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It's a bit weird to release a Christmas update after Christmas, but here it is anyway!
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Engine
Greetings! As some of you might know, Gelatine is made with Godot engine. This year, a new version of the engine was released - Godot 4 - and the game is currently being ported from old-fashioned Godot 3 to all-new Godot 4. In the end, this should result in better performance and easier mod support in the future. However, it's a long process that can introduce new issues. At this time, engine migration is mostly done, but the game hasn't been tested thoroughly enough to push it live. So, the switch to Godot 4 will happen together with the next content update, after doing more testing and ensuring that everything works. For now, the Godot 4 version of the game is available in the "dev-latest" branch of the game, which you can select in game settings (if for some reason you want to check it out).
This patch contains a few small improvements to the game's overall feel.
[previewyoutube=jaCh5t-pEFI;full][/previewyoutube]
First of all, a small announcement: from this point, the game is shifting from weekly updates to monthly.
The amount of work going into the game will stay the same, but the updates themselves are getting larger in scope and take more time to complete, which makes a weekly schedule way too restrictive.
Starting next month, a new major update will be released at the end of every month.
Moving on to this week's update!
Smart cursor changes
From now on, every boss in the game will have three separate achievements: 1. Defeat the boss on any difficulty 2. Defeat the boss on Challenging difficulty 3. Defeat the boss on Challenging difficulty without taking any damage This should reward players for challenging themselves and potentially give the game a slightly higher replay value. The new achievements have already been added for all existing bosses, and this pattern will continue for future boss fights.
This patch consists mostly of boring quality-of-life changes. And one new learnable talent.
Decomposer's attack patterns have been noticeably changed, hopefully making the fight more engaging and fun.
The Frostfire Pineapple experience has been improved as well.
Its dungeon now consists of a single room with a summoning altar, without any of the unnecessary extra rooms.
The pineapplemental's attack patterns have been changed as well, and are a bit more interesting than before.
The boss has a 100% chance to drop an accessory called "A bottle of ice and fire", which summons a miniature version of itself.
On another note, a very subtle bloom effect has been added to the game.
The colors should be a bit more vibrant and smooth, the dark environments will be slightly less dark, and light sources will be more effective at providing light.
And lastly, combat abilities have been balanced to be more or less equally viable.
All three base abilities can be unlocked before fighting any boss, and all "secondary attacks" require defeating the Metal Core.
Since Slime spear and Flamethrower are harder to use and have a higher skill ceiling, these skills will have a higher damage output when used correctly - but the slimethrower is still a perfectly viable option if that's your cup of tea.
Today's weekly patch is dedicated to new ways to mine ores - with explosives!
Explosive charge is the basic ingredient for all explosives.
It can be bought from the Merchant, or crafted by the Engineer using sand and molten ingots.
The most exciting thing to craft is the bomb launcher, craftable right after defeating the Metal Core.
This fearsome weapon will use explosive charges as ammo, firing small bombs that will stick to surfaces and can be detonated by pressing the "secondary fire" button (or they will detonate automatically after 6 seconds).
Another thing that you can craft are explosive blocks, the same ones that you can randomly encounter underground.
Activating explosive blocks by hand might be a bit tedious, but after you defeat the Decomposer, you can craft a wireless detonator to do so remotely!
The device will detonate not only the bombs placed by you, but also the ones that were originally generated underground!
Backpack size has been increased from 28 slots to 36, since the current size feels a bit too small for the number of items in the game.
At some point I'm going to add a way to increase it even further.
And finally, lamp blocks have been changed and they now (subjectively) look better than before.
And some minor things:
Talent tree changes (Again?!)
The ability tree has been reorganized once again!
In addition to that, learning most abilities no longer requires any items - just the talent points.
The only nodes that still require items, are special "gateway" nodes that exist solely to lock certain upgrades behind killing certain bosses.
Hopefully the structure of the skill tree will now be more intuitive and more logical.
Corrosive Slime rework
The "Corrosive slime" ability has been completely reworked into a combat ability called Slimethrower.
It seemed to work well as a starting ability, so that's what it now is - with more complex abilties being unlocked later.
(if you have already unlocked the later abilities, they will stay unlocked - no need to worry about that!)
This ability also has an optional upgrade that lets you deal twice the damage by using your health as a resource.
Glider rework
The Portable glider accessory has been removed, and instead turned into a learnable perk in the talent tree.
Since there are now less accessory slots, other accessories will inevitably be more optimal than the glider, making it a tough choice between fun and optimization.
With this change, you can have both!
Flamethrower tuning
The Flamethrower ability now has a longer reach (as this was an issue on some boss fights), and the beam of fire was made slightly thinner, so that it doesn't block your view as much.
Alchemist's charm
This new accessory can be crafted by the Alchemist, and it might be useful if you rely on using potions often.
Bug fixes
Most items in the game will now have a monetary value, and can be sold to the Merchant if you ever feel like some of your items are no longer useful.
In order to summon the Merchant, you will need to build a new village improvement - Trading post.
The Merchant's inventory is still very modest, but they do sell two notable items - flower seeds and a sickle, providing a way to consistently farm herbs for making potions.
Gardening in Gelatine has a bit of action sprinkled on top. Launch a handful of seeds in the air and make sure they don't land on your head - that hurts!
Seeds that land on grass will grow instantly - there's no downtime before harvesting your herbs.
You can then use the sickle to efficiently harvest all plants.
P.S.: The number of accessory slots has been reduced from 7 to 5.
To get started with alchemy, you'll first need to build the Alchemy table that summons the alchemist NPC:
Before herbs can be used in potion-making, they need to be ground up into a herb mix using a herb grinder, crafted by the alchemist using a small amount of wood.
Grinding herbs is a tedious process that involves manually turning the handle. If only we had the technology to automate this process...
In fact, we can!
After defeating the Metal Core, you can use one of its energy cores to power the electric herb grinder.
You can then use the herb mix to craft some potions!
Four potions are currently in the game, with more to be added in future updates.
Slightly improved questing experience
The Decomposer
Replaceable tiles
New learnable ability: Heal
The development is going a bit slower than I'd hoped due to very lengthy power outages caused by the destroyed power infrastructure :( The next few weekly patches will probably be relatively minor until the situation improves. New movement ability: Tornado smash
Fixing some things that I forgot to do before pushing the patch live. - Turned multithreading back on (It was turned off for debug purposes, causing the FPS to absolutely tank) - Slightly modified the talent tree, reducing the number of initial options to just three (Way too many options were being offered right from the start, which is likely to confuse new players) - Fixed a dungeon-related issue where the small area in the lower-right corner of the room was not being loaded
New ability: Slime whip
Initially, the only way to obtain the summon item for the Storm Elemental boss was by exploring the ice dungeon. Problem is, the ice dungeon is very easy to miss, causing the player to miss out on a whole boss fight. This hotfix is aimed at fixing exactly that.
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