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TEKO News

u1.2

[h3]TEKO u1.2[/h3][p]I just finished fixing all the sticker functions. All sticker types now work correctly, and they can even be retriggered. Previously, Knife/Duplicator/Retrigger stickers didn’t work at all. Now it’s possible to create builds using these playable elements.[/p]

u1.1

[h3]TEKO u1.1[/h3][p]I had some issues, especially after adding more content to the game.[/p][p]So I finally decided to fix all the duplicate cards that weren’t working.[/p][p]Forbidden cards CANNOT be duplicated.[/p][p]Some cards are now locked from being duplicated because it wouldn’t make sense to have more than one.[/p][p][/p][h3]Fixed cards:[/h3][p]potentially suspicious man, kurosawa, olga, naughty, kito, kimi, final sacrifice, greedy, idle overlord, perfection, yapa, sobriety, club sandwich, roulette, mogul, profit seeker, mortgage, tryhard, near the edge, let me cook, detachment, alchemy.[/p][h3]Locked cards:[/h3][p]empanadino, sale, cheapskate, lankvian.[/p][p][/p][p]All cards are now working.[/p]

u1.0

TEKO u1.0
[p]This is the first major patch of Teko.[/p][p][/p][h3]First, let’s review some statistics from all players:[/h3][h3]Games: 168[/h3][h3]Wins: 8[/h3][h3]Losses: 160[/h3][h3]Winrate: 4.8%[/h3][p][/p][p]TOP 5 rounds where most games were lost:[/p][p]Round 4: 42 (26%)[/p][p]Round 3: 31 (19%)[/p][p]Round 2: 22 (14%)[/p][p]Round 6: 14 (9%)[/p][p]Round 5: 10 (6%)[/p][p][/p][p]Rounds where nobody has ever lost:[/p][p]11, 17, 19, 21.[/p][p][/p][p]Average points and overkill per round:[/p][p]Round 1: 4.900 - 52%[/p][p]Round 5: 33.000 - 56%[/p][p]Round 10: 310.600 - 117%[/p][p]Round 15: 4.452.100 - 382%[/p][p]Round 20: 361.668.500 - 4.168%[/p][p]Round 21: 6.061.617.461 - 116.978%[/p][p]Round 22: 4.220.171.388 - 7.283%[/p][p][/p][p]Top 10 most used cards:[/p][p](Name: times used (Use Rate %) - Wins/Losses - Winrate %)[/p][p]Tekano: 36 (21%) - 20/16 VD - 55.6% WR[/p][p]The Vast: 32 (19%) - 5/27 VD - 15.6% WR[/p][p]Another Chance: 27 (16%) - 7/20 VD - 25.9% WR[/p][p]Trickster: 26 (15%) - 12/14 VD - 46.2% WR[/p][p]Trixi: 24 (14%) - 9/15 VD - 37.5% WR[/p][p]White Spark Legend: 22 (13%) - 2/20 VD - 9.1% WR[/p][p]Pixi: 21 (13%) - 3/18 VD - 14.3% WR[/p][p]Cheers: 20 (12%) - 2/18 VD - 10% WR[/p][p]Greedy: 20 (12%) - 1/19 VD - 5% WR[/p][p]Spittoon: 20 (12%) - 2/18 VD - 10% WR[/p][p][/p][p]Least used card: Empanadino (5 times - 0% winrate)[/p][p][/p][p]Lowest score in round 22 (WIN): 7.265.664 points[/p][p][/p][p]High score record: 47.010.607.200 (it was one of my runs, in round 21)[/p][p][/p][h2]Now... let’s talk about THE PATCH:[/h2]
  • [p] I just created an unlock system. Now you’ll be able to obtain new content through achievements.[/p]
  • [p]I made a card for each boss. To obtain them, you’ll have to defeat them.[/p]
  • [p]There are now 30 new cards.[/p]
  • [p]I CREATED THE FORBIDDEN SYSTEM. Forbidden cards will appear under specific conditions where a lot of luck is required. 1 in 1000 chances. Runs where you get this lucky will be truly epic.[/p]
  • [p]There’s also a new notification system. When you unlock something new, a pop-up will appear in the top right corner (where the money is).[/p]
[p]There are several things I still have to work on. Specifically, I don’t recommend using the consumable “Masquerade” because it’s still quite buggy. Soon I’ll focus on fixing it 100%, and then I’ll let you know it’s safe to use without worries.[/p][p][/p][h3]Extra:[/h3]
  • [p]I had to make a big nerf to the spawn rate of mods, consumables, and cards. I hadn’t realized it before, but after playing so many matches my conclusion is that I had set the percentages incorrectly.[/p]
  • [p]I fixed some Codex issues. It will now correctly display the cards that are locked, and the user will also be able to see what’s needed to unlock them.[/p]
  • [p]I fixed the packs exploit. Previously, it was possible to obtain infinite cards by opening a specific pack.[/p]
  • [p]I fixed the annoying bug where you couldn’t acquire new cards even if there were available slots.[/p]
  • [p]I fixed a very unfair bug that took away mana after fighting certain bosses.[/p]
  • [p]Apparently, I fixed the “efficiency” system of the cookies tray. I’ll keep an eye on it in case anything goes wrong.[/p]
  • [p]I corrected several poorly written card descriptions where terms were being confused.[/p][p][/p]
[p]These last few days were pretty tough for me. However, I didn’t expect to be able to work this much. In the end, I made it. I take advantage of every free minute I have to do something for my game. I AM FULLY DETERMINED TO CREATE A GREAT DECKBUILDER ROGUELIKE.[/p][p]I’ll keep going like this. Thanks for the support. Remember that I’m always on Discord answering questions and reading feedback. I also welcome interesting ideas. I’m active; if I’m absent, it’s because I’m working too much or I had problems.[/p]

u0.5

[h3]TEKO u0.5[/h3][p]I've focused on the aesthetics and the essential mechanics so that the game runs as best as possible, I think it's a good decision, since the content is very easy to make and can wait, on the other hand there are important features that must be refined as soon as possible.[/p][p]I'm really looking forward to releasing the first demo and other versions for other sites, and it's necessary for me to strive to finish the basics of the game. I already have a small private roadmap of improvements and fixes, so I will follow it so I rush the changes WHILE I TRY TO IMPLEMENT NEW CONTENT![/p][p][/p][p]These are the notes for the current patch. I have worked on various matters:[/p][p]New play speed system: the longer it takes for the cards and mods to score, the more the time will accelerate. This way, having many items will not make each play take too long. It's more aesthetic and practical.[/p][p]Created a new sound system where they progressively get higher-pitched, for example, when selecting chips or when making them score.[/p][p]Now the mods and the cards have different sounds.[/p][p]Now the cards and mods that are triggered at the start of a round have sound (for example, Blanket or White Spark Legend).[/p][p]Now the trigger sounds don't play at the same time (before, the gain of the sound effects was multiplied if there were 2 or more items that acted at the same time).[/p][p]Now it's possible to select all the cards quickly without releasing the left click. To do it, you just have to press a card and hold the click and hover over other cards.[/p][p]Improved the visualization of the Pocket. Now you can see which cards are currently in your hand (they will appear with a yellow glow).[/p][p]New indicator of how much each special combo multiplies, for example: "TRIXI (x3.00)".[/p][p]Nerf to the special combos system, now every time a special combo is played, its multiplication value decreases by 0.5, for example, the first time you play trixi you will do x3 and the second time x2.5. Each combo has its own counter, so the strategy to maximize the score will be to do all the combos instead of spamming just one. Minimum possible: Trixi/Trihostel: x1.25; Tekano: x1.5; Teko: x2.[/p][p]Now you can see the Codex from the settings screen in the middle of a run. It's no longer necessary to be in the main menu.[/p][p]Fixed a crash that happened when putting 3 consumables in the blender.[/p][p]Fixed a bug where having more than 1 Cheers Cards made the duplicated cards not work correctly.[/p]

u0.4

[h3]TEKO u0.4[/h3][p]I've just created the CODEX! Here you will be able to see all the available items to obtain in the game, ordered by rarity and with all their available descriptions. This is the most important change of the patch.[/p][p]Space Time Jump fixed. This card now triggers a random chip 2 extra times each turn. The player is enabled to have more than one Space Time Jump, and it will work well anyway.[/p][p]Now the Rebirth Card works correctly, it always stacks the extra base on each chip, and it's possible to accumulate more than one Rebirth Card.[/p][p]Something similar was happening with Cheers Card, now it can be duplicated without any problem. I'll be attentive to similar failed interactions, I know that many cards don't work when duplicated.[/p][p]Hair Tonic and Green Tube Power fixed. They no longer remove a higher percentage than expected.[/p][p]Alchemy Card no longer generates an unexpected crash when generating a consumable.[/p][p]I also made some small changes to the text and localization system: I fixed the texts for the 'symmetry' and 'asymmetry' cards, the colors in the tooltips for consumables, relics, and mods were fixed, now the tooltip texts can have commas inside them, also the descriptions of mods that are equipped on cards are now displayed correctly. As an addition, the color of the floating text for special combos will now be red. The names of the bosses will also be this color.[/p]