Scouts! 🖖
Thank you for your service. You did well protecting the base, placing the turrets, fighting the swarm, and researching new technologies. We’re here to tell you what’s going to happen NEXT. This is the end of the beginning. The new sun is rising…🌅
Nonetheless, we’re proud of the current incarnation of our beloved game. Our team never surrendered - we patiently implemented new features to Lumencraft. With every new update, we were tweaking the build. 🔧 The results are satisfying, so it’s time to make a step forward. Let’s leave Early Access together!
Don’t worry - we’ll support the game many months after the full release. 🤝
It’s time to share more info with you. For quite some time we were posting some short videos or screenshots that were not a part of the game's build. We made those assets for the upcoming mega feature, that is…
A story mode - it will debut with Lumencraft’s 1.0 release! 🕷️
The campaign will consist of 27 various missions. 🤯
That’s not all for today.
You can check out some of the content that will be released with the 1.0 version of Lumencraft NOW.
It’s available via the beta branch of the game’s build. What’s even more important - it's 99% ready but we’re still doing some polishing here and there. 🛠️
Full release will add a campaign mode with a simple story, 27 missions and meta-progression. It will introduce the main base - a hub where you will be able to upgrade your skills and technology throughout the campaign for the lumen brought from each mission.
Subsequent levels will unlock new content (e.g. new weapons, buildings, technology) and new enemies. 🕷️
How to join the beta branch:
go to your Steam Library;
right-click on Lumencraft;
select 'Properties,’ then 'Betas,’ and choose development Branch.
Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord - we highly encourage you to join in and share your feedback.
## [EA Final Preview Update] -- 2022-02-01 - VERSION = 8919
### Added
- added campaign game mode
-> includes Hub map with no monsters, for you to chill in between campaign maps
-> in Hub you can unlock upgrades that will be carried between missions
-> there is 27 campaign missions
- added more possible objectives to random maps (available in Advanced menu)
- added overclock functionality to Miner
- Editor: added repeatable events
-> they can be triggered infinite number of times, but require at least 1 instant condition
- Editor: added Scan Resources function
- Editor: added new event actions: Special Object - "Display Objective", Timer - "Stop", Generator - "Toggle"
-> using Display Objective with empty text will restore the default one
- Editor: added new event conditions: Buildings - "Power Received (instant)", Monster Nest - "Destroyed", Trigger - "Player Inside", "Enemy Inside", "Object Inside"
- Editor: added new object: Marker
-> displays a marker on minimap or on ground (like in tutorial map)
-> visibility can be toggled via events
- Editor: added new Light property: "Reveals Fog of War?"
- Editor: added new building property: "Health"
- Editor: added new Reactor property: "Enabled Screens"
- Editor: added new Monster Nest property: "Spawn Interval"
- Editor: you can now peek items of Armored Box inside a chest
- Editor: added visible countdown to Survive Time objective
- Editor: Trigger's "Object Entered" condition now has a parameter to filter object type
### Changed
- changed the user data directory. On Windows it's now %appdata%/2Dynamic/Lumencraft
- changed title screen background
- Repair gun 30 pack now costs 20 metal 5 lumen
- Repair gun stack size increased to 120
- Stands will now reduce weapon recoil
- item amount in the info label when picking up item will no longer include storages
- cancelled/failed buildings will drop resources in place instead of drone doing it
- control tooltips are now translucent and enabled by default again
- increased durability of Ash material ("frozen" lava); cooling tech is now more effective
- summary screen tooltips are now clickable
- buildings with no power show different dot color on map
- added base cost to using Lumenal Discharger, so you can no longer spam-click to avoid using Lumen
- increased Technology Orb shredding rewards. They are now based on the contained technology
- Desert Excavation map is back
-> you can still play the Tundra version from Extras menu
- Editor: opening the editor for the first time will show the help dialog
- Editor: reorganized System menu
-> added separate "Save As" button, "Save Map" now simply saves
- Editor: the scrollbar on the left panel is now always visible
- Editor: improved events appearance and added folding
- Edtior: full-black Lights are now removed on game start
- Editor: improved map file icon in file explorer
- Editor: improved layer toggle icons
- Editor: Trigger's "Object Entered" condition will now detect pickups
- Editor: Entered conditions in Trigger now only trigger at the time of entering
- Editor: Reactor "Radius" changed to "Reactor Level", to be consistent with in-game
-> old maps will still use the stored "Radius" value
- Editor: improved Gate gizmo and added same gizmo to Stone Gate
- Editor: new sprites for Teleport Plate, Stone Tablet, AI Chip, Monster Heart
### Fixed
- possibly fixed a bug where Cloud save files did not synchronize between different systems
- fixed wrong amount of resources dropped when cancelling multiple blueprints
- fixed not being able to cancel a blueprint until a drone appears
- fixed Monster Nests not attacking base after loading saved game
- fixed Stone Gate not working correctly with multiple items
- win message can no longer be specified when instant win is enabled
- fixed Workshop and Leaderboards colors not changing with preferences
- fixed potential errors when running the game for the first time
- fixed Stone Gate not taking resources from Storage Containers
- fixed not being able to close some windows with a controller
- fixed being able to exit the game while it's saving
- fixed wrong Reactor level requirement in Wall
- drilling Range Expanders will no longer push back player
- fixed Info Center not showing path if the wave is set to random, but there is single wave spawner
- fixed build menu appearing on top of pause menu
- Storage Container no longer shows Store action when full
- fixed some music problems
- fixed Monster Nests not taking critical damage
- fixed wrong save slot order after saving
- fixed difficulty prompt not appearing after closing tutorial prompt
- "Don't Ask Again" button in tutorial prompt will now properly continue
- fixed occasional audio failure for swarm enemies
- added Bedrock to map legend
- fixed Health Center not lighting up when powered
- Editor: Alt+F4 will now properly exit the game
- Editor: fixed Armored Box and Technology Orb not having "Collected" event
- Editor: fixed wave markers appearing random when there is single Wave Spawner
- Editor: fixed Monster Nest bugged when using default enemy
- Editor: fixed Timer's "Finished" event not being properly instant
- Editor: removed unsupported "Ignored by Enemies?" flag from Wall
- Editor: fixed Lumen Farm being in wrong state when fully upgraded at start
- Editor: fixed event error when there are Lumen or metal pickups on map
- Editor: multiple stacks of the same item in Stone Gate are now merged into one
- Editor: it's no longer to open already opened Stone Gate via events
- Editor: fixed "Power Received" event not working in workshops
- Editor: fixed resource stack max sizes being affected by game
- Editor: fixed game music not stopping when returning to editor
📷 Take a look at some fresh screenshots and GIFs from the story mode:
So, to sum up the good news mentioned about, here’s an OCC meme:
Follow us on Steam ⚙️, join our Discord 🎧 server and follow us on Facebook 👍 and Twitter 🐦.
Put on your dirty boots one more time - you’ve got work to do! 🔥
2Dynamic Games
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