📘 Major Blueprints bugs fixed 👗Costume previews fixed 🏆 Achievement title change fixed ✅UI issues fixed
Changelogs
Fixed: [YLD-38622] Fixed: The preview of all costumes in the store is blank in a computer. [YLD-39502] Fixed: Players cannot see themselves on the exploration map after being invited by someone other than the host. [YLD-39527] Fixed: Some logs do not get placed in blueprints. [YLD-39405] Fixed: Pickable and interactable entities in Horned Lion Mythical Animal RE are no longer named "-". [YLD-39620] Fixed: Blueprints created from the following energy entities: Energy Stove, Energy Heater (both sizes), Electrolytic Station, Force Field Door and Spotlights (both sizes, any color), cannot be built (and have no requirements). [YLD-39636] Fixed: Rafts in blueprints throw an exception upon completion. [YLD-39526] Fixed: Depositing specific items into a blueprint table could throw an exception. [YLD-39534] Fixed: Profile detail popup was not updating after title change because it was using cached player data & avatar settings. [YLD-39359] Fixed: Editor: Clicking RMB on items in containers deselects the container object.
This week we would like to tell you about news from me and Nikki.
STREAM
Our first stream together was a blast. We played with Mythical Animals, enjoyed fishing together and started a server where all of us can build together. The server's name is SECRET STREAMERWORLD and you are all cordially invited to flex your creativity there. Please check the rules by the gate or mayor's office first. It was decided among the players that the name of our new founded city should be Fraikiville. Based on our beloved pet mascots: Nikkis's pupper Haiki and Anna's cat lady Frana.
Since we had so much fun with you all we decided to be streaming more regularly. For now, we'll be streaming about once every two weeks on a Wednesday, after some time, we'll have a look at what you enjoyed the most and reassess the streaming schedule based on that! Follow us on Twitch to not miss any of the streams: https://www.twitch.tv/ylands
COMMUNITY CORNER
The good news don't end there. We also started a new category of posts on our social media. We call them Community Corner. There, we will collect your input for the game. We will also use it as a platform to answer your questions and comment on your ideas. So look out for the Corner once a week to see which one of your ideas will become (virtual) reality.
Hope you enjoyed last week as much as we did.
Next week's Dev Diary will once again bring news about what we're working on in the game and what you can look forward to in 1.11.
[YLD-39511] Fixed: Mountain Talongoat bait recipe no longer requires a whole Heliconia plant (unobtainable). Replaced by Heliconia Seeds. [YLD-39406] Fixed: Placing an item into the blueprint table should now correctly work in instances when the same item is required for both the Materials tab and as a (decorative) Item. [YLD-39401] Fixed: Blueprint project table should now correctly recognize tools inside containers. [YLD-39487] Fixed: A regression where older (for instance, created in Early Access) rented server games could not be deleted. [YLD-33889] Fixed: A memory leak caused by the game screenshot in the upper right corner of the escape menu. [YLD-39163] Fixed: Some texts were untranslated (in: exploration map, rented server management, video options). [YLD-39355] Fixed: Loot container position correctly updates when a boat that has it on board sinks'. [YLD-39362] Fixed: Excluded some EntityPrototypes from being spawnable by SpawnEntityGen. [YLD-39181] Fixed: Reduced shader memory by variant stripping, cleared up the reference to massive colour arrays after use. On LowMemoryEvent don't run GC and UnloadAssets every time, variable 15s time. [YLD-37940] Fixed: Search in inventory now correctly uses localized names of items.
[YLD-39362] Fixed: VS: It is possible to Spawn obsolete entities with scripts. [YLD-39422] Fixed: VS: Right-click won't open the context menu in pivot edit mode.
Tweaked:
[YLD-39407] Tweaked: Foliage from blueprints never grows up. [YLD-39357] Tweaked: Trees from blueprints don't drop items anymore.
first of all we want to thank you for all the feedback we got on Update 1.10: Ymproved Ylands. We love to see that so many of you enjoy the update. You may be wondering why there are two patches and why their release is planned so close to each other. This is important to mention, as it is all thanks to you (that is a good thing!). You reported issues and we got to fixing them right away, got a patch ready so that the most pressing issues, some of which happen to be fairly easy to fix, can be fixed as soon as possible. While we deal with everything that needs to happen for us to be able to release the patch (remember this Dev Diary? ) we continue working on fixing what needs fixing and start preparing the second patch.
While our QA caught many issues that have already been fixed before the update, you, our wonderful players, have helped us catch a few more pesky bugs and we are very grateful for that. The team is already hard at work and almost all of the reported problems are already fixed on our internal version of the game and will be coming to you in two patches very, very soon. First Patch
As you may have noticed, there are some issues regarding ships. In the first patch, we are going to fix the "disappearing act" of some blocks, which certain players experienced, when disassembling their ship. This patch should be going live at the beginning of next week.
Second Patch
Patch number 2 will focus on issues related to Blueprints, in which we aim to fix two main issues. The first being that some of the Blueprints were not fully built after depositing all the necessary resources required by the Blueprint. The second being related to dropping tools in the middle of the building process.
All of these issues are connected and overlap. We are working on fixing all the issues reported by you, so please, continue giving us your feedback, continue reporting anything that doesn't seem right and we will keep in touch!
Thank you for your contribution, help and patience. We love our community.
So something has happened to Blueprints in 1.10. Former Blueprints are now called Game Blueprints and former Compositions are now Creator Blueprints. Why? Because we felt Compositions and Blueprints had a lot of common functionality and when we added more variety to the former Blueprints it became obvious that merging those two together would make a lot of sense.
Long story short - Game Blueprints are simpler (as in no scripting etc.) and can be used in Adventure, Sandbox and Editor. Creator Blueprints allow capturing more sophisticated things and can be placed in the Editor only.
So what else has changed?
Players are now able to capture Blueprints in the Editor (without all of the previous workarounds...)! Just make a selection and open the "Save As Blueprint" wizard.
A LOT more things are now available for capture in a Blueprint (weapons, tools, items...trees!) and it takes a lot out of the guesswork about which assets you can utilize. For those who want to be really sure, there is a filter in the Entity Catalogue in the Editor.
And as for building the Blueprint in the game - you may notice that there are now two tabs in an active project table. Deposit material in one to build the walls, ship hulls, and car chassis (basically the parts that you can't pick up afterwards) and the other tab collects Items - all the things that you CAN carry around and might want to use as a decoration, for example. If you don't know a recipe for a part of the blueprint or you don't have the right tools to craft it, the project table will tell you and indicate which parts you can't build at the time. PC players can even Stop Building the Blueprint and keep what they built until that point.
Right now you can create just local Blueprints for your own use. In 1.11 you'll be able to share them with others and monetize them.
That's it for this week and we'll talk to you again soon. Until then - Stay Classy, Ylanders!
For a while we were wondering what to call it. We knew we needed alliteration, that is what we do, but what should it be? Balanced Balance? Better Balance? First Fperson? None of the names really quite captured all the tweaks, changes and additions. What everything had in common, however, was improvement. And it is improvement done in the way that is uniquely Ylands. Hence Ymproved Ylands.
So what's happening in 1.10?
Mythical Animal taming
Exploration balancing
Beta version of FPS camera
New Blueprints functionality
Actions while mounted on an animal
Main game modes renamed
And many more fixes, tweaks, changes and additions!
⭐ Mythical Animal taming We added new animal companions that are only for those of you who dare to complete special Random Encounters and follow a famous zoologist on an adventure! The reward is a Mythical animal for you to tame and have as a unique companion in Ylands!
⭐ Main game modes renamed This change is one that will be obvious right from the start. When you launch Ylands, you will see that the Main Menu artwork is the same but the game mode name tags have changed. We realized that new players might not get much out of the current names, so we decided to change them up a bit to be more descriptive of the fun that is hidden behind them. The main change is that Exploration is now called Adventure - because this is our focus, not just showing you what is it like to travel somewhere, but to experience something more. We haven't changed our focus, it's still a game for all of the adventurers out there - explorers, fighters, and builders.
⭐ Exploration balancing Since 1.5 we have been focusing on the adventure side of our game. For the last few updates, we've been working on a lot of the pieces that were missing, and now is the time to start putting all the pieces, especially the bigger ones, together. For example, crafting is now an even more rounded and complex feature, as everything crafted or manufactured in workstations takes a different amount of time to be finished. We have changed a lot of other details, like the map legend, weather, temperature system, and resource distribution system, so you will want to travel through all kinds of ylands, craft better tools to get everything done faster with greater efficiency, and be prepared for danger of all kinds - wild animals, monsters, and sunburn. Balancing for 1.10 took the longest time of preparation for this update, but it doesn't mean that it cannot be even better. Please share your thoughts about it with us!
⭐ Beta version of FPS camera You asked for it, we sat down and worked to make it happen and here it is! We call it a beta because there are still small bugs that you may run into. But it works and fights in caves are now much more enjoyable! Go check it out!
⭐ Actions while mounted on an animal We know there are a lot of things that you should be able to do while mounted. So we decided to kick it off with the most requested ones: eating, drinking, reading, and holding certain items. While you enjoy these, we will continue working on the rest of the actions from the list.
⭐ Fishing Rework The previous update brought underwater and sea life into the game. Since then we knew that we needed to step it up with the way fishing works. Now you can experiment with different types of rods, biomes, and weather in order to get a more varied haul. Go fishing and catch what others need to dive for!
⭐ Editor enhancements Apart from the new Blueprints, we have also further improved placing and transformation of objects. The Constraints setting have been simplified and new dedicated "Toggle grid mode" button was added, so there is now more control over the object movement directly from the main toolbar.
⭐ Visual Scripting improvements As a basis for a larger scale improvement of the user interface and functionality of Visual Scripting, 1.10 brings its first pieces. Multi selection of script tiles, which allows you to move, delete and copy (even between canvases) large pieces of code effortlessly. Also no more whole stack movement, you can now "pop out" single pieces without holding shift. However, to comply with this change, we had to swap the buttons for panning the canvas, which is now moved by holding right mouse button (instead of left). Second addition - Context menu, works in same manner as in the Scene editor and allows you to perform all the script actions without remembering all the key bindings (copy, paste, duplicate, delete etc.).
As always, the new update brings many fixes, changes, tweaks and additions that we implemented to give our players a better experience. We would love to know what you have to say! From our point of view, the effort to bring this update to life was summed up by our Producer, Libor: "Once we decided to focus on the balancing of the Exploration gameplay, we knew that there were two possible catastrophic scenarios. We will change just a few details and nobody will notice it or we break the whole game and it will be disastrous. But, as always, our designers found the right way and we are impressed with all those small details which Ymproved Ylands."
Well, that's that. The update is out, now all that's left for you is to go and play it! And for us to wait for your feedback! And for us all, the biggest task is to...
We're very excited to let you know that update 1.10 "Ymproved Ylands" has left our doors and after it goes through some external checks, you will get your hands on all the cool stuff it brings (*cough* FPS camera *cough *).
I realized that it might be interesting to explain what is going on with the game build now, and what it has to go through before it gets to you. So let's do it.
At some point, when we feel confident enough about the current state of the game version we're planning to release, we do what is called a "submit".
At that point, the version of the game exists in a specific development "branch" called RC - Release Candidate. This branch is created from the current game code branch that is generally called "trunk" when the data lock happens - when we reached a planned moment when we say "from now on, no new features will be added to the planned update and we just focus on testing and fixing bugs". At that moment, we copy the whole game source code and create the RC branch. It is necessary because some devs are already working on features meant for future updates and the last thing we need is them changing the game parts that have already been tested and approved for the release.
So once we're happy with the state of the RC branch build, we say that it's ready to be released. "Happy" as in "there are known issues, but they are not critical and there are about a million things we would have liked to squeeze into this update as well, but it's too late", not as in "there are zero bugs we're aware of and the update contains absolutely everything we wanted it to contain".
Next, we do what's called a "submission". All platforms have some rules you have to follow and an automatic process that checks your build before it lets you make it public, so we first need to send the game update for approval. On one side of the spectrum is Steam, where you can send pretty much anything and players can access it almost instantly. On the other side is Apple, where the guidelines are very strict and they change quite often and it can take days to find out if there's some issue, so every submission is, for the lack of a better word, fun.
Once we've been approved by all the platforms, we can do the actual release. We let you know that there will be maintenance beforehand and when the time comes, we prevent you from running the game. Every major update requires that we upload it to the backend (pretty much the game servers) and run it there. If we didn't do it, you would download version 1.10 which would try to communicate with the servers running version 1.9 and the game wouldn't work that way.
The actual update process is quite fast so the most of the two hours the game is unavailable to you we test if the connection with servers is working correctly and everything runs as expected. If we find a problem we fix it and if it takes a longer time than expected, the maintenance window is made longer.
So now, when you (hopefully) see the maintenance message sometime next week when you run Ylands, you'll know that somewhere in Prague, in a large glass building we are frantically trying to make things work so that you can enjoy "Ymproved Ylands" (the update, which, by the way, was originally named "Balanced Balance" :D ).
That's it for this week and we'll talk to you again soon. Until then - stay classy, Ylanders!
It's now just days before the release of the 1.10 update and since we've already discussed all the major features you'll find there, it seems like a good time to mention what comes after 1.10.
It probably won't come as a surprise to many that it's 1.11, but what we would like to talk about today is one particular feature that 1.11 will bring. And it's something we internally call "Dark Dungeons".
So you've been exploring Ylands for some time. You have a great mansion to return to. You're sailing on an awesome ship that you keep filling up with all the treasure and resources you come across during your adventure-filled journeys. You know all the Random Encounters like the back of your hand and with the best armor and weapons you can slay any monster with ease. And, in fact, you have slain all of them. Twice.
So what's next?
With 1.11, the gates will open and lead you to dark and dangerous places filled with puzzles, new monsters - both basic ones and those that posses some special abilities. Oh, and bosses as well. Fight alone. Fight alongside your friends. Pack whatever you need and enter that doorway.
We have some good news for those daring among you - you can now test the update 1.10 Experimental branch on Steam. The new update bears the name Ymproved Ylands, which is mostly because we focused on balancing the game and improving the features we already have. Oh, and the name of the update also helps a bit with the correct pronunciation of the name of the game ;)
As always this means that you can get your hands on the cool new stuff early, but you may encounter some bugs. If you do, we would be very grateful if you could report those bugs on our forums (please always state that you are playing the experimental!), along with any negative or positive feedback you care to share.
So what is it that you can expect, should you accept this mission to make Ylands better?
FPS camera (beta) After a long wait, the FPS camera is back. It's not perfect, still has some quirks and things that we will iron out in the upcoming updates, but it's about 90% done. So hit "C" and let us know what you think
Exploration balancing Resources are now spread all over the game world making you travel to other biomes as well - you can see what each biome contains on the world map. As you discover more about other places of the world you will find new interesting Random Encounters. In this update, we've mostly focused on bringing more content into arctic areas. It's the first step we're making while populating the world of Ylands with its backstory, creating its own long overdue lore that will be uncovered with each following update.
Among other things that are related to balancing (there are quite a few of them there), we can name the fact that various resources now require specific tool quality. So while some early resources can be mined with a basic pickaxe, for something rarer you will have to craft a better type of pickaxe.
Improved fishing Fishing is now more interesting - not only is the actual action more fun but there's a lot you can catch (as well as new recipes related to that). What depth you fish at, time of the day or even if it's raining affects what you get.
Improved Radial menu The radial menu now controls more intuitively. And since we found that a lot of new players have no idea there even is one, we've added a hard-to-miss radial menu hotkey hint (which you can disable in Game settings).
Mythical animals You can now run into some very specific Random Encounters that let you acquire one of the very unique animal companions. Those are sort of a puzzle, but if you manage to solve them, the result is surely worth all the work.
Notice Board Now you will never miss anything important because of the cool new Notice board! Look for the owl button in the Main Menu.
Editor improvements Creators will find some pretty handy improvements in Editor - like Visual Scripting multi selection and better object placing tools.
...all this and much, much more.
What's missing:
1.10 will bring a big update to Blueprints but that is not yet present in this Experimental branch. It will, however, be present in the full release later.
For information on how to access the Experimental branch please visit our forum here. Please note, that you will have to play as a new character and any progress you make in the Experimental branch will be eventually wiped. Playing the Experimental branch has no effect on your regular game character or progress.
We look forward to hearing what you like and don't like, please let us know!