4.1.2
- Fixed Oily Pocket. Previously, animations became very strange when exceeding 15 chips in hand. Now it's much better. Some animations may still need improvement, but overall it looks good: it creates 2 rows, and although the chips appear smaller, it's functional.
- Promoted Card can no longer upgrade the rarity of unsellable cards. Additionally, when it upgrades a rare card that has a Pro Mod equipped, it will now automatically unequip it.
- When exiting a run and entering again, the red Overkill text will continue to appear.
- The same has been fixed for tube/tray/pillbox efficiencies. They should now save correctly.
- The “Current: ...” text now appears for Yapa Card in the Memory screen.
- Added maximum efficiency for colored tubes (8) and multicolor tubes (5). For Magic Pocket it's 6 and 4.
- Added a tooltip showing the maximum efficiency for tubes.
- Fixed a tutorial softlock that occurred when selecting chips.
- Fixed Forbidden Cards appearance bug. It should now correctly unlock a Card slot and not destroy a card if it's unbreakable when there isn't enough space. This is still under review, but it should work better now.
- After adding a new slot to a Supreme/Epic Card, when selecting a Pro Mod the glow now appears correctly indicating that the card can equip it.
- Improved floating texts (texts that appear during scoring above the base and multi preview above the selected chips):
- (1) Stacked Pink Tube floating texts (x1.5) (more than one with Last Drink Card) now reset their position instead of appearing higher each time.
- (2) When two texts like xmulti and +multi (such as with Promoted Card) appear at the same time, they no longer overlap.
- (3) Improved floating text animations, alignment, and speed.
- (4) Improved floating text opacity; they now take longer before starting to fade.
- BUFF: +35% chance for high-rarity items in Endless Mode.
- Checked the Steam achievements system. I can continue adding in-game achievements beyond Steam's limit without causing crashes or needing to hardcode each achievement separately or implement a new system. If there's an in-game achievement that doesn't exist on Steam, nothing happens. This is good news, since it'll make it easier to add more than 100 achievements/unlockables even though Steam only allows 100 (for now, since the game needs to sell a certain number of units to unlock unlimited achievements on Steam). I won't stop creating new content. If you have achievement ideas, feel free to share them on Discord. Any crazy achievement could become real and even reward something unlockable.
That's all.
Remember: the game was released exactly 3 days ago, and until then only I had tested it for 6 months. I ask for your patience, and if you find a problem, please help by reporting it. I know it's annoying, but it's the only way to move forward faster. Sooner or later I discover every bug myself, but if someone finds it before me it helps speed up the process a lot. So far nobody has complained (even though some people have lost runs because of certain issues), so I appreciate the trust.
I also want you to know something else. I've seen that some runs are very hard to win. I'm aware of it and I'll soon make some adjustments to make them easier. However, if I see that in the future the win rate becomes too high, I'll do the opposite. I'll look for balance without fear of —ironically— unbalancing the game.
Please don't forget to join the Discord, or report issues in Discussions (the Steam forum section).
Also, I invite you to check the WIKI. If something is missing in the rules section, you can ask me to review/add things. I want all the game's rules to be clear.