-Add “Fetch Nearby Sites” to the earth browser for Earth Online. This will show nearby takeoff sites from ParaglidingEarth.com. You can then reposition the crosshairs over the takeoff site to takeoff at those coordinates. I may look to make them clickable here in the near future.
It has been a while since our last showcase. 14.0 has gone public with all of your steps finally echoing through the vast hallways of our new Heavy Containment Zone, and we’ve had one of our most successful plush drops to date. This and much more is all thanks to your support!
Many memorable occurrences have taken place ever since, including cherished moments that would not be the same without all of you. With the New Year, we have plenty more planned for all of you! We hope to share the delight we have found within all of these community creations, and much more.
Art Showcase
CHAOSSSSS Rainforest,by Zaring Here we have a captivating depiction of a Chaos Insurgent in the cold night rain, with remarkable detail to equipment. We can only wonder what led them to the seeming respite of this thicketed arboreal scene.
they made a little chaos!, by Grongo Thank you for pointing it out like that with this amazing drawing of a Chaos Insurgent holding a comfortable and cuddly Chaos Insurgency Plushie!
This animation by Angel is a glance at their ongoing SCP:SL short film project. The intro beautifully displays a group of Mobile Task Force operatives on their way to Site-02, with great immersion and very lively scenes.
mini poster project 1/2, by wantedparts Propaganda posters always provide an interesting perspective into the foundation, and this one does it so well!
Enjoy us! We are the Chaos Insurgency,by Scouter This piece by Scouter shows us their imagination of a Chaos Insurgency poster, some of the Foundation’s well-kept secrets already within their grasp.
Project Highlight - SCP:SL Blender Ports
In regards to the creation of community content, particularly in spaces like animation and 3D art, there are several examples of collective effort where people provide resources for one another, fostering mutual aid and support. A particular example of such an occasion is the ongoing project “SCP: SL Blender Ports”, led and directed by Seernix.
Since May 2023, they have been pursuing an active effort of porting the content found within Foundation Site-02 into Blender. This project has become an enabling force for Blender users and 3D artists to interact with the various elements and aspects of SCP: SL gameplay, visuals, and aesthetics. As of today, the many overhauls, reworks, and additions involved with Version 14.0 have brought a plethora of new variables to this endeavour. New models, items, mechanics, and interactions which provide new challenges, approaches,acts of ingenuity, and creative problem-solving as the ports update alongside the game.
Such detailing to new features and their application has materialized from various places, such as the integration of moving shaders in order to port the waterfall found within Site-02’s Acroamatic Abatement Section or that which pertains to the new experimental weapons.
“One of the arguably coolest things I was able to do with the ports is incorporating Bone Constraints. Basically, these allow a specific part of the rig to control other parts of the rig or limit a specific bone's rotation or position.”, “The 3-X was the first one I had implemented this on and was how I originally had the idea. The 3-X's animations have a lot of parts that are controlled by other parts on the model. The front bit with the charging handle and the cooling joints come to mind first. I actually had a lot of trouble with this as I had never done something like this before, and it ended up breaking a few times and I had to start from scratch.” - Seernix
As a project aiming to enable the community, a large portion of the effort is care and commitment to quality-of -life and simplicity for all of those who give the ports a try. One such recent accomplishment has been the addition of a simple way to update the states of elevator buttons!
“Overall, one of my favourite parts of the porting process is seeing everything come together. Often, I'll just stare at the in-progress project, watching the fans move or just staring at the lights.”
We want to express our appreciation to everybody involved in the commitment, passion, and effort in this project!
Conclusion
The year 2024 had many milestones, memorable moments, and developments that we are happy to have accomplished. Now, with the new year, there is even more to come! It is always an honour getting to work with our community, you all make these kinds of posts possible.
Our first major update to the Hostile Lands Demo is now live! Thanks to some great feedback we have some fun new features and some QOL improvements.
Rolling, Rolling, Rolling...
Enemies keep backing you into a corner? Get away quick and (relatively) scot-free with a new dodge roll mechanic. You can bypass traps, bullets, and those pesky hornets!
Quit Early, Quit Often?
Ever find yourself having to quit in the middle of run after finally beating that boss that’s been plaguing you? No more starting from scratch! We’ve added a Continue button so if it’s time for work (or your mom calls you for dinner) you can quit and pick right back up from where you left off. Just keep in mind, if you die and run out of revives, you’ll still have to restart from the Crash Site.
A Collector’s Dream
We all know someone who loves to collect things...and if we’re honest...it’s probably us! So for all the collectors and completionists out there, we’ve added both a Gun Index and a Character Index. Now you can keep track of every gun you’ve picked up and every crew member you’ve rescued. And who knows...maybe there will be even more things to collect in the future... ;) ...so stay tuned!
Got Skills?
Our character skill system has received a big revamp. New feedback has been added to give players more info about what’s happening and each character now has a passive “buff” in addition to their active skill. All primary skills have also been tweaked and updated for better gameplay.
Controller Got You Down?
2D shooting games can be a bit more challenging with a controller. We’ve tweaked the Auto-Aim feature to be a bit more forgiving and added a few other options as well. We’ll continue to refine controller gameplay in future updates.
Feedback
Have any suggestions or comments about the game? Be sure to visit our discussion page to let us know! See you in the next update!
Right after the previous Map Making Competition, we'd like to move swiftly towards our next event! It will be including some of the newest maps added from FMMC6, using the Moonshot DLC. XXX will be held on February 22nd at 8pm UTC, March 1st at 8pm UTC, and March 8th at 8pm UTC. This event will be 3v3 Co-op on Elimination with up to 16 teams competing on a variety of maps. Qualifiers will be Best of 1, Quarter Finals, Semi Finals and Bronze match Best of 3. Due to time concerns, we cannot guarantee the Finals to be Best of 5 as of now.
Registration will open at 8pm UTC on the 1st of February. In order to register, every participant should ping 42scientist on the Forts Official Discord server with their challengermode team, and then be invited on Challengermode.
Entries submitted before this time will not be accepted. Once registration has opened the first 16 teams to submit a valid entry will be admitted. Valid entries must fulfill the requirements listed below under How do I join?
How will players be seeded?
Seedings will be based on past results in official events and ranked seasons.
Prizes?
The prize pool is as follows:
1st place $150
2nd place $75
3rd place $30
Prizes will be awarded in the form of Steam digital gift cards, divided equally between players of the team
If you have any additional questions please contact us on Discord.
How do I join?
In order to participate, you must do the following...
- Signal Extender aspect (+1 to Link gain); - "Core reference" hints for Web-Filter, Instant Message and Cookies; - experimental DataPool shop location with flat 3-piece; - button to open save game folder (see Options -> Misc)
Changed
- Banhammer nerfed to Drop 5 Trace; - first two tutorial levels are replaced by regular levels after the loss; - Signal stabilizer: trigger moved to Start of Turn;
Fixed
- black screen after hitting Play bug; - occasional random level at stage ~9;
Fixing bugs is hard if you can’t make them happen on purpose, because you won’t know if your changes worked. As an experiment, I'm asking players to help find the exact steps to trigger certain bugs, with cash rewards and a mention in the patch notes as a thank you. At the time of writing, there are rewards for negative population sizes, plants duplicating, wrong species family trees, and camera problems.
Thank you for visiting our page and showing interest in Sect Leader’s Decree! Your support means a lot as we continue developing this turn-based colony builder set in a mystical, cultivation-inspired world.
While there’s still plenty to refine and expand, most of the core features are already in place, and we’re excited to announce that a playtest is planned for the end of February!
If you’d like to be among the first to try the game, register for the playtest now! We’d love to hear your thoughts and improve the game with your help.
Please note: While Sect Leader’s Decree will be translated into multiple languages at launch, this playtest will be English-only.
Stay tuned for more updates, and thank you again for your interest and support!