- Cataclysm epic (pink), legendary (gold) item drop rate increased by 10%, Abyss increased by 20%
- 1.2x speed after the first round of battle
- Cataclysm, Abyss \[Jiang Menshen] strengthened
- Fixed the issue that \[Dog Skin Plaster] still heals when full of blood
- Fixed the issue that \[Song Jiang] still heals when full of blood
- Fixed the issue that \[Mu Hong] three-star text description is wrong
- Fixed the issue that two stars are stuck when synthesizing three stars
- Fixed the issue that decomposed characters can be deployed in the collection
- Art, special effects, sound effects optimization
This week, I began putting some of the major story scenes in place for the next chapter of Crimson Veil.
With the full outline now laid out, I also took the time to write a second draft of the script to tighten up a few sections and improve the overall flow. To help get back in the mindset of the narrative, I did a fresh playthrough of the Vampire Route during my spare time—just to revisit older dialogue and make sure I haven’t forgotten anything important I wrote years ago. It definitely helped me reconnect with the story’s rhythm and tone.
One of the hardest parts was figuring out how to start the chapter—but I’m happy to say I finally cracked that too this week. And speaking of story… if you hadn’t picked up on it from recent updates, this new chapter will finally explore Claudia’s backstory—a mystery that’s been building for years.
We’ll get a brief look at her early life before she met Dorian, and the events that ultimately led to Mila’s fateful encounter with him. Here’s a preview of both Claudia’s early human form and her vampire design for this chapter:
All of her new character portraits are now available to Tier 2+ patrons on the Crimson Veil Discord and will also be posted to Patreon later this week. If you haven't joined yet, you can do so using the links below!
https://www.patreon.com/c/MKRUdesign
This chapter is shaping up to be packed with long-awaited revelations, while raising even more questions along the way.
That’s all for now—until next time, everyone!
We've been working on lots of new content for the game but didn't have time to get it all in for release day. We've also been working hard to make adjustments & updates to address common player concerns, so make sure to read all of the changes!
Without too much delay, here it is!
Highlights
Enemies no longer chase the player infinitely & will retreat after awhile.
Player can now look around the map using their move keys.
Brand new map texture generating. Now includes biome colors & new topology lines.
Added triangle roof buildables.
Red, Purple, Blue, Green, Yellow.
Added triangle wall buildables.
New
Added quick sort buttons to player inventory & containers (Such as chests).
New Setting: Show Sleep Dialogue (Default: On).
Added so players that want to sleep quickly can turn this off.
All archers now have a chance to drop arrows.
This acts as a nice bonus rather than replace crafting arrows.
Book U.I now displays player health, stamina, and defense.
Added map icon to the final boss entrance.
Changes
Increased chest inventory slots (9 -> 12).
Increased wood dropped per log (5~5 -> 6~7).
This means +20~40% more wood per tree.
Decreased raid frequency.
Decreased passive enemy spawning in all biomes.
Increased Iron Sword damage (100~110 -> 110~120).
Increased Mithril Sword damage (110~130 -> 120~140).
Renamed "Wood Roof" -> "Wood Roof Cap"
Increased torch brightness & range.
Decreased how many chargers spawn in The Sunny Fields camp.
Improved The Sunny Fields bridges NPC pathfinding.
Fixes
Fixed Iron & Copper swords having their stats swapped.
Fixed "Goat Head" in The Sunny Fields talking to the player while enemies are next to you.
Fixed bushes harvest timer not going down if you walked too far away from them.
Bushes & Berry bushes should let you re-harvest them every 4~5 minutes now. Faster if the player sleeps.
Fixed an orb being unreachable.
Fixed Armor Stand sometimes not updating if it had ammo equipped.
Fixed NPCs not pathfinding past the tutorial peninsula rock arch.
We're super happy to get this content we'd been working on for awhile out. As well as the many changes to improve the game experience.
We're now going to start on our more long-term content updates. We'll continue releasing patches and balancing changes as it makes sense to. This just means our main focus is going to be on new game content which should be releasing bi-weekly or monthly.
~Captain Cake
Join our 18+ Discord (Art, Updates, Chat)
https://store.steampowered.com/app/2627280/Harem_of_Gods?utm_source=TMG_Update_1_1_0
https://store.steampowered.com/app/3060250/Tropical_Monster_Girls?utm_source=TMG_Update_1_1_0
https://store.steampowered.com/app/3414600/Tropical_Monster_Girls_Demo?utm_source=TMG_Update_1_1_0
Fixed:
The Giant Snake had a reward of 10 instead of 100 GP.
There were two map Legacy Tiles (rolls 30 and 91) that were not being displayed correctly.