Hello everyone, these are the patch notes for today's update
Changelog 0.9.2
What's new?
New mini boss added: Mega bat. 2 Mega bats will appear at wave 12 and fly around the player's base. Defeat them before they reach the extractor!
Balancing
Gigantism cursed gem health increase effect reduced from +40% to +25%.
Dwarfism cursed gem health reduction effect increased from -10% to -15%.
Shaman's health reduced from 140 to 100. Their Magic resistance was also reduced from 65% to 55%.
Alpha War Wolf's health reduced from 1120 to 840. Its gold loot was increased from 325 to 650.
Bharisia's magic resistance increased from 50% to 60%. (ground and flying)
Ground Bharisia's gold loot increased from 600 to 1000. She now provides 150 gems and 2000 score points.
Fixed how tower upgrade prices are calculated. Per each level the upgrade price is correctly increased by 10%. Before it was increasing exponentially.
When playing a tower card its price will increase by its base price, instead of doubling the current price. For example, an archer tower card will now cost 60 -> 120 -> 180 -> 240. Before, its cost was 60 -> 120 -> 240 -> 480.
Spawners during a boss fight will re-spawn the enemies every 24 seconds instead of 6.
Slime mutation does not affect flying minions anymore.
Fixes
Fixed an issue that was causing the wave to never end when a riflemen tower instantly destroys a creep that just spawned in a mini boss spawner.
Other
We are preparing the game for the lots of new content to come :)
- Fixed a bug causing manual boss hunt to not give any level rewards. - Added Levels gained from killing demons and titans in incursion to chat. - Changed KPM display from number format to string, your kills per min will show 1300 kills per min, instead of 1.3k kills per min. - Enemy HP has been adjusted, it should be easier to climb higher WT's - Fixed Incursion tracker next spawn text overflowing on the main screen.
Update #142 wraps up this cycle of additions with the Dusted Hover-Evac mission map and will open the chapter on the next map getting a lot more play and objective options. While we're adding new proc-gen playable combos rapidly these weeks, we've also got a lot cooking at Trese Brothers HQ with a big content bundle (what is Warner-Braun up to?), a major feature set upgrade (sight cones and security visualization) and more.
With Update #142, we've added the Kill 3 Captains objective for Dusted Hover-Evac, fixed a mission victory bug with the Southie Strut story mission, fixed additional problems for older missions (created pre-Update #141) for Head Hunters, fixed a bug with Heat from HI-POWER Cameras, and fixed 2 more rare cases that could cause freezes in the game.
If you like the way we are conducting CKF's Early Access period and like how the game is shaping up, please take a moment to leave a review and help our small indie studio continue the work!
Theka awaits...
Kill 3 Captains at Dusted Rooftop
The Dusted Hover-Evac is everywhere! Three enemy captains may now have taken command of the rooftop and dug in. Maybe they know you're coming, they have arrayed their forces in a pretty defensive stance against an attack. Good luck, Knight. This is how you earn those U-Dahs.
With the team's big emphasis on content this season, we're continuing to push on proc-gen map X objective combinations, bringing the total now to 41. This pushes Dusted Hover-Evac to actually be the most used map, with 8 objectives that it can appear on.
The next step is to circle back to some of the really awesome maps (Wreckspire, Interchange H and Urban HQ) that only appear in 1 or 2 Objective types and bring them up to par. Bringing this set of 4 missions maps into the fold in a big way will drastically help reduce how many times you end up in the Sewer or the double bridge Trucker HQ. We're excited that we are on a path and moving forward consistently that will put the days of seeing the same map on repeat into distant memory.
Head Hunter Fixes
We fixed Head Hunters in Update #141, but it turns out our fix didn't cover all the cases of missions that were created before Update #141 went live. We've now further adjusted the code to better cover this out-of-date missions and to help you get the right Head Hunter talking and appear.
If you do have an old mission or a mission where the Head Hunters are already loaded in ... you can Restore Before Mission back to the safehouse and rerun the whole mission or you can just play forward. This is resolve for future missions, if you've already got a borked or zombie HH on the ground, we can't save them.
Fixed HI-Heat from HI-POWER
A bug snuck through where you could earn more than +8 Heat from HI-POWER Cameras. This is now fixed with the maximum correctly applied. Apologies for anyone who got burned.
Fixed Southie Strut Victory
There was a bug with the Southie Strut path through the Herr Schweinchenn missions that could result in the team being trapped in the mission level and unable to go home to the safehouse even after all the enemeis were dead. "I just want to gooo hoooooome," wail the mercs.
Lol - we fixed it. Reload the game and you'll get victory and we cleaned it up for future games so that victory will appear immediately after killing the last enemy, nice like a Battle Striker.
Another Grenade Freeze
We found and fixed another freeze that could occur in the game when an enemy would try to throw a grenade. They'd stop their movement, not actually switch their weapons and then freeze. This has accounted for 50% of the 9 game freezes that have been reported since #138. Bugs that can cause the game to freeze are now very rare so we're continuing to isolate the few last causes and crushing them out.
Another one - if you were changing weapons and you started an attack in the middle of that animation, you could get a freeze. This is now fixed as well.
v1.8.95 - #142: Rooftop Hunt - 9/13/2024
- Added new proc-gen map and objective combo: Dusted Hover-Evac X Kill 3 Captains - Fixed lingering Head Hunter issues for missions created before Update #141 (not appearing, wrong HH) - Fixed mission bug with Southie Strut storyline, mission not always completing when all enemies dead - Fixed bug that allowed Heat from HI-POWER cameras to exceed 8 (max) - Fixed bug that could cause enemy turn to hang after movement before Bulwark, Patchmax or F-Duster tossed a grenade - Fixed bug that could cause player turn to hang if started an attack in middle of switching weapon animation - Fixed one hairstyle where you couldn't set secondary color
BoneTown: The Second Coming Edition - D-Dub Software
The Future of BoneTown is being decided right now on Patreon. And before you say 'PayWall,' the poll is available to everyone who follows us, even the ones who Join For Free.
What poll you might ask?
We are deciding what our next DLC should be and there are three choices:
1. A Convention Center with a Cosplay-Con going on with some new story.
2. A Dating SIM aspect to the game where you have a house and can collect partners.
3. A University Campus with new International students and some new story.
If one of these sounds good to you, then head over to Patreon and join us in deciding the future of BoneTown.
We’ve added new systems and made various improvements and bug fixes based on your feedback. Please refer to the details below.
Official Support for Chinese!
Check the news on September 12th for information on additional languages we plan to support!
Point Enhancement System
You can access the 'Point Enhancement' tab in the game lobby.
Use the points collected during gameplay to unlock various enhancements.
Increased Maximum Commander Health
Increased Enhancement Card Reward Probability
Starting Cooking Items
Card Reroll Count
Artifact Reroll Count
Card Removal Count in Shop
Polishing
Chapter 2 Boss Battle [The Blazing Abyss of The Dragon]
Added abilities to 'Kindledrake Eldnir':
Effect: Counterattack, Immune to Ignition, and inflicts Ignition on all enemy units on the battlefield. (Ignition: Inflicts fire damage when attacking.)
Added VFX for the effect of 'Flaming Heart' activation.
Added VFX for the effect of using the Hellfire' card.
Some patterns of summoned enemy units have been changed.
Fixed error text issue when using a card with insufficient Steel.
Prevented overlapping of freely placed units.
Difficulty Levels 6 and 7 Added
Level 6: Reduces the number of cooking slots by 1.
Level 7: Increases enemy unit movement speed by 1 in dangerous battles and boss fights.
Added a 'Restart' button on the results screen.
Added enhancement visual effects for acquiring 'Goroth's Anvil'
Modified to preview the dishes that can be obtained as rewards.
Pressing the ability button again during hero ability use will now cancel the ability.
Bug Fixes
Fixed issue where 'Indigo Archive' tooltip appeared for all cards when used.
Fixed issue where artifacts granting 'Innate' were not functioning in certain situations.
Fixed issue where artifacts granting 'Innate' did not display 'Innate' text on cards.
Fixed issue where units on top of the gate would float in the air when the gate was destroyed in the 'Retreat Order' stage.
Fixed issue where difficulty bonus points were not displayed on the results screen.
Welcome to the sixth Soulstone Survivors devlog!! You are about to witness some work in progress of a new skill, performance improvements and some changes to how the crafting UI looks.
Next major update is already getting closer and closer, so we also invite you to sign up to our new mailing list and be among the first to find out when its released!
Performance Improvements - XP Crystals
Before we get to the good stuff, lets get the usual performance update out of the way. This time around we are going to be looking at changes made to the XP crystals. During a match, players can sometimes accumulate many hundreds or even thousands of XP crystals laying around on the map and this can lead to significant performance degradation.
Luckily, the XP crystals have a very well defined behavior which is very suitable for some pretty neat optimizations. Check out the results we got from said optimizations:
Before
After
In these videos you can see me spawning 100k XP crystals on a 50 meter radius around the player. Before the changes, my machine could barely handle it, running the game at single-digit FPS whereas after the changes it has no problem at all, reaching over 100 FPS.
Now for the nerds in all of us, a big, but not the only reason why these crystals are so much lighter now is the rendering. Before we were using vanilla Unity rendering techniques (i.e.: mesh renderers). But now, put it a different way, we tell the GPU: “here, render 100k copies of this object”, as opposed to “render some here, some other here, another there…”.
Now, we manually render all of the crystals using GPU instancing, which allows us to render every crystal at once, reducing the overhead. Check out these visual examples below:
Unity Vanilla Rendering
The New Approach
The top version is Unity’s vanilla rendering: it takes 3 draw-calls to render the crystals; where the bottom gif with the new approach only takes 1 draw-call to render all of them.
New Upcoming Skill
We have also been working on some new skills recently and our artists have been doing an awesome job on those and we often need new 3D models for them. Check out this 3D model for an upcoming new skill:
Visual Changes in the Blacksmith UI
Lucas, one of our programmers has been working on how the crafting tab currently looks, to improve its readability. Check out the screenshot below to see how that is going: And this was all we had to show for this Devlog! We have been hard at work to improve performance, UI visibility and new skills. But keep an eye out for news because we have some really cool stuff coming... Let us know what you would like us to talk about next!
Good day, friends, today the next patch for the game is ready and new content awaits you.
New story and additional quests and other changes and fixes are already waiting for you in the game.
There was also a lot of feedback, which helped us fix some bugs that we do not detect during internal tests even faster.
New:
- Added the ability to adjust the difficulty in the game. - New quests, additional and story.
Changed:
- The main character has been changed, and work is underway to develop a system for customizing the player's appearance. - The lighting in the city apartments has been changed. Lamps have been added. - Nikolai sells a medical splint in the village. - Temporarily disabled global effects from radiation and toxicity. This decision was made due to the fact that players, being not pumped up, went north and died from radiation and at the same time saved at checkpoints, which put an end to further progression of the game. Based on the situation, the radiation and toxicity system will be reworked and checkpoints will be rearranged. Corridor systems will be developed that will allow players to return back without losing health.
Fixed:
- Hovering over objects or boxes with objects. - Changes have been made to the game loading process. This is necessary for the correct operation of the character. Previously, when the game was loaded on the hard drive, the character could fall under the map and die at the start of the level. We checked and fixed this problem, so now this should not happen again.
Work done:
- New content translated into 5 languages. - Optimization of the game world.
Improved world map:
- Display of crowns of some trees. - Improved and developed bar in the city + optimization. - Added cemetery near large construction site in the forest.
Quests:
- Added story and additional tasks in the village. - Added additional tasks for hunter Sergei. - Added additional tasks for hermit Tony. - Changed description in quests. To-do list now without unnecessary items. - Changed animation of selecting settings in the menu. - Changed number of bandits in the parking lot near the clinic. Also reduced their armor. - Fixed problem with medical bag in the parking lot.
Other edits:
- Loot from merchants is updated. - Nick sells the required minimum of goods.
The game has been tested by the developer. If you find any problems, please write to us and we will definitely try to fix them in the next update.