Interactables: - Spears Trap (You walk over it and spears come out) - Saw Trap (Spinning saw which moves between two points), has 2 variants, a normal sized one and a long-sized one
Enemies; - A big robot slammer - A shrine assistant slammer
1. Adjusted the AI behavior of the Boss "Destroyer Demon Lord". 2. Adjusted the spinning attack of the Boss "Treasure Anglerfish", added dust effects before the attack, and slightly reduced the hitbox range. 3. Adjusted the bow inscription "Strongarm Archer", reducing the base multiplier of the charged arrow from 720% to 650%, and increased the concentration value increase speed of the resonance "Tranquility" by 30%. 4. Adjusted the musket inscription "Specialist Gunner", reducing the trigger chance of the resonance "Cluster Grenade" from 60% to 50%. 5. Adjusted the damage of the treasure "Glacial Maledict Blade" from 120% to 200%. 6. Adjusted the visual appearance of the deliberately activated and selected states in the "Soul Inscription" system UI.
Fixes
1. Fixed the issue where dual blades occasionally cannot use skills after dodging. 2. Fixed the issue where the character's height may be abnormal when using skills with the single-handed weapon "Barbarian Bone Axe". 3. Fixed the issue where items dropped from chests may fall outside the walls. 4. Fixed the issue where summoned creatures do not attack the "Destroyer Demon Lord". 5. Fixed the issue where the treasure "Claw of Annihilation" cannot trigger some thrown objects. 6. Fixed the text description error of the staff inscription "Arcane Master". 7. Fixed the abnormal unlocking of the bow inscription "Strongarm Archer". 8. Fixed the abnormal sound effect playback of the single-handed weapon inscription "Avenger Warrior" during multiplayer mode. 9. Fixed the issue where the inscription "Cannon Fighter" of the turbo lance would cause teammates' games to crash during multiplayer mode. 10. Fixed the issue where adjusting the nightmare intensity during multiplayer mode leads to abnormalities. 11. Fixed the issue where the Boss "Treasure Anglerfish" suddenly flashes out from underground to attack under certain circumstances. 12. Fixed the issue where the final slash of the katana module, after selecting the resonance "Forging," did not gain charge value in the inscription "Berserker.".
IMPORTANT! Because the update is still being tested, the information in this article is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live.
“Remembrance of Ming's Past” Adventure
The Seven Voyages of Zheng He are famous across China. Sent by the Ming dynasty to improve relations with foreign powers and bolster trade, Zheng He commanded huge fleets loaded with expensive gifts and trade goods to such far places as Hormuz in the Persian Gulf and Mogadishu in Africa. We are honoring this famous explorer in a new adventure that will run through Updates 14.1 and 14.2 and will provide many opportunities to earn your own World of Warships riches along the way!
During this adventure, completing missions will earn you the new "The Ming Legacy" flag and Zheng He's Voyages patch, as well as some Adventure Tokens that you can spend on various containers in the Armory. Alternatively, you can exchange them for Ming's Voyage Tokens that you can use to obtain thematic rewards: new IX Taihang , the Chinese Treasure Ship permanent camouflage for her, and Commander Zheng He himself.
"The Finest Hour" Collection and a New Unique Dutch Commander
Conrad Helfrich was a lieutenant admiral of the Royal Netherlands Navy and overall commander of the Dutch naval forces in Southeast Asia during World War II. In the first stages of the Pacific War, he was one of the most successful Allied commanders in that theater. We honor this military juggernaut with a special collection dedicated to his memory.
You can get collection elements from the "The Finest Hour" standard containers, which you can obtain in exchange for Adventure Tokens earned from adventure missions. It’s possible to earn enough Adventure Tokens to complete the collection in its entirety.
Note that you must make a choice to either get the unique Dutch Commander for Adventure Tokens or save them and spend on IX Taihang after the Adventure ends. Tokens obtainable from missions and bundles for resources in the Armory can’t cover both rewards.
I've added a new screen to the beginning of the game to help explain how simulations are set up for new players:
It also explains how the skip mechanic works and allows users to skip past the setup if they desire.
I know tutorials aren't the most exciting of updates for existing players but after watching some playtests I feel it needs to be more user friendly and this update puts the game another step closer to that goal.
I also want to add some prefab options on some of the different setup screens (especially the virus design phase) to show what can be done with the game.
Thanks for playing and see you in the next update!
Available when the game releases, comes Hangry's first comic, "First Course"! Experience a moment in the blue hunter's history and how the ferocious creature met the up and coming chef, Goutra. Will be available as DLC.
We’re listening to the feedback that the community have been providing us about the Craftlings demo. With that in mind we have given the demo an update today.
This update includes:
Added Japanese Translation
Increased amount of starting Craftlings for Level 1 from 1 to 3
Bug Fixes
Demo and Winter Challenge Map Deadline
The demo will be removed from Steam on 3 February 2025, so you’ve got a few weeks left to check out a taster of Craftlings and to compete in the Winter Challenge Map.
We’d like to thank everyone who has played the demo so far.
To keep up to date with Craftlings follow us on our social media and join us on Discord.
After a somewhat longer break, the time has finally come to present to you the changes and additions in the latest update, 0.9.0!
Blood
A blood system has been added, significantly enhancing the intensity and realism of combat. This gives the game a more brutal tone, providing players with even greater satisfaction during battles.
Blood stains remain on the enemy when hit by melee weapons or arrows.
Blood splatters appear on the ground when blood particles hit the surface.
Blood goes through two fading stages, creating a drying and absorption effect into the ground or material.
Building and Destroying Structures
To enrich the building and destruction systems, I’ve added several visual and sound effects, making these actions much more satisfying.
Added an effect of a building gradually appearing during construction, accompanied by a sound effect.
Added an effect of buildings collapsing into pieces upon destruction, with a corresponding sound effect.
Post-Processing Effects
I continually strive to improve the game visually, so this update includes some graphical tweaks and enhancements.
Improved anti-aliasing (edges are now smoother).
Adjusted color tones slightly, making the visuals warmer.
Shadows are slightly darker.
Level Map and Difficulty Levels
From now on, starting the game, players will have access to a map showing the terrain they will traverse as they progress through the levels. The map is a new visual element and does not introduce additional gameplay mechanics.
Additionally, players can now choose from three difficulty levels. Depending on the difficulty level completed, a shield with a corresponding color will be displayed.
Visual Changes
Redesigned some UI panels and added new animations:
Options menu
Credits menu
Pause menu
Others:
Modified several UI elements.
Slightly changed the color of berry bushes.
Added a black line in the unit inventory window showing the resource quantity and on the shovel icon during bush removal by workers.
Added lock icons for locked slots in the Berry Farm building.
The Depth of Field effect no longer affects UI elements displayed above units (e.g., health bars).
Added falling leaves effect.
Adjusted lighting on some particles.
Changed the appearance of the crosshair when using a bow.
Other Changes and Additions
Added a resource worker count in the main resource bar.
Made issuing orders for bush digging easier.
Players can now place building structures closer to their position.
Removed the first button in the management menu, which was unavailable.
Improved game optimization.
Enhanced player animation impact when shooting a bow.
Improved UI sound playback.
Changed the sound of the sword hitting the enemy for the player.
Mission 2 - Players must build a Berry Farm to complete the mission.
Mission 1 - Slightly increased difficulty at the normal level.
Added various other small fixes and changes.
Bug Fixes
Fixed incorrect positioning of arrows embedded in dead units.
Fixed blood particles sometimes spawning in the wrong place upon impact.
Fixed the player's arrow occasionally dealing double damage.
Fixed the player’s right hand being slightly misaligned when holding a bowstring.
Fixed workers not becoming idle after participating in combat.
Fixed surplus resources being added to the player’s inventory when attempting to deposit resources exceeding the maximum limit.
Fixed workers near the Town Hall sometimes getting stuck and continuing construction indefinitely after completing a building.
What's Next?
Update 0.9...
One feature planned for a minor future update is the save and load system during gameplay. I intended to include it in this update, but its implementation required more time than anticipated.
The system is partially implemented, and I hope to polish and fully integrate it into the game soon.
Other Plans
Currently, the game features 8 levels in Survival Mode, the only available mode so far. I plan to add 4 more missions, bringing the total to 12 levels in this mode.
Additionally, as previously mentioned, I plan to introduce a new game mode where players will have more freedom without time constraints.
In the next major update, I plan to add new combat units and additional levels for Survival Mode. As always, various other changes and additions will also be included.
We just released a mid-January patch for Roboquest, alongside a 2-weeks 36% discount (starting now).
This small update is available on all platforms and focuses mostly on bug and issues fixes.
Here are the additions coming into this update:
Changelist
General
- Each friendly bot you complete the quest of will now be appearing at the Basecamp. Stop by and say hi! - Added unused tracks “Sector”, “Entropy” and “Destination” to the random track list in the Endless Run - “Corrupted Cells” (in Endless Mode) now have a clearly different shape - The Corrupted Healbot has been completely removed from the game, RIP! - You can now upgrade your weapon to “Fantastic” rarity in Endless Mode at the cost of 10 powercells (at Willy Wonders) - Reduced the price to improve a weapon to “Epic” rarity at Willy Wonders from 10 to 8 - Smithing Ted now always appear at the start of the second level in Endless Mode - Added a "Return to Basecamp" button that appears if you're stuck in the loading screen for a while
Bugfixes
- Fixed issues with several perks not properly saved when using the “Save & Quit” feature and loading your game - “Goliath Diggler” and “Goliath Digglet” will now properly undig if they spend more than 6 seconds under map - Fixed an issue preventing the uncrouch input to be properly recorded when opening a menu in the basecamp or during a multiplayer game - Updated the position of weapon pickups when you drop them to avoid them ending up underground or inside a wall - Duke Nuker can no longer propel you inside a wall or underground when you use grappling hook on him - Fixed an issue with player or enemy feet going CRAZY when stepping on doors - Picking up sub-choice of upgrades or perks will properly register them as “Discovered” and show them in the class selector - Rerolled bazar items now have the right price (and not the price of the previous item at their slot) - Fixed an issue with the Endless Portal collision at the basecamp where you could get stuck inside - Note: Version numbers are different on Xbox than other platforms, but it doesn't have any impact on cross platform multiplayer