A major part of this update focused on rewriting and optimizing the net code for object position synchronization which makes up the majority of the game’s network traffic. You will notice a huge improvement as the client when moving objects around with reduced input lag. This data will also now pass through Steam’s P2P network backend. Slowly but surely we are going to migrate all the netcode to use the Steam P2P.
We also have some additional fixes and improvements for Voice Chat that should hopefully resolve the last of the issues.
Thanks for your patience and post on our forums of any issues that come up along the way so we can make sure it is working properly.
A major part of this update focused on rewriting and optimizing the net code for object position synchronization which makes up the majority of the game’s network traffic. You will notice a huge improvement as the client when moving objects around with reduced input lag. This data will also now pass through Steam’s P2P network backend. Slowly but surely we are going to migrate all the netcode to use the Steam P2P.
We also have some additional fixes and improvements for Voice Chat that should hopefully resolve the last of the issues.
Thanks for your patience and post on our forums of any issues that come up along the way so we can make sure it is working properly.
In the last update we ran into crashing issues using Steam’s voice chat, so we temporarily turned off voice chat while we investigated.
After working all weekend and implementing a brand new system, we think we have something even better! Crystal clear voice using the latest Opus codec, the gold standard of voice chat. This new voice chat should sound better and perform better than Steam Voice or our old system.
Currently, Team Voice Chat icons do not show for other players. Disable voice chat only disables your voice. Click on a name to mute individual players in the meantime.
Thanks for your patience during this time. Hopefully the new voice chat works well for you all. If you have any feedback, please post on our forums.
Voice Chat Commands:
/mics (will return a list of available mics with a number.)
/setmic # (to assign your new mic as default.)
This will be moved into the configuration menu in the future.
Other Additions
Scripting inputs now support BBCode.
Fixed movement/jitter with scripting 3d ui.
Fixed auto save not occurring during a table flip.
Fixed steam authentication issues when reconnecting to server.
Linux Troubleshooting
If you are having problems talking to others players make sure your GLIBCXX_3.4.20 is on this version. This might change in the future.
In the last update we ran into crashing issues using Steam’s voice chat, so we temporarily turned off voice chat while we investigated.
After working all weekend and implementing a brand new system, we think we have something even better! Crystal clear voice using the latest Opus codec, the gold standard of voice chat. This new voice chat should sound better and perform better than Steam Voice or our old system.
Currently, Team Voice Chat icons do not show for other players. Disable voice chat only disables your voice. Click on a name to mute individual players in the meantime.
Thanks for your patience during this time. Hopefully the new voice chat works well for you all. If you have any feedback, please post on our forums.
Voice Chat Commands:
/mics (will return a list of available mics with a number.)
/setmic # (to assign your new mic as default.)
This will be moved into the configuration menu in the future.
Other Additions
Scripting inputs now support BBCode.
Fixed movement/jitter with scripting 3d ui.
Fixed auto save not occurring during a table flip.
Fixed steam authentication issues when reconnecting to server.
Linux Troubleshooting
If you are having problems talking to others players make sure your GLIBCXX_3.4.20 is on this version. This might change in the future.
We’ve been working on a lot of stuff these past few weeks to finally use Steam networking. We’ve got a great head start by converting our old voice chat over to Steam Voice, so you’ll see a great improvement! We’re still working on the full conversion, so let us know what you think thus far.
So many of you have been asking for the ability to create character sheets since nearly the beginning and it hasn’t been easy to come up with something that was feasible, but now we have! Through scripting - createInput(), you can now create your own custom character sheets.
We’ve been working on a lot of stuff these past few weeks to finally use Steam networking. We’ve got a great head start by converting our old voice chat over to Steam Voice, so you’ll see a great improvement! We’re still working on the full conversion, so let us know what you think thus far.
So many of you have been asking for the ability to create character sheets since nearly the beginning and it hasn’t been easy to come up with something that was feasible, but now we have! Through scripting - createInput(), you can now create your own custom character sheets.
You and your adventuring companions are just returning to the bustling city of Greyport after your latest adventure. You are all looking forward to relaxing and spending some of your hard-earned loot at The Red Dragon Inn. The party will have to wait, though, because the city is under attack by evil monsters!
We also have an exciting update to Hands, where you can now bring any object into them! Your hands aren’t just for cards any more! And not just that, but you can now draw and deal from loot bags, infinite bags and stacks!
We also have a new tool for you in the gizmo side menu - Rotation Values! What does this mean? You can now create custom tooltips for your dice or anything else that needs a tooltip that changes depending on the rotation of the object. Names or numbers are allowed!
Only the host needs to own the DLC for everyone else to play.
To use the scripted rulebook scroll, just click the NEXT and BACK text.
You need a minimum of 2 players, but if you want to check out the scripted functions in single player, once you choose your character, change seats to choose another character and then click confirm.
Hand Improvements
Hands can now work with any object if enabled in the toggles menu.
Deal and draw works on individual objects like a singular card.
You can now deal and draw from bags, infinite bags, and stacks.
Works with arbitrary rotation and sideways cards.
Improved spacing with hands to work better and on dynamic sized objects.
Improved hands reacting to manipulation with the gizmo tools better.
Optimized performance of hands.
Improved lift height when grabbing something from a hand.
Fixed issue when dealing / drawing that the wrong hand could grab the object.
Fixed clipping issues when flipping / rotating cards in your hand.
Fixed object stacking together when they were in a hand.
Set Rotation Value on Object Tooltip
This allows you many options like custom dice tooltips or custom tiles with different tooltips depending on what side its laying on.
Number or name values are both allowed.
You can mouse over any object with rotation values and press a number to make it change to that. Or use the contextual menu and Rotation Value to the number.
It will try to add up totals on the same objects just like the built in dice do.
Scripting Improvements
Object:
Added bool use_hands
Added deal(int number, string player_color = "Seated", int index = 1)
You and your adventuring companions are just returning to the bustling city of Greyport after your latest adventure. You are all looking forward to relaxing and spending some of your hard-earned loot at The Red Dragon Inn. The party will have to wait, though, because the city is under attack by evil monsters!
We also have an exciting update to Hands, where you can now bring any object into them! Your hands aren’t just for cards any more! And not just that, but you can now draw and deal from loot bags, infinite bags and stacks!
We also have a new tool for you in the gizmo side menu - Rotation Values! What does this mean? You can now create custom tooltips for your dice or anything else that needs a tooltip that changes depending on the rotation of the object. Names or numbers are allowed!
Only the host needs to own the DLC for everyone else to play.
To use the scripted rulebook scroll, just click the NEXT and BACK text.
You need a minimum of 2 players, but if you want to check out the scripted functions in single player, once you choose your character, change seats to choose another character and then click confirm.
Hand Improvements
Hands can now work with any object if enabled in the toggles menu.
Deal and draw works on individual objects like a singular card.
You can now deal and draw from bags, infinite bags, and stacks.
Works with arbitrary rotation and sideways cards.
Improved spacing with hands to work better and on dynamic sized objects.
Improved hands reacting to manipulation with the gizmo tools better.
Optimized performance of hands.
Improved lift height when grabbing something from a hand.
Fixed issue when dealing / drawing that the wrong hand could grab the object.
Fixed clipping issues when flipping / rotating cards in your hand.
Fixed object stacking together when they were in a hand.
Set Rotation Value on Object Tooltip
This allows you many options like custom dice tooltips or custom tiles with different tooltips depending on what side its laying on.
Number or name values are both allowed.
You can mouse over any object with rotation values and press a number to make it change to that. Or use the contextual menu and Rotation Value to the number.
It will try to add up totals on the same objects just like the built in dice do.
Scripting Improvements
Object:
Added bool use_hands
Added deal(int number, string player_color = "Seated", int index = 1)
This is a big update in that we updated our engine to a new version of Unity. This gives us better cpu multi-threading utilization for better performance in scenes with lots of objects. The game should overall be on a better foundation than ever before.
Three Kingdoms Redux is a board game that seeks to recreate the tripartite between the states of Wei, Wu and Shu. You assume the role of one of the three lords – Cao Cao leading Cao Wei, Sun Jian leading Eastern Wu or Liu Bei leading Shu Han.
And for our VR users, rejoice! Oculus Touch support is now officially here! VR performance in general should also be improved up to 30% faster. Check it out and let us know how it is. Of course, there’s still more to come as well!
And lastly, our tutorial series is currently undergoing a revamp since we’ve changed so much and added new features. Here is the first episode in the new 2017 Tutorial Series - Basic Controls.
Now available for $7.99 with a 20% launch discount!
Only the host needs to own the DLC for everyone else to play.
This game is for 3 players only.
To begin, follow the instructions on screen or open up the notebook when the on screen notes disappear.
Make sure to hover and read tool tips as some things have specific instructions that need to be followed.
High quality and detailed with a lot of scripted elements to play around with.
Unity 5.6.2 Update
Improved CPU Multi-threaded rendering (up to 50% performance increase when there are lots of objects).
Improved physics calculations at high speed.
Greatly improved camera collision code to reduce jitter and clipping. (This will also stop cheating by trying to clip under the table to look at cards)
Chat colors have changed due to the update (are a bit darker).
Custom AssetBundle project has been updated to the new Unity version as well.
TTSAssetBundleEffects adds animator support.
Assetbundles with custom shaders might be pink (Either don't use custom shaders or re-export your Assetbundles with the updated project).
VR Improvements
Added support for Oculus Touch.
VR performance improvement up to 30% faster.
Controllers now animate to match your controller in real life.
You can toggle UI mode to have a floating UI that can be dragged into position.
Alt Zoom works a lot better now on everything.
Hover tooltip text now works with description.
Fixed resizing game view breaking the UI interaction.
Scripting Improvements
Event:
onObjectTriggerEffect(Object, int index)
onObjectLoopingEffect(Object, int index)
onObjectRandomize(Object, string player_color)
Player.getSelectedObjects()
Player.getHoldingObjects()
Physics.cast():
Added bool debug to cast() to visualize the cast
Fixed size parameter in cast() being double in size than it should all script must be updated
Increased the number of hits from 100 possible to 1000
Lighting Improvements
LUTs (look-up textures) have been added to the lighting menu.
This gives you a wider variety of lighting and color choices from one extreme to the other.
You can choose from over 100 different LUTs or import your own (256x16).
This is a big update in that we updated our engine to a new version of Unity. This gives us better cpu multi-threading utilization for better performance in scenes with lots of objects. The game should overall be on a better foundation than ever before.
Three Kingdoms Redux is a board game that seeks to recreate the tripartite between the states of Wei, Wu and Shu. You assume the role of one of the three lords – Cao Cao leading Cao Wei, Sun Jian leading Eastern Wu or Liu Bei leading Shu Han.
And for our VR users, rejoice! Oculus Touch support is now officially here! VR performance in general should also be improved up to 30% faster. Check it out and let us know how it is. Of course, there’s still more to come as well!
And lastly, our tutorial series is currently undergoing a revamp since we’ve changed so much and added new features. Here is the first episode in the new 2017 Tutorial Series - Basic Controls.
Now available for $7.99 with a 20% launch discount!
Only the host needs to own the DLC for everyone else to play.
This game is for 3 players only.
To begin, follow the instructions on screen or open up the notebook when the on screen notes disappear.
Make sure to hover and read tool tips as some things have specific instructions that need to be followed.
High quality and detailed with a lot of scripted elements to play around with.
Unity 5.6.2 Update
Improved CPU Multi-threaded rendering (up to 50% performance increase when there are lots of objects).
Improved physics calculations at high speed.
Greatly improved camera collision code to reduce jitter and clipping. (This will also stop cheating by trying to clip under the table to look at cards)
Chat colors have changed due to the update (are a bit darker).
Custom AssetBundle project has been updated to the new Unity version as well.
TTSAssetBundleEffects adds animator support.
Assetbundles with custom shaders might be pink (Either don't use custom shaders or re-export your Assetbundles with the updated project).
VR Improvements
Added support for Oculus Touch.
VR performance improvement up to 30% faster.
Controllers now animate to match your controller in real life.
You can toggle UI mode to have a floating UI that can be dragged into position.
Alt Zoom works a lot better now on everything.
Hover tooltip text now works with description.
Fixed resizing game view breaking the UI interaction.
Scripting Improvements
Event:
onObjectTriggerEffect(Object, int index)
onObjectLoopingEffect(Object, int index)
onObjectRandomize(Object, string player_color)
Player.getSelectedObjects()
Player.getHoldingObjects()
Physics.cast():
Added bool debug to cast() to visualize the cast
Fixed size parameter in cast() being double in size than it should all script must be updated
Increased the number of hits from 100 possible to 1000
Lighting Improvements
LUTs (look-up textures) have been added to the lighting menu.
This gives you a wider variety of lighting and color choices from one extreme to the other.
You can choose from over 100 different LUTs or import your own (256x16).