-Enhanced manga Hoodie Pigeon and Vest Duck models -Better post process effects -Unique anime effect for manga Hoodie Pigeon and Vest Duck POVs -Slighty improved maps -Plane take off: the player can now jump on the plane at the beggining of Airport game to leave the map! -New Main Menu OST
In order to save my money I must shut down the online service for Planetary Conflict: 2301 and remove it from sale. I can't afford to pay the fee to keep the servers up. Thank you to all of you who have played and supported the game.
The Holidays are approaching quite fast! And I certainly cannot wait to eat like crazy.
This update is bringing the Talents mentioned before on the Daily Newton. These will have some mechanic changes for the characters that can alter their gameplay, so we hope players have fun changing between them and testing their builds!
Let's dive into the Patch Notes:
Patch Notes - v0.9.2
What are the Master Talents
Each character will have access to 1 or 2 Master Talents at the end of their Talent Trees at the Weaving and Smithing Systems. These crazy talents will make huge impact in their gameplay, either by tuning them up a notch or changing a lot of its aspects! Trying different combinations of these talents may create a complete difference experience for certain characters!
Areas
Desert
Unlocked new Stages of the area;
New field events to fight;
New Materials to collect;
New Secrets at the Secrets Dealer.
Village
New Talents for all characters.
New Buildings in the Village to get the game ready for the next characters in the future.
Bug Fixes
Fixed an issue with some of the Colosseum Stages, as they couldn't be accessed properly and would result in an infinite loading screen;
Fixed the check for certain achievements as the game wasn't looking for completion after a certain threshold of a few achievements (like the Setting Up the Buffet achievement);
Fixed a bug after completing the battle against the Corrupted Necromancer in the Haunted Grounds that would make the controls unavailable, forcing players to quit the game;
Next Steps
We are now working on the 13th character of the game, Keyra, to complete the Desert area. The next major update will debut her with the bosses of the area, to wrap up the Desert content, before moving to the final part of the game and the last 2 playable characters. Their buildings have already been added to the Village, as both are former residents of the beloved place where the game begins.
We want to release Keyra before the end of this year. Hopefully we will be able to make it! There's a lot of her already ready for development, so it doesn't look impossible.
Hope everybody enjoys these new Talents and what they bring for each of the characters.
Also, for those who haven't checked it yet, we have announced our next game! Please, if you enjoy the games we do and you like city builders/colony sims, Wishlist it on Steam when you can! It would mean a lot to us! <3
Don't forget to leave a review for Crafty Survivors if you haven't done it yet, as the reviews are super helpful! Thank you all for continuing this journey with us!
After the current Pretender Wars ended today, we ran some quick maintenance on the server. To make the short downtime more worthwhile, we couldn’t resist squeezing in a few bug fixes and quality-of-life changes based on recent community requests - these didn’t require a client update.
Other fixes and updates will come with a client update later this month.
The server maintenance is now complete.
A new, unranked game with an exciting new map configuration has already begun!
Enjoy the game and have a great weekend!
Notable Gameplay Changes
⚔️ Garrison Assaults: based on your feedback, we’ve refined the mechanics. Companies (or enemy garrisons, e.g., those using the Reinforced Patrols tactic) can no longer target non-adjacent garrisons even if those are inside their Area of Control. To initiate an attack, the attacker must now be positioned directly adjacent to the target garrison.
Note: This change does not affect battle reinforcement rules. If the game rules allow allied forces to join a battle from greater distances, this functionality remains unchanged. However, tactics like Ambusher can no longer be used to repeatedly "lock down" multiple garrisons inside their Area of Control, as attacks on garrisons are now restricted to adjacent targets (they still can ambush other Companies within their full AoC).
♟️ Company Movements: We’ve also updated the logic for company movement orders based on recent feedback, to make it more RTS-like. If a company has an immobile tactic (e.g., Guard or Ambusher) and receives a movement order, the tactic will now automatically revert to its default setting. This allows the company to proceed toward its designated destination without staying in place. Note that initiating movement from an immobile tactic will cost the company one tick for reorganization.
Bugfixes
Various server-side improvements and changes, including some pathfinding and map generation related issues and inconsistencies.
🟡Garlic rework: 1.8 movespeed --> 2.0 movespeed | 20HP --> 17HP | Ability changed to: "Has immunity (3s)" | Shape changed to reverse starfruit shape. //Dev comment: Even though the drought ability was very innovative and cool in theory, it just wasn't healthy for the meta. Many people disliked it, and having an ability that basically counters every ranged combo is just too strong. We have cherry/agility/immunity that does that, but more balanced. Now it's just a pretty decent tank unit that synergizes with starfruit, as their shapes fit perfectly (the immunity also gives starfruit some time to charge!)
🟢Orange: 8HP --> 9HP | 400 range --> 450 range | 0.40 attackspeed --> 0.43 attackspeed //Dev comment: The slow removal from orange made it severely underperform. It is now getting some compensation in stats.
🟡/🟢Speed Totem rework: Now gives crop to the left unlimited range and crop to the right charge. Name changed to: Balance Totem. //Dev comment: The speed totem has just always been inferior compared to all other totems. This makes it a viable option, as many builds rely on unlimited range.
Other changes:
Added the option to switch between type-view and compact-view in the loadout screen.
Christmas drops has been made a bit more likely to obtain. Legendary --> Epic | Epic --> Rare
The loadout can now only be edited from the play menu, and not in the collection tab. It was simply too much work to have it there, so i'd rather remove it for now and focus my time on new features.
Fixes:
Fixed a bug where non-English languages would cause errors.
Duos player database now properly expanded by 50%. (wasn't applied in duos by mistake)
Knockback buff has been removed as it was causing issues over and over. It will be replaced with a new reward that I've been cooking on.
*Keep in mind that old/unchanged crops might still linger in the PvP environment until new builds are uploaded. It will settle in some hours.