Jumpfall teams thank you for your participation in the first phase of the game. THANK YOU VERY MUCH.
Unfortunately, the game will be developed privately for a while.
Releasing the game in an early phase was partly a bad idea, and let's say there is still a lot to polish.
Remember that these are early phases and there may be changes.
The levels will become private starting October 20th.
Sincerely,
JevzGames
	
	
	Projectile Behavior Now Free: The Projectile behavior is now unlocked from the start, making it the default behavior when you select nodes. This gives you immediate access to basic projectile attacks without needing to meet any requirements.
Boost System Unlocked Earlier: The boost system now unlocks when you reach level 3 instead of requiring 10,000 coins and level 10. This means you can start using boosts much earlier in your gameplay!
Synergy Effects Now Stack Properly: When multiple beat types (Bass, Midrange, Treble) boost the same stat like Launch Force or Projectile Count, their effects now combine instead of canceling each other out. Your synergy bonuses will be much more powerful!
Tooltips Stay On Screen: Tooltips no longer get cut off near the edges, even on 4K displays. They now stay fully visible so you can always read them.
	
	The core game engine as I'm sure folks know was patched to address a certain issue with the core engine. For us that meant a full build to update libs. This build includes this update
Library update forced due to Unity security issue
Fixed missing refs due to Library update
Fixed warnings in debug systems when they initialize before remote config
Fixed bad spelling errors
Slight offset shift in capsule collider so character doesn't float
Fixing height of lobby character
PTO-466, PTO-1174 Pause Settings - no confirmation of positive changes, now confirms on exit
PTO-1163 Player can walk through pencil (zipline start/end)
PTO-1841 Zipline prompts with key use too small a font
PTO-1208 Wind zone makes it easy to get onto shelf
Confirm Range for weapons is coming from remote config
Rename internal items in prep for new items
Making sure the debug stuff doesn't show up in production builds
Completed proper credits page
Debug system updates (internal use)
Updated debug system to use the debug action maps so they can be eliminated in production builds
Bug fix debug marketing camera into levels to make screen shots easier
Cleaning up the debug system to have better help and use the std input system - easier to know what's doing what
Fixed Friends Demo issue sometimes not connecting to Full Private Games with code
Features
Removed placeholder X for dead soldier
Units retain weapon on unit swap
Bot unit experimental navigation on test level - hidden in this release
	
	
	The game was migrated to Unreal Engine 5.6.1 and have enabled some visual improvements.
Added Manual Furnace – craft Iron Ingots, Copper Ingots, Bricks, and Glass using wood as fuel.
Introduced Brick Storage for better organization of your construction materials.
Rails can now be crafted at the Workshop during the Wooden Age.
Transportation Carts no longer require metal mechanisms – making early logistics easier.
Food Boosts – characters now gain better bonuses from eating complex meals.
Gillnet Added – a new way to capture fish passively.
Manual Sieve – allows you to obtain clay and glass early in the game.
New building Kitchen that requires manual cooking but have connection to the belts
Beams are now made from Iron Ingots instead of Steel.
Brick Windows now require Glass.
Train Machines use Iron Ingots instead of Metal Sheets, moving them earlier in the tech progression.
Iron Sheets can no longer be crafted at the Blacksmith.
Added speed of production to factories and speed of transportation to the belts.
Significant tuning to the Toxic mechanic – it should now feel much less punishing.
Martians removed by default; instead, you can build up to 4 Teleports that don’t require electricity.
Characters eat and drink automatically after waking up to improve daily efficiency.
Missing vegetables now respawn automatically, preventing permanent crop loss.
Fixed a bug causing too many Coffee Plants to spawn.
Minor UI fixes and improvements.
Various small tunings, balance tweaks, and quality-of-life fixes.
	
	
	
	Hey all!
A few things have happened since we last spoke, which have delayed things a little, so I'm very sorry for the longer time between updates - I had surgery which knocked me a back a bit, and then my cat of 12 years died :(
Oh and my wife is super pregnant with a human child at the moment, so there's a lot going on there, too.
Without further ado here are the patch notes.
FIXED
Fixed some nav issues on certain plots.
Fixed some typos.
Fixed plague lasting too long in some situations.
Fixed an issue where a character could get stuck off map in some cases.
Fixed some productions not showing skill level.
Fixed an old automation bug with farms that could happen in some instances.
Fixed an automation bug where items on your do not transport list, would be transported.
Fixed a bug where some monks and orphans could sleep in abbots house.
Fixed a “guard building” loop for Hyrmenn.
Small trap profile pic has been fixed.
Fixed starting and stopping when moving to a hunting target from far away.
When trading with your spouse, you will no longer see their money - since that's already your money.
Selling cart when hauling it causes issues no longer.
You can no longer manually offer longhouse for rent.
Fixed some UI issues.
Fixed a super easy relationship exploit.
CHANGED/TWEAKED
Added a notification that tells you if a guard has been dispatched when you’re caught being naughty.
With foraging is off, coops will no longer be built as misc buildings.
Peeking can now tell you what upgrades are applied to a building. It is also now faster to do.
When in conversation, relationship is now displayed.,
In the relationship window it will now show you the count of people found in a search.
Removed slander notification for people spreading slander about you to strangers, there will still be a relationship penalty between you and the person they slander you to. If they slander you to one of your friends, your friend will alert you. Also, tweaked the frequency that slander can happen.
The game now displays numbers on the filters in map mode.
You can now right click on people in relationship window.
Automation window - now shows recipe for item you’re adding to priority items.
Nearby trade inventories of buildings now show the building’s custom name.
Fields will now display the season requirements on each crop type when selecting a crop to plant.
The production progress indicator will now show when the game is paused.
Assigned productions now show the recipes when you hover over them.
Rooms/sheds upgrades now relocate any nearby carts so they don’t get trapped.
When the shift is over, production indicators will now continue to show.
When transferring a worker, their summed skill for that job type is now shown.
You can now educate workers when they are working. They will stop work briefly to learn the thing you have to teach, and then continue work.
Refined wording in the employment screen to be more clear about why someone cannot be employed.
Hovering over productions will no show a countdown as well as the % complete.
Added more information for each recipe in building info.
Clicking an ingredient in the recipe window will open the market compare to that item.
Right clicking an inventory item will open market compare and filter to that item.
Sick workers try to continue their last task when going back to work.
Begging balance has been tweaked a lot to bring it into align with other similar systems.
Tweaked weapon tooltips to better describe what they do.
Disabled forage command on spouse when foraging is off.
You will no longer consume drinks automatically when hungry.
Added rarity to production event notifications.
Less damage from Seax.
When going to bed, your character will now default to run.
Hire window now remains open when hiring people.
Vikings will now leave if they run out of places to loot.
Tweaked the horse follow mode to try and keep it out of your way.
Crops will now show 'growing' when you hover over them in the UI, when they are growing.
NEW
New advanced gameplay setting - no player aging.
New advanced gameplay setting - max number of common production events per day.
Automation - you can now set the number of productions to wait for when transporting with the periodically option.
Exquisite Bows have been added. They can be made by chance when you have skilled workers making normal bows. Exquisite bows have a higher range than normal bows.
Pet hens can now surprise you with eggs when you are sleeping at home.
Weapons can now inflict ‘bleeding’ which causes damage over time. Can be healed with Balm. Some weapons cause bleeding better than others.
A new start added for Defenascir - Escaped Prisoner - which makes things a little harder.
You can now drop items from your pockets or pack. Dropping items will create a little sack on the ground which the AI can pickup.
Added a new 'Management' system which allows you to purchase the 'Management' upgrade for a businesses and then assign a manager - this works with both automation and manual control. Managers do not work, but rather they provide a continuous supervision buff to increase the production rate of all items being made at that builder. The higher their supervise skill, the higher the buff they provide.
I have also created a translation system that I have started adding into the back end of the game, you won't see any changes yet - but there is magic happening behind the scenes. I've also got a new knowledge base system that I am building that will embed directly into the game, rather than relying on the Wiki. I'm also now ready to dedicate more time to the new map and the Danegeld system.
I hope this update has one or two things that you can enjoy! Again, sorry for the delay.
Much love,
Atorcoppe.
	Survival Mode - Last as long as you can against endless waves of Humans. Gain an evolution point each wave and a mutation point every 7 waves. How long can you survive? This first map is just the start of this mode. Please let me know your feedback while we iterate on new maps and the mode overall.
5 New achievements for Survival mode.
Builders will now smart spread out to build uncompleted structures, instead of conga lining to a single structure until its completed.
Builders now check if they want to goo every 1 second, instead of just checking if they want to goo when they step off goo. This will result in more gooing overall when you don't have auto goo turned on.
Fixed a strange delete bug that would allow you to delete a building twice.
Rebalanced the ‘combat rating’ stats of the Human units. This will change the types and amounts of units the AI will send out on attack waves. Generally less missile lads and commandos will be attacking, flamers will come a little more often.
	With my visual novel, The Last Waltz, authenticity was always important. I worked very hard with my artist to ensure that every dance scene was accurate to how Dancesport actually looks, and I commissioned a 35-track soundtrack, with almost all the music being actual Dancesport compositions.
And to prove just how authentic it all is, I sponsored one of the most important Dancesport championships in Australia. At this year's Oceania Dancesport Championship, they played music from The Last Waltz during the opens competition. You don't get more authentic than that.
Enjoy watching some of Australia's top Dancesport athletes compete in Paso Doble, using music from The Last Waltz (and you'll be able to unlock more clips like this as you play the game):