We’ve prepared a variety of community items, including an exclusive illustration of the main character, the “Fox Shrine Maiden,” allowing you to immerse yourself even deeper in the world of The Fox’s Way Home!
・Badge (6 Type Available)
▲ Example Badge A new badge featuring a SD version of the Fox Shrine Maiden is now available! The design is a surprise—you’ll have to earn it to see it!
・Trading Cards (5 Types Available)
▲ Example Trading Card The Fox Shrine Maiden makes her debut as a trading card! Collect and enjoy her adorable expressions from the game!
・Profile Backgrounds (3 Types Available)
▲ Example Profile Background In addition to the key visual background from "The Fox’s Way Home", we’ve prepared an exclusive, elegantly designed profile background available only as a community item!
・Emoticon(5 Types Available)
▲ Example Emoticon Items worn by the Fox Shrine Maiden are now available as unique emojis! Feel free to use these charming emojis in your profile and comments!
After a long delay to regular updates due to multiplayer development, a regular demo update has finally arrived! Multiplayer development has come a long way and now that more stable sessions than unstable sessions are being played, attention can finally be given to other aspects of the game. This update pushes out a swath of changes that piled up during multiplayer development and focuses on polish items like UI improvements and tweaks to existing parts.
To celebrate multiplayer development finally winding down, a public playtest where anyone can give it a try will be made available soon. This test is primarily to root out any sneaky bugs or oversights that undoubtedly exists so expect a slower roll out starting with invitations distributed through the official Discord server and full blown public access shortly afterwords.
0.14.0
Gameplay Features
Replaced the tune-up option in the Industry region with the expert tune-up, a stronger version.
Added the Smuggler to canyons. The Smuggler will sell high value cargo that can be sold for a profit in another region.
Added a 30-50% mounted cannon reload speed bonus to the Banded, Destroyer, Hatchling, Crocodile, Quadro, Samurai, Ronin and Grenheiser torsos.
Added shoulder mount variants of the FL01 Pheonix torso.
Destroying the satellite dish array now disables the orbital bombardment during the finale escape.
Increased the size of the laser claymore's blade.
Increased the loot level of the CR01 Wraith.
Reduced the parry break strength of the Shortsword stab attack and Stoutsword overhead attack.
Reduced the mass and durability of the AR01 Locust legs.
Added a 1 hour time to selling items on the black market.
Increased repair costs on higher difficulty.
Quality of Life Features
Reworked the rest UI layout to communicate more information in a more appealing manner.
Replaced the buy button in many shops with a buy button on each item's panel.
Deepened the contrast of the UI color palette.
Combined inspect and specifications menu.
Dropping items in the gaps between slots will now add it to the closest slot instead of the first available slot.
Added a patterned background to the part buttons in the builder to help communicate their purpose.
Added more details about repairs to their purchase panels.
Reworked campaign start menus to more clearly display information about selections.
Changed the insufficient funds color to an orange to better match the UI style.
Renamed the Grendes cannons to the Galewind cannons.
Bug Fixes
Fixed the BD01v Torso lacking a special module port.
Fixed groundbreaker recruitment recruiting dead groundbreakers.
Fixed small enemies spawning far too frequently and not consuming threat budget.
Fixed a game-breaking bug when massively exceeding the available spawn budget for a region.
Fixed ships stats being calculated incorrectly when upgrading a part while it is equipped.
Due to feedback I have added a New input options. -You can now use right trigger to use the dash as an alternative button. -You can now use left trigger to use the hover move as an alternative button.
Bug fixes and quality of life. -Black bars no longer obscure view when playing on unintended aspect ratios. -UI no longer shows red coins on secret levels. -A new sound will play when you try to use water but have no water to use.
We think it feels really good, and we're super excited for you to try out free movement in-game
- Characters now move freely across the grid rather than locked to a movement from one tile to the next - Click-to-move still uses the tile grid for pathfinding, for now - Please let us know if you encounter any bugs or issues
World Design
- Lunarion, Dragon Brute, Turtle, and Moonspawn, Moose, & Wasp Primordial Spirits have been added - Monsters in the 20-30 that were missing spells now have them - Resistances and Weaknesses have been tuned for all Monsters
Miscellaneous
- Testing a fix for Resource Desync which is a bug that has re-appeared - Enchanting should now properly spawn a slider box instead of an option box - Mounting animation states should no longer be interrupted / broken and cause players to stand on their mount - General and bank-related bug fixes - New Oath Games splash screen added at login - Chat Input no longer scales down font-size with more text - Corpses and important Objects now have mouseover tooltips enabled - Pop-up Notifications have been increased in size and contrast to be more visually impactful - We've implemented fixes to ensure that the WorldMap exploration does not get over-written by a new cache file - Talents should now be visible any time the character window is opened - Special Currency costs will now appear in tooltips - The "TakeDamage" animation now has a cooldown to prevent excessive repetition - Tile Stacking logic has been adjusted to prevent monsters from remaining on the player tile for too long and to improve visual fidelity - Logic adjustments for Vampire Hunter quest and receiving the Blood-etched key - Fixed broken Mysticbloom plant - Fixed missing Dragon/Lunarion Meat icons
A season of weight and knowledge: Fall. Our game could use some "weight" of its own, too…
[Completed Work]
- Enemy Sprite Rework Reworked to reduce in-game issues.
- Map Tile Set Rework Reworked for similar reasons as above.
- Wall Transparency Vision Feature Developed a new feature to address objects or enemies being obscured by walls. When the player is positioned above a wall, the wall becomes semi-transparent.
[Ongoing Work]
- Lighting Effects and Bullet Impacts by Material Showcased parts of this last month. Although expected to finish this month, additional time is required due to adding different bullet fragment effects depending on bullet size.
- Enemy Destruction Animations Working on animations for total disarmament of enemies, from disintegrating pieces to more realistic options like enemies collapsing mid-stride or losing balance after losing their head.
- Raid Map Sprites
- In-Game Concept Art Created two concept art pieces to help outline the development direction and assist your understanding. More concept art will be showcased.
- Enemy AI Improved AI from the previous version. Enemies now search paths faster and chase players more relentlessly than before.
- Crosshairs Still in progress. Currently causing some bugs, so we’ll share it once stable alongside other features.
- New UI Design Redesigned to align with the game concept. Parts of the game UI are completed, with more concept art to be shown soon.
[Next Objectives]
- Simultaneous connections in the same session across multiple players - Adding lobby functionality - Special enemies - Implementing grenade explosions - Backend work - Enemy Body Part Destruction Feature
- Fixed an issue that was causing the Phone Menu button to not work properly on HTC Vive. - A cell phone holder was added to improve the Phone Menu usability (HTC Vive only*).