Today we thought we’d take a bit of time to talk about some upcoming features and get your opinions on Besiege's campaign levels! We’d like to start by talking about a couple of useful features that we’ve been working on.
Localization (Multi-Language Support)
Something that’s been quite hotly requested in the community, particularly by our Chinese friends, is for the base game to support multiple languages. To that end we’ve been working on a system that allows you to change the in-game language to one of your choosing. The game will come with a small number of supported languages by default but it will also have workshop support, meaning that community members can upload their own translations to the game for others to use!
Options Menu Re-Work
We’ve been re-working the options menu for Besiege, providing you with substantially more customization over the game. The menu is still very much work in progress at the moment so I’m afraid we don’t have any screenshots for you today but I can tell you that it will include a variety of sound options, more detailed graphical options and the ability to customize Besiege’s base controls.
Today we thought we’d take a bit of time to talk about some upcoming features and get your opinions on Besiege's campaign levels! We’d like to start by talking about a couple of useful features that we’ve been working on.
Localization (Multi-Language Support)
Something that’s been quite hotly requested in the community, particularly by our Chinese friends, is for the base game to support multiple languages. To that end we’ve been working on a system that allows you to change the in-game language to one of your choosing. The game will come with a small number of supported languages by default but it will also have workshop support, meaning that community members can upload their own translations to the game for others to use!
Options Menu Re-Work
We’ve been re-working the options menu for Besiege, providing you with substantially more customization over the game. The menu is still very much work in progress at the moment so I’m afraid we don’t have any screenshots for you today but I can tell you that it will include a variety of sound options, more detailed graphical options and the ability to customize Besiege’s base controls.
We've just released another hotfix to deal with some issues created in the 0.42 update, at the bottom of this post I've included changelogs for both of them if you are interested. We have also decided to display letters next to the version number of the game to indicate which hotfix you are using, to cut down on confusion.
If you experience any problems after an update, please make sure to verify your game files through Steam as this solves most issues people experience immediately! Restarting your computer or Steam can also help resolve any issues you might experience!
We'd also like to remind everyone that Besiege currently doesn't have any official mod support and as such, whenever an update is put out, all mods will stop working. Something we have been considering for some time now is having the previous build available for people to use if they wish to wait for their mods to be updated before playing the latest version of the game.
You can now access the last build whenever we update the game through the Steam Beta's menu. To access it, go to your Steam library, right click on Besiege and select properties. Navigate to the "BETA" tab, click the drop down arrow and select the option "-previousbuild". Once you have done this, Steam should begin downloading the last build and you will be able to play it when its finished. As shown below:
We hope you are all enjoying the latest update and we'll have some more development news for you sometime next week!
Cheers,
Von
Hotfix 0.42a Changelog: -Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods. -Fixed an issue with the grabber.
Hotfix 0.42b Changelog: - Added missing Template skins - Fixed an issue where the Log block couldn't receive a skin for the short version - Fixed an issue where the game would freeze if a cannon was fired too early when starting simulation - Fixed Camera resseting to center everytime a block was placed - Fixed an issue where the symmetry pivot would reset its position in unwished scenarios - Fixed an issue where skins on balloons wouldn't load correctly on the rope - Fixed an issue where rockets would have their trails blocked by the rocket itself - Fixed an issue where dragged blocks added to rockets would be applied an uninteded force after the rocket exploded - Fixed an issue where camera would focus on a wrong point upon entering levels
We've just released another hotfix to deal with some issues created in the 0.42 update, at the bottom of this post I've included changelogs for both of them if you are interested. We have also decided to display letters next to the version number of the game to indicate which hotfix you are using, to cut down on confusion.
If you experience any problems after an update, please make sure to verify your game files through Steam as this solves most issues people experience immediately! Restarting your computer or Steam can also help resolve any issues you might experience!
We'd also like to remind everyone that Besiege currently doesn't have any official mod support and as such, whenever an update is put out, all mods will stop working. Something we have been considering for some time now is having the previous build available for people to use if they wish to wait for their mods to be updated before playing the latest version of the game.
You can now access the last build whenever we update the game through the Steam Beta's menu. To access it, go to your Steam library, right click on Besiege and select properties. Navigate to the "BETA" tab, click the drop down arrow and select the option "-previousbuild". Once you have done this, Steam should begin downloading the last build and you will be able to play it when its finished. As shown below:
We hope you are all enjoying the latest update and we'll have some more development news for you sometime next week!
Cheers,
Von
Hotfix 0.42a Changelog: -Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods. -Fixed an issue with the grabber.
Hotfix 0.42b Changelog: - Added missing Template skins - Fixed an issue where the Log block couldn't receive a skin for the short version - Fixed an issue where the game would freeze if a cannon was fired too early when starting simulation - Fixed Camera resseting to center everytime a block was placed - Fixed an issue where the symmetry pivot would reset its position in unwished scenarios - Fixed an issue where skins on balloons wouldn't load correctly on the rope - Fixed an issue where rockets would have their trails blocked by the rocket itself - Fixed an issue where dragged blocks added to rockets would be applied an uninteded force after the rocket exploded - Fixed an issue where camera would focus on a wrong point upon entering levels
Today we’ve got another Besiege update for you, Version 0.42. V0.42 brings with it 3 new blocks, updates to existing blocks and several bug fixes.
The new blocks added by this update are the Crossbow Block, Log Block & Vacuum Block. The Crossbow Block allows you to fire large arrows at enemy targets and has 30 rounds of ammunition before it is depleted. The Log Block is… well, it’s a log. The block is three times the length of a single wooden block for use on larger scale machines. The Vacuum Block creates a suction force that pulls; enemies, objects, debris, etc towards it. This block was designed with both environmentally conscious players in mind (To help them clean up their devastation) and also for those players enjoy obscene levels of chaotic violence.
We’ve also been gradually working our way through some of the game’s original, more dated looking blocks, updating them with improved textures and models. As previously mentioned in our development post, we have compiled and uploaded a skin pack to the workshop which contains all of the original textures and models for the blocks, for those who wish to continue using them. They can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=821757028 Development on other areas of the game is continuing to progress well and we’ll hopefully be announcing some new pretty major features soon! But for now we really hope that you enjoy these new blocks and look forward to seeing what you use them for!
Updated Models & Textures for the following blocks: - Cannon - Shrapnel Cannon - Spike - Hinge - Ballast - Bomb - Bomb Holder - Decoupler - Balloon Rope - Flamethrower - Rope & Winch
FIXES
Fixed fire smoke effect bug Fragments now maintain material properties Fixed flipping issue with Steering Hinge Fixed Piston extension/contraction inversion error on copy/paste Fixed an issue with Undo/Redo system Fixed an issue with balance in level 35 Attempted to fix fleeing issue in Zone 38 Fixed freezing zone in sandbox to cover entire area Fixed an issue with spamming simulation at level load Fixed error with tree crown interpolation offset Fixed bug where a block with no joints can’t take damage Melee Axe enemies now apply a force to what they hit Fixed damage texture for wooden pole Fixed bug with damage texture intensity exceeding 100% Fixed Yak colouring Boundary grid now correctly updates in build mode Fixed an issue involving the rope & winch in Zone 37 Fixed rotation issues with rope & winch and braces Slightly improved Cannon precision in certain set ups Fixed all bugs and added invisible ghosts to make it look like there's bugs
Hotfix changes: Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods. Fixed an issue with the grabber.
Today we’ve got another Besiege update for you, Version 0.42. V0.42 brings with it 3 new blocks, updates to existing blocks and several bug fixes.
The new blocks added by this update are the Crossbow Block, Log Block & Vacuum Block. The Crossbow Block allows you to fire large arrows at enemy targets and has 30 rounds of ammunition before it is depleted. The Log Block is… well, it’s a log. The block is three times the length of a single wooden block for use on larger scale machines. The Vacuum Block creates a suction force that pulls; enemies, objects, debris, etc towards it. This block was designed with both environmentally conscious players in mind (To help them clean up their devastation) and also for those players enjoy obscene levels of chaotic violence.
We’ve also been gradually working our way through some of the game’s original, more dated looking blocks, updating them with improved textures and models. As previously mentioned in our development post, we have compiled and uploaded a skin pack to the workshop which contains all of the original textures and models for the blocks, for those who wish to continue using them. They can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=821757028 Development on other areas of the game is continuing to progress well and we’ll hopefully be announcing some new pretty major features soon! But for now we really hope that you enjoy these new blocks and look forward to seeing what you use them for!
Updated Models & Textures for the following blocks: - Cannon - Shrapnel Cannon - Spike - Hinge - Ballast - Bomb - Bomb Holder - Decoupler - Balloon Rope - Flamethrower - Rope & Winch
FIXES
Fixed fire smoke effect bug Fragments now maintain material properties Fixed flipping issue with Steering Hinge Fixed Piston extension/contraction inversion error on copy/paste Fixed an issue with Undo/Redo system Fixed an issue with balance in level 35 Attempted to fix fleeing issue in Zone 38 Fixed freezing zone in sandbox to cover entire area Fixed an issue with spamming simulation at level load Fixed error with tree crown interpolation offset Fixed bug where a block with no joints can’t take damage Melee Axe enemies now apply a force to what they hit Fixed damage texture for wooden pole Fixed bug with damage texture intensity exceeding 100% Fixed Yak colouring Boundary grid now correctly updates in build mode Fixed an issue involving the rope & winch in Zone 37 Fixed rotation issues with rope & winch and braces Slightly improved Cannon precision in certain set ups Fixed all bugs and added invisible ghosts to make it look like there's bugs
Hotfix changes: Optimized a subset of the machine scripts to potentially pose less problems, primarily in relation to mods. Fixed an issue with the grabber.
Hello! Today we’ve got another development post for you, to bring you up to speed on when you can expect to see the next update and what it’ll have in it! The coming update will be focused on blocks. We’ll be bringing you 3 new blocks to incorporate into your engineering masterpieces, as well as a much needed visual re-work of many of the game’s existing blocks! Below you can see some of the re-worked blocks (On the right) compared with the originals (On the left).
Now, I’d love to tell you what all the new blocks are and what they do… So I will!
First up we’ve got the Crossbow Block. This block fires a replenishing projectile in the direction is pointed, has adjustable power and rate of fire! Next we’ve got the Log Block. The Log Block is the length of 3 small wooden blocks, has a different aesthetic and is much tougher than the original wooden blocks. And last but not least we have the Vacuum Block. This new block produces suction, pulling nearby enemies, objects or debris towards it! (We can’t wait to see what you use this for ^^)
We had hoped to bring you this update before the Christmas holidays but unfortunately, due to the new and unique nature of the Vacuum Block, we’ve encountered a number of issues that need to be fixed before we can release it. That means that we’ll probably be looking at a release after Christmas, we apologize for the delay but we hope that it’ll be worth it!
In other development news, we have been continuing work on a number of longer term/larger game features but we're still quite a way off being ready to release, but we will keep you updated as they get closer to completion.
Alongside the posting of this development update we have created a skin pack of the original block models and textures so that if you wish to continue using them, after the new models are released, you can. http://steamcommunity.com/sharedfiles/filedetails/?id=821757028 I’ve also taken the liberty of uploading the machine’s used in the Besiege trailer to the workshop, for anyone who is interested in taking a look at those masterpieces! http://steamcommunity.com/sharedfiles/filedetails/?id=821759383 Well, that’s all we have for you right now, all the remains is to wish you all a great time over the coming holidays and a happy new year!
Hello! Today we’ve got another development post for you, to bring you up to speed on when you can expect to see the next update and what it’ll have in it! The coming update will be focused on blocks. We’ll be bringing you 3 new blocks to incorporate into your engineering masterpieces, as well as a much needed visual re-work of many of the game’s existing blocks! Below you can see some of the re-worked blocks (On the right) compared with the originals (On the left).
Now, I’d love to tell you what all the new blocks are and what they do… So I will!
First up we’ve got the Crossbow Block. This block fires a replenishing projectile in the direction is pointed, has adjustable power and rate of fire! Next we’ve got the Log Block. The Log Block is the length of 3 small wooden blocks, has a different aesthetic and is much tougher than the original wooden blocks. And last but not least we have the Vacuum Block. This new block produces suction, pulling nearby enemies, objects or debris towards it! (We can’t wait to see what you use this for ^^)
We had hoped to bring you this update before the Christmas holidays but unfortunately, due to the new and unique nature of the Vacuum Block, we’ve encountered a number of issues that need to be fixed before we can release it. That means that we’ll probably be looking at a release after Christmas, we apologize for the delay but we hope that it’ll be worth it!
In other development news, we have been continuing work on a number of longer term/larger game features but we're still quite a way off being ready to release, but we will keep you updated as they get closer to completion.
Alongside the posting of this development update we have created a skin pack of the original block models and textures so that if you wish to continue using them, after the new models are released, you can. http://steamcommunity.com/sharedfiles/filedetails/?id=821757028 I’ve also taken the liberty of uploading the machine’s used in the Besiege trailer to the workshop, for anyone who is interested in taking a look at those masterpieces! http://steamcommunity.com/sharedfiles/filedetails/?id=821759383 Well, that’s all we have for you right now, all the remains is to wish you all a great time over the coming holidays and a happy new year!
Today we’ve got another update for you to sink your teeth into, V 0.4. Version 0.4 brings you the first 4 levels of the new island Valfross!
Valfross is a freezing ice continent inhabited by ferocious axe wielding warriors. The island is littered with ancient holy sites and legendary strongholds that have withstood the ice and snow throughout the ages. No-one has ever been able to withstand the warriors of Valfross, their monstrous armies lay waste to all before them.
We’re sorry that this next set of levels has taken us longer than we previously predicted, unfortunately the final layer of polish took a bit longer than we’d planned and we experienced some performance issues with one of the levels.
Cheers,
Von
Changelog V0.4
ADDITIONAL CONTENT
Added 4 new campaign levels and a new island, Valfross
FIXES
Fixed issues affecting Water Cannon particles. They now collide with all the blocks they should again.
Fixed an issue where the boundaries grid wouldn't show up in building mode upon translating the machine.