You can now craft items using ingredients stored in nearby storage chests when using a workbench or the player crafting menu (C keybind).
This feature only affects workbenches and player crafting menu, but not the tiered processing units such as drying racks, campfires, smokers, etc. Tiered processing units will continue to function (as they were previously) from their own respective storages.
During the crafting process, the crafting system will first check for ingredients in the player inventory, then the storage chests. If ingredients are stored in different chests, the crafting system will progressively check for ingredients in each nearby chest and take what is needed, prioritizing the player’s inventory first.
Note that if similar crafting ingredients are spread out in multiple chests, it will take from a random nearby chest
For players who prefer a classic crafting system, "crafting from nearby chest" feature can be turned on and off using the F9 key (Experimental and Subject to change)
Shared Multiplayer Crafting from Storage
Client and server share nearby storages for crafting. In multiplayer mode, a client can craft from the server’s storage chests and vice versa.
Other Changes
Removed Winter Event items including Snow Forts, red satchels, and gift box visuals from Common Treasure Cache. Christmas Trees and Presents currently rezzed will still be seen, but the Building Hammer can no longer place them in the world.
Some visual optimizations to fog and lighting has been done.
A special thanks to all our players, backers and supporters - you all ROCK!
Note: This game is an Early Access Tite, and still under development by a very small dev team of 2
Please leave us a review if you haven't yet. Reviews help us small indies a great deal! Please join our discord to submit feedback and interact with our helpful community! Join our discord
Welcome to the first-ever devlog for Mini Tank Mayhem! We’re kicking off a monthly series to keep you in the loop on everything we’re working on. We’ve got some exciting updates, tweaks, and a peek behind the curtain to share with you. Let’s dive in!
Before we dive in, don’t forget to check out our videos and posts on Facebook, Instagram, and Twitter. Now, let’s get those tanks rolling!
Card Design - Less Clutter, More Impact
We’ve been hard at work designing the card for Mini Tank Mayhem. We wanted the card design includes information that players needed and able to communicate properly. After a lot of playtesting and late-night brainstorming (maybe too much caffeine), we decided to focus on the most important details:
Card Name
Card Type
Action Points (AP)
Description
This simpler approach should make cards quicker to read and easier to strategize with mid-battle. Keep in mind, these designs are still evolving so your feedback could be the game-changer here! Let us know what you think about the card design.
What’s Next ?
We're carefully tweaking the stats and effects of each card to ensure every match feels fair. The goal is to have a balance, so no one feels overwhelmed or underpowered. We also have a fair share on polishing animations, and effects to make every more feel satisfying. But most importantly, we’re starting to work on tutorial to get new players up to speed fast.
What’s your take on the revamped card designs? Got ideas for killer tank/module combos? Drop your thoughts below. Don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.
In this update, I added a a handful of new features to go with a host of error fixes. The main change is there is now a 5th main stat in the game to balance, morale! Morale helps differentiate some of the situations I was previously using honour for. Now, Honour is focused around your interactions with nobles and Morale reflects what your smallfolk/peasants think of you. Having high or low morale will lead to additional effects/events occurring so it will be more important to value your peasants opinions.
New Features
Morale Stat
Morale is now the 5th main stat that will always be relevant.
Morale reflects your smallfolk's opinion of how you are treating them.
Low morale and high morale will lead to special events that have wide ranging impacts.
Previous saves will still work, the first time you start up a game with an old save, it will get a default value of 1.5/5 morale. This won't be accurate for your past decisions, but it will allow you to continue using old saves.
Photomode
Photomode now exists and can be opened from the Pause Menu
Hides all UI/HUD, prevents meeples and buildings from being highlighted when mousing over, and provides a special menu to manipulate the weather and season.
The photomode menu will auto hide when you mouse off of it (stays visible for the first 3 seconds after entering photomode to ensure it is visible long enough to notice)
When exiting photomode, game will return to the proper weather and season.
Achievement
Achievements supported now!
Only one setup for the playtest as a proof of concept. Full game will have 30+.
Bug Fixes
Camera now pans in an arc when bringing you to a quest giver when camera is sufficiently far away. This should prevent going through the ground as easily, as well as just feels nice.
Camera no longer pulls back when the quest giver has more quests.
Normalized volume on several short audio clips, mostly trumpet related.
Inn, Bank, Stables all now have hitboxes, meeples should not run through them.
The Stables upgrade will now have horses.
Trebuchets have animations now (still no sound though, in progress).
Save file list can now be scrolled through with scroll wheel.
Cleaned up many visual bugs on matter stages where meeples/lightposts/etc were clipping through UI problematically.
Outdoor stages now properly get their weather effects.
Outdoor stages now use spotlights when darker weather to ensure you can see the actors.
Renamed several titles in the game for clarity (ex: High Lord's Sword -> Sword Sword).
-Fixed the description of Skill: Headbutt -Corrected the event behavior from the Loot skill in the boss battle with Zany. -Fixed the odd behavior of being able to delete a file that doesn't exist in the Save/Load menu -Corrected Birthday related money event and budget plan behavior -Fixed Monster Match mouse bug -Corrected Skill: Aid All (it will no longer interact with enemies resulting in the status effect Sleep being removed) -Made further adjustments to the Status Effect: Sleep -Balanced skill: Ice Rain (corrected status effect grade progression)