Xmas Event replace Spooky Event and last till March (it also have 2 event pack in the shop).
I was supposed to make an announcement but it has to be delayed a little till we sort everything out with the recent release of the new game Revolution Idle.
Switch Functionality: Always Rain ←→ Auto (Default Behavior)
This feature is available from the start of the game. To activate, left-click on a ground lamp during gameplay; a faint light will turn on. When the light is on, rain will continue to fall endlessly. Turning off the light will revert the behavior to the default, alternating naturally between rain and sunshine.
New Mini Icon for the Encyclopedia: Displayed When a New Creature is Caught
Previously, you had to open the encyclopedia to know if you had caught a new creature. With this update, an orange mini-icon will appear on the encyclopedia icon, letting you know before opening it.
Added Max Level Rewards and Conditions for "Reel Performance" and "Weight"
Descriptions now include details about max level rewards and unlock conditions from the start. This change was made to address the hesitation players felt about leveling up, as increasing the level enhanced sinking and floating speeds, which conflicted with the slower, scenic fishing style some players preferred. The explanation was added since it was originally harmless to reveal this information early.
Initially, we considered adding a level adjustment feature right from the start. However, to maintain the simplicity of gameplay and mouse-only controls, we decided against implementing this feature alongside the leveling process, as it would make the system more complex. Instead, level adjustment becomes available after reaching the level cap, allowing the left mouse button—freed from its level-up role—to manage level adjustments. While adding a button was an option, we prioritized minimal button use wherever possible.
With this update, we hope you’ll feel free to level up without worry, though you might need to endure faster background scrolling for a while. Rest assured that once you reach the max level, this restriction will be lifted—so level up boldly!
Automatic Save Data Backup System
In ver1.1.0, a bug that allowed excessive point acquisition caused inconvenience for many players. As save data was stored locally with no recovery options, players had no way to restore lost data.
To address this, an automatic backup system has been introduced to mitigate issues caused by data loss due to local environment factors. If recovery is necessary, players can manually access the backup folder and move or overwrite the data. While this requires manual action, it significantly improves the recovery situation compared to complete data loss.
Hovering over the folder icon added to the title screen displays the local save data path and additional details. Note: The default save location is in the hidden AppData folder. Please enable the display of hidden files in the folder options to access it.
Calm Skies: The Wingsuit Flying Experience - Shahryar
Hello Everyone! Today we are bringing you a first-person mode in Calm Skies. We had a lot of fun flying around in first-person so we hope you do as well. Also, we have made the UI much more customizable! You will find a UI settings button in the settings menu where you can turn off the individual elements of the UI to your liking.
Changes:
A whole new perspective! First-person mode added
UI customization settings added
That’s all for now, but we have another update in the pipeline, which should come out soon! As always, we would love to hear your feedback, and if you would like to give it to us, you can join us on our discord at: https://discord.com/invite/aJQBxpR9fT
From both of us at ChainSoul Studio, we wish you all a very Happy Holidays and New Year!
Patch 0.50 is now live - Mob Overhaul Part 2, RNG+ Expansion, & various improvements. This update caps RNG+ at 1000%, but makes RNG+ more attainable with the new Spirit Essence being rewarded from every in-game gatherable/mob/player. RNG+ now factors both corruption & spirit essence. On PvP death, losing items to an enemy player, directly grants you equivalent value for spirit essence and keeps your RNG+ the same. Cleansing items at base also rewards 50% RNG value of spirit essence.
Achieving 1000% bonus RNG in a game is pretty attainable now for any player. One of the core pieces of content players have loved so far, has been the RNG+ system. This update helps us deepen the satisfaction the system provides by reducing the penalty for dying/cleansing. Getting into the late-game with high RNG+ (500%+) and having a crazy amount of loot flowing your way has been insanely fun, and we will keep finding ways to center the game around this unique scaling-loot loop.
This is 100% why the decision to go Early Access was needed for us, we never expected RNG+ to be a central focus of the game's loops. Now we have discovered through player feedback and behavior, it is arguably our most distinctive and satisfying loop in the game currently.
TLDR: Game has RNG+ scaling harder now and it make loot go BRRRR.
Full Patch Notes: RNG+ Expansion, Backfill ticket improvements, & misc.
Added Spirit Essence, which acts as a per-match kept version of RNG scaling.
RNG+ Scaling now factors both your corruption risk and Spirit Essence.
RNG+ is now capped at 1000% RNG.
When dying with corrupt items, users will now be given 100% of the loot value converted to an equivalent rate in Spirit Essence value. (Keep 50% of the RNG+ bonus.)
Cleansed items now convert at a 50% ratio for spirit essence.
Improved mob & player deaths sounds.
Removed a visual cue for character hit reacts that would cause FPS issues in mass-fight situations.
Improved team logic in situations where a player leaves or disconnects to ensure balanced teams on new assignments.
Through debug logging, we discovered 3 corrupt items ID never got made during our corruption dev cycle and have since corrected this—Soul Stones, Torment Stones, and Torment Orbs.
^This would have caused these 3 items to exclusively come from lootcrates, so any players bottlenecked by these materials should now be able to get them much easier.
Removed tips from loadscreens and instead have left them on the rotating tip widget on main menu.
^Loadscreens didn't stay up long enough to load them/read them on most CPUs unfortunately.
Improved backfill logic when players leave a match or disconnect & for ensuring correct Player IDs are linked to backfill tickets for solo party games.
NPC Overhaul Specific:
Swapped out Wolf boss death animations for now with special FX, similar to tree deaths, due to them being overly buggy. (This is also a trial run of Death VFX to see if we want to go this route.)
All bosses movement speed and Elite movement speed has been increased.
Resolved an AI bug that could cause mobs to stop roaming.
Resolved AI bug for bosses not moving as a result of waiting on previous reset heal logic that had been removed. (Thus stalling out.)
Improved boss chasing logic.
Rebalanced Wyrm boss damage to be more consistent across skill types.
Improved boss strafing/walking logic while attacking & when using certain buff skills where they shouldn't move at all.
Slightly increased boss attack speed with an appropriate offset to damage as a result.
Fixed a future issue regarding boss/npc targeting logic that could have caused crashes in rare scenarios when NPCs fight each other.
In testing team-based mob mass combat we found a few areas to cleanup in the Stats/loot/combat systems. (This effectively was a massive stress test to help us prepare logic for events/breaches/new game modes we are working towards.)
^Many parts of our logic was battle tested & stress tested during mass NPC brawl testing and it exposed a few areas that we have better optimized/cleaned up, so we are super happy with that!
Converted Wyrm mob attack animations to threadsafe for great server/client CPU performance at mass quantity.
Changed mobs homing target to target chest rather than feet, which allows more dodge-ability to certain skills.
Fixed an issue where the mushroom wouldnt play hurt sound
Fixed an issue where shooting the frog a fraction of a second before he sticks his tongue out would still cause him to heal
Fixed an issue where Karen would stay blue when in the middle of an animation
Fixed some visual bugs in the menuing
Fixed an audio bug where the pitch wouldn't reset at the boss fight
Changes
Balanced some enemy health stats.
Nerfed rocket launcher particle damage
Changed a bit of dialogue
Updated beastiary entries to give tips on all of the enemies This will encourage actually reading the entries, making it a tip section as well as a fun collection view
You can now pop Fun Guy's poison bubbles !!!
(Highly requested) We feel this will make the game more fluid and will not ruin the difficult nature of the game. Go Crazy! They also have health bars.
They will have a short "fading" animation when popped, however you cannot get hurt if you touch the bubble during this animation
New Additions
Added a tip in the tutorial
Added sniper scope tip to weapon select (some people couldn't figure out the scope button)
Added health bars
If new bugs are discovered, or old ones that I do not know about, click the bug icon in the bottom left of the options menu in-game to report it!
1. Fixing that the voice and subtitles turn off too fast 2. Modified to guide you to stand up 3. Modified so that you can pick it up just by touching your phone