Hello everyone!
This update is a bit out of schedule. Some survey results pointed to you guys wanting a more alternating release cycle, so here is a small patch for you to enjoy!
I also wanted to gather some feedback and performance analysis for the new graphical features instead of releasing a big patch with everything broken. Saves me headaches later, makes you happy earlier. Win-win situation right here.
However, let’s not make the intro longer than the patch notes, so let’s get to it!
The last patch introduced a bunch of details to our beloved snowy tundra, and this update aims to take visual fidelity further across all available maps.
Here is a before and after for each map:
before
after
before
after
before
after
By default, right after the update, the quality of volumetric effects will be set fairly low to avoid issues on lower-end devices.
Regardless, I encourage you to try setting these options higher and report back with the results.
For snow map you also need a Far render distance to render clouds in the sky.
My 3080 runs a fairly stable 100+ fps with quality settings maxed out, but I’d like to get some feedback from a wider variety of hardware to make sure it performs well enough!
The Capital Outskirts map can be quite resource-intensive with settings cranked up, but this version should improve performance for trees and 3D+ grass rendering. As a result, foliage may look a bit less bushy, but the optimizations allow for higher instanced grass density at the same performance cost.
Just don’t go overboard with grass density if you want to keep over 60 fps!
The Tundra of the North map should also run slightly better on high snow settings.
As you may have noticed from the comparison screenshots, the dungeon (aside from ambient lighting) looks quite different.
That’s because the map has been completely remade!
It’s not fully complete yet. It has all the features the previous one had, but is still missing some decorations. These will come in a future update.
The layout is similar to the old one but much more diverse.
Here are a few screenshots for your viewing pleasure:
Not so much “Underground Dungeons” anymore, so it might need a rebranding.
The top-down camera was also adjusted to “work” with this map, though some rooms still won’t cooperate due to current technical limitations.
A while back I saw a request to unify relic pages in one of the survey reports.
That did go against the design choice I made when initially implementing relics, but I found a way to implement it that should satisfy everyone.
Loadouts replaced the previous Recommendations tab and can be accessed from the toolbar.
You can create as many loadouts as you want, name them, set relic priorities, limits, and so on, then apply everything with a single click.
You can even make the system reuse relics from other characters (though it will unequip relics from those characters).
All the advanced settings are accessible by clicking the hamburger button on the top right.
You can create a loadout from the currently active relic page by selecting the New From Equipped option.
You can even export your current loadout into a file to share with others!
When editing or adding a new relic to the loadout, you can set a limit for the maximum value of a stat.
The inner workings are pretty simple. First, prepare a list of relics you want automatically equipped.
Relics at the top will take priority over those below. In the example above, the Crit Rate relic is at the very top of the list with a limit set to 35%.
The system will equip relics into every Offense and Mixed slot until the combined bonuses reach 35%. Once the 35% crit rate is reached, the remaining Offense and Mixed slots will be filled with the Crit Damage relic defined below.
Then all the Defensive and remaining Mixed slots will be filled with the Health Regen relics, and so on.
You can change the order of relics by simply dragging them around.
Following the previous update, Character Tuner is now getting the missing feature of viewing weapon details.
Hover over an item currently used in your build to expand it. You can view the full description and basic weapon stats such as damage dealt.
You can also adjust weapon level to see how different upgrades affect stats with each level unlocked, as well as view what each upgrade does at every level.
I couldn’t implement the details into the main item list due to technical limitations, but I hope this is enough (┬┬﹏┬┬)
I did comment on these under the last post, but I’ll also mention them here.
Enemies now take knockback from various attacks. It’s been on my backlog for a long time and I wish I had implemented it sooner. Anyway, it made it into 1.9 without testing (with another hotfix patch), so... yeah.
Another change that slipped into 1.9 is how piercing projectiles behave. I felt they fell short compared to AoE types. With the introduction of knockback, they became much more powerful, but still not quite where I’d like them.
Previously, pierce projectiles internally kept a count of how many enemies they touched. If the counter exceeded the projectile’s pierce count stat, the projectile would despawn.
This had a few flaws.
Firstly, projectiles couldn’t damage multiple enemies even if it looked like they did, because once the pierce count was exceeded, the damage was nullified. Each pierce could only deal one instance of damage and that was it.
With the changes, the internal counter increments once the projectile leaves an enemy collider, allowing it to deal damage to groups of enemies. Hitting 5 enemies will still consume 5 counts of pierce, but now it will also deal 5 instances of damage, even if the pierce count for the projectile is just 2.
Another change (that started as a bug): pierce count is no longer consumed if the target dies.
So yeah, that was a bug I encountered while testing the previous change, but I figured it felt pretty good and made sense, so I kept it. Now pierce projectiles can pierce unlimited targets as long as they die in a single tick of damage.
The character screen displayed an incorrect max count for relics
When opening Character Tuner for the first time, the default weapon should have been added automatically. However, it wouldn’t be saved and the first slot of the build would get locked.
Following a thread that mentioned antivirus software flagging version 1.9 for whatever reason: if you have trouble running the game after the update, please let me know. I’ve had one report that seemed to resolve itself, but I’m curious if there are any other cases.
Could be a one-off case, could be a wider issue — I wouldn’t want people getting locked out like that.
Just so you know, I’ve already started working on the next map. I hope you fw deserts!
That’s it for the changes.
I had two weeks off work and decided to cram in as many features as I could during that time.
Needless to say, I got no rest done, but at least the results are quite satisfactory to me (●'◡'●).
I also tallied up the overall cost of development, and man, I spent way more than I initially intended. I blame Unity for that tho. It’s a decent game engine, but the amount of missing features is baffling, and filling in the gaps gets expensive quickly. Anyway, just a rant on my part!
The next update most likely won’t be out too soon. I’ll be back to my 9-5, and the upcoming features will be time-consuming to implement (Clara, new enemies, and the new map). Regardless, I hope you’ll stick around when the time comes :D
Once again, thank you to everyone who continues to support the game (even quietly by just playing). It keeps me motivated to open the project each day!
Also, if you enjoy Requiem For a Lost World, please share it around as it helps massively, leave a positive review too. Or if you’re familiar with advertising, hit me up.
I’m extremely bad at getting this game out there o(TヘTo)
Thanks to everyone for the support over the last few weeks - in just a few days, over 100,000 new players add the game to their Steam libraries. As of writing this post, we're sitting at 160,654 Steam users, which is absolutely crazy!
To celebrate this huge milestone, we're introducing a heap of brand new worlds, which you'll be able to play soon. These will be available as individual DLC, or available at a cheaper bundled cost (discounted accordingly for those who own the base game).
These new worlds include:
Stone Age - 8 new levels filled with savage sabretooths and caveman chaos!
Mayan - explore ancient civilizations and avoid traps while dashing through stunning temples.
Ice Age - a whole new season awaits! Dodge penguins and seals in 6 cool new levels.
We're aiming to add these new worlds in the next couple of weeks, with an introductory price as a way to thank everyone for all the support. To find out first or chat more about Cartoon Survivor, please join the Spunge Games Discord - it would be great to hear from you!
Hope you all enjoy the new content, and thanks again for playing Cartoon Survivor!
Upgraded Members & Upholders of AdventureQuest Worlds are invited to test our first full adventure, Bludrut Keep!
WHEN: Thursday, August 8th @ 1:00pm EST until 9:30pm EST
WHO: Upgraded Members & Upholders of AQWorlds
HOW: While the test is live, a button for a "Play Test" version of the game will appear on Steam.
WHERE: Steam Playtest (PC Only) Report bugs on the Artix Games Discord
Bludrut Keep (Remastered)
Reward! Bludrut Blade
Complete the story to unlock the Blade
Only obtainable in AQWorlds Infinity
Yes, you will also have it when you log into the regular AQWorlds
33 Quests
29 Cutscenes
5 Unique Boss Fights (Whoops, not 5... 6!)
1 Very Cursed Mirror
Improved Warrior, Mage, Rogue, & Healer classes (Unified Infinity versions)
Loot Drops (& Loot Inventory)
New Stat, Combat, Enhancement, Music, SoundFX, and Interactive Machine Systems
100% brand new, never before seen bugs! (This is where you come in.)
It is at the bottom of this page.
Hello everyone!
As a small token of our gratitude, we’re excited to release a brand new free DLC — "Green Wings" ✈
This vibrant green little plane will accompany you on a brand-new journey through the skies.
Lightweight, agile, and leaving behind a unique green trail, it offers a flying experience like no other.
A brand new plane: Green Wings
Distinctive green flame trail effect
Completely free, no extra requirements
Seamlessly integrated with the base game — ready to take off anytime
Take the controls of the Green Wings and carve your own unique path across the clouds!
https://store.steampowered.com/app/3945990/Velocity_Wings__Green_Wings/
Hello Current and Future Grove Keepers!
Now that our Demo is live, we’d like to go over what’s next: We’ll be participating in October’s Steam Next Fest and releasing an updated version of our demo! Here are the updates we’ll be making in the demo.
Our current tutorial is dialogue based, which is good for building a bit of personality to the Grove Keeper, but kind of confusing when it comes to actually teaching the game. In the upcoming demo, the tutorial will be more traditional, with windows that pop up to explain parts of the game when they are relevant.
We’ve added a glossary to reference when players have forgotten certain terms or concepts.
We’re currently in the process of preparing the game for localization. We’re hoping to have several languages available for the next version of the demo. On the top of the list are: Japanese, Chinese, French, Brazilian Portuguese, and Polish - but we plan on having more as time goes on.
For the Demo maps, we’ll also be adding some extra units to showcase more Golems.
We also have a bunch of bug fixes and quality of life changes! Shortly after Next Fest we'll be going into Early Access! We hope to see you there!
I’ve had the opportunity now to watch quite a bit of footage of various skill-level players attempt one or more runs in Gunlocked 2, and this patch is about massaging certain pain points in everything from balance to usability.
Getting to actually watch players engage with the game is something I don’t have access to before Early Access, being a solo dev without a QA team. So this is always a huge part of my focus in the first weeks of my newest game's availability.
As I continue to settle into a more regular work cadence, expect fewer polish patches, and a larger focus on content patches, ideally spread out by a week or two. There is still one more big-ish patch coming for the Simulator to get it into a more user-friendly state though. Then MORE CONTENT!
Hazards: The elite cosmic storm event that creates electricity on the battlefield has been visually updated to be larger and brighter (but the hitbox has not been changed).
UI: Sped up the Mission Menu startup a bit
UI: Changed Electric and Plasmic damage to Chain Shock and Plasmic Burn damage post-game for clarity. Note: These categories were not counting electric-type or plasmic-type upgrade damage, but just the actual elemental damage bonuses when they proc.
Tutorial: Updated the text for the Data Disk tutorial to also explain the inventory/items tracking\\
Tutorial: CRT’s portrait will now animate in the tutorial
Text: Updated the Improb Drive text to more clearly state that it is currently disabled
Text: Particloner now states the base amount of hits it can take before being destroyed
Upgrades: You can no longer banish locked upgrades. Note: this was correctly removing the utility from the pool, but allowing you to keep the upgrade until it was unlocked.
Notes:
The focus on these balance changes is three-fold:
To give certain chance-based abilities more up-front oomph, while requiring more supplementary help to scale into absurd power levels.
Reducing some of the craziest power-points for bullet weapons, which players seem to universally agree is the most powerful archetype in the game
Prepare for the upcoming content patch coming late next week
The goal going forward will be to buff under-performing upgrades more than nerf over-performing ones, but getting bullets down to a more realistic level first gives me a better bar to aim for with the other abilities (and making enemies feel consistently balanced).
Balance changes to enemies, difficulty scaling, and items drops, should also lift every build up a little more, today.
Changes:
Bosses: Now always drop at least 2 Hull Repairs
Enemies: A special zone that spawns a lot of the “egg” type enemies, that drop down on the battlefield, should now spawn fewer eggs
Enemies: Scarabs always drop at least one hull repair if you kill them
Enemies: Enemy spawn density has been slightly decreased from warp zones 11-15
Hazards: The elite cosmic storm hazard has been rebalanced to create electricity less frequently later in the game
Weapons: The Big Shot has had its base damage reduced by 5, base range reduced by 12%, and its total charge time increased by 20%. Note: This is all less impactful than it sounds.
Weapons: The reload time on Pulse Cannon has been ever so slightly increased, and the base damage per bullet reduced to 15 from 20.
Utilities: Auto-Clip is now a rare upgrade
Utilities: Refractor now grants double the base chance to trigger (24%), but no longer gains chance on additional copies. Instead, chance boosting utilities will be required. Note: There will be additional ways to improve proc-chance beyond the few in the game now with next week's patch
Utilities: Afterglow now grants double the base chance to trigger (20%), but no longer gains chance on additional copies.
Items: Warp reroll tokens drop more often from enemies, banish tokens drop less often
Save/Load: Your synergy counts will properly be restored when resuming from a saved game
Save/Load: Signal Dongle, Banish Bounty, and Bug Bait will no longer grant extra copies each time you resume from a saved game
Save/Load: Fixed an issue where your total unique utilities might not be properly counted when resuming a save. It was only an issue if you exceeded 24 unique utilities.
Utilities: Fixed an issue causing Gas Generator to give the maximum cooldown benefit at all times
Data Beacons: Completing a beacon when it reaches 0 seconds should now properly grant the upgrade. Tie goes to the runner, as we ‘Muricans say.
Keyboard: The Banish menu shortcut key is now binding correctly
Keyboard: Rebinding controls will properly update glyphs without needing to exit and return to settings
Keyboard: Binding the cancel button will no longer also cancel you out of the keybinding menu
Misc: Fixed a bug that could, in very rare instances, cause Phase Shift invulnerability to become stuck on, even though the animation is no longer playing
UI: Fixed an issue where you could change the selected upgrade while confirming a banish
Text: Rooster no longer indicates he has the Laser synergy in the pilot select icons. This was from an old build of Vulcanorb.
Now’s the time for Training! Level up your mounts faster than ever!
Completion Reward
[Event] Shining Capture Seal
Choose Your Horse Gear Set Box
- Oquilla Dream Horse Gear Set
- Dark Thorn Horse Gear Set
- Trina Knight Horse Gear Set
- Anemos Horse Gear Set
- Terrminé Horse Gear Set
- Blitzen Horse Gear Set
- Crimson Bloom Horse Gear Set
- Krenvatz Horse Gear Set
- Bellucian Horse Gear Set
- Dragon Scale Horse Gear Set
Basic Reward
Old Moon Fortune Scroll
Collect event points to earn an exclusive Support Card, title, and more in the story event Racing Hearts: Beauty in Bloom! That's not all—in the scout spotlight are 3-star trainees Mayano Top Gun and Air Groove, now sporting new racewear!
https://store.steampowered.com/app/3224770/Umamusume_Pretty_Derby/