Herolike; An Unfortunate Isekai - corruptedcookiesllc
A player asked a question, and I couldn't bring myself to justify not adding this to the game. When you start a new file, you will find an extra item in the equipment labeled "Naked". This item does what it sounds and removes the clothing from Erzia on the right.
-Minor bug fix: Corrected a glitch in the Frozen Forest. There was a secret here that would fail to load an image after multiple interactions. This little Easter egg has been reworked, and the image has been properly included.
- reintroduced highways - reintroduced skyscrapers & apartments - fixed bug with presets not autonaming correctly - reintroduced cities - added key prompts for doing actions - cities now generate freeform the same as towns instead of being mostly static - cities now only generate when a highway meets a road - roads will now do a height distance check when connecting regions to hopefully ensure no more big road going up big mountain lmao - key prompts now also show mouse actions - towns & cities will now also do an elevation check - significantly improved mountain generation... hopefully should be no more sticky uppy goofy looking mountains - shifted vertical biome generation upwards - increased elevation-based blending - fixed map breaking showing destroyed turbines - parachute now inherits current speed instead of instantly dropping it to 0 - readusted parachute position - reintroduced highway road events - highways now have a proportional chance of spawning depending on loot stage - towns & cities now follow a proportional curve of spawning depending on loot stage i.e more towns at lower loot stage more cities at higher loot stage - changed highway from 4 lane to 2 lane as it was a bit big for new worldgen - more robust structure generation checking should ensure no more structures placing over each other for the most part hopefully well see lmao - highways now limit the amount of other paths that can spawn in the region to reduce clutter in high densisty regions - regions now do a preemptive check for citities as it takes up almost the entire region so cant rlly spawn anything else - new music !! - road region connections now retries if placing in a non ideal location - switched out title screen music for some new tracks - aparentments can now rarely spawn in towns (instead of just cities and not skyscrapers) - fixed jungle biome having concrete ground lol - added 8 new residential POIs - reintroduced highrise construction sites - reintroduced railyard POI - added barn silo small (industrial barn silos would b rlly cool) - new medium sized house - siginficantly increased town & city spawning further out - fixed enumeration execution operation runtime error - fixed some houses having unwanted grass - fixed vehicles on fences being scuffed - increased base region generation range should lead to better generation results - structure generation now does a more advanced check to hopefully not generate ontop of other roads passing by - fixed weather engine sometimes initializing before server init causing mismatch of weather data i.e showing the wrong weather on client - significantly increased randomness of temperate based biome generation - fixed biome generation bricking when generating distant rocks - temperature is now based on seed instead of directly being thematic with latitude... this makes things more interesting and different but will likely also become a server setting aas you might prefer knowing north will ALWAYS be colder - fixed short bridges going into water - fixed distant chunk loading runtime error - distant biomes now also precalculate biome data... sometimes on world init this would cause issues for starting distant chunks - significantly improved hill & river generation (check it out it looks cool af) - fixed church object spawns - fixed item generation something breaking at high lootstage if it couldent find any high-tier items in specific loot table - nolonger anticheat checks for chunk requests when in noclip
Leaderboard Levels have been Revamped to be more exciting instead of getting 1 point per minute played it now has a collect ore mechanic, I hope this makes the levels more exciting!
I have had to reset the leaderboards due to this change and being able to get stuck on the side and ramp up your score so you had a false score i apologise. Thankyou for bringing this up to me though coulda had fudged scores everywhere and it also made me strive to make it funner!
Quick patch to address a couple of issues with the new update, changes below:
Bug Fixes/Improvements: - Fixed team records on schedule game objects not updating during tournaments. - Adjusted award logic to reduce over-representation of guards. - Fixed issues with new national tournament seeding logic to ensure more accurate and realistic placement. - Further tweaks to national ranking logic (valuing strength of victories/losses more)
We are excited to announce that the Reinforced Hearts Demo has been updated to the latest available version, marking the beginning of the journey towards Early Access!
This update includes important points reported by testers, as well as improvements in various aspects:
New character selection menu
New map menu including cardinal directions, coordinate grid, and points of interest for all NPCs in the area, as well as the ability to click and spawn the guide to any point on the map
100% controller support both in-game and in menus
New initial village map, Forest Camp, now larger and more visually appealing
Renovated training room, no longer reduces real health, and added a check when executing a command from the selected class list. Also, a training weapon is now provided for combat even if you don't have a real weapon
Thank you to all those who have reported bugs so far, especially the room service softlock. With this hotfix, we believe to have resolved that bug, at long last!
Patch Notes:
Fixed a bug where players would get stuck in room service events and were unable to return to the lobby
We really value any additional bug reports and feedback, If you encounter any issues, you can email as at dev@slandercast.studio].
We have received feedback through reviews and inquiries about the game "force closing" during play, and we would like to provide an explanation and workaround for this issue.
Workaround
This game was developed using UE5 and requires higher system specifications. Additionally, during multiplayer, the host (room creator) has a heavier load due to the amount of synchronization required.
Check your PC's specs, and if they do not meet the "recommended specs" listed on the store, set the graphics quality to Low in OPTIONS.
If you are using a high-resolution monitor such as a 4K monitor, you can reduce the load significantly by selecting Full Screen or Windowed mode and lowering the resolution.
Do not select unlimited FPS (the lower the FPS, the less the load).
(If playing with friends) Ask someone with a high-spec PC to host the game.
Close any other CPU- or GPU-heavy applications, aside from UNDERWARD.
In addition, we are aware of certain crashes related to specific conditions, such as item usage. We are prioritizing and working on fixes for these issues.
Thank you for your understanding and patience. We apologize for the inconvenience and hope the above workarounds help. We will continue to optimize performance and review quality settings in upcoming updates.