Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Indie
Xecryst Remains
Donator DLC will be discontinued in favor of Patreon next update
I'm making a change on how the game is funding, instead of relying on this DLC (which currently made 0$, mind you), I'll use the Patreon instead to gauge the interest as well as a proper fund instead.
Right now, I'm about to start working on the game, leisurely, because of no income I had to do something else and I have less time to work with the game itself, but with enough Patreon, I can put more time into it.
This also means I'll pull the Donator DLC from the Store and will not be available anymore, but if you already bought it, it will still give you the kickstart unlock, +5% unlocker/currency loot rate, and the icon next patch, but be sure to open the game with the DLC once.
Speaking of Patreon, I'm considering the Tier incentive, no idea about it yet, I could add the +5% bonus thing to one of the Tier. If anyone has the idea suggests to me.
Now back to the game, I'm thinking about new difficulty but have no idea rather than more RNG and enemy stats boost, I want to make it more difference without a specified content lock to a low percentage of the player as well, so it might come later.
So, the next patch would be all about a new map to the first 2 regions, enough so I can set a randomizer to not duplicate a map each round.
Oh, I also made a /r/XecrystRemains it's empty right now, I may do the Discord later as well, so you can direct message me easier.
0.94.1 A Some Changes / June Check in
Fixes
Multiplayer joining Crash and cannot join via encrypted Steam ID
Projectiles go through the barrier
Cascade Attack not working properly
Item Details does not display correctly
Area alphabet does not display correctly
Reckless Attack (Art Ability) not working with Ranged Attack
Boss auto-rage on spawn
Enemy drawing Weapon and Armor on (0,0) world center pos
Trader GUI have WGT column
Shared Item GUI and mouse visible/stuck glitch
Boss on-hit effect gives 'Unknown Buff'
Critical Chance and Critical Damage did not display properly in the infocard
Balance
'Abstract Overflow' time event now also gains +50 Abstract Rating
Cache now gives more currency but less shard
Recombine Shrine now gives same or better tier instead (still random)
Conjure Shrine now gives a lot better item tier but have 10% durability and can't be repaired
Shrine Debris may drop Currency
Bigger Black Dust anomaly
Nerf Golden Tree anomaly effect from 33% to 25%
Air Rewind projectile now snap with the ground and have its size increased
Readjust enemy spawn, less max enemy but slightly faster spawn during a low enemy count and high party size
Improvement
'Protect' Objective requirement rebalance and should be easier
Mercenary XP gains rate now start from 100% down to 20% each from 20% to 10%. (these based on number of mercs in the party)
Trader now sells more item and always have Unlocker.
Can now Fast Travel to the discovered area instead of the cleared area
Changed Special enemy decal texture
Objective Orb can now be click without having to look up
Can now click an object through terrain or barrier
Better Pathing for some objects
Changed Abstract Xecrystal Shrine model
Changed Main Menu map
You can check the game version when playing windowed mode, latest build version is 58194, online mode required the same build version. In case of problem, rollback is also available in the Betas tab.
June Check-in I'll rest a couple of weeks and won't work on the new content/feature of the game, but will fix if there are issues or bug ASAP.
I will ensure a good rest (I need to fix myself, a lot, and my creative gland doesn't seem to work for a couple of months now), more time to plan them though.
Next big patch should be about more area, perhaps area type, more objective, maybe localization support too, not sure about the new game feature, overhaul or more area object yet.
Released 0.94.0
Rework
Rework Boss Mechanic with multiple boss type instead of a single boss
Reservation Xecryst now spawn 1 random Boss
Rework Item Weight Mechanic to Inventory Space
Removed Weapon Remodel Restriction
Rework Damage Over Time defense rating formula
Basic Difficulty and have 3 colors and shapes to improve the variety
Barrier Shape and Color now random instead of fixed on the difficulty
Rework Host GUI to reduce confusion about Steam and Standard connection (should prevent confusion between Global IP and Steam IP)
New Content
Add More Enemy Model across multiple species
Added Weapon Motion Value Customization
Added Wayshrine
Added 5 Shrine
Added 2 Anomaly and 2 regions specified Anomaly
Added Parry Mod that refreshes on success but has less activate angle and time
Added Abstract Overflow buff during Sun crossing the Ring (Converts damage type to Abstract)
Bug fixes
Adjustment to Networking (May improve Steam Connection)
Fix Open All/Close All crash
Fix Frenzied Parry on self
Fix Item Repair bugs
Balance
Consumable now uses more Supply but no longer increases Supply cost per tier
Rebalance Objective Requirement
Improve Mercenary AI when Interacting Mission Objective and Movement
Enemy Power now affect spawn rate but scale stats less on lower number (depends on difficulty)
Most Spell now uses less AP to compete with Art
Buff Serphys The Shaman stats and attribute
Block now temporarily disable damage mitigation when attack instead of turned off
Parry no longer refresh on success but reduced the cooldown by 0.25s
Improvements
Improved Attack Accuracy while strafing forward or backward
Change enemy name and enemy icon to show their elements
Slightly increases Hit and Cast sound
Improve Item moving back when Out of Bound
Movement when out of combat is faster
Added Model Viewer to Vault Management
Added Character Sheet and Equipment Sheet as well as Item Details Gui
The enemy now throws "Healing Energy Orb" instead of an item
Improved Melee Hit by bouncing back and go-through for Punch and Claw
Improved enemy spawn, should prevent being struck
Improved Mouse Hovering Text
Losing now move an item to Stash to prevent some confusion
Improved Loadout Save/Load
Improve Static Object Generate, should be placed on top of the interactable less
Added Steam Rich Presence
Added Team Preset
Change Moon texture
Change Area number to Alphabet
Various Fix and undocumented change
You can check the game version when playing windowed mode, latest build version is 58193, online mode required the same build version.
0.94.0 BETA now Available
0.94.0 update is close, but I have not tested it much yet, some fix or small adjustment can be made.
Patch note is coming soon, but there will be a new mechanic in this version, namely Anomaly and Shrine.
To try the Beta, you have to go into your Steam properties for the game, and select it under the Betas tab. Note that Beta disabled Saving. (can load old profile) and Hot Code, crash and unexpected thing can happen
I'll update to the public version in a couple of days, not sure if I should work on the new trailer and game description first.
This patch should come in early May but delayed because, well, stress and among the thing. (If you stalked me enough will see what I played recently a lot)
Game State of the Emerald May
Emerald is a birthstone of a May, and this is the monthly of the dev and the game state, yeah I need a better headline.
Still a wall of text, sorry for not being graphical nor provide the popular roadmap. (I rarely promise, so no roadmap from me, but I showed so here is the state)
Chatty Chi-Chat
Hi everyone. Things are going slow during April due to a lot of things, I have a burned out effect for weeks, from not getting a rest and a game reception, also an undesirable seasonal working environment with a 35-40+ Celsius room temperature and a lot of everyday distraction and an external pressure are not cool to work with at all.
So, first... the next patch (0.94.0) has been postponed and will come on the later but a beta version will come soon if things go as planned because I decided to go All-In, adding things more than the scope for this patch.
Secondly, I'll also do a bit of marketing by posting on Reddit and ask around the gaming website and hopefully, it will knock that single digit player count up and more exposure. And yeah, hopefully going Free to play is the right choice of the game career.
But I can show you the major thing will come on the next patch.
More Enemy Variation
The enemy elemental model has been tripled (boss included) mixing across the multiple mutated species to improve the game visually.
New Boss Mechanic
The new patch will change the boss mechanic as well as new 8 boss type (9 in total) Boss have been weakened but will spawn in a group of multiple boss type and supporting each other. This suit the horde-style gameplay better than a single boss with no additional mechanic. The big boss fight, however, will be kept for a later and specified mechanical.
Game Variety and Map Visual
Barrier now has its shape and color randomize, instead of fixed by difficulty.
This patch also addressed map visual. At first, I didn't add structure because I don't like static object much and lore issue, hence no broken ancient wall, house, random broken thing but instead a new Shrine Mechanic that gives more interaction and the Anomaly Mechanic is the background stuff both will improve the map beautifulness, gameplay, and some background lore.
Shrine
These ancient shrines aren't for show and can be interacted. For example, Wayshrine is like a bigger Travel Stone and gives more benefits to everyone on activated. A Recombine Shrine and allow you to reroll unwanted loot to a new one which required a small sum of the shard to powered.
There will be 6 shrine type this patch.
Anomaly
Anomaly is the natural occurred thing that will improve the game visually, and again, they aren't just for show and will affect the gameplay by being an Aura of the sort on the area it appeared. Anomalies are region specified and will not available on other regions, some are global, however.
There will be 2 global and 2 regions specified each.
Weather and Environment
Unfortunately, the weather (Rain and others) are not coming with this patch, I haven't decided if it is time-based or area assigned, gameplay effect (like the Clear Sun and Clear Night bonus).
Overall Game Balance
Overall the game difficulty should be harder but slightly easier on low Enemy Power.
Enemy Power now affects bonus Loot Rate and Spawn Rate but have a slightly reduced stats scaling on the low enemy power.
Spell Balance
The spell now uses less AP across the board and should be complete with Art ability.
Network
I haven't tried or change to the new Steam Networking yet and will see if I should change it or use the current one and try to see if I can find a way not to crash randomly when using Steam Relay server.
QoL and Other Things
A Character and Equipment Stats, Team Preset and Vault Withdraw Loadouts as requested this patch. A better enemy name and icon and a better Mouse hover over the item and interactable text hint.
Item will automatically move to Stash when lose to reduce some confusion.
Melee hit animation now recoil backward a bit instead of a full stop. (Punching still look funny and may need to change)
Codex has been removed and will be Patch Notes instead. (I figured to better use time to make the game than to write things first)
Beta, Trailer and Game Description
There will be a Beta Testing before the game is updated to see if there will be bug, crash or some change, I'll post an announcement once it is available.
The trailer will need to be remade to reflect the new patch and will need some change on game description for a better explanation and a buzz word that reflect overall gameplay better rather than an "Action-RPG Hard Game". (Opening to suggestion)
With that said, I currently finishing on the Shrine then will start working on Anomaly and I'll release the Beta after that while working on the marketing material.
That's all for today, and thank you for reading and your support, if you have a question please ask away.
0.93.10 Crash On Travel fixed
Additional crash fix patch before 0.94.0 (May) patch! This should fix all the crash during traveling between the area by now.
Fixed Crash during Start Mission or Traveling to an area with the water when Render Quality is Medium.
Improve Render coding a bit to improve FPS.
Separate Engine Data from the executable to reduce the total game size.
Remove logging from the last patch.
You can check the game version when playing windowed mode, latest build version is 58172, online mode required the same build version.
0.93.9 Vault Item Fix
Fixed vaulted item being hidden after moved back to the vault. (This should also unhide all the current vaulted items)
Basic Difficulty now have all objective type available, but the first area will always be Capture mission type.
Cahce, Locket and Booster Stone now show an icon when available.
Fix Dampen Clip permanently reduce user stats instead of the enemy.
This should be the last patch before the May patch unless I messed up again. There's still potential crash during menu (but not yet to occur to me again) but even it is crash it shouldn't cause any loss.
You can check the game version when playing windowed mode, latest build version is 58171, online mode required the same build version.
April, Dev Check in
Hi everyone, this is my first check in to keep you in check about what am I doing and among the thing.
Last Month Summary
5 patches in that month alone for a mostly small fix about the crash and DirectX 11 problem for some player solved. It was a wild ride but I'm quite happy to be able to solve all that and make the game a lot less crashing, although Steam Connection is wonky for some player the traditional IP connection works well (minus the port forward nonsense) however, with the new Steam Connection being released while ago this might change.
Talky Talky
I'm disappointed with a number of players, low forum activity, and the minimal donation pack sale, even though I decide to make it Free to Play because I'm the new guy, solo, and released the game so late, so I want more exposure by going free with optional purchase. (which doesn't seem to work that well. Happy with all the feedback and crash report though) But right now the results sure hamper my performance as of late. But being no name and no marketing as well as being Early Access is to be expected. (But some recently released early access hit so well, but that's known devs, so yeah.)
I still have the reserve to keep the game update, though.
Upcoming Insight
I read all the feedback and try to extract all the vital information I need to improve my game (I MIGHT miss some still) and I mostly found that...
Player did not understand what to do in the game I understand before the last update it doesn't give the proper game direction, some still don't know what to do with the current patch. But no one is giving me the detail about their confusion in the 0.5 hours reviews, so I believe it's about having to activate The Harvester to start a mission. So I'm thinking about simplifying it by Automatically start objective on area entered, so, straight into the action I suppose. (No one read help screen anyways)
Player Party not setup properly The game is meant to be played with 7 party size, but I default to 3 to give the player an easier time to learn and not being overwhelmed by a number of the enemy and difficulty. So I'm thinking about force 7 party scaling or force 7 AI (no remove only replace), but I'm not sure as I don't want to limit the options.
Low number of players And focus too much on Co-op instead of AI Even though it's free to play without IAP model, player count is still a single digit, it might because of no marketing, early access (waiting?), low players effect for Co-op game (although it meant to play with AI, Co-op is a bonus), wonky Steam Connection, not stylish graphics or something else? I may have to do a few marketing in the next big update or this game will remain obscured.
Enemy Variety I've seen some complaint about the enemy model and boring boss. I have added a new enemy model as well as rework the boss fight in the next version. Enemy Models may seem random, but hey, they are elemental imitating a person. A new Boss battle now spawns in a group of multiple boss types instead, so it would suit the horde-style and provide much more challenge. Single Super Boss is still saved for the later occasion.
Low Variety on Normal Difficulty I read a complaint about no mission variety, the thing is, most of the game features (and loot) are in Standard difficulty, which player should play once they learned the game basic. Because you need to work on the objective while fighting at the same time, the Capture and Recharge mission is the easiest that's why it only available in Normal difficulty, so the player would not overwhelm much. I may have to make all the mission available on Normal or find the better way.
Area Beutyness As of now, the area is a little bit empty, especially when all barriers are gone, so I'll add more statics to the area generation, some maybe interactive too. This should provide more obstruction and some lore insight too.
Mechanic Confusion There's some confusion on stats especially Armor and not so good character stats UI (currently only show while mouse hovering), lending item automatically returns when the game end, etc, etc. I have no idea how to explain real-time while playing but I'll put them in the Codex section for now.
There's no ETA on the 0.94.0 patch, probably during May, because of things and time need to make the new trailer and some marketing. I might create the Discord channel too.
That's it, thank you for your time reading this, I'll also have to improve my writing if I could.
0.93.8 Minor Fix
Fix Salvage Crash.
Changing Player Character no longer swap with Mercenary
Vault and Borrow Item now display Cannot be Sold
Fix Can't Travel once the game is finish
Profile now save more often
Exit game no longer salvage the items
Added DirectX 9 version
Borrowed Item Glitch
Borrowed Item now have 0 weight (it will display normal weight, but won't count in weight calculate)
Stash/Vault capacity did not update when upgraded
You can check the game version when playing windowed mode, latest build version is 58170, online mode required the same build version.
You can always rollback to last older version via Steam Properties.
0.93.7 Crash on Start Fixed
A bit of loading screen improvement.
Steam Connection should be a bit more stable
Improved Music code to reduce potential crash
Reduce Character name-tag scaling on distance.
AI now change equipment during combat only
Fixed crash on start for some user (due to DirectX)
Another update to fix most of the crash and Steam connection. Especially Crash on start that some user is having and some other improvement.
You can check the game version when playing windowed mode, latest build version is 58169, online mode required the same build version.
You can always rollback to last older version via Steam Properties.
Notice
If this patch is stable enough, I'll hold the game for a month or so for a big patch. During this game, if you have a suggestion please do so. Whatever it's a new ability or other content (I'm working on Summoning Ability right now), also check the forum for some brainstorming I might post. (hint: I'm thinking about spicing up the game loop)