The twenty-third weekly update for 'Shell of a King' is here. As always, if you find any bugs, especially game-breaking ones please let me know via the official discord! I can always revert to an earlier update if something breaks! 1.1h Change List:
Add Soul Trial: 'Trial of the Colossal Cube' unlocked upon defeating the Colossal Cube.
Add Soul Trial death counts for each trial faced (starting now)
Lower item drop chance from 1/5 -> 1/6 at max enemies killed
Limit the number of Grave Ghosts that can be out at once to 10
Grave Ghosts now die upon losing sight of the player
Blue Slimes now always respect the Slime Companion charm
Bonfire enemy heal now scales slightly with NG+
Make the Lightning Scepter projectile have electric properties
Make the player invulnerable during bookcase opening/closing cutscenes
I don't have a new patch or anything but I wanted to post a quick update so folks don't think I'm awol or anything. Every now and then I see the odd post saying I've abandoned the game or something similar. I have not.
That said, I definitely won't be able to match the amount of work that was going into the game pre 1.0. I was working every day this last year, and it was not healthy. It really burnt me out and I don't want to feel that way again. As well, I'm dealing with a bunch of family and life challenges at the moment, so I don't have the same bandwidth to completely focus my efforts on the game. Hope you can understand.
As for the game dev stuff, I'm currently focused on testing some improvements to jobs, pathing, and performance. These are complicated systems, so I'm trying to take my time with them. I want to fix the issues people have mentioned quickly, but I also don't want to rush them out only to create other problems. These are also mostly late-game issues, so it takes a considerable amount of time to setup the right conditions. Additionally, I have some UI improvements and functionality ready to go out with these changes. Doing my best to get these things done soon.
Feature Additions: - The chase continues with a new planet to explore, featuring: - New enemies - New weapons - New story - Added new arena challenges to complete for additional orbs!
Quality of life improvements: - Add weapon and tool number mapping on pause to ensure you can see which weapons you have as well as how to switch between them. - Increase the contrast between the walls and floor on the Voidwalker ship - Added a weapon vendor just before entering the arena to ensure you can have all the ammo you need before entering. - Gave weapon xp slider a slight blue tint to make it easier to see - Dying on the log or arena section on Arcadia will now send you back to that section, not back to your ship.
Bugfixes: - Fix an issue where extra dialog bubble was visible upon leaving Arcadia on your ship - Fix an issue where pausing the game again shortly after clicking resume could cause the pause UI to be unresponsive - Be a little more forgiving for moving onto the edge of water and sinking in some situations on Arcadia - Lower Pulverizer bullet contact volume by half
I've been working on some stuffs these couple of months.
Steam Deck support
It works, look:
Among other things, this was added to the game (for the Deck):
Dpad menu navigation
Various commands in the game can be accessed using the Deck's buttons and triggers
Left stick rotates the camera
Labels appear in the object selection screen to know which objects are selectable without needing to hover over them
Steam Achievements
Only 4% beat the first level, that's crazy, game is too hard.
If you already beat every level, you can boot up the game and go to the level select to immediately get all 6 level clear achievements.
Full changelog
Full changelog since release (right now we're in v1.1.6):
Steam Deck support
Steam Achievements
New option to 'Disable rank and points' for players who don't want to stress about it
Various small rewrites and improvements to cards, animations and explanations based on player feedback to improve the solving experience. In particular, there were a few issues in 'The sleeping beauty' that were resolved and shouldn't confuse players anymore.
Improved CPU usage, GPU usage and disk size. Not that anybody complained, but yeah.
Little touch-ups on the dioramas and on the room itself
Easter egg of my favorite detective
The ranking system was recalibrated a little bit
Misc fixed and improvements
Onwards to the future
So what's next for LLR? Well, I have plans to expand the game, but sadly I still haven't recuperated the money I've spent to make the game, so I feel like it would be unwise of me to try and make a DLC or a sequel.
Because of this, I'm already working on a new game. It's going to revolve around poker. No, it's not going to be Balatro. It'll be a weird thing, I'll probably be pretty public in terms of the development because I'm going to be prototyping and testing a lot of stuff out before fully committing to it. but it's going to be cool, trust.
I can't thank enough to all the people who have wishlisted, followed me and bought the game. I'm pretty proud of what I made, and it makes me happy to see people who enjoyed it. Stay tuned for what's next :)
0.9.1.2 (10/11/2024) - Producers will refuse to start work on a recipe if the output for that recipe is blocked. This prevents mega smelters from getting stuck if one recipe is blocked but others are not. - Wreckage of other factions decays over time, so you don't end up with giant fields full of wrecked Feds/Rebel buildings. - Cleaned up some ambiguities in the error log. - Bug fix - Mining Heaps are indestructible, are never considered nonfunctional, so they can't be repaired or damaged. - Bug fix - Fixed tutorial focus circle sticking around on interface widgets that no longer exist. - Crash fix - Fixed crash when clicking on global alerts with a mixture of units and structures. - Perf - Minor UI performance improvements. - Perf - Fixed a memory leak.
- Equipped perks are displayed in the pause menu - Extra projectile blessings now give twice as many additional projectiles and they deal half of your base damage - Smoother camera movement when dashing - Fixed a few visual glitches with several icons
We’re excited to bring you a fresh update for Football Legend!
New Team Logos
We’ve replaced the old, generic team logos with all-new, more dynamic designs that are sure to stand out!
Check out some of the new team logos:
As always, feel free to use the League Editor to upload your own custom logos and team names.
UI Improvements
- Game simulation now shows results immediately as each game finishes, so you can track the outcomes in real time instead of waiting for a "loading" message.
- When simulating multiple weeks, we’ve added a new button that lets you pause at the end of each week for greater control.
- You can now add coaches to shortlists, making it easy to track future staff additions.
- Draft prospects can now be quickly added to shortlists in one click.
- Player personality ratings are now visible directly on their profile screens, giving you better insight into your roster.
Bug Fixes
- Fixed a math error where simulating multiple games resulted in one extra week being simulated than intended.
- Resolved an issue with the Shortlist screen not loading properly when accessed via keyboard shortcuts.
- On the Shortlist screen, draft prospects and retired players will now be notated as such, instead of having a blank value for their team.
- Fixed a minor display error on the Game Schedule screen where bye weeks appeared as home games. They will now show as neither Home or Away.