I am back from my short summer break! Secondly I am happy announce that the revamp phase has begun. A last minor update with a few quality of life improvements has been published.
Consumable items now show a consumption level! This new addition is presently only viewable in the inventory, but will be added to the box menu as well in the future.
Now, as you can probably spot on the screen, there is another feature! If you have a lamp, previously toggled/ activated, in your inventory, it will be used as a lightsource and wielded in the left hand. Being able to handle still other items or objects at the same time. Shout Out to DigitalRoc for the suggestion.
There have been minor and major fixes to present issues in the game. Below is the full the changelog.
Cheers and God bless.
August 6th 0.415 -Revamped some of the UI and Item handling *Consumables show now how much is left of the item in the inventory (not including boxes yes) *Lamps show now a lightbulb if active in the inventory -If a lamp in your inventory is active it will be carried around -Fixed the Accordion Man Quest -Fixed Npc's from being stuck at the yebay station -Fixed the water levels from bugging out
Sorry for the slight delay, I have been trying to figure out the specific save file bug. Shout-out to ZacShell for aiding in it :)
I am sorry that this even happened because it went right through pre publish testing somehow and it only occured for some players. God bless.
p1 -Fixed Edwards Pathfinding for the Tower in ACT II p2 -Fixed Sandy from selling soup -Fixed the missing redwood trees in the past -Fixed the problem with the save files from older versions not loading properly
ACT III has been finished and is now going into the closed testing phase.
I am happy to announce that the revamp phase is now starting and will end in at least 2 months. There is still so much work left to do, but I can slowly & finally see the update release date approaching.
This also means that this is the last update before ACT III releases, due to the revamps.
You can actively follow the ACT I and II revamp phase in the "Unstable Test Branch" (you can change it in the steam settings). Be cautious though, because playing this branch would be at your own risk, since it will be the branch, where the save revamps will also happen.
For all who want to continue to play the old save files after act 3 releases, I have also created the "LEGACY" branch, which will continue after the release of act 3. Meant for the old save games to persist.
--Note: A guide will likely be created in the steam forums (in the future) on how to switch branches--
Now to the immediate content for you guys.
The Meadery has been expanded upon!
You can buy honey and bee related products!
A new mini job has been added, will you handle the task? Watch out for the vicious bees!
A few smaller additions and changes have been made.
The train is now more stable and looks better!
And less important dialogue is now minimized to local speech bubbles!
As previously mentioned there is a lot of work to be done, but it is now very close to being finished. Stay tuned :)
Here is a little ACT III screenshot to tease you with!
As always, below is the full changelog. God bless.
July 20th 0.41 -Added local speech bubbles (If citizen speak outside of dialogue, a speech bubble appears above their head instead of the global message box) -Added a meadery salesman to the honey fields -Added the mead making job -Tweaked the message dequeue process (Now fixed to the left hand side of the text box) -Changed the camera shake to also jitter for rotation in half of the instances -Revamped the hover train visually -A few color corrections -A few more level fixes and appearance tweaks -Fixed the npc's from ignoring enemies -Fixed the player from falling of the train -Fixed the camera whilst inside the car -Fixed the possibility of Sir Atom getting negative values -Fixed the delayed movement -Fixed the problem if the player is trying off a ledge, the code would miss on it and would let the player plummet down. -Fixed another load of spelling mistakes -Fixed some textures for a few characters -Fixed the ability to push cars with ease -Fixed it so you cannot talk to Athor during the explosion of the weather machine -Fixed the act 2 elevator
I had to do a few fixes for you, now the game should run again at near optimal (early access) levels. Have fun!
p1 -Fixed the item handling for the mini jobs -Fixed the items from flying outside the car trunk -Fixed a few visual bugs in the worlds -Adjusted the water colors a bit -Rescaled the fragment checker p2 -Fixed some frame drops especially in the town center
Some major fixes upfront. The major problems of clipping items have been fixed.
The issue of Edward being stuck in the sewers for example has also been straightened out. With the update come a few new funny issues like being able to push cars like toys. Enjoy while it lasts because it won't be long ^^
ACT III is now in its end stages and roughly 95-97% Done :D
Remember that afterwards will come the revamp period, where in I will not make a public update for 2 months.
This will also be the time when I will move the last public version to the so called LEGACY BRANCH.
That will be done because of the save system revamps. Anyone after the ACT III release will not be able to play any old saves. To be able to continue them still, players will be able to play it on this legacy branch.
With the update comes a new water shader :D
It includes nice caustic effects as well! Some of the water colors will be fixed in the next weeks to look more fitting.
Now as it has been suggested in the past, boxes can be named now :D
And I revamped the box menu as well so it is actually visible ^^...
There are several other additions or changes and fixes, I will leave them as always down below.
Have a great day/night and God bless you :)
June 12th 0.4
-Added a new water shader -Added footsteps to a few npc's
-Added a craftable tracker for Time Fragments
-Moved the time fragment counter into the fragment tracker
-Revamped the Box UI
-Added box naming
-Exchanged the Bill I & II mechanics with custom models
-Items close enough are now locked to your hands and don't fly around weirdly
-Changed the Components Crafty Entry to be unlocked from the start when starting a new game
-Fixed the combat AI so that for example Edward does not get stuck in the sewers
-Fixed the time display in town from always showing monday
-Fixed the car from falling underground
-Fixed the items falling through the floor at times
-Fixed the swimming for ponds
-Fixed hats from turning into sophisticated dinosaurs after load
-Fixed a few spelling mistakes
-Fixed the discovery of markers in the wrong time period (Where they should not be triggered)
-Fixed the height for sitting npcs in the car, so they don't go through the roof
-Fixed the lightning on the hover wheels from being stuck at times
-Fixed from throwing items when crouching
-Fixed that npc's that go into combat mode won't close their open dialog
I already went into adding new side content for you players when I noticed a few bugs. Some being reported to me, thank you guys. This means I have to push a premature mini update/fix.
Here is the change log:
May 18th 0.395 -Revamped the Church -Added a priest who prays at the altar -Fixed a few spelling mistakes -Fixed the double boxing -Fixed the Thunderous Matters Clock not fitting into the weather machine -Fixed the Burger Lord kitchen door being to small for the player p1 -Fixed the priest from existing, before the church was -Fixed the item scrolling from getting locked at times
First and foremost. I am working on the last and major quest for ACT III and afterwards will come the epilogue.
Following that will be the revamp for ACT I and II and the save system, which will take hopefully till end of June. Do not take my word for it as I have a few ideas for these acts which will likely need a lot of testing. None the less I want the wait to be worth while.
The NPCs have received a major face lift :D
Gone are the pixellated faces even for higher quality settings.
While potato has still a bit of a lower quality I hope the result shows on higher levels.
BUY NOW OFFICIAL THE CAPTAIN PEN ACTION FIGURINE!
PACKED WITH ITS 15 CLASSY AND ORIGINAL VOICE LINES LIKE:
"WEEEE!",
"GET TO THE CAR, RAAWLL!"
and of course: "I AM A PENCIL, PUT ME DOWN I HAVE RIGHTS!"
There has been a change to the item handling. Gone are the days of wall clipping items :D
For the most part, unless the engine skips a frame again. Then you may or may not lose your item for ever ^^'
Try out the new item throwing feature! By holding down your right mouse button and releasing it.
Some new visual effects for the flying car have been added. Thrusters and statically charged hover engines.
Below is the full changelog. Hope this will ease your wait for ACT III as I am putting most of my time into it.
Cheers and God bless you all :)
May 15th 0.39 -The monthly day count (for each month and the corresponding year) is now corrected. -Wastebins in the future now also have physics -Added a new clock display to the town center -Added electromagnetic visual and sound effects to the hover wheels for the car -Added the asian restaurant trader to bernd, in order to sell you also other goods. -Added thruster effects to the car -Added item throwing -Added the Captain Pencil Action Figurine with 5 of his classic voice lines BUY NOW! -Added the Captain Pencil Achievement -Added a hat to the store -Made Health/Hunger calculation easier to predict, rather than being random. -Altered the fission reactor crafting recipe -Revamped the character models, made a few texture upscales -Revamped the highway bridge -Added more future misc to the town -A few visual and sound alterations to the plasma gun -Tweaked the Camera Shaking for a few situations -Fixed some physics clipping (Changed the time step) -Fixed clipping of held items through objects, for the most part -Fixed the usage of held items while walking. -Fixed the double jump issue when hitting space in the air. -Fixed the weird scaling of the info board holographic display, in the town center -Fixed Sandies dialogue box from being stuck after leaving the conversation -Fixed Npc's from going through the blast door (other than through the opening) in the ACT II sewer base -Fixed the player on the map view -Fixed the wastebin in the future -Fixed the bandit boss not spawning the clock
p1 -Fixed the missing atmospheric haze -Fixed the talking pen from not talking -Fixed the reactor from not fitting into the slot -Fixed sir atom from not taking any fuel
p2 -Fixed The Francisco's face from looking to blurry -Fixed some of the old physics errors due to changing the fixed time step
p3 -Fixed Tom's Burger Place from freaking out when approaching -Some Performance and Material Fixes -Fixed the leviboard again... -Fixed the Accordion Man -Fixed the selection of the reactor or the energy cells
I wanted to let you know that ACT III should be about 85% done. There are major segments to be added and I want the ending to be worth the wait. Here is another image from ACT III to keep you guessing:
The 2CAN soft drink has been added to every 6/12 store! Buy it now!
The rest of the update just contains major fixes, because I mainly focused on ACT III these past days. I so that I can progress afterwards into the revamp phase and then into the final release some time around June hopefully.
I hope you will bare with me and there will be news and updates along the line, until the revamp phase comes in. The next update should be of more substance :)
Here are the update logs as always. Cheers and God bless.
April 12th 0.38 -Added an easter event to the menu screen -Added 2Can drinks -Added Usable Computers (only for ACT III currently) -Held items will now be always on focus, for interaction -A few AI tweaks -Fixed the oversight where dollars were payed by Fredich in the Lost Clock quest instead of shillings -Fixed Athor waiting to react to the Jet in ACT 2 for too long. There is a fail-safe an the trigger time for it has been halved now. -Fixed the bug where the shillings in the bank menu would always display the default 10000 display value -Fixed the Ice Cream Shop not showing correctly in the ACT II future -Fixed the arrow for the car in the map view -Fixed Henry from floating in air inside the bandit cavern base -Fixed The Crab Meat spawning Cooked Steak instead of Cooked Crab -Fixed some shops at the christmas market for wanting shillings in the current age -Fixed the bug hopefully where in the car would not appear in the ACT II tower -Fixed the sting at the start of ACT II from being so loud -Fixed a few typos -Fixed the leviboard from sinking in the ocean -Fixed a few visual things in the map -Suppodsely fixed the steering of the leviboard
March 14th 0.375 -Added diving/swimming into the game (DO NOT DROP YOUR CAR INTO THE WATER) -Modified the water appearance -Fixed the displaced Shillings Icon -Fixed Npc's from halting at occasions inside the story
I am still working hard on act 3 but that did not stop me from giving you a nice content update to make the wait worth it.
The main goal of this update was about anything prior to 1850. There are two currencies now.
Shillings and Dollars. Shillings will be used prior to 1850 and after that time you will find a bank in Pine Lake to change your currency :)
Secondly there is a lot more variation in wild life now. Certain animals may flee from or hunt other species. Chasers run from wolves for example. Wolves hunt sheep and so on.
They warn you before you approach them.
You can hunt and sell their skins at the local hunter. Or buy some raw meat from him :D
This should be all for now. Let me know if you found the secret pirate base ^^
I will post the full changelog below as always.
Cheers and God bless.
March 11th 0.37
-Added the Shilling as Currency
-Added a pirate base
-Added shilling and dollar values into the map view and main UI (Additions and changes to the UI overall)
-Added a bank where in you can change currency
-Added a hunter to Cape Dun (You can buy and sell your goods there)
-Added wolves
-Added foxes
-Added spiders
-Added the discovery for certain smaller locations (some previously known locations are hidden at start)
-Added some more details to nature
-Added billboards for each settlement and a few more details to Cape Dun
-Reverted the toon edge back to off by default
-Slightly stretched the Bloom Radius.
-Improved animal ai systems (for example wolves hunt chasers, sheep ...they flee from them and so on)
-Fixed the Car Crashing sound
-Fixed the problem where buttons behind the speech box could not be clicked
-Fixed Fort Dun having collisions even before it exists
-Fixed a few more typos
-Fixed the gun impact force. It now is directional instead of upwards
-Fixed Map Markers for settlements disappearing on the map, when on distance
-Fixed the flying cars rotating controls getting stuck sometimes