Major Additions:
Money
"$" scoring system
Expository cut scene
d̶͇̍͊ȩ̵̀͜e̶̩͊p̶̙̈́͌e̵̛͎͑r̵̤̉̇ ̴̧̈́s̸̜̦̀̑t̸̙̏o̵͂͒͜r̴̟͉̿̎y̴̒̕
Physics based movement
Other Additions:
Level selector
Level complete screen
Moving Clouds
Visual Enhancements
Changes:
Changed sky-box to low poly look
Changed knight enemy attack to punching player instead of a slow push
Bug Fixes:
Player no longer floats off the ground if the microphone was disconnected on start
Player can no longer slide up the side of objects and launch themselves high into the air
Lighting is no longer "dirty" (no more blocky shadows)
-Traveler-
"What is this sweet smell...?"
-Miela-
"How about a honey dish that melts away your fatigue?"
\[Effect]
Doubles the Gold of adjacent <Honey Dish>.
🍯🍯🍯
The design focuses on expressing warmth and gentleness at first glance.
The traditional honey dishes of House Miela are her greatest pride.
Thank you for viewing!
Last Sunday, Timeflow was shown at Game-A-Palooza in NYC. Thank you all players who stepped in, it was real fun!
Hey everyone!
Just a quick update, I’ve adjusted the key bindings after getting feedback that the WASD layout was confusing for some players. The old WASD scheme still works, it’s just that the on screen prompts now show the arrow version by default.
I’ll also be adding an option in the settings soon to switch between both styles.
Also, I found a bug in Survivor Mode that made the first boss encounter way harder than it was supposed to be, that’s now fixed.
Thanks for all the feedback and reports, it really helps a lot!
You can now see all the new changes for the latest build in the changelog option on the main menu!
This should add some transparency to what I'm working on behind the scenes. Reported bugs are being dealt with, and there are a few balance changes coming to some of the middle levels.
Fixed some typos, mismatched descriptions and an out of date level preview icon for Tutorial 1.
Completely redid tutorial 1, making it much easier to understand.
I believe I fixed the monster getting stuck glitch and a few more minor bugs. If you have any other issues, leave them in the reviews. The more detailed the better! The build is linked here, but also on the main build that you download.
Attention, pilots! The in-game store has been updated with new offers!
New packs are available at the store today:
CPU parts bundle at a discount of 40%
«Ghost» components bundle at a discount of 20%
«Stingray» components bundle at a discount of 40%
«Singularity» components bundle at a discount of 40%
«Metallic» Paint kit at a discount of 50%
We will be regularly providing you with new offers, trying out different combinations of contents and prices. Stay tuned so you don’t miss out on exclusive and temporary offers that can significantly strengthen your fleet!
Sincerely, Star Conflict team
2.2.4
Features
Added an item details display that appears when items on the ground can be picked up.
Picking up and inspecting items now requires more direct facing to prevent the details panel from opening during combat. Slightly increased the interaction range to compensate.
Added a crosshair popup when an item can't be picked up due to insufficient space.
Added a button to sort the depot inventory.
Added a % durability remaining bar to shield item panels. This will supersede ammo remaining for weaponized shields.
Added additional logging and consistency checks to help track down causes of desync.
Adjusted the HP bar to have slightly more contrast.
Fixes
Fixed Black Market sell costs being reduced by the project that reduces purchase costs.
Fixed the TB03GR Jesten not properly replicating the grappling effect for other players in a multiplayer session.
Fixed the auto extract and testing grounds exit tooltip showing the wrong keybind on controller.
Fixed being unable to sell smuggled cargo after loading a save even if it was acquired originally in a different region.