We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!
Here's the complete list of:
New Features:
Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes. BuildVision Electricity Toggle - You can connect multiple blocks at once now. New wider Cockpit added.
Bug Fixes (an exhaustive list):
-Performance optimizations -Memory leaks fixed -Hugely improved physics - minimal space flights now, good traction, no skidding -Fixed lights screwing vehicle physics -Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting -BuildVision changes to make the states more clear -Fixed arrow directions on wheels in BuildVision -Fixed the occasional invisible blocks in huge structures -Hinge and rotor blocks behavior improved (including colliders of connected blocks) -Less darkness during rainstorms -Beacons no longer disconnect from generators when traveling far away -Heavily optimized grass to eat way less memory and CPU power - try upping your settings -Added more variability to spawning position when entering New Games -Fixed key freeze during driving -LINUX: Locale problem and Steam overlay issues fixed -Cleaned control inputs to avoid interference from various devices -Arced blocks placement fixed -Not being able to place blocks in empty spaces fixed -Rotation of window blocks improved to be more logical -Light colliders in Buildvision increased for easier setting -Crashing during saving fixed -Invisible cacti made visible -Flashlight no longer works inside the cockpit -Jetpack no longer jets inside the cockpit (hovering sound bug fix) -Pressing E in menus/during paused game no longer makes you leave the cockpit -Beacon size increased to match its actual build-size -Flooring size increased to fit the grid -Increased the range of 3rd person building
We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!
Here's the complete list of:
New Features:
Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes. BuildVision Electricity Toggle - You can connect multiple blocks at once now. New wider Cockpit added.
Bug Fixes (an exhaustive list):
-Performance optimizations -Memory leaks fixed -Hugely improved physics - minimal space flights now, good traction, no skidding -Fixed lights screwing vehicle physics -Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting -BuildVision changes to make the states more clear -Fixed arrow directions on wheels in BuildVision -Fixed the occasional invisible blocks in huge structures -Hinge and rotor blocks behavior improved (including colliders of connected blocks) -Less darkness during rainstorms -Beacons no longer disconnect from generators when traveling far away -Heavily optimized grass to eat way less memory and CPU power - try upping your settings -Added more variability to spawning position when entering New Games -Fixed key freeze during driving -LINUX: Locale problem and Steam overlay issues fixed -Cleaned control inputs to avoid interference from various devices -Arced blocks placement fixed -Not being able to place blocks in empty spaces fixed -Rotation of window blocks improved to be more logical -Light colliders in Buildvision increased for easier setting -Crashing during saving fixed -Invisible cacti made visible -Flashlight no longer works inside the cockpit -Jetpack no longer jets inside the cockpit (hovering sound bug fix) -Pressing E in menus/during paused game no longer makes you leave the cockpit -Beacon size increased to match its actual build-size -Flooring size increased to fit the grid -Increased the range of 3rd person building
We've noticed you were confused about seeing some people play, yet the game not being available just yet. That's because we launched closed-alpha of Planet Nomads on Thursday 25th.
Who has access to the closed-alpha? People who backed us on Kickstarter at Alpha tier or higher and also people who preordered the alpha tier at Planet Nomads website as part of the crowdfunding effort to carry Planet Nomads to Early Access.
Planet Nomads was successfully funded and we will be closing the alpha tier soon. But at the time of writing this update, you still have a chance to get on board and help us with the alpha testing.
Here's what's been happening in the past 6 days of alpha release:
We have finally been able to see people play Planet Nomads, which is tremendously helpful in figuring out what works and what doesn't. We got detailed bug reports on the forum and seen people helping each other out with hot-fixes, and the Linux players even providing ready-made solutions to our devs, how bloody cool is that?
We've seen detailed creations, faster-than-light travel, we've seen good things and we've seen funny and not so funny glitches... and all that is good.
We see people are playing the game, and there's hardly a better view for a game developer (or any creator really) than to see his creation being lived and experienced.
The bugs we have collected on the forum (beacons switching off on their own, memory leaks, stacking of arced blocks and perma-strafing to name a few) will be fixed in the first update of the Alpha version that is coming next week.
We are incredibly happy to announce that the most pressing issues with physics, like "skidding" vehicles, bouncing and "wobbling", lights screwing up suspensions and the rotor blocks/hinges not always on their best behavior, will be greatly improved. And by greatly we mean nearly entirely. This is a huge win for Planet Nomads, since we have been tinkering with physics in the past several months going from stable, to sometimes wacky, to massively screwed by lights, all the time trying different settings, block weights, wheel power, suspension toughness and banging the table. It seems we have find the perfect combination of them. We'll see next week when alpha testers get their hands on it.
We've noticed you were confused about seeing some people play, yet the game not being available just yet. That's because we launched closed-alpha of Planet Nomads on Thursday 25th.
Who has access to the closed-alpha? People who backed us on Kickstarter at Alpha tier or higher and also people who preordered the alpha tier at Planet Nomads website as part of the crowdfunding effort to carry Planet Nomads to Early Access.
Planet Nomads was successfully funded and we will be closing the alpha tier soon. But at the time of writing this update, you still have a chance to get on board and help us with the alpha testing.
Here's what's been happening in the past 6 days of alpha release:
We have finally been able to see people play Planet Nomads, which is tremendously helpful in figuring out what works and what doesn't. We got detailed bug reports on the forum and seen people helping each other out with hot-fixes, and the Linux players even providing ready-made solutions to our devs, how bloody cool is that?
We've seen detailed creations, faster-than-light travel, we've seen good things and we've seen funny and not so funny glitches... and all that is good.
We see people are playing the game, and there's hardly a better view for a game developer (or any creator really) than to see his creation being lived and experienced.
The bugs we have collected on the forum (beacons switching off on their own, memory leaks, stacking of arced blocks and perma-strafing to name a few) will be fixed in the first update of the Alpha version that is coming next week.
We are incredibly happy to announce that the most pressing issues with physics, like "skidding" vehicles, bouncing and "wobbling", lights screwing up suspensions and the rotor blocks/hinges not always on their best behavior, will be greatly improved. And by greatly we mean nearly entirely. This is a huge win for Planet Nomads, since we have been tinkering with physics in the past several months going from stable, to sometimes wacky, to massively screwed by lights, all the time trying different settings, block weights, wheel power, suspension toughness and banging the table. It seems we have find the perfect combination of them. We'll see next week when alpha testers get their hands on it.