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.
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.
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!
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.
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
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.
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