We tried killing two birds with one stone in this update. What if we could completely redesign the tutorial system, and also refactor everything about how things were (previously very lazily) loaded and unloaded in our game, as well as change the entire structure of our AssetBundles?
This of course lead to a bigger cleanup than we anticipated, but the results will be worth it for future ports such as the Switch version. Nintendo places strict limits on patch size, and very specific requirements for gameplay displaying their hardware in-game.
Another thing we did was redo how our translation system works. We have moved to a Google Sheets system which can import into Unity in a single click. It’s now super easy to change strings in-game as we don’t have to deal with an external translation system (OneSky), saving time, money and revisions from translators who sometimes did not fully understand the context of a rhythm game.
Huge thanks to Discord users Raoul1808, Gamer97, Mapy, Edge, DJ_Mike, TreXDer, G4, A. Park, 20/3, CrunchyRominaeLettuce, Auth, Dr Chicken, NeoDuck, haomakk, SleepingKotofey and our mobile publisher Habby for your work on this.
If you think there are any particularly bad strings in your language of choice, let us know and we can fix them far more quickly than before.
Patch notes below.
UPDATE 13 - TUTORIAL OVERHAUL
FEATURES
New tutorial system!
The gameplay mechanics for SRXD are slightly unique in the rhythm game space. While it clicks once you understand the game and have played for a bit, we want to make the initial experience with the game as easy as possible for players new to the genre.
We now have 4 separate tutorials that quickly teach all of the game mechanics one note at a time and in a way that is relevant to the difficulty level the player is attempting to play.
Easy - match notes, spins with a tap at the end, and scratches
Normal - hold notes and tap notes
Hard - beats and hold note releases
XD - beat holds and beat hold releases
The tutorials show correct keybinds if remapped, and clear demonstrations of how to play using 3D animated glyphs of gamepad buttons, keyboard keys and a mouse.
If you miss the old tutorial music, you can still create a custom track and it will be the default music.
Another feature we have wanted for a long time is proper text explanations of how each mechanic works, and clear “objectives” (number of times the player must hit a note to proceed). There was also previously an issue where if a player didn’t understand an issue in the tutorial, they could get stuck in an endless loop of negative feedback. Now if a player fails twice, the tutorial will rewind and play the demo section with text explanation and animated 3D glyphs.
Levels are now gated by having to play a tutorial (which is easily skippable for seasoned players), and tutorials are always accessible from the level select menu (without having to dig around the track list).
Other features:
Refactored the way everything in the game is loaded and unloaded
Completely restructured our assetbundles to allow for leaner patches and better resource use and future optimisation
Improved translation system (now using a Google Sheets file)
POLISH
Improved beat release effect
Improves beat note hit effect
Improved the effect hold notes have on the background heightmap (removed flickering)
SpinFM no longer spams track select sounds when moving quickly through difficulties
Menu navigation SFX is more consistent between input devices and menus
Audio spectrum visualiser (in-game HUD) is now properly aligned in the center
Made the options menu wider, made the debug buttons (bottom of options menu) fit all languages
Incorporated all feedback from the chart feedback form
Re-added the track info in the bottom left corner during play, and made long titles scale properly
Added missing HDR to some elements in the key binding screen
Fixed “next leaderboard in xx:xx time” text overflow in some languages
Updated Chinese and Italian translations for many in-game strings (thanks to Gex, Edge and 20/3)
Added translation string for “add input” in controller / MIDI mapping menu in all languages
Added dynamic resolution scaling on track preview (level select) and wheel preview (options menu) - these should look better at higher resolutions
Improved album art loading process (now loads with a smooth transparent crossfade)
BUGS
Fixed RichText working for Steam names in SpinFM
Fixed a dodgy looking text raycasting issue on level select menu
Fixed a bug submitted by user 20/3 (IndexOutOfRangeexception) caused by putting too many legacy tutorial notes in a custom chart - the game will now ignore the tutorial notes and mark them as chart errors
Fixed a bug that could cause a crash when quickly scrolling through hundreds of customs
Fixed a rare bug that could cause the game to never launch due to resolution being too low
Fixed a bug where the final ping of the audio calibration tool would sometimes not play
A maintenance free patch is being distributed starting from 19:00 (PT). The hotfix will be applied to each server over about 1~2 hours. An update is not required.
[Fixes]
Zahir - Narayanastra(Q) is now fixed to deal the right amount of damage.
Shuriken - Caltrops(D) is now fixed to deal the right amount of damage.
When the saved game is first loaded, the wave may not work properly. Subsequent waves will work normally. If you have any problems, please send an email to the address below. support@jacktostudios.com
[Official Server Improvements]
- Changed so that it is no longer possible to escape from the official server. - The server is automatically initialized according to certain conditions. In case user rarely connected (5 days)
- Zombie wave is automatically initialized according to certain conditions. When there is no user connected (2 days) or when user rarely connected (3 days) If wave defense is never successful (2 days)
- Corrosion functionality is added to buildings on teams that have not been connected for a long time. Decrease by 5% every day after 10 days of game time
[Save System Improvements]
- The game save system is improved. The game play has not changed from before, and if you have any problems due to changes to the save system, please send an email to the following address. support@jacktostudios.com Also, if you save the game to the new system, the file size may be slightly larger than before. This can cause lag on the main screen if there are too many files. If the above issue occurs, please clean up your saved games.
[Game Balancing]
- The drop rate of the animal intestines of the rabbit's corpse has been increased. - The spawn rate of the Stag has been increased.
[Game System]
- Items are also auto combined when you sort them in the chest. - When disassembling at the workbench, the maximum number of disassembling has been changed to be limited depending on the inventory remain. - When a building is destroyed, a material box appears instead of materials. - Changed animal corpses to disappear faster. - Changed items on the ground to disappear faster. - Changed the sleeping bag's build detection. - Changed the collision detection of the bait trap. - Changed the quick save function of the dedicated server to work the same as the player server. - The trigger range where zombies spawn has been decreased. - The animal's hearing system has been improved. - The noise system has been improved. When there is a difference in height or there is an obstacle, the degree of perception of noise is reduced.
[UI Improvements]
- Some UI changed. (Crafting, Settings, Server Info) - UI effects have been applied. - A warning popup is an output when deleting a saved game. - A warning popup is an output when exiting the game. - A keypad icon has been added. - Changed inventory tooltips to not leave the game screen. - Changed the item acquisition notification so that it does not cover the inventory. - The position of the buttons has been changed to be coherence.
[FPP Improvements]
- The depth of the camera has been adjusted relative to the FOV. - Changed the judgment of the attack that was not normal. - Interaction behavior has been improved. - Fixed the camera would shake in certain situations.
[Multiplay Improvements]
- The team name is displayed when viewing other team buildings. - For other teams, all interactions except for opening/closing doors, entering passwords, storing items, and writing posts have been changed to be impossible. - If there is no input in the chat window for a certain period of time, it will be deactivated, and if there is input, it will be activated. - Areas that cannot be built when other teams' buildings are present are increased. - Team names are limited to 30 characters.
[Zombie AI Improvements]
- The zombie's hearing system has been improved. - The zombie vision system has been improved. - The overall functionality of zombies has been improved. - Added ability to call nearby zombies when Screamer screams. - The range of rotation decreased when the zombie was attacking. - The priority for the bait trap has been changed. - Giant zombies have been changed to attack buildings better. - Screamer has been changed to activate aggro on bait traps. - Zombie's escape range has been changed to be narrower. - The zombie in combat has been changed so that it cannot escape to inside the building. - Zombies have been changed to perform ranged attacks in the direction they are facing. - The chance of zombies will respond to the zombie's scream has been decreased.
[Optimization]
- The optimization has progressed. Foliage optimization Building destruction simulation optimization Item simulation optimization Corpse simulation optimization Trap optimization Zombie optimization
[Localization]
- Fixed some awkward localizations. Chinese(Traditional) Turkish Hungarian
[Bug Fixed]
- Fixed the issue that player would respawn in place if there was an obstacle at the respawn location. - Fixed the issue that the maximum number of thrown weapons was not affected by the ammo bag. - Fixed the issue that Trap's Modify HUD was displayed when a Claw Hammer was equipped. - FIxed the issue that zombies would disappear when built a player's building nearby a building. - Fixed the issue that the LED light was not displayed even though it was operating normally when charging the battery. - Fixed the issue that the zombie hitting sound was playing on the Minigun Turret. - Fixed the issue that caused tiles to appear where lights were built. - Fixed the issue that that skeleton indicator did not work properly when loading a game after 20 days. - Fixed the issue that the wave start message was not displayed when loading a game after 20 days. - Fixed the issue that the wire could not be connected to the Trap Door's socket with 0 remaining counts. - Fixed the issue that the traps with 0 remaining counts appeared to work when the game was loaded. - Fixed the issue that the hit detection remained even after using the flamethrower. - Fixed the issue that the left mouse button click was maintained when open the system menu in single player mode. - Fixed the issue that the small animal trap caused a physical collision with the animal corpse. - Fixed the issue that the reloading sound of the gun was low in the TPP environment. - Fixed the issue that equipped bullets disappeared when upgrading the Spike Launcher and Trebuchet. - Fixed the issue that the obstacle determination function of ranged-traps. - Fixed the issue that items fell under objects such as cars and paper boxes. - Fixed the issue that the Grinder's build detection. - Fixed the issue that the trap could receive settings even when the Trap Controller was turned off. - Fixed the issue that the Trap Controller settings are could not be received normally under certain circumstances. - Fixed the issue that that tearing animal corpses. - Fixed the issue that the building team name was pushed to the left under certain circumstances. - Fixed the issue that the zombie could come through the Gate. - Fixed the issue that the +10 Lightsaber was displayed as a Two-Handed Lightsaber. - Fixed the issue that the wave in progress would end when loading a saved game. - Fixed the issue that the wave did not work properly under certain circumstances. - Fixed the issue that the electric LED of the battery connected to the generator was not displayed properly in the client environment. - Fixed the issue that the electric LED was not displayed properly if the Trap Controller was turned off when the game was loaded in the client environment. - Fixed the issue that electric lights could not visible in the client environment. - Fixed the issue that the Plasma Shocker seemed to be running continuously in the client environment. - Fixed the issue that items were floating in the air in the client environment. - Fixed the issue that the first hit could not hit natural objects in the client environment. - Fixed the issue that the client's projectile effect was not displayed. - Fixed the issue that a problem occurred in certain areas of the subway. - Fixed the issue that the message log was continuously displayed when entering the subway on a dedicated server. - Fixed the issue that Molotov Cocktail attack power was different from the tooltip. - Fixed the issue that the subtitles of inventory and research tooltips for some languages were not displayed properly.
Heya adventurers! We’re doing some improvements to your home away from home! They may seem like small changes but the efficiency they provide is invaluable to every player! You can check out more details about the update when it comes out this week! But for now, we have an exciting but simple event for you to take part on so you can get new furniture and other useful things for your El House! And as always, don’t forget to take a peek at the Item Mall for all the wonderful stuff we have for you this week!
El House Improvements Events This simple chain quest will reward you every time you finish one chain! Get amazing things like furniture, [Cobo] Music Streaming Tickets, and so much more! Don’t miss this opportunity to haul in your rewards!
Item Mall Goodies
With all these new improvements, you’ll definitely want to upgrade the look of your house! Here’s a space-themed set that will take your décor senses out this world! Get the full DIY El House (Space Life) when it comes out!
It’s a shark attack! With your adorable, new Pet: Shai enemies will flee at the sight of this cutie! It’s shark week every week!
Noah’s ready to size you up! He’ll snip and sew away the imperfections, so your enemies won’t even stand a chance! They’re below his elite standard! Get the Noah Elite Taylor Costume Set when it comes out!
VEGA CONFLICT IS UNDERGOING DOWNTIME TUESDAY, OCTOBER 12TH @ 10AM PST (EST. 1 HR)
Rebels,
In this release, look out for new content including the Spectre Warbird, Tracker Torpedo, Carbyne Armors, and Hangar Wings. For base defense, look forward to the Fulgor Beam Turret and Spawner Module Sentries. A change occurring in this release is for the Executor Dreadnought, affecting resistances. Read below for the full release notes.
[FLAME STRIKE] Launch into battle to earn the Warbird, Tracker Torpedo I-III, Carbyne Armor I-III, Electron Wings I-II. Flame Strike begins Thursday, October 14th @ 3PM PST.
[MOBILIZATION] Upgrade your Warbird to Mk4 using materials found in Mobilization, then earn the Electron Wing III.
[DECIMATION] Fully upgrade your Warbird using materials found in Decimation, but don’t forget to pick up materials to craft the Pyro Sentry III for the latest in base defense.
[ALLIANCE WAR] Join your Alliance in Alliance War, which is tentatively scheduled for Wednesday, October 27th @ 3PM PST. Gain Intel, Solar Shards, and Marauder Tech from a collapsing sector, but most of all, have fun with your Alliance.
[WARBIRD] The Spectre Warbird is the quintessential battleship, featuring area of denial capabilities including dual firing arcs (one on side of the hull) and allows for ample weapon loadout flexibility thanks to its 8 weapon slots. Independently of its Prime Shift state, upon losing its shields it fires a single projectile which splinters into three projectiles, which in turn, splinters into five additional projectiles.
[TRACKER TORPEDO] Using explosive damage along with AoE, the Tracker Torpedo brings the best of battleships into a single weapon - as the name suggests, it uses guided shots to help ensure it reaches its target accurately.
[CARBYNE ARMOR] Using a more effective health to mass ratio than previous armors, Carbyne Armors are the latest in Tier 10 defenses, providing not only a boost to Prime Shift charging, but also grants 50% resistance against Energy, Explosive, and Kinetic Damage at level 3.
[SENTRIES] The Shelling Sentry, Electro Sentry, and Pyro Sentry are included in this release and are planned to be introduced throughout the coming months. First is the Pyro Sentry, then keep an eye out for the Electro Sentry and Shelling Sentry in the coming months.
[HANGAR WINGS] Electron Wings, Scorch Wings, and Dart Wings will become available over the next few months in a similar pattern to Base Sentries: Electron Wings become available first through the Flame Strike event and Mobilization, then look out for the Scorch Wings and Dart Wings in the future.
EXECUTOR DREADNOUGHTDue to the Executor having 100% damage resistance under certain circumstances against new event targets, the Liberatus Resistance it features at Mk3 to Mk6 will be capped at 30% (currently 50%).
On Tuesday, September 21st, we completed a hotfix which capped Liberatus Resistance at 50% due to the Executor not taking any hull damage whatsoever using certain equipment loadouts. It was later discovered the most recent high level targets can be destroyed for free repairs, which was unintended. After further testing, it was deemed necessary to further reduce the amount of Liberatus Resistance to 30%. This change will be active directly after the server update.
Fixed an issue where Architect’s Prime Shift Boosts applied to Architect instead of its Spawned Ships.
Fixed an issue where Borophene Plate 1 and 2 may not display resistances in stat blocks.
Fixed an issue where Spectre Dissipators may not appear as available to equip on Mobile.
Fixed an issue where Fulgor Beam item XP was set to Tier 9 values.
Hey everybody! We wanted to upload this hotfix that solves some minor issues that have been reported with the Obelisk Patch.
- Fixed a bug where in multiplayer events the gold and shard rewards were displayed as 0 for game clients. - Fixed a bug in the obelisk event "Danger: toxic rain" that gave an incorrect injury. - Fixed a bug in the Cornelius card "World in flames" where the related card appeared incorrectly. - Fixed the tool-tip of the third card in the draft (now appears on the left) when choosing a card in the last round of the draft. - Fixed a bug with the "Poverty" modifier that gave an incorrect amount of shards. - Fixed a bug with the "Total resources" value for completed run in coop games. Now every player should display the same amount. - Also fixed some graphical glitches and text typos here and there!
* We are checking the bug that causes the scores to be different when playing a game in mp.