Mar 12, 2015
Miscreated - Jenilya
Game
  • Fixed inventory items not being saved/restored when exiting game.
  • Fixed new players not seeing recently added items in a vehicle's inventory.
  • Fixed duplicating items in vehicle's inventory.
  • Removed dark fog shadows.
  • Several animations updated/adjusted.

World
  • Added movement to trees
  • Added wind emitters so vegetation moves more - makes world not so static looking

Vehicles
  • Updated quad bike with correct light position
  • Updated quad bike so it doesn't flip over as easily - especially when braking
  • Vehicles can now be repaired using the lug wrench
  • Adjusted damage caused to vehicles - takes more to destroy them now

Items
  • Lug wrench can now be used to repair vehicles. Does no damage to players or AI.
  • Fixed recipes for shroom/healing bandage and antiseptic bandage.
  • Flare duration changed to two minutes, increased velocity, reduced light radius.
  • All chemlights should now last the full 15 minutes as originally intended.

Sounds
  • Changed shotgun to use correct unequip sound in first person mode.
  • Removed shotgun server wide select sound.
  • Removed server wide vehicle sounds
  • VoIP now uses the correct seat location for passengers in vehicles.
  • Added river sounds

UI
  • Inventory UI updated with new look.
  • Added missing AT-15 inventory icon.
  • Color of weight text will be altered based on amount carried.
  • Fixed UI hang when moving items in a vehicle's inventory.
  • New VoIP icons added to better indicate current state.

Models/Textures
  • Cables added to many of the utility poles.
  • Removed physics from military tent ropes so they don't stop players/vehicles.
  • Some static cans updated with new look to distinguish them from usable items.
  • Many more materials updated/adjusted/optimized (ongoing process).
  • Removed rim from static wheels in the world to make it more obvious which one is used on vehicles.
  • Water bottle model updated.
  • Shotgun textures have slightly higher resolution.
  • Textures fixed on the stock of the .22 rifle.
  • Optimized burning particle effect from jerry cans.
Mar 12, 2015
Miscreated - Jenilya
Game
  • Fixed inventory items not being saved/restored when exiting game.
  • Fixed new players not seeing recently added items in a vehicle's inventory.
  • Fixed duplicating items in vehicle's inventory.
  • Removed dark fog shadows.
  • Several animations updated/adjusted.

World
  • Added movement to trees
  • Added wind emitters so vegetation moves more - makes world not so static looking

Vehicles
  • Updated quad bike with correct light position
  • Updated quad bike so it doesn't flip over as easily - especially when braking
  • Vehicles can now be repaired using the lug wrench
  • Adjusted damage caused to vehicles - takes more to destroy them now

Items
  • Lug wrench can now be used to repair vehicles. Does no damage to players or AI.
  • Fixed recipes for shroom/healing bandage and antiseptic bandage.
  • Flare duration changed to two minutes, increased velocity, reduced light radius.
  • All chemlights should now last the full 15 minutes as originally intended.

Sounds
  • Changed shotgun to use correct unequip sound in first person mode.
  • Removed shotgun server wide select sound.
  • Removed server wide vehicle sounds
  • VoIP now uses the correct seat location for passengers in vehicles.
  • Added river sounds

UI
  • Inventory UI updated with new look.
  • Added missing AT-15 inventory icon.
  • Color of weight text will be altered based on amount carried.
  • Fixed UI hang when moving items in a vehicle's inventory.
  • New VoIP icons added to better indicate current state.

Models/Textures
  • Cables added to many of the utility poles.
  • Removed physics from military tent ropes so they don't stop players/vehicles.
  • Some static cans updated with new look to distinguish them from usable items.
  • Many more materials updated/adjusted/optimized (ongoing process).
  • Removed rim from static wheels in the world to make it more obvious which one is used on vehicles.
  • Water bottle model updated.
  • Shotgun textures have slightly higher resolution.
  • Textures fixed on the stock of the .22 rifle.
  • Optimized burning particle effect from jerry cans.
Mar 12, 2015
Miscreated - Jenilya
Game
  • Fixed inventory items not being saved/restored when exiting game.
  • Fixed new players not seeing recently added items in a vehicle's inventory.
  • Fixed duplicating items in vehicle's inventory.
  • Removed dark fog shadows.
  • Several animations updated/adjusted.

World
  • Added movement to trees
  • Added wind emitters so vegetation moves more - makes world not so static looking

Vehicles
  • Updated quad bike with correct light position
  • Updated quad bike so it doesn't flip over as easily - especially when braking
  • Vehicles can now be repaired using the lug wrench
  • Adjusted damage caused to vehicles - takes more to destroy them now

Items
  • Lug wrench can now be used to repair vehicles. Does no damage to players or AI.
  • Fixed recipes for shroom/healing bandage and antiseptic bandage.
  • Flare duration changed to two minutes, increased velocity, reduced light radius.
  • All chemlights should now last the full 15 minutes as originally intended.

Sounds
  • Changed shotgun to use correct unequip sound in first person mode.
  • Removed shotgun server wide select sound.
  • Removed server wide vehicle sounds
  • VoIP now uses the correct seat location for passengers in vehicles.
  • Added river sounds

UI
  • Inventory UI updated with new look.
  • Added missing AT-15 inventory icon.
  • Color of weight text will be altered based on amount carried.
  • Fixed UI hang when moving items in a vehicle's inventory.
  • New VoIP icons added to better indicate current state.

Models/Textures
  • Cables added to many of the utility poles.
  • Removed physics from military tent ropes so they don't stop players/vehicles.
  • Some static cans updated with new look to distinguish them from usable items.
  • Many more materials updated/adjusted/optimized (ongoing process).
  • Removed rim from static wheels in the world to make it more obvious which one is used on vehicles.
  • Water bottle model updated.
  • Shotgun textures have slightly higher resolution.
  • Textures fixed on the stock of the .22 rifle.
  • Optimized burning particle effect from jerry cans.
Mar 12, 2015
PeriAreion - cameronb73
Hey Everyone,

Patch 2.2.0 is now live for PC. Some things we've changed:

Fixed an issue where colonists would walk into terrain/get stuck if you switched between a "bad" destination and "good" destination too quickly. While this is a preliminary fix and does not eliminate the problem entirely, we manage to increase the response time on path comparisons reducing the liklihood of the bug happening.

Dust storm and airlock particle effects have been updated.

Increased the amount of mineral nodes that spawn on normal and casual difficulties. This should make it a bit easier to find the minerals you need.

Modules have been updated to a more complex shader with better reflection mapping.

I hope these fixes didnt break anything...our testing time was a bit limited. So let us know if there are any new issues that crop up.

Sorry this patch took a while, our programmer became ill after travelling and has been recovering from that. We will be getting started on another content update soon. Now that navigation has been somewhat adressed, our focus is on the expanded options menu and alternate base configurations/spawn locations on each map. We are also aware of a bug that shows research icons as simultaneously "locked" and "available for purchase" sometimes. Working on that.

Thanks for all your support, you guys are great!

-TBA Games
Mar 12, 2015
PeriAreion - Explorasaur
Hey Everyone,

Patch 2.2.0 is now live for PC. Some things we've changed:

Fixed an issue where colonists would walk into terrain/get stuck if you switched between a "bad" destination and "good" destination too quickly. While this is a preliminary fix and does not eliminate the problem entirely, we manage to increase the response time on path comparisons reducing the liklihood of the bug happening.

Dust storm and airlock particle effects have been updated.

Increased the amount of mineral nodes that spawn on normal and casual difficulties. This should make it a bit easier to find the minerals you need.

Modules have been updated to a more complex shader with better reflection mapping.

I hope these fixes didnt break anything...our testing time was a bit limited. So let us know if there are any new issues that crop up.

Sorry this patch took a while, our programmer became ill after travelling and has been recovering from that. We will be getting started on another content update soon. Now that navigation has been somewhat adressed, our focus is on the expanded options menu and alternate base configurations/spawn locations on each map. We are also aware of a bug that shows research icons as simultaneously "locked" and "available for purchase" sometimes. Working on that.

Thanks for all your support, you guys are great!

-TBA Games
Dirty Bomb® - NxA_MissMurder


Hello one and all,

Thank you so much for playing last weekend- it was truly a blast. We would now love to get your feedback regarding your experience. This survey is meant to cover just the last testing period: March 6th - March 9th so please rate us from that time period only!

Leave Feedback Here: https://www.surveymonkey.com/r/K92J6F5

Thank you,
The Dirty Bomb Team
Tomb of Tyrants - Jake Huhman

It's a boy! As I've mentioned probably too often for official posts, my wife and I had been expecting, and last week, she gave birth right here at home to our first child, Atlas. It's been an amazing week, despite the near-sleepless nights and the practically progress-free days. To celebrate our new son, I whipped up a pack of Suave Scoundrels (the alternative, daughter-inspired Femme Fatale pack will have to wait for another time--though probably not for an actual daughter =)).

Included in this update is the dissolution of the "hunter" minion type. I finally decided to just make all of the patrolling AI smarter (rather than just predictable), so now patrolling behavior includes some of the hunter logic; minions will attempt to cut off heroes that slip by. I actually rewrote large amounts of AI while making this change, so we may need to keep an eye on its performance.

There are also a number of UI adjustments and improvements, as well as a bunch of groundwork being laid for some upcoming features.

Speaking of which, if you would like to help test some potential major mechanical changes, here's a thread on how you can help: http://steamcommunity.com/app/340360/discussions/0/610575007204564803/

I'm sorry for the relatively huge delay between updates this time (ten whole days!), but things are finally starting to calm back down, so I should be slowly returning to the more regular update regimen I had been keeping up.

Changelog
Additions:
  • Suave Scoundrels hero pack: Human Musketeer, Elven Bard, and Dwarven Privateer--build the Turncloak Tavern to discover their prophecy
  • All minimap floor highlights are now also applied to the outlines of floors in the dungeon view

Changes:
  • Folded "hunter" AI into the "patrol" AI, and eliminated "hunters"; AI should generally be more intelligent about tracking down heroes that have slipped by, instead of just blindly patrolling all of the time
  • Lots of internal changes to prophecy handling, in preparation for future, non-prophecy objectives
  • When dragging or hovering over items, the variable floor highlights are more drastic than before
  • Moved ritual count to right side
  • Scaled purchase button brightness with number of units on offer
  • The usual batch of other minor UI adjustments

Fixes:
  • Some small errors and shortcomings in the character animation system
  • Champion projectile attacks were sometimes launching from the champion portrait rather than from the character itself
Tomb of Tyrants - Jake Huhman

It's a boy! As I've mentioned probably too often for official posts, my wife and I had been expecting, and last week, she gave birth right here at home to our first child, Atlas. It's been an amazing week, despite the near-sleepless nights and the practically progress-free days. To celebrate our new son, I whipped up a pack of Suave Scoundrels (the alternative, daughter-inspired Femme Fatale pack will have to wait for another time--though probably not for an actual daughter =)).

Included in this update is the dissolution of the "hunter" minion type. I finally decided to just make all of the patrolling AI smarter (rather than just predictable), so now patrolling behavior includes some of the hunter logic; minions will attempt to cut off heroes that slip by. I actually rewrote large amounts of AI while making this change, so we may need to keep an eye on its performance.

There are also a number of UI adjustments and improvements, as well as a bunch of groundwork being laid for some upcoming features.

Speaking of which, if you would like to help test some potential major mechanical changes, here's a thread on how you can help: http://steamcommunity.com/app/340360/discussions/0/610575007204564803/

I'm sorry for the relatively huge delay between updates this time (ten whole days!), but things are finally starting to calm back down, so I should be slowly returning to the more regular update regimen I had been keeping up.

Changelog
Additions:
  • Suave Scoundrels hero pack: Human Musketeer, Elven Bard, and Dwarven Privateer--build the Turncloak Tavern to discover their prophecy
  • All minimap floor highlights are now also applied to the outlines of floors in the dungeon view

Changes:
  • Folded "hunter" AI into the "patrol" AI, and eliminated "hunters"; AI should generally be more intelligent about tracking down heroes that have slipped by, instead of just blindly patrolling all of the time
  • Lots of internal changes to prophecy handling, in preparation for future, non-prophecy objectives
  • When dragging or hovering over items, the variable floor highlights are more drastic than before
  • Moved ritual count to right side
  • Scaled purchase button brightness with number of units on offer
  • The usual batch of other minor UI adjustments

Fixes:
  • Some small errors and shortcomings in the character animation system
  • Champion projectile attacks were sometimes launching from the champion portrait rather than from the character itself
Phantom Breaker: Battle Grounds Classic - RM Dev
V1.03 Patch Details

    ◆General performance updates to improve framerates for users experiencing excessive slowdown.
    Corrected a situation where progress triggers in some stages would fail, preventing players from completing the stage.
    ◆The game should now properly remember the display settings (full screen) when you quit.
    ◆The autosave notification at the start of the game has been removed.
    ◆The continue screen on the Battlegrounds mode should now work properly.
    ◆Some corrections were made to the text of the Italian translation.
    ◆Some changes to accommodate the Kurisu pack DLC update.

Phantom Breaker: Battle Grounds Classic - DegiO
V1.03 Patch Details

    ◆General performance updates to improve framerates for users experiencing excessive slowdown.
    Corrected a situation where progress triggers in some stages would fail, preventing players from completing the stage.
    ◆The game should now properly remember the display settings (full screen) when you quit.
    ◆The autosave notification at the start of the game has been removed.
    ◆The continue screen on the Battlegrounds mode should now work properly.
    ◆Some corrections were made to the text of the Italian translation.
    ◆Some changes to accommodate the Kurisu pack DLC update.

...