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Super Cane Magic ZERO News

Early Access Update 17



We’re happy to announce Super Cane Magic ZERO Early Access Update 17!
Let’s see what’s new:

https://youtu.be/TPgfmX4J-2o

Sell items

You can now sell items to vendors! We added vendor characters in every shop, so now you can convert the items you don't’ use in precious salami!



Respec

Some characters will be able to reset your belief points

Level Cap +20

We increased the level cap by 20 levels. You can now reach level 50 and gain access to 2 new belief trees!

Game Hub

After completing the tutorial, you will be able to access a new level with some interesting features:
  • Permanent Shop to buy and sell gear
  • The Belief Respec Specialist
  • Playable characters unlock
  • “Elite Dungeon” Level




Balance and content

  • Enemy spawn groups reworked to be more varied and challenging
  • Enemy damage reduced roughly by 20% al lower levels
  • Ranged enemy movement speed increased by 30%
  • Small Enemy Stun Resistance increased by 50%
  • Medium Enemy Stun Resistance increased by 30%
  • Large Enemy health received a small buff
  • Stun inflicted by throwing enemies against other enemies reduced by 40%, it should now be harder to chain stun enemy groups
  • Spring mana cost on use has been reduced
  • Added new enemy: Lizard Man Axe Thrower
  • Added a new room to the “Hills” Tileset
  • Health and damage from eating items has been reduced approximately by 40%
  • Doubled warning time for enemy attacks
  • Mini-stuns on enemies after a successful weapon hit have been slightly increased
  • Reworked audio




Changes and Bugfixes:

  • Story dialog status is now saved
  • Fixed a bug that caused unspent belief points warning being shown in the arena
  • Fixed collider on stairs borders that were causing glitchy movement
  • Changed the threshold for falling down from higher places to be more forgiving
  • Removed “Unlockables” menu. Playable characters can now be unlocked in the Hub
  • Solved a bug that made random generation sometimes fail at being random
Backers’ Rewards

  • All characters have been completed. Some are coming with this patch and the others will be released in future updates
  • Backer Items and Credits will be coming in the next patches


HOTFIX 17.02


  • Fixed a bug that prevented detect hidden stat from working
  • Fixed broken texture in a defesive buff
  • Fixed a bug that prevented item mana usage and base damage to be shown while being stored in the inventory
  • Fixed a bug that prevented the rumble sound of pressure plates from stopping
  • Fixed a bug with doors making no sound when opening and closing
  • Fixad a bug that made world map nodes appear horizontally stretched
  • Fixed fixed trap damage Not Scaling with stage tier
  • Poison damage: 1.5%HP per tick but duration increased from 10 to 20 secs
  • On-Fire Damage: increased from 2.5%HP per tick to 4%HP per tick. Duration is still 4 seconds
  • Fixed wrong lighting in world map

Early Access Update 16



We’re happy to announce Super Cane Magic ZERO Early Access Update 16!
Let’s see what’s new!

https://youtu.be/V94QrvnZPcU

Leveling system and squad progression

We have built a team progression system that allows you to gain levels defeating enemies. Each new level grants a point that can be used in the Belief system. Just like the inventory, the levels and the upgrades are shared among all the team members.



Belief system and upgrade trees
To access the Belief system, press “B” on the keyboard. If you are using a controller press Y (or Triangle) and browse the interfaces with RT/LT (R2/L2)


Much of the story will be based on what characters believe to be true, and the consequences of these silly delusions. To make the game a memorable experience, such an aspect could not have been kept apart from the game mechanics. For this reason we decided to integrate the Belief system with a core element such as the characters progression.

Each different belief is connected to a unique upgrade tree. These beliefs are also divided in two subjects each, and those can be parallel or opposite to each other.
If the subjects are parallel, you can acquire the upgrades of both, without limitations. If they are opposite you have to choose carefully which one to take, as unlocking the first point in one will block the other one.



Currently, in challenge mode, beliefs are automatically unlocked when reaching specific level milestones. In the future, with the release of story mode, beliefs will have to be unlocked exploring the world of WOTF and completing missions. The complete Belief System includes dozens of different icons, 32 unique abilities, 7 upgrade trees for a total of over 90 perks and talents.

In this update you will have access to the first two beliefs and 20 levels. More levels and trees will be released as we progress with the game development. We are trying to keep the whole thing spoiler free but the closer we get to the story release the harder it will become.

Adaptive game world

The game difficulty now is self adapting, as it grows by 1 Tier each 6 player levels. Difficulty tier influences enemy damage, health and abilities, as well as loot power. This will keep the game challenging and rewarding.

Guests from the Internet and the Real World!

We added several new treats to the current version of the game.
From time to time you will encounter a giant version of the comic book artist Daw and his ninjas instead of the usual bosses. A smaller version of him can also be unlocked as a new playable character with unique passive and special abilities. Rumors have it that he also hid the Mysterious Japanese Duck somewhere.



But it’s not over! If you are lucky you can also meet the dubber/youtuber Ludo Thorn around the world… watch out! He sure knows how to drop the mic!



Map upgrade

Working on environments for the story mode we understood that our map system was too simple. Big areas where really hard to navigate with no reference except external walls. Now the map and the minimap show ground height levels with grayscale and areas occupied by different liquids with specific colors. Keeping track of your position in the dungeon should be way easier now.



Item sets

In order to make treasures aven more interesting, we added item sets that grant unique abilities or powerups if a character is wearing all the pieces of one or more sets. For now there are 4 sets in the game, some more rare than the others, but more will be added in future patches. Sets are secret and have to be discovered, happy hunting!



Item Traits system upgraded

Traits assigned to usable items are now split into two categories: offensive and defensive. Items that affect only enemies will be granted offensive traits and items that affect only friends will be granted only defensive traits. Items that affect both, or some particular items, will have access to both types of Traits. Currently we have a very limited number of Traits in these categories, but more will come soon.

Classes and Combat Power

Playable characters are now divided into classes that define their starting stats. Moreover, class changes how combat power is converted to warriorness, rogueness and wizardness. Combat power is a new character stat.
Currently the character’s class is shown in the inventory screen.

For each 100 points of combat power
  • Warrior: 5 points of warriorness, 2,5 points of rogueness , 1 points of wizardness
  • Rogue: 2 points of warriorness, 5 points of rogueness , 1,5 points of wizardness
  • Wizard: 1,5 points of warriorness, 2 points of rogueness , 5 points of wizardness


Balloons

Characters and enemies can now express their ideas with funny balloons.
Don’t get mad if enemies make fun of you!



New visual effects

We added many new visual effects for basic interactions, explosions, movement and abilities old and new.



Other content and interfaces
  • Added more variety to weapons in the tutorial level to allow trying different playing styles from the beginning
  • All non-magic bullets have now a colored outline effect that makes them more visible
  • 9 new equippable items
  • 1 new trait for defensive items: “shielding”
  • Flying texts are now smaller and less oblique
  • Dialogs now show the names of the speakers
  • Character status screen has been upgraded
  • Using the controller is now possible to access all in game interfaces by pressing Y/Triangle. Navigating through all the interfaces can be done by using RT/LT (R2/L2).


Balance and tweaks
  • DoT can no longer deal a critical hit
  • Reduced stun amount on players


Optimization and bugfixes
  • Fixed a bug on dog biscuits calculation at the end of levels
  • Some fixes in the AI

Early Access Update 15


Update 15 is a tecnical update that addresses important issues with controllers an game balace. We also added more items suggested by backers.

Improved controller support
  • We redesigned and re-implemented how we handle control settings and controllers. Most of the controllers on the market are now working properly
  • Keyboard and Mouse control configuration interface has been redesigned
  • Character selection interface has been improved
  • [Windows Only] Added controller vibration to some in-game events. Vibration can be turned off in the game options menu


Improved difficulty settings
  • Difficulty settings now also affect damage taken and loot dropped
  • Standard difficuly has not been modified, but you should now find a bigger difference between difficulty tiers.
    Hard mode should be much more challenging with improved loot drops, easy mode should be significantly easier, with slightly worse loot.
  • Difficulty settings can be changed at the creation of a new savagame, or any time in the world map
  • It's no longer possible to access the difficulty settings during a mission


EASY
Unlimited lives
80% Damage taken
70% Loot Quality

NORMAL
2 lives per Active Player
100% Damage taken
100% Loot Quality

HARD
2 lives per Active Player
110% Damage taken
110% Loot Quality

PARTY HARD
0 lives per Active Player
120% Damage taken
130% Loot Quality

Balance and Fixes
  • Character names have been transalted in English!
  • Friendly Fire damage has been reduced from 50% to 30%
  • Weapon attacks no longer hit your allies, throwable items and other effects still damage your friends
  • Game interfaces and tutorials should now suggest the correct buttons based on the actual controls you are using for Player 1
  • Fixed a bug that caused errors at the end of some arena matches
  • Minor optimizations


New Items (Backer Rewards)

We added some backer rewards! More coming in future updates!

Early Access Update 14.02



Balance
  • Chests properly spawn gear during arena matches.
  • Max lives per level is now 2x number of active players
  • Every in-game shop now has a special stand that spawns better quality items
  • Updated stats available to weapons and tools to have better Affix distribution. This could have made some items obsolete
  • Added one extra level to "Totemland" and "Two Rocks"
  • Mariangiongiangela's "Buon Appetito!" mana cost decreased from 40 to 35
  • Fixed a bug that caused the game to grant twice the health when eating items
  • Item cost rebalanced


Interface / controls
  • Added a visual feedback displayed on the character when items or special abilities consume mana
  • The minimap now displays a blinking feedback when a new room becomes accessible in a dungeon
  • Tweaked arena user interface, score points now have dark background and should be more readable
  • Added "hide GUI" command (F11)
  • Added "Show FPS" command (F10)
  • Opening the inventory and map interfaces in co-op games now requires to hold the proper button for a fraction of a second. This avoids the unintentional distruption of the game flow that happened when players accidentally pressed the map/inventory commands
  • Changed inventory navigation controls. Follow on screen hints
  • Added a visual feedback when purchasing items from shops or dispensers
  • Added a visual feedback when it's impossible to purchase something because the player has not enough salami
  • Player health bars now display a different color based on the amount of health the character has left
  • Gear is now highligted in-game by a colored effect that displays it's rarity
  • Item description now displays stats and traits coming from Affixes in a different color
  • Added a 0.7s forced delay between the end of a dialog and any next interaction. This stops users from accidentally opening an endless chain of dialogs


Fixes
  • Fixed a bug that prevented the item name tooltips from being displayed when interacting with an object on a pedestal
  • Fixed a bug that caused the game to crash if F12 was used to take a screenshot
  • Fixes few typos here and there
  • Fixed a bug that crashed some AIs if their target died
  • Fixed a bug that was preventing item pick-up if the inventory was full but a viable character slot was available
  • Fixed a bug that prevented to equip an item when inventory was full
  • Fixed a bug that caused enemy health bars to remain visible after a game ended
  • Fixed a bug that caused purchased items to require another purchase to be picked up again if dropeed to the ground
  • Several game code optimizations