We are pleased to announce the latest update for our DEMO. Here are the details:
Fixed Bugs:
1.Resolved an issue where Chinese CGs were displayed under Japanese and English language settings. 2.Fixed text appearing in Chinese under Japanese and English language settings. 3.Addressed the problem that prevented players from entering the "Word Association" segment while using Japanese or English languages. 4.Reduced excessive loading times during "Duel" mode. 5.Added support for additional screen resolutions. 6.Made adjustments to certain problematic art assets.
Known Bugs (Unreproducible): 1.Evidence items disappearing unexpectedly. If you encounter any of the above issues, please do not hesitate to contact us.
We sincerely apologize to all players who have been inconvenienced by these bugs and appreciate your understanding and patience.
Greetings from the Five Hearts Under One Roof development team!
We are incredibly grateful for the overwhelming response to the DEMO version of Five Hearts Under One Roof, which launched on September 3rd. The number of players has far exceeded our expectations, and we sincerely thank you for your support.
We’ve been carefully reviewing all the ✨valuable feedback✨ provided by players and are actively working to address these issues as a priority. We look forward to receiving more of your feedback 💌.
To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from September 5, at 7:00 AM UTC, with an expected downtime of 45 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.
The update details are as follows:
[New Features and Adjustments]
Added casual animations to the lighting module.
Masks and feather accessories are now automatically hidden while drawing a bow for better visibility.
Stone tools can now be crafted at the Craftsman's Bench.
Wooden and stone weapons can now be crafted at the Weapon Crafting Bench.
Linen gear can now be crafted at the Armor Forging Table.
The coefficient management interface now allows adjustment of the damage multiplier for the barbarians and animals in the wild, which can stack with the original wild creature damage multiplier.
The minimum load effect on movement speed has been adjusted to 5% to prevent inability to move in water.
The tribesman's work list is now capped at 50 works. If the limit is exceeded, all works will be cleared and must be reassigned. (This fix aims to address the display issue where the default tribesman couldn't be assigned works. In upcoming versions this month, we will add works such as "sort items" and "categorized storage" into the game).
[Bug Fixes and Optimizations]
Fixed issues where jumping, using items, switching weapons, and using skills were possible during mimicry animations.
Fixed the issue where the initial character's hairstyle wasn't retained upon death after a hairstyle change.
Fixed Barbarian AI failing to automatically cure diseases.
Fixed the issue preventing the construction of wells and fertilizer buckets on giant boulders.
Fixed the incorrect buff timer display after returning to the game from the character interface.
Fixed the issue where selecting materials with multiple types (like Acidic Fluid and Cooking Oil) could lead to item retrieval failures during crafting.
Cross-server mode are now unlocked for the following servers:
The following bugs have been fixed. If you have not updated the version because you have increased it from 0.3.5 to 0.3.6 You may not be able to join the match.
■Competition in general ・When displaying the side menu, remove the menu/stamp/settings button in the top right corner, etc. The side menu is now hidden when you press and hold it for a long time.
■Bug fixes -Fixed a bug where you could "eat" rainbow sushi when picking it up.
- Changed the sushi name display to be ON from the beginning. Therefore, even if you are already playing the game, your name display may be turned on once. If you do not use it, please turn off "Sushi name display" again from the settings.
Still checking
■Online battle ・We have confirmed an issue where players' turns do not progress after cutting sushi. It seems that the game for that player will not progress until it crashes due to a GPU crash. We have implemented countermeasures.
■CPU battle ・Sushi may not be distributed and the game may not start. We are still confirming that this is the case. If you encounter this issue, please try the following steps until we can fix it.
How to deal with it → Exit by clicking the "Exit" button on the top right and start the match again.
・The 5th piece of sushi will appear in the CPU battle (if it is not grilled, it will not be more than 4 pieces) →We are currently investigating. We apologize for the inconvenience.
On August 5th, we announced via WEMIX PLAY (https://www.wemixplay.com), the upcoming WEMIX PLAY renewal scheduled for September 11th.
With this renewal, a brand new WEMIX PLAY app will be released, featuring a unified wallet management solution.
The app will allow you to seamlessly manage wallet addresses from various wallets, such as ‘Play Wallet’, ‘WEMIX Wallet’, ‘una Wallet’, and more- all within a single platform.
Starting on September 11th, WEMIX PLAY will only be accessible through the WEMIX PLAY app. Please review the notices provided for detailed information on the upcoming changes to ensure a smooth transition.
This renewal is part of our ongoing efforts to enhance the WEMIX blockchain ecosystem. We kindly ask for your understanding as we take this step to strengthen the platform.
MIR4 will continue to put in various efforts to expand and vitalize the blockchain economy in tandem with WEMIX PLAY’s renewal. We will make further announcements regarding our plans ahead in the near future.
It's been a long time since we've been in touch, but we haven't been sitting idle. We were carefully working out the combat system for our first “weapon” of furious fists.
Honestly, on paper, the development of the combat system looked simple: character hits, mob flies off. But we encountered a lot of pitfalls. From how a character should hit depending on the combo accumulated, to how to make it possible to hit on the move and not get accidentally slapped.
Furious Fists has a combo system that changes the characteristics of the punches in each stage. Each stage has its own damage, range, and attack frequency. The final combo punch sends the character forward like a mini-burst. And there are also air kicks. And all of these actions can be performed while on the move.
Almost immediately we realized that the attack range in the stitched animation is too short. In such dynamics it is very difficult to accurately fit the fist to the alien face. So we decided to increase the attack range, and to accompany this action with an appropriate animation.
Initially, the stages of combos were gained not only during the mess with mobs, but also when destroying bio-blocks. But we eventually abandoned this solution, because the final combo attack, in all this green madness, it was impossible to track. And often there was a situation in which the character flew forward under the press, to certain death, without caution.
Where am I?
How hard should the mob fly off on hit? How long should it stay stunned? Do all mobs bounce back the same way, or are there some that are more resilient? And should every hit bounce back with the same amount of force? And so from the question “how hard does a mob bounce” we had a carload and a small cart of questions, each of which needed an answer. What we did as a result: some attacks, including the dash, repel mobs more strongly. At the same time, each mob has its own weight, which affects how far it will fly away after the blow.
Weight comparisons between the Hard Worker and Tvar
All these nuances can be perfectly observed in the moment when the character, without stopping, goes and hands out smacks to the right and left.
We agonized for a very long time with the combo system on the furious fists, and the result feels comfortable. It's easy to get used to. The next “weapon” we're going to start working on is a damn unstable blaster. This is the one that the development will really go easy on. There's just a character taking a shot, and the projectile goes flying. Doesn't it?
Add the game to your wishlist, subscribe to our social networks, leave comments and share your opinion, it's very important for us, especially during the development phase. Thanks for reading and see you soon!