Here is the v0.7.4 update, lot of small fixes. But also significant performance improvement thanks to a unity update ; hightlight of all the depots in range when you build something ; and a useless but nice "follow cam" on vehicles.
Plan B - v0.7.4 build 807
Improvements: - When building an item, hightlight depots that have this item in their range - Follow cam on vehicles - Updated unity to last LTS version (2022.3.16f1) - better performances - Improved road building when owning only part of the road length (show the buildable part in green, and build it) - Switch to physical keyboard inputs (it could break some custom bindings) - Building destruction fx - Straighters roads on build - Items icons in color
Balance & tuning: - Modified some item colors in zoomed out view
Bugs fix: - Fixed remove stop in pause - Fixed speed x5 tooltip - Fixed road count feedback at build if building over existing road - Fixed UI bug on some UI scale - Fixed objective text size - Improved city renaming - Fixed waste disposal "full" indication - Fixed shining roads
Minor: - Update of Pumping Station model and anim - Warning if too many vehicles - Simple endgame message - Allow more characters in planets names - Fixed default view after loading - Fixed buildings small containers slot arrows directions - Upate localisation from crowdin
Over the past few months, a significant effort has been directed towards making every aspect of Numb coherent and cohesive. It's been a journey of meticulously crafting the art style, ensuring it not only creates the right atmosphere but also aligns seamlessly with the gameplay.
A key aspect of this endeavor was the implementation of dithering, a technique used to create texture and gradients in pixel art. The choice was not just for its aesthetic appeal but also for its ability to subtly conceal elements beyond the player's immediate reach, enhancing the game's mysterious and immersive environment.
The game's menu underwent a comprehensive overhaul. I redesigned each tab to be stylistically consistent and to accommodate the final system features that were in development. This was an essential step in ensuring that every element of the game felt integrated and intuitive to the player.
I've also reorganized the game elements to ensure clarity and sharpness, but only when the player is in close proximity to them. This approach adds a layer of depth and discovery, encouraging players to explore and interact closely with the game world.
In non-development-related news, some publishers have shown interest in Numb. I'm currently discussing a couple of potential deals, which could help in increasing Numb's marketing reach - discoverability is a real pain in the a** for any indie dev without a budget.
If you want to help, consider following Numb on social media and spreading the news to any moody friend of yours looking to make their day worse by playing Numb.
Following a successful beta test launch yesterday, we continue to roll out major news and improvements as we gear up for the official release of Boxes.
š®Our demo has been updated.
The demo now features completely new content and lets players experience the beginning of the game. Stay tuned for more updates as we approach the big day!
š Boxes: Lost Fragments comes out on February 1st, 2024.
Hello folks, Here's a little bugfix-update for you!
Vampire gender was wrong
Expert points for vampire was overwritten with 0
sometimes some notes in Bradfordshirestreet could not be found (please continue to let us know if this is still the case)
the game now sends us an automatic error report when a save file readout error occurs. This helps us to find out the possible causes of errors when save files are lost
We have reactivated the Steam cloud. There have been issues in the past where players have lost their saves files. You can activate or deactivate the Steam Cloud by right-clicking on MetaPhysical on Steam under "General". If you have problems with your save file or have lost it, please open a ticket on our Discord server with the command "/ticket". Alternatively, you can also send an e-mail to support@metaphysicalgame.com.
We apologize for any inconvenience and thank you for your understanding.
The main focus of recent updates was on improving the economic aspect of both passenger and freight transportation. A lot of work was done on streamlining train creation and editing processes. The Research section got a big update, a softer transition between eras was introduced. Several important tools were added as well, two new maps were introduced, and some visual improvements were made. Here is an overview of the changes since the last announcement.
New stuff:
One-time contracts are now displayed on the map
Added ability to change one-way rail direction during station or depot during construction/edit
Added zero start for economy data logs
Added data selection slider instead of only showing the last quarter
Added data time scale for company-related graphs
Transfer passengers have boarding priority
Passenger loading is made proportional to waiting amounts
Added "Mouse movement" option to enable/disable camera movement by mouse
Unlockable locomotives and wagons have an availability duration
Research points amount is limited to current era max usable points
Updated train Power-to-weight labels
Added an error icon when the wagon count is too low
Added bridge limitations icons
Added auto wait time option for passenger and freight trains
Added error when construction is out of map bounds
Added ability to remove multiple signals at once
Added colors to boxcars, cisterns, and closed hoppers based on the carrying cargo
Added icon for regional passengers
Maps:
Riverrun is a small (33 X 33 km) map that represents a valley with a river in the middle with mostly agricultural industries.
Pluma Island is a medium size (131 X 131 km) map. The island is elongated and uses only a fraction of available space which introduces challenges in expansion. Industries are leaning toward machinery and heavy industries.
Fixes:
The "Show route" button is inactive when cannot be used
The train will not load if the next station on the route is the same as the current one
The signal 3D model size increased and the position adjusted
Fixed train balance log saving
Fixed passenger station collision model
Fixed Leather production facility not appearing
Fixed research point display
Fixed route updated on wagons change (stop/start positions were not updated)
Fixed next-stop display on save load
Fixed block-lock calculation algorithm (sometimes it triggered in wrong cases)
Fixed unpause during train error (was locked)
Fixed incorrect industry growth
Fixed one-time contracts breaking
Fixed depot price calculation
Fixed incorrect train "Route profit" label value
Fixed absent passenger transfer between stations in some cases
Fixed passengers not being picked up at the station
Fixed regional passengers not wanting to board if the next station is not the destination while the destination is present in the route
Fixed one-time contracts not activating
Fixed cash level going off the bar in the taxes panel
Fixed economy graph columns not aligning
Fixed incorrect error order when a train is severely underpowered
Fixed load upload station options behavior
Updated tractor cargo model
Fixed load/unload options not working in some circumstances
Fixed station load/unload when the route has multiple stations connected to one city
Fixed reputation exploit when multiple regions could be opened when time is paused
Fixed train blocking another train from behind on some occasions
Fixed incorrect signal position
Fixed Alco PA model
Fixed boxcar wagon model
Fixed error on rail deletion in some cases
Fixed the waypoint setting button not being accessible in some cases
Fixed trains waiting indefinitely in auto-wait mode
Fixed freezing on route update in some instances
Currently, I am working on the locomotives expansion list and I started to plan the next big update.
At this point, it looks like it will be more about new features and capabilities related to cities. Also, I would like to develop a majority of tools that are needed for the introduction of realistic maps. Another aspect is visual fidelity, especially biome variety. I want to add more assets that would improve visual quality. This does not mean style changes but rather a more diverse look with less amount of repeating assets. These plans are subject to change. I will keep you informed.
Big thanks to all of you. I am very grateful for your feedback and support.
Cast time delay has been reduced (code has been optimized to shave off a small delay when casting card that would cause card plays to be slightly delayed by a few frames compared to 1.0).
Feedback: Mana is now removed upon playing cards, (and not when they are summoned/cast), and visual feedback is snappier, which makes playing cards feel more responsive.
Tronveir bug fixes and balance changes
Fixed a bug where player was not always allowed to play Runestones in opponentās area.
Balance Changes:
Ancestor (summoned by Rune of Ancestry):
Health 150 > 100
Damage 50 > 45 NOTE: the description on Runeshaper has not changed, meaning wrong information will displayed here until patch 2.1
Runic Empowerment (perk 2)
Frost Shield max health 300 > 200
Wind Rune damage 100 > 50
Wyrd Stone now correctly has Taunt.
Wyrd Stone now correctly deals damage (Same as Wind Rune)
It should no longer be possible to queue up for Premade with 2 identical Masters.
Bearvalanche now correctly slows enemies.
Fixed an issue with Slow buff where minions would become a little too slow.
Fixed an issue where Wreckinator would stop moving after using its āSlam ān Bamā attack.
Siege Imperator Ruby can once again hit enemy master towers, and she should no longer ignore certain units.
Fixed several cases where Abilities would be become unusable if owner was raised by Mordarās Tombstone.
Fixed an issue that would calculate Shroomama Shumiās health wrong after she splits.
Visuals
S1ege Br3aker MKII had its VFX restored
S1ege Br3akerās Piloted ability no longer creates a pod that remains indefinitely on the playfield.
Spirit Mancerās VFX is back.
Fixed H3LLFIREās VFX.
Frostbearerās Frozen Aura is back. Brrrrrrā¦
Fixed several skins that would glitch under certain conditions.
Fixed an issue where LOD (level of detail) would not update when changing graphics quality
Achievements
All Achievements should now be completable.
Fixed a crash issue when claiming some achievements.
Quality of Life
Players Emote Starting set is now occupied by the basic set of emotes as intended instead of being empty.
General Bugs
Fixed a bug that would cause a āsomething went wrongā prompt when matchmaking against a muted player.
Fixed several issues when playing premade that would cause it to end unexpectedly.
Fixed an issue where opening rewards from Battle Passes would fail. (no rewards have been lost, but players have failed to claim them).
Audio
Reduced sound clipping overall in the game (meaning one sound playing over another).
Cleaned up some of C-Sarās announcements, as he would sometimes say things out of context.
Changed the sound that plays when entering battle menu (as it was the same as āmatch foundā sound).
Fixed an issue where audio would play when quitting game even though it had been disabled.
Troubadour is now once again playing his bagpipe beautifully.
Deck Collection
Fixed an issue where deck name would be called āNullā
Decks in Collection menu is paginated instead of being a scroll list, to make it easier to keep track of decks.
Menus
Fixed an issue where avatars were not rendered correctly when selected (showing as a white circle)
Fixed several areas where text was misaligned or misplaced
Fixed various layouting issues across several menus.
Fixed an issue where player widget can be opened while already opened, having it move around the screen
Fixed an issue where a locked arena would still be selectable, but not appear in-game.
Fixed how several text labels are shown in the UI
Chinese localization: fixed several characters where they would display as an error glyph.
Loading guilds list still takes a while, but a loading spinner was added.
Fixed an issue that would cause several menu items to flicker when interacting with them.
Fixed an issue that miscalculated glory on the leaderboards.
Made version number information at the bottom of menu shorter.
Unlock conditions of Avatars are made more clear.
Emote wheel resized to be more appropriate for PC.
Picking a locked arena and switching back would sometimes not select the right arena.
Fixed a few cases where the Back Button would not work.
Fixed issues of several cards where keyword explanation would fail to work.
Fixed an issue where the EULA would pop up each time a player logs in.
Adventure
Fixed several string issues.
Moved the disclaimer that a player can only claim rewards from the adventure to earlier in the flow so all players have a chance to see it.
Adventure progress is now only reset when losing or retiring from Adventure.
Tutorial
fixed issues where players could get stuck in the tutorial flow
Known Issues
A small stutter can be felt when summoning cards through another card (such as Future/Past Present, Apep perks etc.). This is slated for February patch (2.1).
Chat is still broken for a lot of players. This is planned to be fixed for February patch (2.1).
There are still players waiting for cards to be reimbursed. this is planned for February patch (2.1).
Haven't gotten Starri yet? Well here's a special time limited discount! Get your groove on with Starri, the body-controlled rhythm game, at 15% off until January 30th!