Guilds are now forming in the lands of Erasan! Form powerful alliances with other players — gather, strategize, and conquer together. Guild chat is now live to support teamwork and coordination. We have also introduced rested bonus for standing/logging-out in a house now provides an out-of-combat move speed buff and a regen bonus. New resistant potions have been added, to help reduce potion "chug" and improve game play techniques. Finally our loot system has been completely redesigned to allow a more dynamic drop system.
CHANGELOG
GUILDS
Guild chat, and group objectives are now live to support teamwork and coordination.
Nobles can speak with Ella Baerin in Empo Sar Castle to officially register a guild.
Guild halls are not available yet, but groundwork is being laid. Stay tuned!
HOUSES
The rested bonus for standing/logging-out in a house now provides an out-of-combat move speed buff (+15%) and a regen bonus (+2/s). This change follows concern from players about providing exp/skill/loot bonuses when rested, whilst still providing a meaningful benefit for house ownership. This also aligns with our longer-term goal to replace the existing exp/loot reduction system.
ITEMS
New resistance potions have been added. Some of these provide resistance to DOT effects, others provide physical/magical defense bonuses. The effects from potions do not stack. Instead the greatest current active resistance of any given type will be used. The purpose of these new potions is to help reduce potion 'chug', without too dramatically removing potions as a gold sink.
Antidote elixir has been replaced with a poison resistance potion and now has a new sprite. Existing antidote elixirs in player inventories will be updated automatically.
Books only display their titles if you're within 1 tile.
Books now display their title when examined.
Keys only display their descriptions/hints if you're within 1 tile.
Frostberry sell price reduced to 3 copper.
Ostren egg buy/sell price adjusted. 280/140.
MAP
Added new farms around Empo Sar and removed redundant areas west of it. If you are stuck, please contact one of our team members to help you.
Shifted Bar-gura spawns around, while adding one new spawn.
Christmas related content removed until next year.
COMBAT
DOT effects (e.g. burning) now stacks. Diminishing returns applies to stacking DOT effects according to a 'diminishing-2' scaling rule. This means that the total applied DOT damage in any given tick can never exceed 2× the highest individual DOT damage entry for that tick. Different DOT effects (poison, burning, etc.) diminish separately. All previous monster DOT damage has been adjusted to account for this change.
ABILITIES
Fixed bug where Multishot was bypassing target validation, allowing avatars to be attacked after leaving PVP regions.
Improved UX with extended use of highlighting items - now it includes all usables and signs, blackboards, etc...
Improved UX for using doors: locked doors will show pop-up on use to notify the player.
Improved UX for notifications at the bottom (removed the line "You cannot walk there", adding dark background for remaining notification for readability).
Improved left-click auto-walk when going down stairs; you can now also click on the stair.
Fix small issue with RMB on channel button when names are too long. Now showing full name instead of cut-off name.
Fixed some issues with left/right panels when they had no space.
You can now add someone to your friendlist via the players context menu.
Channel button colors are added to better distinguish DM, Guild & Party channels.
Smileys disabled for info channel.
Guild benefits mentioned in Store.
Small improvement in input fields.
Channel button colors are added to better distinguish DM, Guild & Party channels.
Updated world map.
MONSTERS
Some minor tweaks have been made to monster auto-healing when idle. In most cases this should not be noticeable.
Frog attributes changed, as its stats accordingly Level 8 => 12
At the moment I am developing the landing gear for the spacecraft in the upcoming sfsim simulator.
The Jolt Physics library provides a great physics implementation for wheeled vehicles. Previously I have implemented extracting a small part from the planet mesh and convert it to a Jolt Physics mesh. This then can be used to simulate the behaviour of the suspension and the wheels when the gear makes contact with the ground.
I am also working on an animation for gear deployment. Blender supports different constraints such as inverse kinematics as shown in Mark Alloway's tutorial. Here is a video showing the first working version of the landing gear (doors not implemented yet).
Only part left to do is baking animations, exporting it to glTF and driving the animations using information from Jolt Physics.
Let me know if you have any comments or suggestions.
If you are interested in a realistic space flight simulator, please consider wishlisting sfsim on Steam.
At METTA, we have a team of respected* employees ready to meet any challenge they may face. Each with their specializations to ensure only the best outcomes for our customers. We look forward to introducing you to some of the best** members of METTA’s working body.
From left to right: Shuichi, Nagano Kenta, Ota, Issei Ito, Mae Azumi, Miwa Azumi, Ike Sato
*Respect is not mandatory at METTA **Employees were available and forced to pose for the picture
Quick update on Neon Blitz—I've been hard at work creating upgrades for the first primary weapon in the game: the Mini-Gun! This thing absolutely shreds. You’ll be able to tweak it with all kinds of fun upgrades: homing bullets, bouncing bullets, a big charge shot, and the usual suspects like DPS and shot speed boosts. It’s all about turning the screen into a chaotic light show of destruction.
Check out this gif to see the Mini-Gun in action—bullets flying everywhere, ricocheting off enemies, locking onto targets… it’s a blast.
Also, here’s a little tease: I’m working on a new gadget. It’s called the Vacuum, and it’ll help you suck up resources that drop during gameplay. You’ll use those to buy upgrades during your run. I’m still figuring out how it all ties together, but I think it’s going to add a nice layer of strategy.
More to come soon! In the meantime, if you haven’t already, wishlist Neon Blitz on Steam so you don’t miss any updates!
Spawn points should now be fixed. Weapons are no longer in the way of the player and you can use numbers to change weapons. Melee attack with sword and hammer are now faster. Fixed issue with cutscenes and text on ultra wide monitors. Added swing sounds to the Hammer and Sword. Added sound to the pillar and wall that need to be broken. Added enemies in the Circus Dungeon. Removed some invisible walls so you can explore the mansion a bit more. Fixed subtitle issue after defeating final boss. Added confirmation cutscene skip. Added explosions in the present war era.
Known Bugs: The arrow with the feather now has a dialog but the player still doesn't move faster. This bug will be fixed in the next update.
Upcoming: Will be adding more cutscenes to the game. Those cutscenes will also be added in the main menu. Additionally, deleted scenes will be added in the main menu as well.