Starship Simulator Dev Playtest - Fleetyard Studios
Fixed (or at least improved) small objects falling through floors when client FPS is too low.
Fixed the weird green tint present in the 5.5 upgrade. Turns out it was the convolution bloom texture compression settings.
Fixed the names of some construction props and fixed a few missing ID's.
Rolled back to Unreal Engine 5.4.4, because multiplayer is very broken in 5.5, along with a few other things.
Apparently Epic made a change to the Steam Online Subsystem which returns "False" when doing a validity check on session joins. I implemented a code fix and engine rebuild, but it was still broken afterwards. That, in addition to the fact 5.5 really struggles to compile some shaders, means we're better off sticking with 5.4 for the immediate future. I'll revisit 5.5 once it's more stable.
Thank you for your ongoing support following our 1.0 release. Your input has been crucial in helping us identify and address the feedback shared by our players.
Our latest patch addresses a variety of community suggestions, including several fixes and improvements across Campaign, Survival, and Co-Op game modes.
You can read all the improvements and community feedback we have incorporated in v1.0.1 below:
Balance Adjustments
Increased melee range for the Order Knight auto-attack by 0.4.
Lightbearer attack range increased, now attack from a short distance.
Increased the Lightbearer’s base Health from 90 to 125.
Added Armour to the Lightbearer from 0 to 25.
Added Armour Regeneration to the Lightbearer from 0 to 0.02.
Changed the Rogue’s basic attack to now be a multi-hit cone attack.
Increased the Rogue’s Attack Rate from 0.25 to 0.15.
Reduced the Rogue’s Gold Steal on kill from 3 to 2.
Reduced the Rogue’s base Damage from 15 to 7.
Increased the Rogue’s production Gold cost from 160 to 175.
Increased the Rogue’s production Stone cost from 2 to 5.
In Multiplayer T2 and T3 POI Camps reward slightly more Units/Siege Units.
General Fixes & Improvements
General improvements to load times and performance across the game.
Fixed a situation where unlocked Survival Difficulties wouldn’t save correctly.
Fixed a situation where Cloud Saves wouldn’t sync.
Fix for buildings that aren't impacted by the treasury getting icons as if they are impacted after paying off a debt.
Fixed Aelis's royal guards displaying a visual flicker under certain conditions.
Fixed a selection bug caused by holding shift and selecting buildings.
Fixed the objectives UI not updating correctly when you change the language.
Fixed UI not displaying correctly on the action grid when canceling research.
Fix for some situations in which some units wouldn't animate correctly.
Improved Audio balancing across all three game modes.
Fixed Audio timing issues present with Crushers.
Added audio to various buttons that were missing audio feedback.
Campaign Specific
Fixed a situation where Campaign progression wouldn’t save correctly.
Improved overall Cutscene audio within the Campaign.
Fixed an issue where Nightmares could get stuck during Mission 3.
Fixed audio timing related to Ritual Crystals in Campaign.
Fixed Vizargo's shield in Mission 10 not displaying during combat.
Fix for the wrong audio playing during cutscenes in Campaign Mission 10.
Multiplayer Specific
Fixed a crash that can occur when pressing the Multiplayer Button.
Added a pop-up when you’re not logged into Steam and try to access Multiplayer.
Fix for the host sometimes not properly loading into matches.
Fix for being able to select the other player's team color button in the multiplayer lobby.
Greyed out the "send" button in the trading window if no resources are going to be sent to the other player.
Fixed an issue where Units gained from captured POI camps spawned in a single point.
Removed the ability to transfer ownership of the Fishing Port in Multiplayer.
Fixed an issue where for Death Nights that break two Crystals only one would drop Dark Essence.
Disabled “+ buttons” in the trade menu when there are no more resources to send.
Balance Adjustments Deep Dive
As noted above, we've made a number of changes to balance Heroes, Units, and Buildings. The goal here is to improve early-game survivability, smooth out some frustrating aspects, and give a few underperforming characters a much-needed boost. Here’s a closer look at the v1.0.1 as well as 1.0 balance adjustments, and how your gameplay experience will change.
Heroes
Merek Merek has always had great potential but struggled with low survivability and clear speed, especially early in the game. We've made a few tweaks to ensure he can shine as a tank-healer hybrid, excelling alongside an army that benefits from his presence.
Improved base HP from 170 to 320 (this change reflects across all levels)
Improved base damage to 17 from 14
Increased damage of Crushing Weight across all levels
Vizargo Vizargo was a bit too frustrating early on, especially for new players, though his potential was clear. We've given him a boost to his survivability and skills, especially during those early stages, to make him more approachable and effective.
Improved HP across all levels, ie:
Level 1: 165 from 145
Level 10: 905 from 880
Added small amount of armour per level after level 3
Claw Dash cooldown reduced by approximately 7 seconds across each level
Small boost to Claw Dash damage DASH and VORTEX (swipe at the end)
Moderate boost to Impaling Wrath damage across all levels
Small boost to move speed from 1.6 to 1.65
Aelis We’re planning to revisit Aelis soon for some further improvements, particularly for the late game, but for now, she’ll receive a small armoUr boost at early levels to help new players get more out of her.
Added small amount of armour per level after level 2
Units
Rogue Rogues have gotten a rework! They now perform more like an aggressive soldier-pikemen hybrid. While they’re still squishy and gold-hungry, Rogues now clear more effectively but remain risky to use!
Added splash to attack instead of single target
Reduced gold gain to 2 again (to account for faster clearing)
Adjusted purchase price to reflect effectiveness
175G, 5 stone, 5 wood
Lowered base damage to 7 from 15
Increased attack count to 2
Lightbearer Lightbearers still need time to figure out their place but for now, they’ve received a range boost, allowing them to support from behind melee units instead of dying up front. They also get some bonuses to their survival.
HP increased to 125 from 90
Added Armour 25 from 0
Starting Engage range pushed forward from 0 to 0.65
Order Knight The Order Knight is still solid, but we’ve increased their attack spread so they can now hit more enemies at once, making them more effective in large fights.
Increased attack range to 0.4
Harbinger Harbingers still need further attention, but we’ve made a few changes to help their survivability and give them a slight edge in mobility.
Starting HP increased from 120 to 250
Move speed increased from 1.2 to 1.35
Flamer Flamers now have better survivability and a slight improvement to their knockback ability.
Added Armour to 16 from 0
Added Knockback 0.1 from ~0
Hunter The Hunter has been performing well, but we’ve given the Hunter Trap a small upgrade to improve its effectiveness.
Trap duration increased to 5s from 3.5s
Trap size increased to 2.5 from 1.5
Buildings and Research
Triage Tent We’ve reduced the cost of researching the Triage Tent, making it more accessible for players in the early game.
Research cost reduced to 300 from 750
Trade Bazaar The Trade Bazaar has had its purchase cost reduced, making it more affordable for players looking to expand their economy.
Purchase cost reduced to 650 from 850
Grand Bellow Tower We've given the Grand Bellow Tower a bit of a buff, especially in its range, attack rate, and damage, making it a stronger defensive option- We’ll be keeping an eye on this and other attack towers in the future.
Attack range increased to 15 from 12
Attack rate increased to 5 from 8
Base damage increased to 10 from 8
Advanced Farm The Advanced Farm was a little too pricey, so we’ve reduced its cost. We’ll keep an eye out for other later game research in the future.
Research cost reduced to 1200g from 1500g
Your insights and thorough reports have been invaluable helping us to better refine the gameplay experience for you, our players. We’re truly thankful for your engagement and encouragement, driving us to make Age of Darkness: Final Stand the best it can be. We encourage our community to continue to communicate with us regarding any feedback, as we’re always here to help.
To give back to you all, we’ve also launched a community challenge with prizes which you can check out here.
Dear Players, Due to reasons from the publisher, our game MagicBook AutoBattler has been temporarily removed from the Steam platform. We sincerely apologize for the inconvenience. Since the release of MagicBook AutoBattler, we have received an overwhelming amount of support from many enthusiastic players in just a few short days. From suggestions on gameplay to feedback on content testing, and even issues with localization translations after launch, your help has been incredibly meaningful to us as an indie team. We have been continuously updating the game, striving to refine it and repay your support and love. However, things do not always go as planned. Just this morning, as we were about to release the “Spring Festival Special Version,” we were informed by the publisher that the game has been temporarily removed from the Steam platform.
It is hard to describe our feelings at this moment, but we know that our players should not be affected or let down. We want to assure you that we will not give up. The game will continue to be updated, and we will share the updates with you as soon as they are available. Currently, we are actively communicating with the Steam platform to resolve this issue and get the game back online as soon as possible. We will inform you of any updates immediately. If you have any suggestions or ideas, please feel free to leave a comment or contact us directly at: jxgamestudio@yeah.net. We hope to meet you again soon.
Reach your final form by logging in for increased rates during our Golden Time Event! Starting at midnight, enjoy a 2x EXP, 2x Skill, and 2x Drop event!
Event Duration: January 24, 2025 00:00 - January 26, 2025 23:59 Pacific
This increased rate event will only last until Sunday, January 26th, before midnight, so don't wait to take advantage of these increased gains!
v8.6.1 has been updated on Steam today, and an auto update will be held to install the new version.
The process won't take long, but you may experience a sudden crash if you are logged in when the update begins. Please make sure to come back to the Village and end your game safely to save your game data before the update starts.
======================== [Update Schedule by Server] Global - 12:45 AM PST Europe - 9:45 AM CET Asia - 4:30 PM TST Korea - 5:00 PM KST Japan - 5:30 PM JST China - 4:30 PM CST ======================== ※ You won't be able to enter [World Arena, Arena Interserver Battle, and World Guild Battle] during [12:00 AM - 12:45 AM PST], and other content can be played normally.
▶ Battle Improvement - The list of friends' Monsters has been moved to a separate menu in preparation screens of battles in which they are available for use.
- Monster sorting and conditional search features have been added to defense placement screens of the following content. : Siege Battle / World Guild Battle / Arena / Arena Interserver Battle / Guild Battle Research (Defense Deck)
▶ Various support events for new summoners available under [Summoner's Way > New Summoner Welcome Event] have been revamped.
: These events are available for accounts created after Dec. 26, 2024. : Summoners who are eligible can clear them and claim rewards without a time limit. The New Summoner Welcome Events will end when all rewards have been claimed.
▶ The amount of Magic Dust required to craft certain buildings under [Craft > Building] has been decreased as below.
- Obstacle Training is a minigame where you make Zenitsu jump across platforms to travel as far as possible. - Control Method: Tap the screen to make Zenitsu jump. Double-tap the screen for double jumps, and triple-tap for triple jumps. Mind the distance between platforms and jump accordingly. - Minigame Reward: Clear missions given at random to earn points. Reach the weekly goal to collect a weekly reward.
▶ [Minigame] Improvement - The frame rate drop issue has been improved. - A notification pop-up has been added to inform you when a buff mode is applied during a specific week. - You can now switch directions or jump using the space bar when playing the game on [Steam/GPG].
▶ Character voices will be played in [Summonhenge] when summoning Demon Slayer Collab Characters. * Unavailable for the Summon 10 feature
▶ The battle support feature that lets you try out Collab Characters will be available for Master X battles under [Arena > Rival]. - When the battle support feature is activated, it will remain active after the battle is finished.
▶ [Arena] Demon Slayer Theme - Period: After the v8.6.1 update patch is applied on Jan. 24 - Mar. 31, 7:59 AM PDT
- The season theme can be toggled ON/OFF under [Settings > Options > Other Settings]. * The winter season theme available for [Arena / World Arena / Guild Rival Battle / Siege Battle] has ended.
▶ [Rune] QoL Improvement - The [Monster Info] button has been added to [Rune > Auto Engrave] to make the Auto Engrave feature more convenient. : You can check the Debate, Community, Usage, and Statistics for the selected Monster through this button.
- A slide toggle and (-/+) buttons have been added to [Monster > Rune/Artifact > Expand Rune/Artifact Storage] to allow bulk expansions.
▶ [Shop > Normal > Special] Rune Premium Pack, Grindstone Premium Pack, and Gem Premium Pack are now available for purchase.
▶ World Arena 2vs2 Team Battle will begin soon. - Battle Period: Feb. 3, 12:00 AM - Feb. 16, 7:00 AM PST - World Arena 2vs2 Team Battle achievements and rewards have been refreshed.
▶ The name of Water Nezuko Kamado's passive skill has changed from [Unique Physique (Passive)] to [Unique Blood (Passive)].
▶ Other QoL Improvements - Collab Character icons displayed in the SP Summon pop-up of [Summonhenge] will be sorted in the order of default grade → same Monster for improved clarity. - When Zenitsu Agatsuma is the boss Monster in Trial of Ascension, you can now check how many times it has used [Thunderclap and Flash Godlike Speed]. - In all places where the Monster sorting feature is available, sorting Monsters by [Monster] will now display the same Monsters together in their descending default grade order. - A notification pop-up will be displayed if materials Monsters that were selected are deselected when using the Auto Select feature in [Power-up Circle]. - The text and reward design for Rune rewards have been improved in all content for higher clarity. - The thumbnail image of some mails in the [Inbox] has been improved.
▶ [Shop > Efficient > Special Pack] Time-limited Summon Special Pack is now available for purchase. - Sale Period: After the v8.6.1 update patch is applied on Jan. 24 - Mar. 31, 11:59 PM (server time)
▶ Game Errors Fixed - Fixed an issue where the summon dialogue for Collab Characters is displayed in [Summonhenge] under certain conditions when summoning with Monster Summoning Pieces. - Fixed an issue where the walking motion of some Monsters appeared unnatural when entering battle. - Fixed an issue where the UI for the end notice pop-up of Repeat Battle was partially visible during battle in Hashira Training. - Fixed an issue where closing the battle preparation screen of stages of cleared difficulty redirected you to the stage of the difficulty currently in progress. - Fixed an issue where your ranking information remained unchanged when changing the week under [Minigame > Rank]. - Fixed an issue where the details of battles fought in the previous guild were displayed abnormally under [Member > Battle Info > Offense Log] in [World Guild Battle] after the Summoner joined a different guild. - Corrected the description in Water, Wind, and Light Tomb Warden's [Coffin Bash] skill description. (Unrecoverable → Unrevivable) - Fixed an issue where the order of harmful effects applied by the second hit of (Dark) Tanjiro Kamado's [Constant Flux] was reversed. : The first and second hits will now decrease Defense first and then grant Irresistible.
▶ Skill descriptions of some Monsters have been modified.
LIVE Dev Gameplay Broadcast + Competition Announcement!
Join us this weekend as our IMMORTAL: Gates of Pyre developers dive into the action, streaming the new demo live on Steam! You'll get to see the pros in action, pick up some expert tips, and explore the latest features in our new demo. 🕒 Tune In: Between Friday 24th and Sunday 26th, after 10 AM PT each day. 📍 Where: Right here on Steam!
$300 Competition Alert!
To celebrate the release of the first two Missions, we’re running a special competition with a $300 prize pool! Think you’ve got what it takes? The goal is to complete Holdout and Golem Factory with the highest score possible.
- Updated unit meshes on AI units to increase performance when there are a lot of units active on the map. - Updated Unit and Building UI art - Added arrow key control for camera movement