Or should we say, 「こんにちは、クルー」or "Witaj, załogo". Today's news post, after all, is mostly about the newest additions to Nemesis: Lockdown's localization database.
What we wanted to do is to highlight the recent big language additions to the game, as well as mention a brand new one - Japanese!
New translations
Recently, as you may already know, we implemented 4 new language options to the game: Chinese, German, French and Polish. Today, we're adding Japanese to the list. This makes the already impressive number of options even more so and we hope you enjoy playing the game in your native language!
Here's how the previous localization additions look in-game:
And here's the newest translation - Japanese:
What's even more awesome, is that the entire Japanese translation work has been done by 3 of the game's Japanese fans. These are:
Naoki Koike
Daisaku Uchida
Tomato Juice
Thank you all so much for volounteering to do this and doing such an amazing job with the translation! It means the world to us that there's such a dedicated fanbase.
Bugfixes - patch 1.0.0.6
Other than that, for this patch, we also managed to fix some minor bugs based on the reports by the translation team, as well as other players.
Recent changes
As a reminder, here's some cool stuff that's been added in the previous, June patch:
Updated ranking system
Added the Seasons system
Added the visual timeline
Updated animations
We've also started a mailing list! If you’d like to stay in touch with all our latest updates and info on all of our future projects, be sure to sign up!
As always, we want to invite you to the game's official Discord server, on which you can find fellow crew members to form parties, or just chat about the game! Click the banner below to join.
It has been so warming for the team here at Fallen Leaf + Black Drakkar Games to see so many enjoying our labor of love! As a small Indie studio looking to create an experience at times at odds with modern perception, we naturally were both excited and terrified to launch our game. Thank you for being so supportive in this moment and sharing some truly amazing reactions.
We wanted to put out an update and talk more about one of our more contentious challenges, the walking speed.
When creating an experience with such tension and narrative distribution, both the base and the scale is considered to mend with the audio exchanges and frequency of their delivery. At the core of this is the speed in which both cloth, suit and other physics are applied to the character. Working in tandem with brand new technology, the fantastic Unreal 5 engine, it was a great achievement for the team to ship the game on such a new engine.
Beyond the challenges of working within a new engine, to the level of immersion and cinematic presentation we desired, we knew our choices wouldn’t be for everyone and that’s perfectly ok. We wanted our players to enjoy the experience at the pace intended.
We are always evaluating and exploring ways in which to help add more choice to the play experience when it comes to how players wish to walk. We are considering a toggle speed for outside, looking at metrics in which areas perhaps need more speed and overall additions to the core systems. This requires every audio exchange, sequencer trigger placement and more to be revised.
Beyond our technical challenges we must remember that such a small development team only has so much bandwidth. We are working hard to react to the amazing feedback the community has already shown and we wanted to take this moment to thank each and every one of you for playing Fort Solis and sharing your experience with us!
Will allow for future implementation of DLSS 2.0 And FSR 1.0
Major Changes
C-rank World
Both C-rank Rogs' mode and Survivors mode got added, you can now explore the 4th zone and continue your progression in the game.
Major rebalancing of the game
Enemy Stats
Smoothed the overall progression of enemies health and damage Increasing from a zone to another shouldn't create a sudden drop in difficulty anymore Major reduction of enemies' damage to balance the change in player's health regeneration
Health Regen
Greatly reduced Health regen from many sources, This makes taking damage have consequences for the following 1-2 stages rather than being an immediate effect. The goal of this change is to trend towards a more balanced experience, The main way a player would die was of an "instantly getting obliterated without understanding anything" This allows for enemies to still be a challenge without instantly obliterating the player, and to smoothen the danger, allowing small mistakes. Maintaining the previous health regeneration rate would either completely eliminate any challenge from the game, as all damage could be healed within a second, or it would result in enemies becoming highly threatening by being able to eliminate the player with just one shot. (Health also no longer fully regens when entering a stage as this was actually a bug)
Enemies Spawnrate
The game will now slowly increase the enemies spawnrate, this aims to improve performance in late game. There is also an increase in early game spawnrate for higher difficulties compared to 0.8.
Weapon Cap
Avatars will now have a weapon cap to prevent huge performance issues. There is still an option to override the weapon cap (or remove it altogether), but it is inadvisable
Card drop-rate
Card drop-rates received a major overhaul, reducing the odds of high rarity cards in the earlier levels but increasing it later on. Most cards are also locked behind a similar card, this allows the players to have much more control over their build compared to Version 0.8.
Corruption
Corruption effect got greatly tweaked, mainly reducing the move-speed scaling to follow a logarithmic progression (no more lighting speed enemies at only 400 corruption) Since this update adds new build possibilities based on Corruption, it was really important to make sure that corruption doesn't just make the game seem ridiculous right from the start. Also halved the impact of corruption on enemies damage
Boss
Polishing
Bosses received a major overhaul, Added a skippable intro animation to every boss, making a Health-bar, separated their behaviour into multiple phases
Reworked Necromancer
I've read that a lot of players were greatly confused by the current iteration of the Necromancer boss, The necromancer has been reworked from the ground-up, making his first phase simple to let the player learn its pattern, and then increasing the difficulty as you progress through his phases. There is also the addition of a custom objective to guide the player in case he is confused.
Stats
New Stats Menu
Completely redesigned the stats menu from the ground up, now showcasing every statistic present in the game, along with providing a precise breakdown of the sources contributing to each stat.
New Stats: Defense Shredding
Defense Shredding determines the amount of armor an enemy loses when taking damage. The extent of armor reduction is calculated by multiplying your Defense Shredding value with your Defense Piercing value
New Stats: Purification
Purification already existed, but it's now a proper statistic, with a slighty reworked formula.
Avatar Skin
There is now a proper system in place to handle multiple skins on an Avatar. For now there is only Gold Rog skin (which is unlocked by completing True Snuffhead's favourite) However this will serve as a great base for modders to properly incorporate new skins without having to replace avatar sprites or resorting to workarounds using the option menu Additional skin variants for the Avatars will be added overtime, but they are not a priority at the moment due to their high time-cost
Key-words
A major QoL improvement added by this update is the addition of key-words you can hover/click to display a tooltip related to them. This works on all cards and weapon stats, allowing for easy comparison, tags and rarity also display a description related to them. finally some concepts like "Over-kill" can now be properly explained to the players. There are many places where I want to properly add a keyword, and that will be added overtime.
Zone Variant
A new variant for the first zone has been added. In D-rank or higher, you may sometime have a snow-forest instead of the normal forest. As of now, no special enemies spawn, but this will change in the next update.
Biome Soul-card
The game now adds Region-locked Soul-cards that can only be obtained and upgraded in the new zone variants.
Enemy AI improvement
Enemies can now have variant of their AI. This small change should make the enemies have a bit of an identity between each other (For instance, Goblins are more likely to attempt to obstruct your path, while flying eyes will frequently circle around you. Skeletons, on the other hand, are more prone to ignoring you until you approach them closely.)
Reworked End of game screen
The end screen will now display a breakdown of your different stats and how they affected your Soul-Coin/Mastery gain
Per Avatar talents
Equipped talents are now set Per avatar, meaning you can have a different talent equipped on the Shop-Keeper and the Rogue without having to swap your talents This change also allows for Avatar specific talents, which wasn't possible if the talents were shared between all avatars
Hyper-Crit
Critical chance over 100% now allows for "Hyper-Crits" You can unlock Hyper-Crit in the B-rank Soul-shop
Quality of Life
Pick-up List in Encyclopedia
Projectile opacity option
Added Encyclopedia to the pause menu
Added a Monster Abilities list to the bestiary
You can now pet your dog by staying close to him at the end of a stage
Improved gold display
Will display the recently collected gold for a short duration.
Improved motion blur (should no longer apply to the player or any slow objects overall)
Added a small notification when there is a free talent slot (disappears until next game reload if you viewed the talent)
Added a small notification that you can click the card to display more information about them.
Added a small FX when leveling-up
Slight improvement to the Desert zone ground material
New Achievement unlock animation
You can now mouse over a achievement to stop its animation
Game now tracks the damage your receive, you can now check in the game history which monster killed you and the last 10 damage instances you've taken during the game.
Profile creation: will use the players steam username by default if it doesn't exist yet.
Reworked Soul-Card UI
Reworked Soul-Card Selection UI
SoulCard list now only displays cards for the selected avatar
Reduced the number of cards per page in soulcard list for SteamDeck, it'll now display as 7x3 instead of 9x4 to improve readability
Shop prices are now formatted
Number formatting in standard notation now start 1 OoM later after 10K instead of 1K
Updated damage numbers to be slightly more readable
Added a Damage number size slider
Option to change maximum Damage number displayed per frame
New Option - EnemyOutline - adds an outline to normal enemies
Custom visual option got moved into their own tab in the game option tab
Muted in background now also mutes the BGM
New option - Popup Hover delay used for Keyword hovering
Added a weapons cap option
New Gameover theme
New Desert Fight music (old one can still be listened to using the legacy music option)
Now tracks which avatar completed a challenge Only works for challenge completions after 0.9 and later
New Avatars
Duelist
Unlocked by dying one time Duelist is an offensive oriented avatar She possesses very low health, negative base defence, but 50% increased damage and the Death's Door ability. Death's Door ability allows Duelist to survive a fatal hit if her health is greater than 1. After activating Death's door, she cannot regenerate health for 3 sec.
Summoner
Unlocked by killing C-rank Necromancer The Summoner possesses unique weapons that summon enemies to fight for you.
Changes
Filling up the bestiary Entry of a monster slighty Increases its experience drop
Shop Rebalance
Major increase to reroll price scaling Slight increase to Card selection, and artifact price scaling Doesn't affect Card, Banish/reroll/rarity reroll price scaling; very slighty increased Limit break price scaling, but also slighty reduced base scaling from zones Increased artifact price scaling over zone Artifacts have a significantly reduced likelihood of appearing in rerolled shops. Increased the price scaling when rerolling shop from x2 to x3 for buyable items. Increased the price of rerolling Increased the amount of Buyable cards in the shop
Reworked how knockback is applied to feel more natural.
Increased Cave Biome Luminosity
Dash improvement Also give a 0.15sec damage immunity after the end of the dash Movement speed also increases dash speed
Death Aura talent tick-rate increase nerf actually a buff since it wasn't applied before
Ice Spirit rework - slow down now scales with the level of the card.
Reduced Gold Coin pick-up objective requirement scaling from zone
Seven sin achievement now unlocks the broken demon horn card
GunSlinger now have 25% Enemy Count to better balance the gameplay for the avatar
Poisonous debuff can no longer kill the player
Poisonous debuff now resets its duration instead of having an individual stack duration
Card selection after level 50 will now totally pause the game and be instant
Monster waves no longer spawn during a boss fight in survivors mode
Removed boss monster from Red Timer in C-rank survivors
Capped movespeed between 20 and 30 depending on avatar to avoid situation with uncontrollable speed
Every 25 levels as the shop-keeper will be a "blacksmith" shop
Shop-keeper price now scales with the player level in Survivors mode
Normal combat stages now give exp rewards when you have less than 20% of your health left
"Selling health" value is no longer affected by the shop discount, but by the gold multiplier stat
Shops now reset their "already generated" card pool every 2 rerolls (so it can regenerate a card it already generated)
Card requirement with weapon tags now always require at least one of the weapon tags
Time left optional objective no longer appears in the first stage on a run
New stat for gunslinger: Ammo Cost Multiplier Ammo cost when firing a weapon, if the chance is not an integer, there is a chance to not use the incomplete int (140% mean you have 40% chance to consume 2 ammo, and 60% chance to consume 1 ammo)
Reload speed is now a proper separate stat instead of being the renamed weapon cooldown stat. That means it's not longer affected by attack speed cards
Capped duration of survival stage at 1:30 (it still can go up to 2:30 with Stage requirement increase)
GunSlinger no longer has the pistol talent forcibly equipped
Sick challenge difficulty decrease - Stat reduction from -50% to -40%
Default card detail display changed back from relative to absolute Thanks to the tooltip feature, you can now quickly check your stats and the benefits they provide. This makes it more fitting to display the exact effect of the card
Capped number of altars for boss stages at 4
Reduced Elite spawnchances in D-rank survivors mode at 40 to 45min
One-Shot protection still applies for 0.15s after losing it This should prevent dying in one frame when taking damage from two different instances in the same frame
Crates will now sometimes spawn in small cluster
Outside of the "destroy crate objective", crates no longer take damage outside of the screen
Overall reduction to the amount of gold dropped by enemies
Slight increase to the Shop-keeper level-up gold gain from 1000 (+ 175 per level) to 1000 (+ 250 per level)
Altars disappear when all altar objectives are completed
Worm boss no longer takes damage when burying
Shaman boss now enters a shielded state when doing his near death pattern
Reduced Food-dropchance from crates when above 50% of your max health
Normal Enemies no longer drop food
Level-up Heal can only heal up to 50% of your max health
Reduced monster kill optional requirement
Elite kill count and survive stage have greatly reduced enemy spawn rate when you complete the secondary objective
Boss Altar corruption now only starts increasing 20 seconds after the stage starts
Death Streak will now increase Soul-Coin drop The second death will Increase Soul-Coin by 50%, third by 75%, and then it's increased by 100% for all future deaths
Reduced Mastery gain Death penalty from -75% to -50%
Survivors mode is now also affected by Elite number cap (this should also prevent situations with poor
performance due to elite spamming)
Slight boost in enemy spawn-rate in arena stages
Added Banishes, reroll and rarity reroll charge as a possible reward for optional objectives Only gives you charges if you do not have the maximum amount of charges otherwise it'll give money
Soul-Card
Weapons
Buff magic wisp damage Starting Damage: 1 > 2 Damage per level 0.75 > 1 Also gains 2 additional damage at level 5
Throwing knife Rework Has a new stat, "Simultaneous knife" which is the number of knife thrown per projectile Simultaneous knife shares the orientation and are close to the original projectile Base damage : 4 > 5 Base Cooldown: 0.5s > 0.33s Reduced the dash regen cooldown from 100% weapon cooldown, to 50% of its cooldown Gains a good cooldown reduction at level 5 Increased knife size by 50%
Kunai Buff Increased piercing from 0 to 1 Gains additional piercing at level 5
Death scythe now also requires Divine smite
Thorn and Interdimensional Rose buff You no longer take damage from an enemy you kill.
Cards Change
Evasion is now a Synergy card Synergy between Armorless and dash Also refactored the card to no longer be hardcoded into damage calculation Removed Evasion from Rift's requirements
Metal transmutation is now a Synergy card Synergy between Benediction, Moonshield and Steel skin This change aims to make Metal transmutation easier to obtain during the early game Ratio increased per level from 15% to 20% Reduced Ratio scaling from player level from 5% to 4.5% Increased max level from 3 to 5 Banishes Armor-less and Zealot Increases Moon tag cards drop-rate
Armor-less now banishes Metal transmutation and Zealot
Armor-less now has the Fire tag
Zealot now banishes Armor-less, Metal transmutation and benediction
Practice max level increased from 10 to 30
Reactive trigger cannot activate its effect more than once per frame in case you're hit by multiple enemies in a single frame
Reactive trigger effect cannot trigger the same weapon more than 8 times in a single frame (performance sanity check)
Health conversion slighty increases Wild tag card drop-rate
Pyromaniac Tweak Procs if the target is affected by fire spirit (even if it was killed by another source) No longer enter cooldown when taking damage Cooldown reduced from 5 to 3sec Reduced Heal value
Reduced Sun sword base range from 5.5m to 4m
Slippery skin rarity increased from Uncommon to Rare
Light spirit nerf Reduced multiplier from X2 to X1.5
Gluttony Reduced the bonus health from 5% per food to 2.5% The actual health now scales with maximum health instead of being independant
Castle health bonus increased from 25 to 40
Flesh tweak Max level increased from 1 to 2 Base health increased from 150 to 200 Corruption increased from 1 to 3
Lunatic tweak Max level increased from 1 to 2 Base damage increased from 4 to 6 Defense piercing multiplier increased from 5 to 6 Now also increases area size by 15% Base corruption increased from 5 to 10
Accumulation Change Reduced AttackSpeed penalty from 15% to 7.5% Reduced Damage multiplier from x1.25 to x1.125
Recursion Change Reduced Damage multiplier from x1.15 to x1.1 Increased max level from 4 to 5
Armor-less Change Reduced Damage multiplier from x1.5 to x1.35 Increased Health multiplier from x1.5 to x1.75
God's wrath Change Reduced damage multiplier from +10% to +8% Increased max level from 4 to 5
Aiming Change Reduced damage multiplier from +10% to +7.5%
Size Up Change Reduced damage multiplier from +5% to +3%
Blood transmutation buff Base ratio increased from 1.5% to 5% Increased gain per level from 0.5% to 2.5%
Healthy Health regen Decreased from +0.1 to +0.075 now also slighty increases Health regen by 1%
Healing Factor Health regen Decreased from +0.5 to +0.25 now also slighty increases Health regen by 5% now also slighty increases Max Health by 5%
Black Blood now also increases Health regen by 10% Health regen increased from +0.35 to +0.50
Tower Also Increases health regen by 10%
Castle Also Increases health regen by 20%
Durability Increases Health gain to +15 Base health
Flesh Also Increases Health regen by 2
Heavy No longer increases projectile size by 25% Instead Increases Health-Regen by 25%
Iron Will Now also increases Health regen by 10%
Buff to Fiery Dash Increased damage multiplier from 1 (+ 0.25 per level) to 2 (+ 1 per level)
New Cards
Normal Cards
Weapon Polishing | Normal Increases Defence Piercing by 10%
Heavy Pickaxe | Normal| Cave Biome + 0.35 Base Damage
Ashes | Normal| Volcano Biome + 0.5 Base Damage - 1.0 Base Defense
Uncommon Cards
Blacksmith's insight | Uncommon Increases your defence piercing multiplier by 20% Increases Damage mitigation by 2%
Armor Polish | Uncommon Increases Defence by 15% Reduces base Defence Shredding by 0.05%
Stalwart Shield | Uncommon Increases Damage mitigation by 5% Increases Defence Multiplier by 10% Reduces Critical chance multiplier by 5%
Blunt edge | Uncommon Increases base defence by 1.5 Reduces base damage by 0.5
Mind Corruption | Uncommon Increases Defence shredding multiplier by 10% Increases Corruption by 0.5
Candle | uncommon + 0.1 base purification, x1.1 experience multiplier
Balanced Assault | Uncommon Increases base damage by 0.3 Decreases Critical strike chance by 7.5%
Clover | Uncommon | Forest Biome + 1% Base Gold Gain + 3% Critical Chance
Bright Crystal | Uncommon | Cave Biome + 5% Base Gold Gain
Subsonic | Epic Increases Projectile lifetime by 50% Reduces Projectile speed by 30% Hyper sonic and Subsonic ban each other
Love&Hate | Epic Increases your final Health regen by 3(+1)% of your max health when below 40% health, But lose 3(+1)% of your max health when over 70% of your health
Necrotic Bone | Epic | Cave Biome + 1 Base Damage + 4 Base Corruption
Heroic Cards
Boiling blood | Heroic Increases your final damage by 50(+10)% of your missing health, +30% max health multiplier
Revolution | Heroic Heal 20(+5)% of your max health when you kill an elite or a champion , 1sec cooldown
Hemokinesis | Heroic Increases your Defence shredding on Critical Hit by 5/10/15 %
Vine | Heroic | Forest biome Every 10 sec, leave a surface of 5m that lasts for 3sec, enemies entering it get rooted
Cold-Touch | Heroic | Forest Biome When an enemy is touched, its move-speed is reduced by 90% for 3 sec
Scented jar | Heroic | Desert Biome + 10 Base Max Health + 1 Base Damage + 1 Base Armor + 1 Dash Charge + 2 Base Corruption
Volcanic Fury | Heroic | Volcano Biome Enemy killed by fire damage has a chance to explode with magma and deal damage around them Apply Fire DoT to the damaged enemies
Synergy Cards
Divine Smite - Synergy Synergy of Absolute focus and Analysis On critical hit, kill non-boss enemy with health below a set threshold increases critical chance by 5%
Persistance | Synergy Synergy between Overworked and Patience After a stage starts, your critical chance and damage slowly increases over the first 60sec
Purifying Fire - Synergy Synergy of Fire spirit and Light Spirit + .25 Base Purification + 2 Base Damage Enemies killed slightly increase your Purification Multiplier for 3 sec
Ascended Cards
Broken demon horn | Ascended + 50% damage multiplier, +150 base Health, x0.5 health regen, + 20 base corruption, x 0.90 experience multiplier
Holy Conversion | Ascended Convert 4/6/8/10% of your corruption into Damage (at 10% ratio), Health (at 10% ratio) and Health regen (at 2% ratio), Affected by their relative stat multipliers
Silk Edge | Ascended Convert 99% of your damage into Defence piercing at 6/9/12/15% Ratio. Ratio Multiplied by 2% of the player level
Unholy Aura | Ascended Increases your Defence piercing multiplier by 500% Increases your corruption multiplier by 25% Increases your Defence mitigation by 10%
Weapon Aura | Ascended Increases your damage by 200% Increases your defence shredding by 25% Increases your defence piercing by 200% Add 10 Projectile piercing Remove 2 projectiles
Continue scrolling down for the rest of the patchnote!
Cursed belt nerf No longer affected by health regen multiplier Health regen reduced from 3% to 2% of max life Max Health loss reduced from 50% to 30%
Saint's Shinbone nerf Heal 15% of your health instead of 100%
Collection book nerf Damage per card decrease from 2% to 1%
New Artifacts
Saint's Pelvis heal 30% of your health at the end of a stage
Commoner's guidebook each tainted card level increases your max health and health regen by 2%
Rozegold's Circlet If you are at max health, Increase your damage by 50% and defence piercing by 100% and projectile lifetime by 75%
Spirit's Water Cleanse your debuffs every 15 sec
Challenger's armband Elite stage are twice more likely to appear
Challenger's amulet increases card quality during elite stage
Jaald's potion Gain a 300% damage bonus, Lose 15% per stage down to 0%
Companion mimic Increase your current gold by 5% of its value at the end of a stage (Bans Midas's sword for my own sanity)
Pouch of greed Randomly level-up 10 cards on pick-up If no cards are available to be leveled-up, it'll simply halve the missing card level-up as a card selection
Training's dummy Raise your max health damage by 1% at the end of each stage
Leaping boots In Stage selection, lets you select ahead to the level after the next one.
Stone Hearth Increases Max Health by 500% Increases Damage by 25% Reduces Health Regen by 90% Reduces Food healing by 50%
Voltstrike Gauntlet When you dash, you gain "volt-charge" buff for 10 sec Having the "volt-charge" buff increases your damage by 15% (don't stack) Upon accumulating 5 volt charges, they get consumed and you gain a "Voltstrike" buff for your attack speed, damage and critical chance for 15 sec. You cannot gain volt charge while "Voltstrike" is active
Town Hall Registry For each banned card, Increases your base damage by 0.25 and your base critical chance by 1%
Talents
Greatly Reduced Mastery requirements for Tier 2 and Tier 3 God stones
Greatly Reduced Mastery requirements for Lunar Inferno
Reduced Mastery requirements for Level 3 and 4 weapon talents
Nerf to Desynchronized Heart Talent Reduced the effect from 400% (+ 200% per level) to 300% (+50% per level)
Reduced Sola's themed stone talents, exp gain Sun stone: from 2.5% + 2.5% per level to 5% + 1% per level Solar Stone: from 25% + 5% per level to 15% + 2% per level Stelar Stone: from 45% + 5% per level to 25% + 2.5% per level
Buff bow talent Increased volley count from 2+1 per level to 8 + 3 per level
Crossbow's talent tweak Instead of shooting 1 bolt at a time, it shoots a number of arrows equal to the ability level This also means the ability duration is shorter Increased the number of arrow shot
Reworked Throwing knife active talent When used, Instantantly replenishes dash charges Also grants a bonus dash charge for a set duration and Reduces dash recharge delay
Gunslinger now has a proper active talent: Ammo belt Increases attack speed by 100% Increases damage by 50% Reduces Ammo cost by 90%
Pick-up
Dash potion drop-chance from crate greatly reduced during anachronistic
New Pick-up
Fire Wine Increases your damage by 25% for 10 sec
Swift Elixir Increases your Move Speed by 20% for 10 sec
Haste-strike Serum Increases your Attack Speed by 50% for 20 sec
Immortality Shard Become immune to damage for 10 sec
Critstrike Infusion Increases your Critical Chance by 100% for 15sec
Artificer's potion Enemies explode on death, dealing 20% of their max life in a 5m radius around them to other enemies Explosions dont happen if it's caused by artificer's potion explosion (for performance reasons) lasts for 15 sec
Events
Villager event tweaking Killing villagers now nets better rewards Saving them is only possible if your corruption is less than 20 Saving villagers always gives the commoner's guide if you don't already have it Killing them is only possible if your corruption is over 5 Killing them always give the pouch of greed if you don't already have it
New Events
Gambling Den - You can gamble a part of your gold, you have a 50% chance to lose it or double it!
Shrine of Order - Take the cumulated level of every card in a set rarity and combine them in a random card.
Shrine of Balance - Take the average level of every card and apply it to every card.
Shrine of Disorder - Randomly distribute the levels of your cards.
Shrine of Reconstruction - Completly reroll your whole build while keeping the same amount of cumulated levels for your cards.
New Challenges
C-rank challenge | Armor Ban Start with "Silk Edge" and "Armor-Less", reduce your damage by 50%,You cannot level-up Silk Edge. Banish conversion type cards | upon completion it unlocks "Silk Edge" card
C-rank challenge | Fast-Pass
C-rank challenge | Shop-Keeper's Vacation end Xp multiplier set at 0 Gold multiplier set at 300% Corruption Multiplier set at 10%
C-rank challenge | Vild's Curse Lose 5% of your max health after each stage
C-rank challenge | Risk of Storm
SoulShop
Soul-shop should now properly updates when unlocking upgrades (like anachronistic upgrades when unlocking anachronistic
Nerfed Base Damage multiplier upgrades
New Soul-Shop Upgrades
B-rank Upgrade | Hyper-Crit Allows critical strikes to stack if you reach more than 100% crit chance Allows for crits to stack up to x2 More upgrades will be added on to increase this further
B-rank Upgrade | Hyper-Crit Stack Can increase Hyper-Crit stacking up to x4
B-rank Upgrade | Max Health every 5 Level You gain 2/4/6/8/10 Base Max health every 5 levels completed
B-rank Upgrade | Critical Chance
B-rank Upgrade | Defense Shredding
B-rank Upgrade | Dash Charge
B-rank Upgrade | Base damage multiplier
B-rank Upgrade | Overkill Experience Multiplier
Achievements
Reduced Death requirement for Death related achievements
Throwing knife now requires "Offensive dash" This change is to prevent it from appearing in the first run as it can be a confusing weapon for new players
Cursed book now requires "Learning can become difficult"
Portal Shard now requires "Strange teleportation device"
Ouroboros now requires "Mastering death"
New Achievements
"Your Corruption make them stronger"
Reach 1 Corruption Unlock Candle
"Am I wrong?"
Reach 5 Corruption Unlock Flesh Armor
"This definetly look wrong"
Reach 20 Corruption Unlock Blood Candle
"They are wrong"
Reach 100 Corruption Unlock Cursed blade
"Dangerous line"
Reach 20 Purification Unlock Holy Conversion
"Critical Overkill"
Reach 5000% critical damage Unlock Hemokinesis
"Armor is a suggestion"
Reach 35 Defence piercing Unlock Acid Coating
"Aerial superiority"
Reach 14 Move Speed Unlock Black Wing
"Heavy Shield"
Have more than 80% of Damage Mitigation Unlock Stalwart Shield
"Finish him!"
Have more than 1000% Critical Damage Unlock Divine Smite
"Mistreated Armor"
Have more than 10 Defence Piercing Unlock Armor polish
"Even the mind?!"
Have more than 15% Defence Shredding Unlock Mind corruption
"Inconvenient Shield"
Have more than 250% Moon card Drop chance Unlock Moon shield
"You no longer need your damage"
Have metal transmutation level 4 or more Unlock Blunt Edge
"Kill the Elites"
Reach 50 damage or more Unlock Revolution
"Bear-Shirt"
Reach 300 damage or more Unlock Boiling Blood
"Reaching the limit of sword mastery"
Reach 1500 damage or more Unlock Weapon Aura
"Balanced, as all things should be"
reach 99% Critical Chance or more Unlock Balanced Assault
"Critical of critical"
Reach 101% Critical Chance or more Unlock Persistance
Complete SnuffHead's favorite using duelist Unlock Love&Hate
"Mastering death"
Kill C-rank Necromancer Unlock Summoner
"Vild's thanks"
Complete Vild Curse Unlock C-rank Soul-shop Upgrade: Max Health every 5 Level
"Armor is an illusion"
Complete "Armor Ban" challenge Unlock Silk Edge
"Overtake the queue"
Complete Fast-Pass challenge Unlock B-Tier Soul-shop upgrade, Mastery gain multiplier
"The Storm Formerly Known as Purple"
Complete Risk of Storm challenge Unlock some rare "shrine" events that have funny effects
Fixes
Summoned enemies dropping 0 xp gem instead of not dropping them at all
Optional objective being "initialized" twice, leading for example to "kill X monster" optional objective to increase the monster killed by 2 instead of 1
Death Aura talent not increasing the tick-rate
Non-elite enemy in Fang collection objective not dropping fang
Ability, reloading or manual attacks activating in pause menu when pressing their key
Ouroboros Necklace Description
Many Issues related to dynamic modifiers
Many cards not displaying the correct value for their level
Corruption having a huge issues with dropped experiences (it dropped 100% less exp that it was supposed to)
Double Edge sword and Armor-less unlock achievement unlocked at level 20 instead of 50 and 100
Scavenger granting ammo above the maximum ammo
Arrow Tracker pointing the wrong direction in certain conditions
Simulated dynamic modifier being applied to the player stats when they shouldn't (Broken statuette when not picking it for example)
Few bugs with shaman staff talent
pets not being lit by the player light's in cave
reroll only having 2 sets of card
Necromancer taking damage from death scythe when flying
Limit-break card Selection not being randomized
Normal combat stage having experience reward
Black flickering bug when having the Fog quality set to low.
Black flickering bug when using Worm gland at medium or lower fog quality
Achievement displaying wrong required value for damage mitigation
Stats from card in cardlist in MainMenu wasn't synchronised with your current avatar if you changed avatars.
Default brightness value being set at 1/5 of what it should be by default.
Poisonous debuff stacking issues
A few navigation issues in game option menu
Necromancer, Shaman and ranged enemies AI Improvement They no longer try to walk to a position off screen, If their target position get off screen, they simply skip to the attacking state This fixes them infinitely walking to a target position without ever reaching it and ignoring the player
"relative" card detail now just display the current change if the value is negative (to avoid the +-XX% display bug)
Worm's spit flying projectile being the same colour as the player's
Fix sloth giving 20% of it's base value instead of being a 20% multiplier bonus
Procedurally spawned objects sometimes stacking and creating visual artifacts
Player having its health completely healing when starting a stage
Damage number's letter being incorrectly displayed
Damage number space between number being wrong when camera was unzoomed
Enemies spawned by enemies abilities wouldn't add correctly to the monster cap (only affecting hard cap and not the soft cap)
Splitting monster ability spawning monster at level 1 instead of the same level as the monster source (so basically had the stats of a level 1 monster)
Shaman's projectile not inheriting defence piercing
Impenetrable Damage mitigation being a multiplier modifier instead of compound
Necromancer's projectile casted high in the air when he's flying and missing the player
My brain after having to write this freaking long Patchnote D:
Modding
Now use Net Standard 2.1 instead of Net Standard 2.0
Expect all mods to be broken
DamageInformation class constructor now require a defenceShredding parameters.
Removed GetDescriptionLevelUp()
Changed how GetDescription work, it now uses a level and comparisonLevel variable
Enemies AI refactorisation, you can now easily add new AI for your own monsters
Pet required DLC also has an "any" setting to make modded pets work with both pet or cat dlc
Refactored Training weight to no longer have anything hardcoded into the game
ModdedStatsContainer now contain a "Category" string
PixelAnimationData now contain a "AnimationSpeed" float.
Slight change to SetDynamicMultiplyValue & SetDynamicAddValue to support a "display name" as they are shown during the stats detail windows now
New stats : EnemyCountMultiplier Multiplies the number of enemies spawned naturally, also affects boss summoning spells and all forms of enemies spawning
New bool in DamageInformation "CannotKill" - when set to true, it will not kill the entity (only works on the player for now)
Achievement refactorisation, much cleaner code, and can now handle entirely custom Achievements
New function AchievementAPI.CustomAchievement to register achievements with custom requirements
Added AvatarData.DamageHistory which is a list of all the damage received by the player (is not saved when quitting and saving the game)
AvatarAPI.AddCustomAvatar() change, it now requires the use of an avatarskin instead of just animation data
New function AvatarAPI.AddAvatarSkin(), used to add a new skin to the game.
GameData.SetCustomValue function now properly mark the Persistant data as "needing saving".
Added "HasStat(StatsName)" check to check if an avatar own a stat.
Stats not owned by an avatar will be ignored by cards description
New events
OnCheckObjectiveCompleted
OnCheckOptionalObjectiveCompleted
OnAddForbidenStagePosition
OnCalculatePlayerDamage Called everytime the player damage multiplier needs to be updated (everytime a stat gets updated)
OnChooseSelectableStage<LevelObject,BoolValue> Called when deciding which stage can be selected;
OnDisplayStageObjectiveText(StringValue) Called when displaying the stage objective text to inject text (currently used for Custom boss related objectives)
OnFightUpdate - Called Once per frame when in fight.
OnCalculateCardLevelGainAtOnce Called When determining how many levels at once a card should gain when picked up (expect bugs if you set it to 0)
OnCalculateCardMaxLevel Called when detecting what is the max level of a card
OnCalculateMonsterDefenceLoss Called before calculating the defence less of an enemy
OnRollShop_FinishedSetBuyableCount(ShopManager,ShopGenerationInfo) called before validating the shop buyable item, use this event to add custom buyable items to the shop of your choice.
Tuesday is a great time to announce our next Wild Warfare Wednesday event! I hope you are all ready to LEAP back into battle because this time we mean business. On a final note, starting this Friday LEAP will participate in a Labour Day sale, so if you've been interested in picking up a copy or a copy for a friend Friday will be the perfect time to do so!
Special Instructions
(August 30th) event will run from 3:30pm EST until 4:30pm EST
This game mode will be a rotation of Stomping Grounds, Control, Asset Assassination, and Team Annihilation played through our various game matches
Please join the server "Devs + Community Jam"
Everyone is welcome to join - this is crossplatform
Prizes for Joining
2500C// sweet sweet credits to buy yourself some luxury guns, decals, and skins in the Black Market
As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community!
We won, twice! Thanks to everyone that voted for us in the Gamescom Awards. It really means a lot to us, making a game is a scary venture. You never know what people are going to think, you try your hardest to make something good, and sometimes it just doesn’t land.
Getting these awards is a great way for us to boost our spirits by hearing that our intended players are actually liking what they see and play.
Calling all shadowy mercenary groups and cyber tacticians -- welcome to our Steam Strategy Fest demo! Cyber Knights: Flashpoint is waiting to see just how well your strategy skills hold up in our squad tactics heist RPG.
We’ve got many new additions for you if you’ve played this demo before since its release in June (see below)!
If this is your first time, we're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your surgery that implants the spinal quantum computer, giving you extraordinary powers of calculation and coordination to help you lead your squad. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?
Every job you choose to do for an underworld power-player allows you to tackle it with your own style and focus. To pull it off you've got to manage your team, bankroll, injuries and more from your safehouse so that you arrive ready to dominate the tactical battlefield of a heist with stealth (eluding enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams -- not available in this demo but soon to come!).
Some of the highlights from this update:
New Mission Unlocked
The Cube Run is now available in the demo, giving you a whole extra heist to try. As one of your first hits in New Boston, this job targets a new Warner-Braun NanoFab that is being setup as the German megacorp prepares its arrival to the New Boston economic zone. There is good money to be made if you can make the right moves and scoop the loot. But it is New Boston and 2231; secrets are hiding under every new NanoFab and megacorporate welcome mat.
Heat Balancing
As your actions in New Boston draw the wrong kind of attention, your crew builds up Heat. Heat can affect your Contact's services (some may clam up and stop talking or selling to you altogether if you're "too hot") and can also predispose some jobs to be more difficult, as the security teams are on higher alert due to your run of espionage and destruction. Heat will cool down as time passes.
We've added some new important sources of heat, including Cameras and Radar Arrays that have been upgraded to HI-POWERED status by the security system, capable of generating +1 Heat per spotting of a merc (max +1 / Turn). In addition -- based on difficulty -- you'll gain some Heat for every job (default +2) and some Heat per Security Level you trigger during a mission (+2 / Level, max +12).
If you feel the heat just around the corner, it's probably time to let the game timeline run for a bit while you lay low in the Safehouse and work on upgrades, cyber surgeries, and weapon mods.
Extending the Lore Journal
We added 3 new entries to the Places category of the lore Journal and beefed up the section that was there for New Boston. This journal will be a key repository of world knowledge for you and has the capability to expand and change as game events happen, so much of it will not simply be set in stone text. We're very excited to see it starting to bulk up as we move content over from our internal lore docs into the game's format.
From previous updates: heist advantages, options expansion, security AI display, visual improvements, unit AI upgrades, and much more!
Since the demo’s release in June, we’ve steadily added in more of the player-ready features from the game’s main development branch, and acted on a ton of the great feedback submitted from players’ initial runs.
Most recently, we added a big pile of options for quality like V-Sync and texture quality as well as tweaking controls like edge scrolling and camera rotation direction. We also revamped the AI's tactical decision tree to help enemy combatants more intelligent once they get in a firefight with you. You can scroll back through the previous updates on our Steam page to see details for these or other additions like heist advantages.
All of the feedback that we've received from players checking out the demo has been helping us prioritize improvements across the entire game. We read every bit of feedback submitted through the game's F10 system -- keep it coming; you can probably spot a change made based on something you shared with us in the full changelog below.
We are closing in on a release window!
Exciting news for long-time followers of the game. We have assembled the final burn-down list of tasks to complete for our EA launch! The timeline is just a few weeks longer than our estimates from earlier this year; putting us near the start of Q4 instead of the end of Q3.
While estimates are always subject to change, this shift is a minor one and confirms we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.
0.6.135 - 8/28/2023
- Unlocked "Cube Run" job for demo - raid a Warner-Braun NanoFab to make your own payday - Gain Heat for every job at a rate of 2 + (2 x Sec Level) with a maximum of 12 per job - HI-POWERED Cameras and Radar Arrays add +1 Heat when spotting mercs (max +1 / Turn per device) - Switch Play/Fast Forward position in timeline for more natural setup, pressing FF will pause if already running fast - Added 3 new lore entries to the journal Places group - Fixed final bugs that could cause character or enemy lock up while moving - Fixed reported typos, some faction names missing in recruit dialogs - Improved labeling and titles in all mission planning screens ("Leverage") - Improved font weights in tags and action bars
Other Changes Since Stealth Fest
0.6.135 - Demo Update #10: Down the Pipes - Update size will be large which is required to make the next one smaller - Reduced overall game filesystem size by 1 GB (~10%) - Improved AI tactical thinking when already engaged with an enemy - Improved AI movement patterns to avoid getting too close to characters nonsensically - Improved AI movement patterns to avoid over-grouping with each other - Improved rules for Glancing Hits under certain distance thresholds for BF, FA and SA weapons - Fixed bug failing to auto-restoring items (grenades, medkits) correctly from inventory stock between missions - Fixed F10 feedback form to block keyboard input to game in Safehouse correctly - Fixed edge cases where a moving character might end up suddenly under the stairs - Fixed bug causing start of enemy Overwatch to lock game - Fixed pop-up of "Stationary VIP" appearing over Wireghost's head during Smokeout job - Fixed bugs that could lock up video player during video tutorials
v0.6.133 - Demo Update #9: Options Parade - New option for Enabling V-Sync separate from Quality Setting - New option for controlling texture quality (best/good/lowest) separate from Quality Setting - New option for locking cursor to the window - New option to disable Action Camera during combat - New option for edges scrolling and edge scrolling area thickness - New option for controlling camera panning speed - New option for controlling camera rotation speed - New option for reversing direction of camera rotation when holding key / RMB
Change List: 1. Runes can now be created and dismantled in the character screen and the Forge (only for the ones in the inventory), also canceled the confirmation popup, to make the entire process faster; 2. You can now reroll recruits, the first time is free, followed by a 25 coin increment. Also Champions in the recruit popup are no longer linked to the current elemental cycle; 3. You can now also create runes that are unlocked through talents; 4. you no longer need to confirm to remove gears, you just need to click on the gear directly; 5. "Frostbite" is now removed after attack twice, and it won't expire; 6. "Bargain" is now less harsh on the high end; 7. Fixed a few display issue.
Fix List: 1. Fixed an issue where sometimes the block count is not reset in Augments and Buffs, causing it to go crazy high; 2. Fixed an issue where Runes are not properly removed when dismantling a Follower; 3. Fixed an issue where a tooltip is displayed in a weird angle; 4. Fixed an issue where the end screen does not appear after you beat the game the second time; 5. Fixed an issue where sometimes you can still reduce the cost of a Move even when it's already 0.