Information about the next major update (Update 0.8)
Hello !
Update 0.7 dropped about one month ago and many hotfix and minor update were pushed to add some requested additions to the game and QoL stuff.
I'll continue to look for some leftover issues and some minor balance change, but I felt like the 0.7 version is very close to be in a stable state.
That mean time will soon come for me to start working on bigger stuffs!
I have 4 big features I want to work on for the 0.8 Update:
Talent System
After a poll on the Discord of the game, this is the first main feature I'll work on during the upcoming beta
Talents will come in 2 types, Actives talents and Passives talents
Actives Talents
Actives talents will be Active ability that will slowly charge up during gameplay, that'll allow to unleash a powerful attack.
Each active talent will be linked to a weapon and have ability related to them.
You can only active 1 active talent at once
Having an active talent equipped will skip the weapon choice at the start of the game and guarantee you to start with the weapon related to the talent.
Talents will slowly gain mastery over multiple runs, granting minors bonuses related to the weapon
To unlock a talent, you need to level-up the linked weapon to level 8
Evolution don't have linked talent, but will benefit from the base weapon's talents
Passives Talents
Passives talents are minors bonuses, you can equip that will slowly gain mastery, unlocking more powerful version of themselves or other related talents
You can have multiple passives talents at once
You'll be able to buy additional talents slots in the Soul-Shop
Avatar System
The second feature to be worked on alongside Talents are the Avatars
They are basically new characters, you'll need to unlock them doing various achievements. I plan for avatar to be much more than just a stat modifier or having a different weapon (as a starting weapon will be handled by the talent system anyways). Of course, some basic avatar will mainly consist of modified stats and stats cap (looking at you, attack speed cap), but I want avatar to be completely different play-styles.
We can take for example one of the planned avatar: The Merchant He'll have a different Experience scaling, making leveling-up very slow, however, leveling up won't give a card selection, but a small shop where the player will be able to buy upgrades.
D-Rank survivors mode
D-rank survivors mode will become available. Instead of be 2 parts of 15 min, it'll be separated as 3 parts of 10 minutes, having 3 main bosses. Survivors mode will also see some rework during the update as well, maybe adding a way to fasten the timer before the 30-min time.
???
One additional major feature will be added in 0.8.
Minor content will also be added for this update, new weapon, QoL features and improved modding API
What is the schedule about the update?
I plan to work on 1 or 2 minor updates for the upcoming day Then I'll start working on the big features, however, as the end of the year is usually a busy time, the next beta is likely only gonna start by January. I expect the beta to last for 2 to 3 months, and hope for the update to be released around March,
This time, as I got experience from users leaving negative review for bug related to the previous beta. The beta for 0.8 will not be open on Steam, However, everyone who want to be part of beta will simply have to join the discord and check the Beta announcement channel for the code to access. It is there to reduce the chances of unaware users having bad experiences or losing their saves.
What about C-rank Rog's Mode and survivors?
C-rank is not planned to come for update 0.8, but for update 0.9. My main reason, is that for now, D-rank fell a bit empty on the end, and I'll prefer to focus on improving the current content that simply adding more for the sake of adding more
Hotfix 0.7.1.3b
QoL
Added bind for reroll, rarity reroll and banishes (check your binds menu)
Fixes
Challenge button only appearing after E-rank instead of F-rank (same for talent button only appearing after D-rank instead of E-rank)
Hotfix 0.7.1.3a
Fixes
Corruption modifier not loading when loading a run's save
Update 0.7.1.3
Corruption slider
It's finally back, it'll appear in the Start game menu after you have completed all available Rog's mode difficulty (do D-rank for now) it'll also slighty increase your soul-coin gain.
QoL
Due to numerous request, added a PickUp SFX slider in sound options, that control volume from pick-up independently from other SFX
Challenge button should not longer be display on a new save, it'll only appear after you have completed the first difficulty of rog's mode
Talent system should no longer be displayed before you completed Rog's Mode Rank E (which is when the feature will become available to player later on)
Changes
Elite's Rift ability - Increase minimal range for rift ability to trigger from 2m to 4m
Complete refactorisation to how data from options are saved, this can lead to some minor issues of having some of your option reset.
Fixes
Some effect trying to be applied on already dead monster with life-line
Modding
Adding 2 new functions, that allow to have data saved for the current run (this can be usefull for custom cards effect that last for the entire run) ModGenesia.ModGenesia.SetCurrentRunValue(string key, float value) ModGenesia.ModGenesia.GetCurrentRunValue(string key)
Adding 2 new functions that allow to Set/get value form the persistant save (Can be used to track any stats for example) ModGenesia.ModGenesia.SetPersistantDataValue(string key, double value) ModGenesia.ModGenesia.GetPersistantDataValue(string key)
Hotfix 0.7.1.2b
Fix a bug that allowed to launch challenges in survivors mode, leading to serious bugs
Hotfix 0.7.1.2a
Fixes
Escape not bringing to the previous menu in Start game menu, challenge menu and Soul-Shop
UI navigation in the New menu
New difficulty not unlocking
Update 0.7.1.2
Huge Main Menu overhaul
The whole Play menu is changed to be more flexible, and ready for the future features of the next beta.
Rework of the challenge menu, this allow to have as many challenge as I want for each rank, this also allow ... modded challenge!
QoL
Added a bit of color variation to the grass in first world
Modding
Function to add custom challenge into the game: ModGenesia.ModGenesia.AddCustomChallenge(string name, EDifficulty worldRank,float soulCoinMultiplier ,ChallengeModifier challengeModifier, bool isHardMode, List localisedName, int oder = 9)
Update 0.7.1.1
Change
Reduced Shaman's Staff spread by 50%
Increased Shrine's buff duration from 30s to 60s
Removed pick-up delay on golds coin
Removed pick-up delay on Dash potion when you are missing dash charges
QoL
Greed will no longer display a buff when not having any stacks
Slightly increased Shrine's text duration
Optimisation
Reduced reflection probe resolution to save memory and video memory
Reduced Stats Update due to Wind ring and martyr cloack
Fixes
Memory leak caused by shrines when moving a lot
Complex bug leading to some post-update bonus being reset until a dynamic value forced post-update value to be refreshed (for example Blood tranmutation not giving damage for a few seconds)
Plexus's challenge giving back phoenix totem when loading it (or usualy any challenge giving you multiple copy of the starting achievements) and making the challenge super easy
Fumuu shuriken bouncing to some wrong position
Localization font being ignored in the card list in main menu
Modding
Function to add custom damage source to be displayed in the end screen: ModGenesia.ModGenesia.AddCustomDamageSource(string key, List localisedName, Sprite texture)
(experimental) Function to add custom Elite ability (Remember to override getGeneralAbilityTag() function. also LoadAbility() if you want the icon to be properly displayed) ModGenesia.ModGenesia.AddCustomEliteAbility(string internalName,System.Reflection.ConstructorInfo Constructor)
Hotfix 0.7.1.0f
Sorry for the complete game breaking bug for the past 2-3 hours. Seeing how much bug I'm introducing lately, that mean I need to take a few day break, I'll take a few days off.
Fixes
Greed bricking the game completely
More issues related to localized font (hope they are the last)
HotFix 0.7.1.0e
QoL
Added Icon for Greed, Envy and pride.
Added placeholder icon for Lust, Sloth, Wrath and Glutonny so people don't confuse sins' buffs.
Added a buff indicator for greed stacks.
Added a new card detail display mode (which is the new default mode), it'll simply display the relative increase/decrease in percentage instead of showing the absolute card effect per level, of course you can still keep the old absolute display (still in video settings)
Fixes
Health reseting to pre-buff when updating stats (level up and some buff stacking)