Added animation and sound effects for picking up items
Added sound effects for consuming items
Added FOV slider
Added volume sliders
Fixed spiders not getting staggered
Removed subtle lofi audio filter
Replaced torch sound effect
Added credits
Added statistics to game end screen
Improved enemy navigation while aggro
Reduced bonus stagger granted by the "Cull the Weak" perk
Fixed some more geometry holes
Fixed bug causing quick, sequential drag-and-drop operations in the inventory to sometimes grab the same item twice, even if you weren't hovering over it
Added a new option after bosses: "Prepare". Allows a non-Basic, non-Misfortune card to be removed. This can be used to remove cards that for example, work well enough in Acts 1 & 2 but falter against the Act 3 Bosses.
5 new achievements have been added.
Cards in the Collection can now be sorted by Illustator and Seen/Unseen status, and filters can be adjusted by Ascending or Descending order.
When sorting cards based on Seen status, added a tooltip stating that seeing a card in-game is enough for it to count as seen, regardless if it's selected or purchased. This is only a reminder, not a change to an existing mechhanic.
Thanks to the community's contributions, the following two languages are up to date: Added Ukrainan translation. Major update to the Russsian translation.
Cards
Maximum Life Cards:
Only one copy of Shapeshift Academy can increase maximum life per combat. Receive Guidance reworked, no longer provides maximumm life.
New Colorless Neutral card added:"Power of the Ordinary". Instant Bodhi now provides maximum life. The previous effect was moved to Power of the Ordinary.
Reimu:
Added a new status effect: "Divine Favor". Cleansing Ritual and Sake Offering have been reworked as Divine Favor cards. Added a new Rare card:"Hakurei's Providence".
"Maiden's Aerial Dance" has been removed. Tiny Hitbox is now Common instead of Uncommon. Homing Amulet now provides mana next turn instead of providing mana based on having Temporary Firepower. Dance of Sacred Sakura cost loosened: RR→1R。 Hakurei Temple Fair cost loosened: WW→1W。 "Fantasy Seal -Blink-" is now Mono-Red, cost loosened:3WR→4R. Hakurei Illusion no longer has Ethereal, Upgraded cost reduced:1WWRR→WWRR. Lakeside Dance cost increased:1U/0→2U/U。 Furious Purification Rod now works more intuitively. "One's Last Home" has been removed. New Black card added:"Ace Exterminator". Misumaru, Skilled Crafter now provides 2 Block/Barrier from the Passive Skill by default,Upgraded cost reduced:WG→H:WG。
Sakuya:
Dazzling Dash Upgraded cost increased:2W→2WW。
Koishi:
Added several new cards.
Embryo's Dream and Ancestral Dreams now trigger the first Follow-Up card to be discarded by the Dream effect. Their values have been adjusted to compensate.
The amount of Inspiration needed to enter Fugue is now 4. Epiphany Upgraded cost increased: 1→2. Kokoro, Awoken Persona no longer reduces cost on Upgrade, Upgraded base Unity and Fugue Active Skill cost increased, 5→6.
Talk Through the Hat cost loosened, G→1,loses Exile on Upgrade. Hartmann's Youkai Girl now plays the top card of the draw pile on use, and the auto-play effect happens before the draw step. Embers of Love reworked, now places a high-cost card on the top of the draw pile. Unleashed Potential reworked, now allows a card from the draw pile to be played twice. The Butterfly Dream now places its cards on top of the draw pile on use and at the start of turn.
Self-Control reworked DNA Transcript damage per hit increased by 1 DNA's Flaw cost reduced:2GG→2G. Perfect Crime now steals Barrier. Imaginary Danmaku cost increased: 1BB→3B.
Neutral:
Heart Excerpt Slash damage decreased:10/15→8/12. Crimson Energy Release cost increased by 1, Block/Barrier increased: 8→10. Summon Take-Minakata now grants 5 Divine Favor on use. "Bucket Apparition" has been removed.
Bugfixes
Fixed Emotional Surge spawned from Imaginary Danmaku not hitting twice. Additionaly, relaxed conditional effects so they can trigger either when the card is played or the effect is resolved.
"Fantasy Seal -Silence-" now properly triggers exhibits like Roukanken.
Embrace the Darkness worked by setting the base cost of the card to 0 and didn't account for temporary cost increases. Now it takes them into account. e.g.: Left-Fan copying a 0 cost card will set its cost to 1, and Embrace the Darkness can now set that copy's cost to 0.
Modder Relevant Notes
Follow-Up cards now support the "play twice" parameter. Cards can be called as Follow-Ups from most areas in the stack.(Except for PlayArea).
Hey everyone, this patch is mostly focused on fixing issues rather than balance adjustments. Along with the fixes below we've also made an adjustment on the final boss so he should always be able to get back to the arena rather than getting stuck. Thanks to everyone who's been reporting issues, we're doing our best to fix as many issues as we can as quickly as we can.
Fixed an issue with clicking a lobby in the server list but joining a different one
Fixed a bug with blueprints that cannot be picked up
You can no longer evade your own or other players' attacks
Fixed attacks like Whirlwind (2h Axe) and Flame Spray (Fire Staff) being broken at certain attack speeds
Fixed Rabbit's Foot trinket not gaining effect when attuned
Fixed flame floor traps being inconsistent in their timing when turning on and off
Fixed not seeing the level when multiplayer spectating in Dark Halls
Fixed visual glitch when dashing into walls in Dark Halls
Fixed an issue of some buffs showing with no names stat tooltips
Fixed skill icons missing in player menu
Fixed Rogues Fan of Knives showing incorrect mana costs in its description
Added mark for trinkets being attuned on their icons in the inventory
Pyre town building now increases how many curses braziers remove
Lowered enemy damage scaling from multiplayer player count
Doubled how quickly Elemental Prism shoots
Doubled Arctic Step damage and how many ice patches are spawned
Increased Scroll of Hellfire meteors spawn rate by 66% and cut the fall time by 66%, also slightly increased meteor spread and AoE
-Added the function to delimit the swimming zones allowed for each fish, allowing the user to now better direct the selective breeding of fish, or group the fish outside the work zones of the screen. - Fixed a bug in which achievements could exceed 100% - Introduced merojas to optimize the use of resources
Fixed an issue where rolling was causing frames to drop, as it was effectively trying to destroy objects while rolling every frame. We've toned back the tick rate for destroying objects while rolling. This should give a big performance increase while rolling.
New:
Enemies will now destroy destructibles when they interact with them. This should prevent them from getting stuck.
Added new AI logic where AI can now run towards the player even if the player is not in a "navigable" area. For instance, on steeper hills/slopes, AI would not run after the player and get "Stuck". There are still some instances where enemies will get stuck on objects, but it should feel much better.
Added new AI logic where the AI does not always "Strafe" while running around objects to get to the player. Previously, they would stay completely fixated on the player and it looked quite robotic. The AI will now turn the direction they're running, while their head will be fixated on the player. This should look and feel much better than before.
This new update introduces additional space and allows players to select which particular store or storage slot to unlock. Some work has been done regarding demolishing pillars and it may arrive next week.
Changelog: - Added a new shelf type: the Tiered Shelf.
- Added a new row of store space and a new row of storage space. Acquiring the two closest storage spaces to the facade will make the two big garage doors open. It is possible that some previously painted walls are moved to the new limits.
- Converted the expansions blackboard into a mouse-interactive one just like the manager’s. It is now possible to select which store or storage location to unlock by selecting the slot in the map and then pressing the respective button to the right.
- Paintable surfaces that belong to store or storage modules that can be acquired are now bigger for optimization. They may return in smaller pieces in the future.
- Tweaked some franchise experience values and the amount given should be boosted overall as the perk's blackboard keeps growing and more than 90 franchise points are right now needed for full unlocking it.
- Players will be able to delete shelves with products and storage containers with boxes by holding the key [Drop Item] while attempting to delete. The base market cost of the products present in the shelf or container will be refunded.
- Implemented a button to unstuck offline players in escape menu. A reminder that players in online games can unstuck themselves using the jailing option.
- Fixed an issue related to some prices appearing as 0$ even if there was a product present. Also modified the system and price will appear invisible if there are no products placed on a shelf row and always visible if there’s a product allocated even if its count is 0.
- Security should have considerably more hitting range when approaching thieves.
- Some players have reported a crashing issue happening when entering a new day which could be related to how a certain file related to statistics is saved. Implemented an optional alternative system to do so, in order to toggle it on for testing the instructions will be left in a pinned topic on Steam forums.
- Fixed the cleaner cloths product sinking slightly into any shelf. Also incremented a few products quantity in boxes including cheese and beer barrels. Cemagic detergent tables can be now stacked on top of each other.
There is now a new story to read and play through in Froguelike, the story of Kermit. Kermit loves going far and fast! Help them reach their goal of getting far away from all the annoying buzzing bugs.
We always appreciate feedback, so if you play this new story please let us know what you think about it. We think it might need some balancing (although it isn't meant to be easy) and would love to hear what you think :) You can reach us here at the Steam forums or on our Discord server!
New:
Kermit's end chapter
Kermit's storyline
Two new quests in the game, they also double as achievements on Steam
Changes:
Ghost's, Ribbit's and Stanley's end chapters are now guaranteed to show up if the conditions are met
Bug fixes:
Fixed jump speed for credit frogs (only on Mac, it was already fixed on Windows)
Run items that were leveled up over max level increased exponentially and the increase stayed between runs, that is now fixed and the items increase linearly and reset between runs as intended
Added detailed descriptions into Battle-stage-stats screen.
Make player invincible when boss is defeated and destroy all enemy units.
Added bonus$ by difficulty to all sources of neuro-bucks rewards.
Allow to manage contracts on research screen and btw systems.
Missions give bonus% of $ collected on stage.
Show 'install mod' screen on start of system map stage (if upgrade was postponed on battle stage).
Repair 50% of damage on 'Assault space station' when finish solar system.
Updated 'Fragile freight' galaxy: mega-cargo-box can be pulled now and it weights more to resist falling rocks.
Fixed save-load for battle stages in galaxies with special conditions, default arena stage was loaded. There still can be loaded arena stage once for old save files (created in previous game version).