Welcome to our one hundred and fourth development status update.
PzKpfw II Ausf. C - Engine
As for all new vehicles we are adding we trying to simulate and present how engiens and gearboxes are working inside. Here is a sneak peak and work in progress of upcoming PzKpfw II Ausf. C. Check out video below:
New shader & new objects inside
With new tank we are finalizing new shader we started working on from few weeks ago. General idea was to merge materials into one. For current vehicles our system consist 3 materials per module.
Extraction (Stage 1 Mud - Stage 2 Rust)
Workshop (Stage 2 Rust - Stage 6 Final Paint)
Museum (Stage 6 Final Paint + Stage with camo and other)
Now each module have only 1 material. With this change we now can easily tweak and control data inputs in materials. Supporting this required a bit of reworking the system of how we read and translate materials between for example extraction missions and on workshop.
Within this material/shader we can control every step of renovation and also have options to have camouflages, decals, dissolve effect when disassembling elements or for example Default Textures. This enable to have custom colors or textures and keeping all renovation aspects visible. This for example gives opportunity to us and for modders in future to add other objects/models inside tanks like radio stations or anything.
Optimization
Previously we have received a lot of reports that the game crashes when entering/leaving the museum. We dug around and found that the game tries too often or even a few times at once release memory - this process is slow and heavy for Unity and should be only done when necessary - so after this patch take a note on how fast the room/level loads - it will be important to us to tell if this works.
Storage Panel
The newest patch will bring performance improvements for the Storage panel. Previously it worked in a simple way: for a selected tank, the game internally loads his data, because access to tank elements info is required. Then, for example, for 1000 stored elements, the game had to create 1000 independent buttons. This process could take even over a dozen seconds. Now game also first loads tank data, but then it spawns only a maximum of 10 buttons, only these which have to be physically visible in the Storage panel. When a player will press scroll bar buttons, to go to the next or previous page with listed elements, game logic will dynamically load and assign proper element info (properties, icons, etc.) for a particular button.
Localizations
We have received many reports suggesting that there are still bugs in our localizations. We would like to improve the quality of our in-game translations, so we thought we would share this idea with you directly. As there are people in our community from all over the world, we would like to announce that we are looking for people willing to participate in the process of localization of Tank Mechanic Simulator.
If you are interested, please contact our Community Manager - [DeGenerals]Goozy on the forums, in a private message or on discord.
Thanks for all the support and have a good weekend. DeGenerals
Visual fixes: - Wolfes animations - Collisions fixes - Improved effects and sound for glitched enemy - Improved environment - Improved location with altar - Better lightning
Gameplay: - No stuck wolfes! (we hope) - Better effects for wolfrs - [coop] Wolfes attacking both players - Fixed portals - Fixed hits - Improved gas station quest - Fixed buttons for music box - Now you can shoot and hit items - No more freeze with spear or hammer
Sounds: - Better spear sounds - We found lost voiceovers! - Phone ring is not so loid anymore - Better sound effects, added new
General: - Did some optimization work - Fixed black screens due menu uploading
Coop mode: - Did some optimization work - Fixed boss fight bugs - Fixed disconnections between parts
Important! Start coop game only in main menu. For now you can’t join a game at any time (we work on it) If your friend were disconnected - you can find his “body” and take his items ;)
Somehow we both got our Covid19 vaccines in the same week, so we ended up having to spend a few days on the couch nursing our vaccine hangovers. But we still managed to make a few positive adjustment to the drone's manoeuvrability on the pitch, most notably doubling the rate of acceleration when moving in any direction. This is especially noticeable when switching direction quickly or strafing from left to right, something that felt pretty slow and cumbersome before.
Check out the update and let us know what you think!
What's coming up in 2.21...
Dash & Roll
We want to try adding a dash that gives you a quick burst of speed in any direction when used. Unlike the previous boost system which could be held until your energy ran out, this would be a single 'on-tap' action with an added roll on strafe, Star Fox style!
Quick Turn
Front Flip to Roll 180? Juicy Flick? Air Brake? We want to add a method of quickly turning on a dime with some added flare. Open to suggestions!
This update fixes a problem with elevation not working when having many mods with new terrains active. It also increases the maximum number of new terrains allowed in mods.
Changes
Fix for elevation not working when having too many terrain mods active
*Increased Sell Online Item values. Now 80% rather than the previous 50% *Reduced Online Item Markup. Now 30% rather than the previous 100% *Ability to remove cooking pot from campfire *Pickup campfire from UI *When campfire gets pick up removes any pot and ingredients *Wildlife returns to sandbox. *Firewood is available for sale at Camping.Co
This week we've been sharing some quick looks at some of the bosses that you'll be facing in Thymesia.
We're really keen to give our players a wide range of bosses for you to face that all bring different fighting styles and attacks to overcome.
Be ready to clash swords against the strong, the nimble and the monstrous...
You'll need to react fast and strike hard to stand a chance against the toughest enemies in the game, for the bosses that roam these lands will be quick to punish you...
Whether you choose to dodge, parry, counter or stagger - do so wisely and with conviction...