Hi, sorry that the English version of patch notes was not available for a while…We’ll try to keep up in the future!!
So, in this update, we changed and polished a lot of things…
It's been two months since we released the game as early access and thank you for everyone's feedback and support during this time!
In this update, in addition to the planned addition of new buildings and new identities in Swamp City, some adjustments and additions have been made to the game’s mechanics and cycles. The specific content is as follows:
New Game System (Important! Affects Blueprint Unlock mechanics)
First, introduce [Development Points], and now you will need this to unlock Park Blueprints, but not [Wish Fragments] anymore!
★ Adjusted the building technology system functions. Building technology types are divided into two categories: permanently unlocked and repeat activation.
- For Permanently unlock techs: Once it’s unlocked, it can be applied to all the same buildings, and you can get [Development Points] after unlocking one.
- For repeat activation techs: You will consume tech points when you activate them, but you can't get [Development Points] from this kind of tech.
★ Adjusted resource output and consumption related to Blueprints and building systems
- As mentioned at the beginning, "Wish Fragments" has been cancelled. And [Development Points] are needed to expand the blueprint.
★ Reconstructed the building status and optimized the situation where the stuck building cannot be entered for unknown reasons.
(If you still encounter related problems, please click "Contact Us" in the game to report the situation. Thank you!!!!! )
★Adventurers are removed from the blueprint; they are all “unlocked” now, but you will have to summon them wisely according to the essence you might need.
New Game content
★Added three new buildings in : the Periphery of Swamp City (Battle), the Historical Sites of Swamp City (Exploration), and the Fish Pond (Exploration)
★New commissions for : Exploring ruins, a bowl of hot soup, lazy soldiers, fish!...fish??, the chef and his kitchen
★Added new adventurer identity
- 5 related adventurers' wishes: Waves in the swamp, treasure map, ruins and treasures, fountain of youth, preparation for going to sea
★Added a new commission to improve the early construction experience of Wasteland Village
★New technology and the appearance of Wasteland Village have been added, and some default effects triggered by the chance of some buildings are added.
- "Wild Wasteland" The default wind and sand effect will affect adventurers' battle, and appearance upgrades, and improve PuPu work efficiency.
- "Sand Maze" The default wind and sand effect will affect adventurers' battles, appearance upgrades, drop additional building materials, and unique building effects.
- "Central Square" appearance upgrade, get extra BUFF, and improve PuPu work efficiency.
- "Street Corner" The default money-stealing effect will reduce the gold coins held by the adventurer, appearance upgrade, obtain additional BUFF, and improve PuPu work efficiency.
- "Normal House" appearance upgrade, exclusive kitten technology, adventurers rest, and additional BUFFs
- "Abandoned Mine" The default stun effect extends adventure interaction time, appearance upgrades, and drops additional materials
- "Deep in the Sand" The default ground stab effect will deal damage to the adventurer’s HP, appearance upgrade, drop additional materials, and have unique building-specific effects
- "Simple Pharmacy" The default effect will reduce a certain percentage of the hero's blood recovery effect and appearance upgrade, have a higher discount, and have unique building-specific effects.
- "Tailor Shop"&"Weapon Shop" appearance upgrade, higher discounts, and unique building-specific effects
★The building effects and technologies outside Wasteland Village have not been updated and will be updated in batches in subsequent versions.
New Interface UI and display
★Weeding
- Plants that can be cleared will have icon prompts
- The selected plant outline has a new color change
★Pay rent
- When Goblins appear, a countdown UI prompt will appear just like when a limited-time challenge is triggered.
★New player experience optimization
- New tutorial added for new players: must learn to build a path between the summoning machine and the building at the beginning.
-Click [Missing PuPu] to quickly open the list of PuPu that can be assigned.
-Click [Road can’t go through] to quickly open the road building mode.
★Manual assignment
-When assigning an adventurer to a building, the storyline related to the commission or wish in the building will now be given priority.
★Game tutorial
-Instructions for relevant in-game mechanisms have been added to the upper right corner of the game. You can check the brief introduction to some of the current game mechanics.
(Content continues to be added, and translation is still polishing!!! Feedback on related questions and information is welcome!)
Other tiny optimizations
- Added text stroke and word-jumping animations to HP consumption when Adventurers and Pupu fight.
- You can now assign missions to adventurers on the mission board.
- Adjusted the UI and prompt display related to building technology
- The pause and start of Summoning Adventurers are set to permanent display
- Optimized the display style of confirmation and cancellation related to mouse guidance in the construction function
BUG Fix
1. Display
-Optimized the animation of adventurers interacting with PuPu in some buildings
2. Logic
-Fixed the problem of incorrect pathfinding for the adventurers after moving buildings or demolishing roads.
-Fixed the issue of error reporting when deleting archived games in some cases
-Fixed some strange issues caused by removing roads when heroes return to tents or taverns.