these tools and enjoy a more efficient and less stressful universe reset experience. Happy packing and good luck in the next universe!