Pilots! UMC analysts report suspicious activity of all factions in the Open Space. There are rumors about some mysterious and deadly mission. Allegedly everyone who tried to fulfil its conditions was either killed or went missing. In the network, they say that more information can be obtained from a certain Federation coordinator on the “New Eden” station.
Some new incredible new screenshots taken by our closed testers! Closed testing opened up to our top patrons who have pledged 100$ and up on Patreon. We had originally only opened up 30 slots for closed testing which were quickly filled in 1 day. We have opened up some more slots for those interested in hopping in and becoming a closed tester to help shape the future of the game. One closed tester has been using Reshade while playing the game and has some really cool post processing effects. So far 8 patches have been pushed to closed testers with a long list of bug fixes, suggestion implementations, and performance improvements. Closed testing will open up to our 50$+ patrons in the coming weeks so stay tuned!
Updated minimum system requirements to be a closed tester are now 8GBs of RAM instead of 16GBs and HDDs are now able to load the game instead of only SSDs.
Busy second day. I'm lifting my head up from all this coding and wondering what year it is.
Anyhow, the Steam reviews have been brutal today but the feedback from players in the forums have been amazing. Thanks as always - will continue to keep improving the game!
Here's a summary of changes from today's updates:
Fixed several bugs with upstairs pathing.
Lowered stress increases slightly (though I haven't managed to decrease my own).
Stairs are now required to have some spacing away from walls when building.
Replaced Tin Star achievement with new one obtained when banishing a townsperson.
Fixed bug where Firebrand Preacher quest keeps popping up when completed (will pop up once more for folks and then it will register as completed after that).
Fixed bug where bribing sheriff would actually increase suspicion.
Escape closes screens now if opened - and if no screen open, it will open menu instead.
Side inventory icons are now buttons that will open up the business screen of whichever business sells that item.
Removed stress increase from saloon profit loss
Increased stock purchase prices of late game items
Page Up / Page Down keys for switching floors of saloon
Fixed bug with Options UI still showing after closing with escape
Sort options for Claim, Dirt, and Propose added to dropdown sort (Townspeople and Customer screens)
Added a gate where if all research has been researched, the research (say research one more time) side alert no longer triggers.
ANNOUNCEMENT : Prosperous Raccoon Random Box v2 Coming Soon !
[Start Date: To be announced. . .] We would like to inform everyone that there will be upcoming Prosperous Raccoon Random Box v2. We highly recommend to open all old Prosperous Raccoon Box you have as soon as possible.
I added a much-requested option to Keys that only allows them to be pressed while sitting in a Chair.
Even More Configurable Action Wheel - Jimmy
I added a slider to the Action Wheel to change its size, as well as a button to reset the Action Wheel to its default configuration.
I'm planning to add even more customization options to the Action Wheel later, like changing the inner radius of the segments and the opacity.
Even Clickier Switches - Jimmy
I added a nifty little feature that lets you quickly set a whole line of switches to a single state.
Web Request Tracing - Felipe
As you know from previous LWWs, the logicworld.net website's backend is made up of many individual services, each responsible of a number of tasks. When you make a request to the website, the main web service calls all of the necessary services, which in turn can call other services. This can make it difficult to know what actually happens when a request is made, since there is no way to know how the service calls are related to one another.
To remedy this, there is a thing known as tracing. When implemented in a system such as ours, tracing adds metadata to each call that associates it with the top level call, allowing us to know why and when a service is called. This also makes it easy to identify performance bottlenecks, since we can know what took the longest time.
I've now implemented tracing for all of logicworld.net's services. This will make the web services easier to debug and to optimize.
0.91 previews coming very soon
We are almost done with 0.91, the first major update for Logic World. It is on track to be fully released later this month. Before that, though, we'll be releasing it "in preview". This means you'll be able to opt-in to downloading the update early, but it isn't guaranteed to be 100% stable. The primary purpose of the preview releases is to get more people and systems hunting for bugs, so that the full release can be as bug-free as possible.
If all continues to go well, public 0.91 previews will begin later this week :)
The Steam reviews have been brutal today but the feedback from players in the forums have been amazing. Thanks as always - will continue to keep improving the game!
Escape closes screens now if opened - and if no screen open, it will open menu instead.
Side inventory icons are now buttons that will open up the business screen of whichever business sells that item.
Removed stress increase from saloon profit loss
Increased stock purchase prices of late game items
Page Up / Page Down keys for switching floors of saloon
Fixed bug with Options UI still showing after closing with escape
Sort options for Claim, Dirt, and Propose added to dropdown sort (Townspeople and Customer screens)
Added a gate where if all research has been researched, the research (say research one more time) side alert no longer triggers.
Got a review that reported a bug and spelling mistakes. I ran the whole games text though a spell checker and fixed the terrain editing bug. I should have used the spell checker on the games text a long time ago.
I am still supporting this game. If you find anything wrong with it post in the community hub and I'll get on it.
Update was pushed out in about 12 hours after the report.
Description: 1. This version is not compatible with previous versions.
2. In this version, the highest level of Spring of Life is locked to level 8, and the highest level of PuPu is locked to level 3.
Game update: 1. The player manually controls the adventurer summoned:
Added the "Summon Circle" interface, from which players can start/pause the summoning operation of each summon-able adventurer type and assign them missions.
After the adventurer type is unlocked in Blueprint, you can choose to summon them from the circle when there's an empty slot.
When paying the rent, players can pay a certain fee to Goblin to modify the summoned adventurer type and unlock more slots.
The commission board no longer manually publishes ordinary commissions (hero commissions are still published through the commission version and can be canceled).
2. Adjusted the resource consumption type and quantity of PuPu Dessert, related adventurer's wish output and sweat output, etc.
3. Adjusted the unlock sequence and style of the Park Blueprint.
4. Adjusted the unlocking rules and related storyline content of the Park mission and listed the Hero mission as a separate column, which can be viewed and published separately.
5. Improved the tutorial!
6. Added localization languages: Japanese, Korean, Traditional Chinese.
Due to the numerous and complex version iterations, many of the contents are still google translations.
7. Added event timeline:
You can see nodes with events on the main page.
Click to have a larger view; you can see the start and end nodes and descriptions of various events.
8. Added rainy season events:
Park will be affected by the rain, but PuPu's Home won't be affected.
The rain will affect differently on PiPi (A plural form of PuPu) of different attributes.
During the rain, there will be small pools that cannot be eliminated and will return to normal after the rainy season.
The other three season events have been removed, and subsequent versions will be reset one after another.
9. Adjustments related to the challenge mechanism:
Added a reminder of the hero's headwear in the challenge event.
Directly prompt failure when it is clear that the player cannot complete the challenge.
10. The new "Setting" function in the main menu supports full-screen switching of windows, resolution switching, language switching, etc., in the game!
Correspondingly, the self-contained configuration interface of Unity when the game is started is closed. At present, the game cannot perform image quality-related settings.
11. Adjusted the escrow level rules of the Tower of Diligence
There are no longer any restrictions on the employment conditions of the diligent messenger, but only higher-level PuPu can only replace the former one.
The auto-manage level of the Tower of Diligence has been changed. That is, all level-1 messengers can perform level-1 building auto-manage, and all level-2 messengers can perform level-2 building auto-manage)
Other modifications:
The dialogue of the adventurers in the facilities uses a new algorithm (to make the dialogue rhythm in different languages consistent), some conversations have a lag problem, and we are trying to find a solution.
Adjust the function menu below the park scene.
Added simple information display of buildings and adventurers in the park scene when the pointer points to them.
Added the pathfinding prompt for the selected adventurer.
Added hints for buildings that unlock room technology in the scene.
Implemented the appearance resources of different levels of the Spring of Life.
Added explanation information display when water quality of the hot springs is changed.
Added the grid display when the Park is built.
There is a more prominent exclamation mark on the top of the rent-collecting Goblin. You definitely cannot miss it! ;P