In these first few weeks of 2020 I've taken the time to generally refine and balance the behaviour of commuters, as well as add the ability to reload failed stations.
These changes have gone through the beta branch (thanks everyone for your help there!) and they are now are ready to move into the stable branch. I've listed everything at the end of this post but here are some highlights.
Save and reload
The headline feature here is save/reloading or "save scumming" if you will.
If you lose a zone, you now have the option to reload the most recent save - be that manual or an autosave.
Assuming you haven't disabled it, the game now also autosaves when you open the station. Subsequent to that you can manually save (or the game will autosave as usual) at any point. Should the worst happen and you lose the zone, you can just reload to that point. This should help you enjoy the game without fear of losing your work should it all go wrong.
It makes the game a lot more forgiving and more fun in my view, so please give it a go! Of course, should you wish to restart the zone from scratch, you still have that option.
Commuter behaviours
In general, commuter behaviours have been finessed, and the rate of perceiving their environment, both positive and negative has been fine tuned.
Crowding especially has been a focus. This has been a fairly common request to resolve and I am happy to address it. Commuters will now more actively search for clearer space to walk into, are less easily crowded, and are more likely to walk through the station directly without buying anything.
Shopping
Another common request. Commuters in general want to buy less. The products they wish to buy scale better with your current progress, both in terms of tech tree and commuters shifted.
The way commuters sense shops has also been tweaked so that you wont receive a lot of "No Shops" in error (this was a bug).
Finally, you no longer need to build a shop in every area/compartment of your station to avoid "No Shops"/bad shopping range reputation loss. As a result, station design can be more natural and free flowing.
Staff AI
When you deploy staff into the staff room, the game no longer moves their "home" flag there. This means they wont end up waiting there forever. Once they are rested they'll get back to work.
I also added some text to label what staff are doing in the more ambiguous situations such as going for breaks and removed drawing multiple overlapping perception areas.
Thanks for your feedback
We recently hit 300 reviews! That's a major achievement. Many thanks to all of you who have left your thoughts through this first 6 months of development!
Overcrowd is a complex game with lots of moving parts but I think we are making good progress. I feel we've come a long way, and can't wait to take the game further. Please let me know what you think!
Build 220:
(incl. beta 207 - beta 219)
-prevent objects sell cost being negative value -updated staff ai to detag objects they were acting on when fired/offshift -added text labels to more staff actions -Lights don't flicker on when you load a saved game -Staff perception radius is calculated differently, increasing slightly slower and capping at a smaller value -When you select staff, it only draws the flag and perceptions radius for the currents slected staff (removes confusing overlapping radius) -Staff perception radius is now drawn transparent white, not a warm golden hue. -Final score buttons stacked corrected -Fixed moving and selling trash compactors -Staff behaviour. This is most important. When you deploy staff into staff rooms, it does not reset their home flag. They will stay in there until their needs are met (guided by thresholds as before) and then leave and return to flag. This should prevent issues I have head about staff accidentally being deployed into staff room and staying there. -Tool tip for refuse skill is corrected in staff menu (was showing people) -Commute of the day correctly sets goals as if a zone 1 station (formerly could complete with just one track) -New sandbox prompts you to name the sandbox when you create it (thus allowing an autosave when you open station) -Final score panel draws background behind buttons. -Final score buttons are vertically stacked. The "reload latest save" options now flashes to draw your attention to the fact you do not need to restart the whole zone. -added "are you sure" message to retry zone if you fail in campaign. -max 9 staff -Renamed Exit button to "Abort" on final score panel -Max levelled staff do not earn more XP or level (should prevent them getting a level arrow stuck if you max out all attributes) -Platforms do no draw power unless you configure them. As a note, commuters also do not path to or seek platforms until they are configured. The best way to play is to not configure your platform until you are ready to connect the concourse to it. -Commuters do not become lost at night -Balanced commuter shopping needs to be slower to grow at start of a zone -Emergency trains are not called in the morning -Negative debt displays correctly -Pound sign should display correctly across all fonts -If you fail a campaign and click exit - it asks "Are you sure!". Because you can load you most recent autosave now if you fail! You don't need to start from scratch if you fail a station -When you first open your station, the game autosaves. Why? So that if you then lose, you will be sure to be able to start from that point, and not be forced to rebuild everything again. -You can restart from most recent save if you fail a sandbox or commute of the day challenge. So the game is much easier/less obtuse in all game modes now. -Updated the icons for wheelie bin level 3 and level 2 fuel barrel -Added tool tips to loading screen. Yup, like any game worth it's salt, we have a box of little tips to help teach you stuff while you wait for your game to load. Let me know any suggestions for tips you want to see there! -Sandbox options now include the options to set min entrance requirement for a win state (was formerly only in Campaign) -Final Score Sheet includes a not to let players know you may need to return to a station later to unlock all the tracks. -repair thresholds move in 1% increments -moving a lvl 3 power gen does not cause false "cannot build, are blocked" error. -Aircon lvl 2 is less powerful. These were just so O.P. They probably still are, but keep me posted. -P.A. code has been refactored to be faster. -P.A. stops crowded a little less than in build 215 -Bug fixed from 215 that allowed commuter to accumulate speed and thus move like rockets (amusing, but wrong) -Commuter shopping needs are throttled at the start of a station somewhat. IE you have a little time to build higher level shops before they all come in demanding fried chicken on later zones. -New platforms default to best train stock. Yes it was annoying when they used the wrong stock wan't it? -You can now alter carriage number and stock of platforms when a train has been called. Because that was annoying too, amirite? -When you save a game, the menu closes to end any ambiguity over whether it has saved correctly. -BALANCE: rep starts at 65% across all zones -BALANCE: start money gradually rises for later zones -BALANCE: if an item is over double cost ideal, you lose 2 reputation points. -BALANCE: commuters react less to vomit and blood inline with difficulty level -The rate trains fill is now tied to reputation somewhat, like doors. -STABILITY: in those rare cases that a game crashes during saving, the prior save file will not be deleted, meaning it is more likely you can recover progress/help me with debugging. -Side screen alerts remain for 1.5 instead of 4 seconds at the top -signal automaters do not create alerts when you call a train -megaphones do not chime on use -ushered commuters create fewer particles -ushered commuters anger level is reduced less -fixed possible navigation glitch where commuters on bridges could end up pathing through nearby turnstiles -PAs far more effective. 50% of commuter in PA range will not enter crowded state (vs formerly only being speed boosted) -loading staff while sitting are not glitched. -new staff mill correctly -fixes staff keeping correct "home" positions on reload, and not occasionally setting them in inaccessible places causing staff to freeze -updated saving process for spillages (blood/vomit) to prevent rare crash -extending control room will not add additional door -fixes nav glitch preventing staff dumping litter they were carrying in bins -fixes font glitch -Updated staff nav to plants and bins to use a different waypoint system which should prevent rare cases where they would freeze, unable to find a path to said objects. Do let me know if you notice any issues with this -Autosave functions in sandbox -Pound sign added correctly in certain missing fonts -Campaign load screen includes roll mouse sounds -certain missing Chinese fonts added. 添加某些缺少的中文字体 -cannot gain xp watering a plant that does not need it -fixed tool tip hanging on screen when clicking on campaign -do not call emergency train if no power -clocks do not create dead cell adjacent -litter is less likely to distress commuters, scaled by difficulty -Commuters check for crowded state more often -Campaign scenarios will not trigger if you do not have requisite tech level to potentially deal with them -To do list doesn't open if in game menu -Cannot click HUD for shortcuts to reports if in game menu -Can reload most recent last save if you fail a zone! A note of caution. This includes auto and manual saves. If your autosave triggers just before your are about to fail, you would have to click restart zone if you cannot rescue your game there. I'll keep this under review. -Fixed exploit/bug where building a plant at entrance guaranteed excessive rep gain from every commuter entering station, unbalancing rep system -Overcrowding does more rep loss. It is harder to happen but when it does, it needs to make more impact. This should make it harsh, but fair. (instead of, formerly, unfair but mild) -Shop needs. In line with yesterdays reasoning, but improved. Shop needs continue to be more common than before, but this is now more properly implemented. You can't really get by ignoring shops now. The needs are common, but conversely, the max number of purchases any one commuter makes is capped at a lower number, ensuring a more reasonable and ongoing throughput. -Commute of the Day more balanced. Commute of the Day has long been the refuge for masochists alone, such was the difficulty. It was unfair, really. Part of the reason for this was a bug/glitch causes commuters to spawn with Zone 1 levels of behaviour (ie very angry and sick, high flow). This is fixed. The difficulty at the very start of COTD should be more reasonable and just gradually increase over time. -Hover tips on start menu are fixed. -Fixed hard crash caused by unlocking tech while still in build mode (thanks for filing this!) -Chinese font ranges reworked. -Overcrowding is LESS LIKELY. Quite a few people asking about this. The threshold for crowding is now reduced. They need to be standing in bigger bunches to feel crowded. -Commuters will "mill" into open space more. So, when walking to a space, they will search further afield, and look for cells with fewer commuters in, reducing the likelihood of commuters bunching up and further reducing the likelihood of unnecessary crowding. -Commuters have a 50% chance to walk more directly between shops (without a "mill* cycle, ie wandering off somewhere, first). This will increase throughput a fair amount. You will notice more commuter pathways between shops. -Commuters can now correctly shop at the same shop twice if they needed 2 things there. -Commuters will not erroneously say "NO SHOP" when a shop exists for that product. This a bug fix but I'll put it up here as relevant. Commuters were saying this even when standing next to the shop they needed. Annoying, right? Fixed. -"NO SHOP" reputation penalty, aka the "bad shopping experience" has been changed beyond this. This is fairly critical. While the above bug made this hard to grok, you actually had to build multiple shops in every "contained area" of the station to prevent "NO SHOP" penalties. This no longer applies. If you have a shop for a product, you will never get a rep penalty for it, even if there is, say, a turnstile in the way. This should make the shop system fare more manageable and probably fairer. You can now just have one shopping district and not be penalised. -However this change also makes the game "easier". Thus the rate of NO SHOP (governed by an internal need index for the product) is now slightly higher. If you don't have a shop commuters want, you will know about it and lose rep more. Did you know you could see what your commuters want in a bar chart? I bet you didn't. Use the reports and check your commuters needs! Or just click on the HUD at the top of the screen where it shows SHIFTED as a shortcut to that. -Commuters feel more tired. It seems benches could be all but ignored up to now. I've increased tiredness so this is not so. -The increased risk or tiredness and shopping are also intended to slightly balance the likely increased easiness of the game now Overcrowding is less a thing. -Fixed very slightly jittering options menus -Added entirely new Chinese translation. 添加了全新的中文翻译 -Fixed moving a powergen level 3 left a "dead" cell you could not build/sculpt -Wheelie bins have no movement rep cost -Indicators save and load correctly
Today we're releasing a new update for Feral Blue.
This update will bring you new options of earning water and wood for your crew, so called stealth missions. We are not going to implement any serious narrative at this stage, but a few hints were written.
Also, we've tried to amend the most annoying bugs and tune the balance a bit.
With the next update we're gonna concentrate on fixing ship management and UI, so please stay tuned. Below you may find the current patch notes.
Mechanics
- Land missions with a pinch of stealth gameplay. You may be engaged in this activity by picking up a quest in cities or by entering into a point of interest on the map (check orange exclamation marks)
Balance
- Morale drop was reduced significantly - Pirates are much less aggressive now - Crew members improve their skills far more quickly (in case they are assigned to a job in a cabin)
Fixed
- Warnings about irrelevant quests were disabled - When trading in cities, the price difference is now calculated correctly
Optimization
- If you have any troubles launching the game with AMD video adapters, you may set a special safe mode by entering -safe via Steam's Set Launch Options - Windowed mode was added - Additional graphics options were added
Prince Setne held the divine book of Thoth with a tight grip. His boat had finally reached Memphis after a long journey back from Naneferkaptah’s Tomb. He had traveled there to steal the ancient book and narrowly avoided eternal imprisonment in doing so.
What good is the book to anyone in a Tomb? Knowledge is to be pursued and obtained, he reasoned with a smile. The book had two spells in it, the first would let one charm the sky, the earth, the netherworld, the mountains, and the waters. To know what all the birds and reptiles are saying and see the fish of the deep. The second, whether one is in the Netherworld or in their earthly form, would make them witness Pre appearing in the sky with his Ennead of Nine, while the moon would be in its form of rising.
As they paddled towards the shore, Setne set his eyes on a woman walking along with her servants. The world around him slowly began to disappear, as all of his attention focused on her. Setne had never seen such divine beauty. There is no other like her in appearance, he thought. Once Setne laid eyes on her, he forgot all reason.
‘Make haste to that woman which has liberated my heart and inquire after her position!’ Setne ordered one of his servants. The man rushed over to where he was commanded. The woman was followed by Two Priests of Alabaster and two young maidservants along the shore.
‘What woman is this?’ asked Setne’s servant.
‘It is Taboubu, the daughter of the prophet of Bastet, mistress of Ankhtawi. She has come to worship Ptah, the Great God,’ replied the maid.
The servant returned to Setne and told him of the maid’s reply.
‘Go tell them I am Setne Khamwas, the son of a Pharaoh, and I will give Taboubu ten pieces of gold to spend an hour with me. If she has woes, I would heal them. I would care for her and have her taken to a hidden place where none on earth shall find her,’ instructed Setne.
The servant caught up to Taboubu again. He stopped and conveyed Setne’s words, while the others listened. The young priestess turned to him with a coy smile dancing on her lips.
‘Go tell Setne that I am of priestly rank, not a low person. If he desires to do what he wishes with me, he must come to my house in Bubastis. My house has everything one needs and there, he can do what he wishes with me, without my acting like a low woman of the street,’ she replied gently.
The servant ran back to Setne and delivered the message.
‘That suits me just fine!’ Setne avowed and ordered the boat turned to Bubastis, which was still a day ahead. The servants and scribes plead to visit their families in Memphis, but Setne waved a hand in disregard. They were to make for Bastet’s city immediately.
***
Setne’s boat arrived in Bubastis with great haste. He came to the west of the suburb and found a majestic house with a wall around it, a garden to the north and a seat at its door.
The Prince walked inside the walls and a couple of priests quickly announced Taboubu, as she came down the steps of the great house and took Setne’s hand.
‘By the fortune of the house of the prophet of Bastet, mistress of Ankhtawi, I welcome you, Prince Setne Khamwas. It will please me greatly if you would take the trouble to come up with me,’ she said, as she led Setne up the stairs.
They arrived at the upper story of the house and walked through the doors. Setne had only seen such splendor in a Pharaoh’s Palace. The floor was adorned with precious stones, the walls and ceiling were covered in sacred writings and there were many couches, furnished with royal linen.
The servants shuffled back and forth. A golden cup was filled with wine and put into Setne’s hand. Incense was put on the brazier and ointment, of the kind for Pharaoh’s, was brought to him. He stared at Taboubu, never having seen anyone like her, intoxicated by her beauty.
‘May it please you to have something to eat?’ the priestess asked him.
‘I am not in the mood for food. Let us accomplish what we have come here for,’ replied Setne eagerly, moving closer to Taboubu.
‘I am of priestly rank, not a low person. If you desire to do what you wish with me, you must make for me a deed of everything belonging to you and offer it to me freely,’ she declared.
‘Send for a scribe!’ shouted Setne in reply, without so much as a thought, as his eyes devoured the priestess before him.
The scribe was brought at once. They made a deed for everything belonging to the Prince and he offered it to Taboubu freely. As she took the deed into her hands, a priest entered the room and bowed.
‘Your children are below,’ said the priest to Setne.
‘Then let them be brought up,’ he replied.
While they waited, Taboubu rose and began changing her garment of royal linen. Setna watched stupefied and his desire burned even brighter than before. He could wait no longer.
‘Taboubu, let me accomplish what I have come here for,’ he pled again.
‘I am of priestly rank, not a low person. If you desire to do what you wish with me, you must make your children subscribe to the deed. Do not leave them to argue with my children over your property,’ she prodded.
Setne’s children arrived and he had them sign the deed too.
‘Now, let me accomplish what I have come here for!’ he entreated once more.
‘I am of priestly rank, not a low person. If you desire to do what you wish with me, you must have your children killed. I would not have them fight with my children over your property,’ directed Taboubu.
‘Then let the abomination that came into your head be done to them,’ agreed Setne, his mind shattered by a maddening lust for Taboubu.
She clapped her hands and summoned a pair of guards with helmets shaped like the mantled heads of Lions, they unsheathed their swords and she had his children killed before him. Then she ordered them thrown from the window to the dogs and the cats. She turned back to the Prince and still saw naught, but yearning for her flesh.
‘Let us accomplish what we have come here for! Everything you wished for, I’ve done it all for you!’ he implored.
‘Come into my chambers,’ she purred, as she spun around and left the room.
He followed her into the next room, where she lay on a couch of ivory and ebony. The light was dim, but her features seemed to radiate in his eyes. He laid beside her and extended his arm, but as soon as his fingers touched her skin, she let out a scream and disappeared.
***
Setne awoke naked in the middle of the Pharaoh’s Palace with his member stuck in a clay pot, his body burning with pain. He looked around and saw the people laughing at his shame, but among them were his children and he cried with joy to see them live.
‘It is Naneferkaptah who has done it all to me!’ he hollered.
Setne looked upon the Pharaoh’s throne and saw Hatshepsut. On her right stood Taboubu, smiling mysteriously. On her left, he recognized Anuket, the woman of the Nile. He bowed his forehead to the floor.
Anuket walked forward and looked down at him with pity in her eyes. She placed a hand on his shoulder, cleansing the burning pain, then she walked back to the Pharaoh. Hatshepsut ordered clothes to be brought for him.
‘I have learned of your transgressions against the Gods, Setne,’ said Hatshepsut. ‘You have stolen what does not belong to you and treated a Goddess with disrespect. The Gods will punish you for eternity if you do not return the book and ask forgiveness from the divine Bastet.’
He put on the clothes that were brought for him and bowed again. Then just as his forehead touched the floor, a realization dawned on Setne, Taboubu wasn’t just a priestess of Bastet. She was Bastet herself. The Goddess of Justice had toyed with him like a mouse, humiliated him and made him experience the punishment that awaited, should he not appease the Gods.
‘I ask your forgiveness, Goddess Bastet, mistress of Ankhtawi, I lost my mind after gazing at your beauty and all my reason left me. I would do anything to atone,’ he said humbly.
‘Return the book to Naneferkaptah, its rightful owner, so he may watch over it until the world ends,’ ordered the Bastet.
‘Take it back with a forked stick in your hand and a burning brazier on your head, that is the only way you will get safe passage to the Tomb’ urged him Anuket.
He nodded and bowed again, then he bid the Pharaoh and the Goddesses good fortune and left to return the book of Thoth.
Shortly before Christmas, we rolled out Update 5. We unfortunately had to roll it back due to problems that some players experienced. We are now back with the originally-planned Update 5 + a few more fixes and improvements (that's why there are two changelists at the bottom).
So let's just jump into it.
New Islands to Discover
We've heard you. Playing on the same map with the same stuff is bound to get stale after a while. We're excited to finally introducing new islands to the game, all with unique environments, enemies, cuisine and places to discover.
A new fall themed map with plenty of farms and pumpkins.
This new winter map is just right for this time of the year.
Some content is shared across islands (e.g. the military is present on all of them), but they are still quite different from one another. We hope that you will enjoy discovering what they all have to offer.
Bigger Cities And More Places Of Interest
Additionally to the new island types, we've also added bigger cities to the higher difficulties. These will offer more city blocks to randomly spawn and will increase the number of cities you can encounter. There are also some entirely new blocks as well!
As well as a bigger city, you can now also find new places of interest. Go and wreak some havoc at the military's laboratory or a car factory. Or perhaps you'd always wanted to steal donuts from the local donut shop (which the police will certainly not appreciate). There's also new grain towers and windmills, which you can find randomly near farms.
Balancing Adjustments
We also made a fairly significant change to the health system: we dropped the auto-regen health system for the player. This will obviously seriously affect the balancing of the game.
We originally liked our Halo-esque health recharge system. It was an easy way to make the game accessible. You may get smashed in the face if you jump into a hairy situation, but you'd still have a chance to run away and catch your breath. Unfortunately, we've noticed too many players abusing this quick recovery. We don't want players to run into a heavily-armed base, smash a few things, run away and repeat. Players should not get a free pass for reckless actions.
The primary way to recover HP is by eating. It feels right. You can still recover health quickly, but it requires an intentional action, and you can't keep feeding off one small area endlessly. We also added two new potions to pickup: a health potion and a regen potion (regenerates over time).
We've of course adjusted enemy damage accordingly and we think overall the balance of the game has improved significantly. Now it's less "always being full hp and only dying when you're getting one shot" and more "managing your hp as a Resource and planning your next move strategically".
Gameplay Improvements and Bug Fixes
We've improved several aspects of the game that have been bothering us (and players too, thank you for your feedback).
Getting stuck under a tree: this was happening way too often. You'd eat an apple under a tree, grow a bit and get stuck. The "solution" was to duck down and pull yourself away but this was both unintuitive and pretty clunky. We've done two things: reduced the likelihood of food spawning under a tree and automatically push the player out from the under the tree if they get stuck. It's the least inelegant solution we found (other options considered were "automatically ejecting the tree" and "disabling collisions temporarily", but each of these introduced a slew of other problems)
Object pickup is easier: previously you could only pick up objects by aiming your palm at them or the outside of your arm (surprisingly many players hold their hands like this). We added another orientation: aiming your fingers towards an object. It's a subtle improvement but it makes a difference. Combined with our intelligent prioritization of objects, picking up objects should more often do what you expect it to do.
Slope-Based Movement: we had this in an early build but disabled it at some point because it was simpler without it. But it's been bugging us how it feels to walk on the roof of the barns and other buildings. Now when you move across the roof, you'll automatically be pushed up/down based on the slope of the surface you're on. We're really curious if other players enjoy this. We feel it's more consistent but it's also potentially less comfortable for some players. We'd really love to hear your feedback on this point. This may eventually transform into a comfort option. Currently it's enabled only for certain buildings (barn, farm, military barracks, some trees)
New Spawn Point in the City: we added a new spawning point possibility inside the city that occurs randomly if the map includes a zoo. It adds a nice little twist. We may add more of these in the future.
How did we get here?
Campaign Status and Next Update
Unfortunately, we're still not quite ready to unveil the new campaign mode. We're continuing to work on it in parallel to all the new content we've been adding. It's starting to take shape and we're kind of excited for its potential. We think it will really add depth and replayability to the game. We're having a lot of fun coming up with new maps and goals. Here's a small tease.
Another area we plan to improve in our next update is the Menu system. It hasn't gotten much love since we first implemented it. It's a bit clunky and there are clear and easy improvements we can make to it. We have just not focused on it because gameplay and content are/were higher priorities. But the menu will soon get some proper love.
We look forward to sharing these with you in our next update in February 2020.
Thank You
As always, we'd love to read your feedback on this, how you feel the game plays with these changes and what other improvements you'd like to see.
And if you're enjoying our game, we'd really appreciate if you could leave a review.
Cheers, Salmi Games
Changelist - Build 278
Improvements
You now no longer regenerate health when out of combat
Added Health max and Regen Potions
Random chance to spawn on a new autumn map on two highest difficulties
Random chance to spawn on a new winter map on the highest difficulty
Added new snow/autumn tree's / bushes / animals
Bigger cities with 2x3 and 3x3 blocks have been added to the game
Added military blocks to big cities
Added donut police city block
Added gas station city block
Added new factory block for big cities
Added new content (windmills, western houses, grain tower)
Improved Farm points of interests
Added windmill points of interests
The menu layout has been adjusted for clarity and the upcoming campaign mode
Tutorial billboard text has been adjusted according to the new menu layout
The slow-motion effect when you finish a round has been made less slow-motioney
Powerups now display their remaining duration and their effect
Improved labels and sounds for powerups
Added jumping spiders
Spiders now poison you with their attacks
The cliffs now have better looking LoDs
Nukes and grenades now display some small text on how to trigger them when you pick them up for the first time
The unlock shelf has been moved to the left in the laboratory and improved visually, showing all the content you've unlocked permanently
Military jeeps have been added to the game
Helicopter rotors spin faster now
The military base on the hardest difficulty now contains slightly less units
Added new military outpost using the vans (they are currently underrepresented in the game)
Increased the range for picking up objects when holding your hand straight
Improved healthbar (Damage/Heal Fade, half transparent after time)
Added recursive checks for multiple islands and connecting them with land bridges
(Internal) Added new visualization for random object generation
(Internal) Achieved the incredible score of 96 words per minute on a typing competition
Added healthbars to gas tanks
Added chance to start in the zoo
Added walking on slopes (only for certain buildings, should improve the rooftops of the barns, farms, some trees, the military barracks)
Fixes
You are now pushed away when you grow under a tree to prevent you from getting stuck
Nukes no longer have a health bar
Bazooka missiles now have a maximum distance they can fly
Chickens now drop a more realistic amount of eggs
Horse mass has been adjusted
Artillery shells now properly blow away nearby objects
The explosion effect for the nukes no longer uses the bombs rotation
Health bars no longer sometimes display 0
Objects no longer are visible in the victory screen
Activating a nuke for the first time and activating a grenade for the first time no longer have the same achievement name
Gas tanks now properly take damage and explode
Put measures in place that prevent the player from falling through the map
Hunters no longer shoot their own dog
Fixed Oculus SDK log error (trying to connect to steam api)
Fixed bug that lead to farms sometimes spawning partly on the water
Fixed eternal movement upwards on climbing exploit
Changelist - Build 288
Improvements
The game now appears less saturated the lower health you are
Fixes
Fixed an issue where the game would not start properly for vive players
The quit button now always properly quits the game
Fixed a bug that prevented you from activating your first grenade
The first map you load into now doesn't always feature zombies
The voiceover doesn't skip on the first time playing the game
Bake and decorate delicious pastries, cakes, and cookies! Run your own bakery and serve customized, delightful desserts. Sweeten your favorite simulator game! Key Features
Brand-new bakery
New baking mechanics
New recipes, ingredients and utensils
Serving customised dishes
Bakery and Sandbox game modes
Brand-new bakery Your very own european style bakery with all the utensils required for baking, assembling, decorating and selling your lovely desserts.
New baking mechanics Prepare dough, add some flavours, stuffing, choose between various forms, slide it in the oven and decorate! The mechanics are easy to use and allow you to bake without hustle.
New recipes, ingredients and utensils Got a sweet tooth? Well, you can now make your sweetest dreams come true! Master new recipes and learn how to prepare perfect brownies, cheesecakes, doughnuts and more! New ingredients include all sorts of products from flour and baking soda to fruits and toppings - everything a true confectioner might need. Let’s not forget about various new toys like baking forms, yolk splitters or icing spatulas. And of course, chocolate, lots of chocolate!
Serving customised dishes Cakes and Cookies gives you the chance to add some personal touch to your sweet creations. Learn your clients always-changing fancies by following social media trends and serve customised desserts that will conquer their hearts.
Bakery and Sandbox game modes Start running your own bakery and serve the best pastries, cakes and cookies you can to become the world’s top bakery! Keep inventing new desserts according to dynamic daily trends. Gain likes to unlock new utensils and ingredients… Or get instant access to all the good stuff in the Bakery Sandbox mode. No orders and no time restrictions. Full freedom, pure fun!
It's awesome to see so many people excited for Cakes and Cookies. Your positive responses have been greatly motivating, and we aim to make this expansion something special. To sweeten the prep time before opening the confectionery, and to make the wait a bit more fun, we're starting this Wishlist Challenge.
The rules are simple. Below you will see a list of rewards. Each milestone is a new feature or a pleasant surprise available to all players. The number on the left represents the number of people with Cakes and Cookies on their wishlist required to unlock the milestone. The more people in the challenge, the more rewards you unlock together! Please note that some milestones are secret and will be revealed as you progress.
The Demo is up in the page and the Cooking guide video is now available (video after the Trailer)
We have finished transfering the project to the newest version of Unity, and we cleared legacy assets, so the next Demo is will lighter even after we add new features!
Now we start the marathon to December! We got plenty features to implement, and we are starting with the new Grass and Farming system.
Hey Everyone! Release date is approaching very quickly, next Tuesday at 10 am PST. I think this is the perfect time to give you guys some info on how things will unfold post-release.
I've very recently added leaderboards rankings for the time taken to beat each boss, if you're interested in speedrunning or just competing with your friends you'll like this feature a lot! Could lead to adding a game mode geared towards that if the community enjoys it.
I created a discord today, make sure to join if you have questions, want to provide feedback after release or participate in future events:
This is a fast update that addresses visual effects from exhausts of the cars.
1) No speed-offs or stucks while jumping/riding over harsh terrains
This is very important, for some long-expected physics fixes that make overall gameplay more smoother, stable and nice to play without annoying stocks which few negative commentators addressed over the previous period (thank you guys, god's bless you), so hopefully, they'll be happier after this update (at least I enjoying gameplay maximally after this update).
You can't fly in big jumps and speed-off on landing, that makes before stocks in smooth gameplay and make people felt annoyed (or you need to be master of the skills like me and few other top racers so to evade those possibilities, lol), you can see how smooth is gameplay now, no stocks, game-flow is still dramatic, extremely off-road realistic, but you can ride your way without that annoying thing, which makes overall gameplay more addictive
Again, this is ain't final physics, the game is a very complex 5-year old form of most-realistic physics in off-road racings; it was very hard to make AI's rushing 400kmh perfectly over realistic (not flatten offroad like other racing games) along with tuning physics, which has endless components and functions, in order to calculate all perfect and ultra-realistic and to still be fun for you. So you can expect in the future along with continuous progress with the physics's algorithms of 'Arizona Derby' that more and more fixes come, making overall racing very well-tuned, balanced, polished, smooth and extremely appealing for the ride.
In the previous period, Physics was #1 thing of course and many patches you may be witnessing here that improved game, making it step greater in terms of overall joy, realism, experience, and other things.
2) Second, very important physics-related, AI update is that fixing also one VERY annoying issues from before - AI Aggresivity level
Before when you rush around the AI, it will hit you and disable your way, make you almost impossible to stay on track, shoulder to shoulder with it. Now, this is bit changed, if you're very in the way, AI' will still break your way, but will not be too much aggressive when you getting closer from behind or so, so overall competition becomes more fun, without unexpected AI moves, but hold on, this is racing game, you really need to show skills and find smart's way around AI's, it's all but not stupid :) Good luck! :)
3) Exhaust haze and smoke polished and fine tunned:
Following players feedback's that haze is way too much (fully agree, just have not time, doing other updates over the past half year) I fine-tune haze and smoke particles to be more realistic and haze to not be too large (like before), so current effect's behind the car at time when haze can be seen (like up to 50-60kmh) and smoke (up to 20-30kmh) is:
4) A restart of the race is introduced from the game pause menu in the previous patch
it seems it has set FX levels to the zero by default, now is that revisited and fixed;
5) Nitro motion blur FX is smoothed out by the player's feedback's
making it less dramatic which brings quality to the balanced game flow;
6) Left side first-person camera gets a mirror into view: Which is now fine-tuned and there's no mirror in that view;
7) Nitro FX motion blur was before staying when nitro-key being held, despite the fact nitro tank is empty. Now it's fixed, fine-tuned in endless debugging of that complex post-processing system.
8) Second Rebranding of the AD has also been done, main Arizona Derby picture is now like this: with masked ADriver dude with glasses, visible in the car. Here is another look of it:
9) A few more fine-tuning to the tracks along with few other visual fixes and balancings, which I have no time to describe since rushing to work on next bunch of updates:
Procurus here. I hope you've been holding up well since the last time we met. But let's lay the chit-chat off for later: we have pressing matters on our hands.
When we spoke a few weeks ago, I mentioned The Shift. You may very well wonder what that is exactly, and I most certainly am willing to tell you in detail for this knowledge is crucial for your forthcoming mission.
■■■■■■■■■■■■■■■■■■■■■■■■
The Multiverse that we exist in contains countless parallel worlds. It takes a lot of effort to keep them intact and, most importantly, separated one from another. That is what we were doing in Herald's Undercover Bay, or H.U.B., an organization located secretly between dimensions. Yes, Herald, we were doing exactly that—until the bay was attacked. ■■■■■■■■■■■■■■■■■■■■■■■■
We were caught completely off guard. Whether it was sabotage or an act of war, we don't know for sure. I barely made it out of there alive, though it's not what matters. What does is that several worlds were ruined. Shattered to pieces. ■■■■■■■■■■■■■■■■■■■■■■■■
A total of seven parallel worlds merged together after having been abruptly disengaged from the H.U.B.. You may ask me what it means for them, well... The flow of time was altered, the very geometry of space itself was completely broken. All that's now left from those worlds are shards. Shards of aeons and dust. It's a disaster, Herald. The Shift. ■■■■■■■■■■■■■■■■■■■■■■■■
Your mission will be to reconnect those shards, to rebuild worlds from scratch. I want you to heed my warning: the dimensions you're about to visit are extremely dangerous. Their inhabitants are neither completely aware of the full scale and nature of this anomaly nor of your real intentions, Herald. They will protect their realms from anyone they recognize as an intruder whatever it takes.
■■■■■■■■■■■■■■■■■■■■■■■■
We are done for today. Take your time to prepare before your mission starts.
We had a follow up to last night`s update with a lot of good new fixes and improvements. To start things off we completely reworked how players character interacts with walls - it`s now realistic and not exploitable. Player will no longer be able to jump from buildings or elevator shaft by walking into the wall. Also when moving around corridors or walls, player will not longer get stuck or slow down by nearby walls.
We have also finally resolved the issue with all the AI animals and Mechs disappearing, as well as being unable to drop items on the ground. The issue is still there, but we have a fix in place so it`ll only get triggered once in a couple of weeks, and by then we`ll have a permanent solution in place.
In addition this small update comes with several other important fixes and improvements. We`ll continue with another update - improving arrows and vehicles by Monday.
Wishing everyone a great weekend, and here`s the patch log:
Major fix to the issue where AI animals and Mechs will not longer appear anywhere on the planet
Major fix to the issue where dropping items on the ground would make them disappear
Player will no longer be able to jump from high distance by sticking to walls
Change how player interacts with walls, no longer getting glued to them when passing near them
Waypoints to all vendors and industrial refinery are now visible at all times
Reworked Tigon plants to fix the super light blue plants with realistic dark green plants
Vehicle status is now unlocked by default fixing a lot of issues with vehicle management menu
Reduction in the amount of world loot items spawn on the ground and furniture, about 50% less
Player will have a minor slide down effect when standing on steep surfaces and ramps
Added message when hacking a vehicle fails
Server status for official servers now describes player population in words instead of numbers