EGW-NewsMewgenics-utvecklare avslöjar första DLC och släpper omfattande ny patch
Mewgenics-utvecklare avslöjar första DLC och släpper omfattande ny patch
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Mewgenics-utvecklare avslöjar första DLC och släpper omfattande ny patch

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As the newest Mewgenics patch 1.0.20695 rolls out to players, the creators have confirmed they are planning the first Mewgenics DLC. This is the first significant update on additional content since the game's launch earlier in the month. Tyler Glaiel, one of the developers, shared his enthusiasm for the upcoming expansion. I do think this news will excite the game's dedicated fanbase. In a public statement, Glaiel mentioned the early stages of the DLC's development.

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"Edmund and I have been discussing and mapping out what we want to do for DLC 1, and I gotta say I'm getting a little bit excited about it."

— Tyler Glaiel

The game's success created a strong foundation for future content. Mewgenics launched on Steam and quickly became the number one global top seller on the platform. The title surpassed major games like Counter-Strike 2, PUBG, and Helldivers 2. This immediate popularity led to the game recouping its entire budget within three hours of release. The game also broke a significant Steam record by reaching 115,428 concurrent players, the highest number for any roguelike game in the platform's history.

Mewgenics DLC?

Alongside DLC discussions, the development team is carefully considering player feedback, particularly regarding the user interface. When a fan asked about potential UI improvements, Glaiel explained the team's cautious approach. He noted that many suggestions do not account for the design trade-offs made during development. I see his point about the underlying complexity of seemingly simple changes.

"We're gonna be pretty careful about stuff like that because a lot of the requests are people not quite understanding the tradeoffs we had to make during dev regarding complexity. Some stuff is in the works, though."

— Tyler Glaiel

The current patch focuses on major bug fixes and quality-of-life adjustments that are less likely to create secondary problems.

MEWGENICS 1.0.20695 – Patch Notes

Mewgenics Developers Tease First DLC And Release Extensive New Patch 1

This patch is focused on major bug fixes and "easy" changes that are unlikely to cause secondary issues

QOL Changes:

  • Coin/Food/Item zoomers no longer prevent you from opening the backpack while they're animating
  • Added "Limit Framerate" to video settings.
  • "Tall" tiles now go semi-transparent when in tactical view
  • Fixed item sort order upon returning from an adventure (one of the last changes pre-release was adding sort buttons to the in-combat inventory screen and this broke how they sorted upon returning home)
  • If playing on steam deck, End Turn (Hotkey) is now bound to "Enter Key" by default instead of nothing. Should allow for some steam input config hacks for those who want to bind it to a back button easier.

Bug Fixes:

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  • Fixed Copy Cat/ Learn From Me being able to copy things other than spells in some cases
  • Fixed Tina3's Mama Maggot and Familiar Korbee not having a portrait
  • Fixed a certain very late game boss fight's summons running away when the boss died. In this particular case they weren't supposed to run
  • Fixed a few cases where an ability or passive icon in the UI would not update after being overridden by a new one (ex when using a Forbidden spell while already having 2 disorders)
  • Fixed a minor odds issue related to how Stimulation affects a parent with a class passive but not a class active
  • Fixed level spawn order to spawn static objects before familiars (This should fix a few cases where a familiar occupies a space a static object wants to be, causing it to spawn in a different place and sometimes blocking cats or enemies in)
  • Fixed Eat Rock and Rock Crusher showing a tooltip for Petrify
  • New idle animation for pet rock and pet boulder and fixed death gib
  • Fixed the way Interchange interacts with Bonus Move and Bonus Attack
  • Fixed a case where quitting after losing your last cat to a sacrifice event would cause a crash upon re-loading the save file
  • Fixed a few flickering pieces in a cutscene
  • Fixed amoebas being able to drop larger rocks partially off-map
  • fixed a very late game enemy leaving an invisible corpse
  • fixed Unscarred+ and Uncapped HP causing infinitely growing HP
  • lowered the odds of seeing a variant version of one act 3 miniboss
  • Added "texture_atlas_size" to settings file to allow for some configuration hacks for under-min-spec machines. Default is 4096. Note that lowering this will also require lowering "texture_scale_big" as well so larger textures can fit into the atlas. This will remain settings-file-only, no intent to add this to the options menu
  • Misc localisation fixes

Read also the Mewgenics review: it's a time-consuming, turn-based roguelike tactical RPG that can easily absorb over 100 hours of gameplay. The game revolves around feline characters in traditional classes like Fighter and Mage, but with a twist: skills and attributes are heavily randomized. This design forces players to constantly adapt their strategies. With a massive amount of content, new enemies, skills, and loot continue to appear even after 150 hours, encouraging repeated playthroughs to assemble the perfect team and conquer challenging bosses.

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