
We’re happy to announce Super Cane Magic Zero Early Acces 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
[quote]
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)[/quote]
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
[ 2016-06-22 21:42:37 CET ] [ Original post ]