"0.1.8 - Cog System and Bug Fixes - Added a cog-based logic system. This includes timers, logic gates, dart traps, a new cog workbench item, recievers, pressure plates, levers, a wall button, and now all light sources can be turned on and off (except the beacons). This new system works on ""pulses"". Levers, buttons, and pressure plates emit pulses when you activate them. This pulse surges through all cogs that are touching the tile you activated. If an object (door, light source, dart trap, explosive barrel, reciever, timer) is connected to the cog network, it will toggle it's state (or explode if it's an explosive barrel). Timers that are in the ""on"" state constantly emit pulses. Timers can be manually turned on by interacting with them. Timers are the only items whose state will reset when the game closes. Also, timers that are activated most recently will fire FIRST. This means timers can chain. Logic gates work by assessing any recievers that are directly connected to them. They'll change their output (at their position) based on the on or off state of these nearby recievers. Unlike the video I sent in the patreon chat, these now send a pulse both when they activate, and when they deactivate. So if an ""AND"" gate has all of it's nearby recievers turn on, it'll send a pulse. But then if one of them goes off, it'll send another pulse. This seems counter-intuitive, but is actually more intuitive when you're using it. - Added an advanced crafting table item. You can no longer craft as much stuff by hand and need to use the table. - Added a worm enemy underground - Fixed a bug where some AOE effects don't do damage - Fixed a bug where the living flame enemies are invisible - Fixed a bug where you can avoid heat damage by dodging - Fixed various other typos and bugs. There are still a handful I haven't gotten to.
I would LOVE to hear what ideas you guys have for improvements to the logic system. For the most part, I do what terraria does. I'd also like to hear any ideas for new things that can operate with it. I think it would be cool to have something that could take items from nearby stuff (like furnaces and harvestable crops) and place things into nearby chests. But that's more a ""later on"" thing, I think."
The update, released at 1:00 AM 11/26(UTC), adds 5 collab pilots & the new Megarobo Batroseum mode. No need to play the story! Access the mode directly from the title screen!
1. During the event period, obtain one Bountiful Baked Turkey Box when completing Raid (Romel - Spinos), Special Dungeons, and Red Moon's Energy Dungeons.
: The box is obtainable per character and you can claim up to 40 boxes per character during the event period. (No weekly reset)
2. Bountiful Baked Turkey Box
Item
Specifications
Expiration
Bountiful Baked Turkey Box
Bound to Character
12/17/2024 at 7 AM UTC
Open the box to claim one Bountiful Baked Turkey and one of the additional items, according to each of their probabilities.
Item
Quantity
Specifications
Expiration
Bountiful Baked Turkey
1
Bound to Character
12/17/2024 at 7 AM UTC
Exquisite HP Potion
3
Bound to Character
N/A
Divine Blessing Stone (Binding)
1
Bound to Character
N/A
Goddess Grace (Binding)
1
Bound to Character
N/A
3. Exchange Shop
Item
Currency Required
Quantity
Number of times you can Exchange
Specifications
Expiration
Unstable Enhancement Rune
10
1
2x per Account
Can use Shared Storage
N/A
Title: Happy Thanksgiving, Everyone!
10
1
1x per Character
Bound to Character
N/A
Shining Headpiece Box [AS]
10
1
4x per Account
Account Shareable
12/31/2024 at 7 AM UTC
Superior Enhancement Elixir Box [AS]
5
1
5x per Account
Account Shareable
12/31/2024 at 7 AM UTC
Exquisite HP Potion
1
1
Permanent
Bound to Character
N/A
Shining Headpiece
Head Outfit / Regular / Wardrobe Point 1 / Cannot be Traded / Cannot be Dismantled Synthesized
It's been a while but we're finally back with some small updates. We'll aim to make it more regular from here on out • Polished up starburst quests UI • a bunch of small environment updates including better trees and ground plants
Well, as it turns out, "a week or so" wound up more on the side of "or so"...
As for where things stand at the moment: we are very, very close. No dates, but once the final touches have been put on the episode, we'll let everyone know, and the update will drop within a day or two of the announcement.
It won't be this week, thanks to the holiday here in the States, but it will be Soon.
What's taking so long!? You said it'd just be a week!
That's fair...
The main reason? Things STILL took longer than we thought, which caused our schedules to run into other, pre-scheduled obligations in November, which made things take even LONGER, and so here we are.
Additionally, as we running through the game, there were parts that were just not up to the standards we wanted, so we added a couple still CGs and minor animations to get things to where we were happy with it.
A peek into the process...
Just to give you all an idea (and for anyone who's interested in some of the behind the scenes info), here's a rough explanation of the "posing" stage and why it takes so long.
Vaygren makes HEAVY use of camera angels, posable 2d models, and animation. This is how we get the "watching an anime" feel to the game, and it's a lot of work to implement. We're not just switching between static sprites, we have to setup the scene, create the expressions, poses, make sure everything animates properly and is timed appropriately, etc, and then do it all again if it doesn't look right.
Depending on the scene, this means 5 lines of dialog can take 2 or more hours to properly setup the poses, camera angles, and animations. A full scene can take days or weeks, depending on the complexity, and that's WITH the custom toolset we've built to speed things up.
Once Episode 2 is out, we're planning on making a behind the scenes video showing some work on posing scenes for Episode 3.
So....
As we said, we're very VERY close now. It won't be long. We are more active on Discord and always happy to answer questions about the game's development status or process.
Going forward, once Episode 2 drops, what sort of information would you all like to see in posts regarding Episode 3's progress? Let us know!
- Some information appeared too soon in the notebook at door 6 O1 in a certain situation - Small fixes to the English text - Lipsync fix to a certain sentence - The main UI appeared in a certain talking screen situation when mouse button 2 was pressed - Minor fixes when some notes disapear in the notebook
Improvements:
- Improvements to the DLSS puzzle notes by adding new markings - A certain button no longer needs to be pressed when completing a certain part of the DLSS puzzle - The key doesn't have to be in a DLSS lock at Sector 6 if the blast door is open when asking for help with the puzzle - Slightly adjusted the voiceover volume in the suicide video