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Devlog #13 – We Found Some Bugs

Hey everyone.
[p]This is a bit of a smaller update this time.[/p][p]We just had Easter here in Denmark, so we’ve been a bit on holiday. But over the past few days we’ve been back at it, focusing on fixing bugs, adding a few things, and doing some balancing.[/p][h2]Bug fixes[/h2][p]First of all: thank you for all the bug reports.[/p][p]We’ve had a lot of new players recently, and with that came a lot of bugs we weren’t aware of. That’s super helpful for us.[/p][p]Some of the more annoying ones have now been fixed:[/p]
  • [p]Storage capacity not upgrading correctly[/p]
  • [p]Getting stuck during payout sequences[/p]
  • [p]Getting stuck when spamming right click[/p]
  • [p]Frog statue triggering at the wrong times[/p]
  • [p]Mushroom Cloud triggering at the wrong times[/p]
  • [p]Incorrect values shown in the “Three of a Kind” animation[/p]
[p]And a few other smaller issues.[/p][p]These were pretty frustrating bugs, so we’re really happy to get them sorted.[/p][h2]More debt-cleared rewards[/h2][p]We also ran into another problem:[/p][p]Some of you got so far into the game that we simply ran out of rewards to give you when clearing debt.[/p][p]So we’ve added a bunch of new rewards:[/p]
  • [p]ONE LUCKY DAY! – Trigger-based upgrades activate twice as often[/p]
  • [p]HELP ME OUT! – Upgrades are cheaper until the shop refreshes[/p]
  • [p]A full set of weapon-type bonuses, giving 2x value when hitting Three of a Kind with:[/p]
    • [p]Assault Rifles[/p]
    • [p]Heavies[/p]
    • [p]Melee[/p]
    • [p]Pistols[/p]
    • [p]Rifles[/p]
    • [p]Shotguns[/p]
    • [p]SMGs[/p]
    • [p]Snipers[/p]
[p]This should give you more variety and more interesting choices in the later stages of the game.[/p][h2]Balancing changes[/h2][p]We’ve also made some balancing changes, especially for the late game.[/p][h3]Late game difficulty[/h3][p]Some of you are getting very far, so we’ve increased the difficulty in the later stages a bit.[/p][h3]Crate rarity changes[/h3][p]We’ve also adjusted how crate rarity works:[/p]
  • [p]Rarity now scales slower when leveling crates[/p]
  • [p]And more importantly:[/p]
[p]Crate rarity no longer guarantees all weapons are that rarity[/p][p]Instead:[/p]
  • [p]One weapon is guaranteed to match the crate rarity[/p]
  • [p]The others can still be lower[/p]
[p]This makes higher rarity weapons:[/p]
  • [p]More rare[/p]
  • [p]But still very valuable when you get them[/p]
[h2]Why these changes?[/h2][p]We’re moving the game toward a new system:[/p][p]Fixed rarity on weapons[/p][p]This is coming very soon.[/p][p]Instead of a weapon like the UP9 existing in all rarities, each weapon will have a fixed rarity.[/p][p]So:[/p]
  • [p]A common pistol might be a UP9[/p]
  • [p]A higher rarity pistol might be an M1911[/p]
  • [p]Or a special variant like El Patron[/p]
[p]This will make rarity:[/p]
  • [p]More meaningful[/p]
  • [p]More readable[/p]
  • [p]And more exciting when you hit something rare[/p]
[p]These balance changes are preparing the game for that shift.[/p][h2]Sound & small additions[/h2][p]We also added:[/p]
  • [p]A new background scenario[/p]
  • [p]Sound for receiving diamonds[/p]
[p]Small things, but they help make the game feel better overall.[/p][h2]New weapon[/h2][p]We’ve added:[/p]
  • [p]Mosin–Nagant (Rifle)[/p]
[h2]What’s next[/h2][p]Next up is the big one:[/p][p]Fixed weapon rarity system[/p][p]This will change how weapons, rarity, and progression feel in a big way, and it ties directly into:[/p]
  • [p]Weapon variants[/p]
  • [p]The collection system[/p]
  • [p]Long-term progression[/p]
[h2]Thank you[/h2][p]Again, thank you for playing and giving feedback![/p][p]We genuinely couldn’t test the game at this level without you.[/p][p]So please keep it coming.[/p][p]See you in the Bazaar.[/p]