Bug Fix: Stun tags did not work on multi-hit cards Bug Fix: Dual-wield card [Adaptability] did not generate cards Bug Fix: Treasure chests or inscription event sometimes caused the game to freeze (Although some helpful players provided the save files, after repeated testing by the development team and other players, we were unable to reproduce the bug. Our solution was to rework these two systems. If the bug persists, please let us know.) Bug Fix: Assassination cane battle skill could not interrupt the queue Bug Fix: Weather battlefield effects sometimes did not match the actual scene Bug Fix: Certain internal test saves could not unlock new characters in the official branch due to outdated save issues Bug Fix: Fixed English text issues for certain tags
Did some reworks to some systems. Cards now all have both a pre cast and post cast time. Cast speed does effect both of these, but I might have it not effect post cast time in future patches. By default, I just set the post cast time to .2 seconds. I want to eventually have separate animations for the precast and the post cast, but those are a while off.
Character select now has a grid of characters to choose from rather than just scrolling through a list. This is just more in line with how other fighting games do their character select screens. This isn't a final version, but it should be scalable so when I do eventually rework the character select screen I won't have to make coding changes, just UI layout changes.
Health is now a float value. I have a fondness for trying to generate extra value out of rounding. I don't think it belonged in this game. Health will appear as a int still, but the visible value will just be the float value of the health rounded up. I thought about just multiplying all the numbers by 10 so I could still have a bit of rounding, but I think this is the best way of doing it. -- I had hoped to get the boss battle mode out, but honestly, it's not very good right now. I wanted to have the Dragon form of Half-Dragon be the first boss, but I think that was limiting me too much in the design space for the boss itself. I'm gonna go in a new direction for the boss battles, and that will probably continue to take precedence over new characters for the upcoming patches.
Version vA3 UNSTABLE: 4th May, 2025 + Partial fix Dynamic Loop node + Added Windows Nodes: Active Window (Windows Status) and System Up Time + Added GPU name node + Added Sequential Text nodes (It will cycle 5 texts that you put) + Some crashes fixed
As a continuation of last patch, more general balance and item changes abound. As it turned out, the crafting table was also somehow even buggier than I thought, but should *hopefully* be all good now, and much more has been done to improve the experience and let you use crafting to minimize wasted inventory space. In addition, a slew of minor balance changes and game additions have been made.
Gameplay: -A-rank stat scaling now costs 2.5 stat points instead of 2, and D-rank scaling is now 4.5 instead of 5. A-rank scaling previously seemed to make leveling the stat a no-brainer, even if you're building for something else, and D-rank scaling was very punishing. Having to bringing decimals into the system is unfortunate, but it was either that or I would have to increase all stat point gains across the board and work something else out, which would have been a lot more finicky to implement, and basically the same in practice. -Readjusted the classes' stat growths and starting slots. -Added special one-way passage tiles into the castle to spice up exploration a bit! Also added some more hiding floors. -Undid the movement change to the Akaname(it was trivially easy to fight) -Laid some groundwork for an upcoming wound system. --Added two items, the Medicinal herbs and the Poultice. Herbs are relatively common and can cure some useful ailments, poultices are rare and are used for out-of-combat healing. Poultices can be crafted into to curing pills if you don't want them. -Rebalanced many event rewards with more feedback, testing, and new items in mind. Some "bad" options have been buffed, and many "no brainer" options have been nerfed. Options which require specific classes/perks/items are still generally the best. -Seduction now no longer triggers exertion. -Added art for the crafting tables. -Made shop events rarer. -Added a new forest event, the Kodama Village. It's quite rare, but gives good rewards. This will probably be the last new event.
QOL: -Reworked the crafting table somewhat, to help it align more with the core goal of reducing clutter. You can now craft many foods into onigiri, berries into pickles, and also exchange resistance pills for talismans and vice versa, albeit with a failure chance. -Shops now always stock rice, to aid in food crafting. -Fixed a bunch of scroll-related errors where going upwards from the top would select the bottom option but not correctly scroll the container -Added a toggle to craft menu that filters out uncraftable recipes -Added a top "leave" option to the craft table, so that you don't accidentally craft the top option when mashing the craft button too much
Bugfixes: -Fixed an exploit where you could craft large amounts of small bombs. -Fixed an issue with descriptions in crafting menu. -Fixed an issue with multiples of the same scroll showing up in the shops. -Fixed a bug where crafting a stimulant/other unknown pill would not identify it -Fixed a bug where crafting items with a full inventory would not drop the item. -Fixed a bug where monsters could walk through sealed doors sometimes. -Fixed a bug relating to crafting items by pressing keys. -Fixed a bug where bear traps and caltrops couldn't be used without the mechanics perk. -Fixed a bug where failing to use a trap would break the UI. -Fixed a bug where the Ronin's stealth would be wrong if he made a premade build with the stealthy perk.
This is just a small package of bugfixes and minor improvements as I'm working on the Alpha 1.18 lore and story update. I might release a few more of these as the writing is being done and story mode is being developed.
-Dan
-New fighter mod: Springloaded Legs
-Multiplies dash distance and jump power by 1.25/1.75/3 -Multiplies kick speed and damage by 1.1/1.2/1.3 -Divides walkspeed by 1.1/1.2/1.3
-Enemies now check distance from the player's head instead of the center of their body
-This should mean if you lean back, enemies try to move slightly closer so they aren't punching at the air in front of your face as much as before
-Combat balancing
-Crit balance damage increased from 1.5x to 2x -Head movement while stunned is a little less erratic -Slightly reduced jab range so it combos better with hook and has a better range niche of being between elbow and hook -Explosive attacks now spawn explosions centered on the enemy instead of the attack hitbox. -"Normal" AI enemies take distance into account to decide whether to kick or punch
-Arcade mode:
-Fixed not being able to go past level 20 -Background changes every level -Doubled frequency of non-normal enemies as they were far too uncommon early game. -Further decreased frequency of unskilled style enemies, as they were just very uninteresting.
-Wingchun invincibility bugfixes
-Fixed it not nullifying damage -Now tracks the damage nullified -Fixed it taking knockback. It now nullifies knockback.
-Other Bugfixes
-Fixed present enemies not following jumping attacks accurately -Fixed staff orientation being scuffed when being stunned mid staff attack -Fixed a bug where audio options would reset upon opening the options page for the first time -Fixed chain punch attack areas having slightly wrong position and direction -Fixed long arms on ragdoll (this took forever btw) -Fixed a bug where dashing became locked if you got stunned mid-dash -Enemy warning is no longer static and should face the correct direction every time -Button click sound volume is now affected by the options page slider
-Other Misc
-Increased scroll sensitivity of the mod dropdown in training mode
Hey everyone, today we just got a small patch with a couple of fixes and improvements to the overall experience.
Changes
Decreased NPC hitbox size to make walking through a crowded train less frustrating. NPCs may still block you off but it's possible to get through more often
Bug Fixes & Improvements
Fixed train timetable & train sounds still displaying sometimes after teleporting away
Fixed an issue with one of the AI Driver personalities that would cause them to stop too early, sometimes leaving the train partly outside of the platform
Fixed an issue that caused AI Drivers not to activate on the correct side of the train in some cases
Fixed an issue where Route Requests were ignored at Founder's Square
Fixed an issue that resulted in trains able to spawn on incorrect platform if another train was already occupying the correct one
Fixed multiple issues related to AI Drivers getting stuck
Minor bug fixes & improvements
This patch is compatible with patches 1.1.0-1.1.2 and players of any of these versions can play together.
1. Fixed the issue that some data in the settlement interface was abnormal 2. Fixed the problem that some hotkeys in the character selection interface corresponded incorrectly 3. Fixed the problem that the game settings were abnormal when entering the settings 4. Fixed the problem that the audio settings are invalid for some audios 5. Temporarily remove Juce and use the original Unity Audio, and temporarily remove the DSP setting 6. Added the announcemnt function in the main interface, and the hotkeys are the same as the pop-up window 7. Modified the mechanism of candy looting: now, when the number of candies is higher than 10000/15000/20000/30000/50000, the number of candies dropped through gameplay is reduced by 25%/36%/50%/67%/88%
No Rest for the Wicked, indeed! After we landed Hotfix 1, we fixed another set of things we’ve seen that we wanted to quickly address.
This hotfix will solve a bunch of the most obvious issues that were left-over, such as invisible enemies spawning sometimes, addressing quite a bit of combat feedback, beds are now a dream to sleep in and so on and so on. Here’s the breakdown:
⚔️ UI:
Higher Level Enemies now have a skull icon above their health bar
⚔️ Balance:
Increased Poise Damage on Axes, Clubs, Hammers, Maces, Straight Swords and Wakizashis
Reduced health on bounty enemies
Resting in a bed now gives Rest Bonus immediately instead of after set duration, will also immediately heal players now
Removed armor penetration from enemies
Increased Lifesteal Coefficient from 0.2 to 0.3
Increased Health Regain Coefficient from 0.02 to 0.04
Increased values on all Health Regain Enchantments
Added ‘Offscreen Protection’ so that enemies don’t immediately attack from off-screen
Decreased costs for enchanting or infusing gear at Eleanor’s
Amethyst, Quartz, Ruby, Sapphire Gem Changes:
Now grants Elemental Infusion on Weapons and Bows
Increased values for all deal damage on block enchantments
⚔️ Enemies and Bosses:
Rebalanced Caretaker and Shade of Piety bosses
Improved gameplay around him teleporting around and more opportunities to fight back
Nerfed timings on attacks so we don’t annoy players with slower weapons too much 🙂
⚔️ Loot:
Increased loot drop rate on bosses
Increased loot drop rate on elite enemies
Increased loot drop on beasts
Increased chance of dropping 2 Wood from trees
Increased fishing drop rate
⚔️ Quests:
Caroline now offers Innkeepers Husband side quest immediately after entering Sacrament instead of after Inquisition Arrival cinematic
⚔️ Bug Fixes:
Fixed Water Channel key being unavailable
Fixed Lara not being able to continue the Weeping Sisters
Fixed invisible Balak Taws
Fixed Gordon key spawning after the quest is over
Fixed explosion on kill effect
Fixed sorting order on new categories in activity screen
Fixed wall lever pull timing in marin and mountain pass
Fixed timing on enemy knife antic
Fixed enemy not being visible due to lighting in Marin Woods
Fixed icon on Scorched Broadblade and Whetted Wedge