Halfway into March – time for our routine! The topic at hand is ANARCHY 0.2.1 (Café). For this step of the road, we're putting a big focus on character interactions, quests and abilities.
To track these and all the other changes, I've set up a public roadmap where we can measure our progress towards 0.3 (Renaissance) – to be released on August 28th this year.
Café
In February's Update (Merci), we introduced our first set of new-world indoor areas. The Checkpoint sits at the tail end of Paradise, overlooking a river separating north from south. It's supposed to be a place that – well – checks people and their IDs.
However, it's become more of a pub-like environment with a whole lot of people that don't plan on leaving anytime soon. There's a vibe of a bunker/sanctuary that protects its residents from the big bad outside world. This aspect is currently only partially represented in the game itself.
Café aims to remedy that. All of the 10 NPC conversations in the Checkpoint have effectively quintupled in size. This trend is likely to continue, as we're not only adding dialogue, but also optional quests to breathe life into these people.
Fragmentarian
Incidentally, one of the NPCs received a huge amount of love. I won't go too deep into his background, since we're exploring that through dialogue anyway. As a matter of fact, I consider him my first attempt at writing a character whose interactions heavily lean into exposition.
After an introductory back-and-forth about Georgios, the Checkpoint and Lorna's service card, the mood suddenly shifts. Turns out that old-world objects (aka Fragments) trigger all kinds of memories. From that point onward, Miro is your primary address when you'd like to talk more about the way things used to be.
At the time of this writing, we've already extended this interaction to the book of books (IONIA). If you talk to Miro while it's in your inventory, you can choose to show it to him. This not only nets you extra exposition, but also a new accessory (NIONIA).
Familiarity
In regards to the present and future, 0.2 confronted us with a closed door. After waiting about a month, we finally get to go inside. The conversation kicks off with a minor exchange between Lorna and Ganymede, before Daph steps in. About two and a half (slightly) innocent lines later, G & D are doing their thing again.
Luckily for us, Helios (formerly Anton) reels the conversation back in. We're not just here for chit-chat, but to plan an excursion towards an old manor overlooking the western end of Paradise. There's rumours that it's full of goodies – chief among them Fragments like Daph's long lost necklace.
After our little prep-talk, we have a chance for a one-on-one with our individual party members (new and old). Everybody has gotten additional dialogue, exposing more about the world, its people – and what Lorna makes of it.
Character Growth
Writing dialogue has me feeling right at home. However, we also want to have a quality-time duking it out in the field. To that end, we've added a total of five new abilities. Helios, for example, comes with Rage. This doubles his DMG, while no longer listening to your commands.
Ganymede, to no surprise, has a Charm ability that seduces enemies into attacking their own kind. Beyond that, there's minor additions like Bees' Sting paralysing the MOVement of their victim by setting it to 0. A new enemy (Wolf) bites to inflict Bleed, an effect that punishes moving by dealing 30% of the affected entity's Max HP as DMG.
Last but not least, Lime can now Consume an enemy below 10% HP in order to permanently learn one of the victim's abilities. On that note, this only works on medium- and small-sized entities. This category, alongside inherent Species traits (Human, Wildlife etc.) is also used to drive modifiers – for example a piece of equipment specifically increasing your DMG vs. Goblins.
Big Picture
Speaking of our miniature sized friends, the northwestern section of Paradise has undergone a major rework. What used to be a shed and a bunch of objects has now turned into a gauntlet leading to a massive villa. It's a building reminiscent of old-world countryside manors, not unlike the one where Lorna and Eury were raised.
However, this particular structure forms the headquarters of the new Goblin Camp. At the moment, it's marked as a construction site, but you can already explore the area and exterminate its inhabitants. In the updates following 0.2.1, we'll extend this section to become a major narrative turning point.
Come 0.3, we'll have parlayed with the Goblins. There will be betrayal, pheromones – and two lovers finding back to each other in a tunnel that leads all the way back to the Checkpoint's basement.
We'll cause a proper shitstorm in Paradise, revitalise its people – and finally lead them to victory through a multi-phase battle against a big bad tree. 🌲
Two Weeks
Day job commitments in early-March left me only a couple of days to spend on development so far. For that reason, 0.1.3 (Café) follows a slightly modified schedule. The release will still be on the 28th – with the first public beta hitting Steam sometime next week.
However, we're not adding any major features this time around. Ergo we can pretty much push content up until the very end. Unfortunately, the character builder's update isn't out yet, so we'll focus our attention on things like conversations, abilities, items and equipment.
In other words: Café is our oyster! If you'd like to see anything in particular, please let me know either in the comments or this thread.
One way or another, I'll be back with the release notes and a public beta sometime next week.
Until then, big admiration from your biggest fan! 🥰
Patch 1.5.0 is here! In this update, we're excited to release an early version of our Creative 2.0 that will advance your map creation to unimaginable heights! In addition, we now have a new in-game friends system, and have made a lot of performance optimisations towards CPU and GPU. Check it out! 🎉
Creative 2.0!
Welcome to Creative 2.0, our biggest technical leap to Creative Mode yet! 🚀
You'll immediately notice that Creative 2.0's camera works slightly different from usual. You now use right-click to rotate your camera. This is to keep our creative mode mechanically aligned with other popular creative modes and editing software, and will be much easier for console players to build maps once we enable controller use in the near future. 🕹️
By pressing Tab, you can now open a radial menu that allows you to select from Place, Edit, or Connect modes seamlessly:
🪑 Place Mode
Place Mode is used to place down props, structures and utilities into your map. In Creative 2.0, the placement menu has been condensed so you don't ever have to open and close the menu to see what you're doing. Your position in the placement menu will remain even after placing a prop (unless switching to another tab or mode), allowing for far more efficiency when you go to fill up your maps with props!
🔧 Edit Mode
Edit Mode is used to modify specific parameters of your props. As usual, you can click a prop to select it for editing - however, you'll now see a useful properties menu appear in the corner of your screen. For the first time ever since Creative Mode was released, you can now type in specific values for position, rotation and scaling, allowing for mathematically accurate transformation of any prop or structure in your map.
Want to equally space out pillars in a building? Increase one of the position values by 200 each time to create a perfect row! ✔️
Want to create a structures like Twisted House? Modify the rotation value and copy it to all other props to create weird and wacky designs! ✔️
Need to enable an action prop? Action props can be activated directly in edit mode! ✔️
🔌 Connect Mode
Connect Mode is used to attach switches to switchable props or utilities. In Creative 2.0, you can connect and disconnect objects by shift-clicking them. Easily view all connections on a single switch by selecting the switch in connect mode, and disconnect all or selected connections via the menu.
🎮 Play Test
Creative 2.0's Play Test mode allows you to test your creations and push their limits without damaging your hard work. When enabling Play Test via the server menu (ESC), you can now select your team and skills before starting the test. Physics are disabled by default in Creative 2.0, so Play Test is what you'll use to quickly enable physics and test your maps exactly as players will see it.
After starting the test, you can run around and play your maps as you wish. Knocking over props, using explosive skills like body slam, and breaking your maps is encouraged - as exiting Play Test will revert everything back to normal and return your props to their original positions! ↩️
Please be aware that this an early iteration of the new Creative Mode, so many things are still not yet finalised. In particular, controller and chat functions do not currently work and will be added in a later update. But there's good news - the Creative Mode structure limit has now been increased from 2000 to 2500! 🧱
Here's some handy shortcut keys that may help you in Creative 2.0:
Press 4 to change to Place Mode Press 5 to change to Edit Mode Press 6 to change to Connect Mode Press 0 to change to Play Test Mode
Friends System!
With the upcoming console release and exploration of new platforms for Witch It, we are introducing a new in-game friends list. You can access it by pressing your profile in the top right of the main menu, or by opening the in-game menu during a match and pressing 'Friends'. 👥
Here, you can browse your list of in-game, online and offline friends. If you're currently in a match, you'll also have an option to invite your friend to the session. In this menu, you can also find recently played with players, pending friend invites, and account settings. ⚙️
In account settings, you can reveal your User ID and share with your friends to add them! ➕ Adding in-game friends does not affect your Steam friends list.
Major Optimisations!
Players with low-end integrated graphics cards can now select the new "Start with Simple Shaders" launch option when starting Witch It, which will improve performance on old PCs.
Map collision has been entirely replaced with our new map border system, and we made several optimisations on gamecode which will improve CPU performance. 📈
Prop Transform Grace Time
In the in-game settings, there's a new option called "Prop Transform Grace Time". ✨ This refers to the amount of time you can transform into a prop even after it's not highlighted anymore. While this is mainly for controller users to make it easier to transform while moving, this works just as well for PC players too!
Patch Notes:
1.5.0 - Creative Mode Update
+ Added: There is now a Simple Shader Mode for low end integrated graphics cards which will increase performance + Added: In-game friends system - You can now see your friends list and people you recently played with. Friends added via the new system are only friends within Witch It, they will not affect your Steam friends. To access the new system the button in the top right corner of the main menu has been replaced (you can change your icons under “Collection”)
↻ Changed: Several optimisations on gamecode which will improve CPU performance ↻ Changed: Replaced all Mapcollision with our new Map border system ↻ Changed: Witches can no longer get the invisibility Power-Up in Fill-A-Pot ↻ Changed: Invisibility Power-Up duration got reduced from 12 to 7 Seconds ↻ Changed: Updated the Ingame Help Screen for Controllers ↻ Changed: Increased Structure Limit in Creative Mode from 2000 to 2500 ↻ Changed: Map border around the ship on ‘Port Plunder’
✓ Fixed: Broken spots on 'Grave Gulch' & 'Bone Pit' ✓ Fixed: Possess working on dissolving props
Funny how time flies: it still very much feels like yesterday, yet somehow, today marks the 1-year anniversary of the release of The Wreck on Steam, Nintendo Switch, PlayStation and Xbox. It's been a wild ride for us, with incredible player and press feedback, awards and nomination, and - more important than anything - the satisfaction of delivering a labour of love to the world. Speaking of love, The Wreck would never have come to be without the passion and dedication of its team. That's why, to celebrate our anniversary, we would like to share with you a series of short interviews with some of the game's team members. It starts today with Sharlit Deyzac, the actress who lent her voice to Junon, and it will continue for a week. We hope you'll like it!
Who are you and what was your role on The Wreck? I am Sharlit Deyzac, a French actress living on a farm in Portugal, and I had the honour of voicing the role of Junon in The Wreck.
What was your favorite moment/thing to do during the production of the game, and what was the one you liked the least? Oh there were quite a few things I loved about this production! Firstly, I loved the complexity of the role of Junon, playing the ups and downs of her journey, and I particularly enjoyed that Florent decided we would record the game almost in chronological order. This meant I discovered the character and storyline in the same way the gamers do when they play the game, which made for honest emotional responses and created a real attachment to the character for me. Most of the recording was done remotely from my home studio in Portugal, and I was grateful that the team was particularly positive and upbeat. The director Sarah's trust and guidance was pivotal in helping me explore the different facets of Junon, Florent's encouraging feedback and deep knowledge of the story kept us going from our separate rooms and made it feel like we were all together and Max's audio quality control made the sessions run super smoothly. A dream team! I guess the thing i liked the least was that the wrap party took place in Paris, and I unfortunately couldn't go, so i didn't get to meet everyone in person to celebrate our hard work!
What was a thing you learned about your craft making the game that you'd like to share with other voice over talents out there? I was fortunate to work with Sarah Elmaleh, a very experienced voice over actor, who, as a director on this occasion, imparted a lot of wisdom, had a lot of patience and had a good gut feeling as to how to help me hit the right emotional balance with the role of Junon. It's simultaneously humourous and also pretty dark, as the character goes through depression, grief, bewilderment and self realisation. I think what was most striking to me in terms of a learning curve, was how one line can be toned in so many different ways, and how much fun i had trying to propose different riffs on each separate line, to see which version Sarah and Florent would choose to fit the situation best. Voicing a game character, is very different from acting on film or on stage, almost like you can be the character in 2 or 3 quantum universes as you play around vocally with different ways the lines can be delivered. It's very fun to be able to explore and surprise myself and the team with subtle tones or breaths that make all the difference!!
As we get closer towards Early Access (which, if you haven’t seen the news, is dropping on March 22nd 2024!), we’ve been continuing to look at feedback from various playtests to aid the development of TerraTech Worlds.
Here’s some of what we’ve been working on most recently: please note that everything we’re sharing here is very much work-in-progress previews, and may change over the course of TerraTech Worlds’ development as we work towards Early Access. Everything shown below is not necessarily the final product!
Early Access, for us, is the start of a real journey that involves you, the player, from the offset. We’re not interested in just publishing our version of what we think makes a great game and leaving things there: we want our development process to be directly influenced by your feedback as you play. We’ve already done this with some of our recent work like adjustments to the Tech Yard, and we want TerraTech Worlds to continue to be moulded and shaped by its playerbase as we progress through Early Access and beyond.
Now, let’s show you some of the fun stuff!
Graphical Settings Update
The first (and possibly the biggest) set of changes we’ve made are to graphical settings. During our last round of playtesting, we received a lot of feedback from you all about certain things you’d like to tweak or toggle in terms of in-game graphics settings, and we’ve been hard at work to add those options into our Settings Menu.
You’ll now be able to amend the following graphical settings:
Frame Rate Cap
Clutter Draw Distance
Scenery Draw Distance
Motion Blur: On/Off
Cloud / Fog Quality
No HUD: On/Off
Pausing in Single Player Mode
During various playtests, lots of you were asking for an easy way to pause your games in single player mode, without having to exit back to the Main Menu screen.
We have now added the ability to do this to TerraTech Worlds, and when you open the Pause Menu now, the game will automatically pause in the background.
Efficiency Budget
We’re adding more cabs than the basic/default one you would have seen in the demo: each unique Cab now provides different attributes and also expands your in-game building options, but also has a brand-new feature called the ‘Efficiency Budget’.
Points saved from mounts, axles, cabs or other blocks on a Tech are called ‘Efficiency’. These savings are now capped by a new cab attribute: the Efficiency Budget. Once a Tech has reached 100% Efficiency, it will no longer 'save' points by attaching to a frame, mount or axle as the Reactor has used up its budget. Additional attached blocks will cost their full Reactor Load once the Efficiency Budget has been used up.
Some cabs have almost no Efficiency, but have really big Reactor Caps, whilst other cabs have very high Efficiency Budgets and lower Reactor Caps.
Honk
You may have seen in some of our recent streams that you can now change the colour of your cabs’ liveries (i.e. their skins) at will, but more importantly, Techs now have a horn enabled, so you can alert your friends to danger or simply annoy them over and over again at the press of a button.
We’ll be updating you more as we get closer to Early Access: remember to Wishlist us over on the Store Page if you haven’t already to be notified once the game is live on the 22nd!
Once you exit the game, your save file will be synchronized with the Steam Cloud. You can then play the game on any different device and quickly resume where you left off!
Wild Card Football is getting a second DLC pack, lots of free new content, and plenty of bug fixes!
NEW FREE CONTENT
Check out all the new FREE content now in Wild Card!
Introducing….
20 New Players
Mitchell Trubisky
Trey Flowers
Kyle Fuller
Damien Williams
Kenyan Drake
Kareem Hunt
Joe Flacco
Clelin Ferrell
Duane Brown
Marquise Blair
Will Dissly
Nick Martin
Anthony Barr
Sam Franklin
Sidney Jones IV
David Moore
Jonnu Smith
Kendrick Green
Jason Verrett
Rodrigo Blankenship
James Smith-Williams
Amani Oruwariye
3 NEW outfits
Happy Cupcake
Good Boy
Graffiti Berserker
3 NEW logos
Crocodile Logo
Graffiti Mask Logo
Royal Shield Background
3 NEW Celebrations
Ground Slam
Stay Hungry
Mockingbird
12 NEW Vanities
Mercury's Helmet
Waterproof Pants
Viper Strike Jersey
Viper Strike Pants
Viper Strike Shoes
Viper Strike Gloves
Viper Strike Helmet
Classic Cut Helmet
Titleholder Helmet
Gilled Jersey
Lynx Jersey
Equalizing Jersey
1 NEW Wild Card
Gravity Ball
PAID CONTENT
Introducing some fantastic Legacy Running backs!
3 players
Marshawn Lynch
Emmitt Smith
Marshall Faulk
3 Outfits
Alien Carnivore
The Shiner
Black Widow
RESOLVED ISSUES
● Resolved a scaling issue. ● Resolved the arrow jitter on the season configuration screen. ● Renamed the "Standings" button to "Playoff" when the user reaches the playoffs. ● Resolved outfit clipping issues. ● Resolved issues with left-handed QBs. ● Resolved issues with the UI related to navigation improvements on selectors. ● UX Accessibility improved by adding modal confirmations to some menus. ● Resolved issues with the performance of the Chicago stadium. ● Resolved some issues with the visual effects on some Wild Cards.
● Changed vanities and esthetic corrections on players. ● Pictures from player cards were updated to depict a more up-to-date version of the player. ● Changed old textures to depict a more updated version. ● Added more Punt play selection. ● Added new waiting and confirmation messages. ● Exhibition roster Changes.
● Added the ability to go from the last tutorial step back to the first step. ● Various modifications on the “Change roster” screen to fix bugs and improve the transition from the player Collection.
We've got great news! First of all Longvinter is in Steam's Spring Sale, great time to invite your friends to try out the game along with the new experimental server update!
We will be updating and wiping the Experimental servers tomorrow Friday 15/03/2024. The 1.13 update is not completely done yet, but we wish players could still try and play it on the experimental server to inform the staff about bugs and weird stuff that always comes along with larger update like this one. We will be updating the experimental version until everything is done within it.
Please use our Discords channel's 🧪-experimental-longvinter channel to report bugs and talk about the update! We will be announcing experimental updates and the exact update/wipe time in our Discord channel so be sure to check in there!
To access the experimental servers go to Steam -> Library -> Right click Longvinter -> Properties-> Betas -> set experimental-public
1.13 Update on the official servers
The update time and date depends on how many bug and issues will occur on the experimental servers, we will be trying to fix the most crucial ones before updating it to all the servers!