InDev 14 Unstable 5 is here! This major change is this update includes some optimizations and bug fixes, mostly related to particles, towers and essence.
This update also includes a few changes to the mating mechanics. Now villagers mate less often, but can have twins or even triplets to make up for it.
- Fixed a crash when you clicked on a blank spot in the villager list. - Slightly optimized tower target searching. - Heroes now have a greater chance of having hero children than regular villagers. - Optimized the particle system, cutting down on GPU load in heavy particle situations. - Essence delivery has been optimized slightly. - Removed the random chance variable to searching for combat targets. - Optimized the pathfinding search algorithm. - Villagers have a delay before they can mate or become pregnant again. - Villagers now have a chance or have twins or triplets. - Villager mating console messages now only display one message per pair, instead of two.
InDev 14 Unstable 4 Change Log
- Added new animated time dial. - You can now pause your game by clicking on the clock. - Fixed word wrapping issue on object and map descriptions. - Fixed a bug where mobs would continue to attack a villager after it enters a home. - Adjusted fight or flight mechanics, making mobs more willing to run away when their health is critical or the odds against them are overwhelming. - Added hero children, that will naturally grow up to be hero villagers. - You now always start with at least one hero. - Optimized pathfinding slightly, increasing performance. - Essence can now clump up into larger pools of energy. - Essence collectors generation rates have been halved. - Essence distribution is more even and logical now. - Fixed a memory leak in the towers, causing tons of excess objects to be created in the game code. - Updated the lighting system, now lights are generated and updated faster. They are also more round in appearance. - Changed around the mating AI. Villagers can now find partners, go to partners, or attempt to breed even while they are working. - Based on the above changes, the chance find partners, go to partners, or attempt to breed has been reduced, since the chance for the event to fire runs all the time, instead of only when the villager is idle.
InDev 14 Unstable 3 Change Log
- Added heroes, they will wander around your village and defend your villagers. They have highly boosted stats, more responsive AI and faster moving speeds. But they can not be assigned as workers. - All mobs will now "run" to targets when they're attacking, increasing their speed by 10% and leaving a small smoke trail. - Villagers can now call for help when they're attacked, alerting nearby villagers. - Blood splatter directions are now based on the direction hit, not the direction the mob is facing. - Kickstarter names now appear less often on regular villagers, but are always used on heroes. - Added "dust" particles effects to many working tasks. - Dismantling now uses the same sound effects as building. - Fixed a crash when you tried to dismantle a building with energy reserves. - Fixed a crash when an entity could not locate a suitable place to drop a resource.
InDev 14 Unstable 2c HOTFIX Change Log
- Fixed crashing when some users loaded saved games.
InDev 14 Unstable 2b HOTFIX Change Log
- Re-fixed the font crashing issue on Linux.
InDev 14 Unstable 2 Change Log
- Changed some of the new font colors, made a few lighter. - Fixed a issue where the new font system was crashing Linux and OSX machines. - Decreased crystal and tree spread and regrow speeds. - Brand new pathfinding system that now uses terrain costs, and terrain now can affect mob movement speeds. The new system also varies the path, so mob groups don't always move together in single file lines. - Fixed pathfinding bug that would sometimes cause building, harvesting or dismantling to crash when you block off an area of the map while the villagers were in the middle of work. - Removed the empty "Decorative" and "Flooring" object categories (Will re-add later when something is put inside them) - Fixed crops not being correctly deleted when a farm is dismantled. - Villagers will now flee to their village center again. - Mobs leave a faint footprint/path trail behind them now. - Added a new mouse cursor. - Mouse cursor now hides when you use certain tools, like the brush tool. (Currently only in the play mode). - Doubled the amount of blood! - Leveling up is now displayed on the console. - The console now properly formats display names based on mob group type and gender for more understandable messages. - You can now "Interact" with monsters on the main menu. - Skeletons and slimes added to the main menu. - Combat aggro is less responsive now, to emulate more natural behavior. Monsters (and villagers) may not always attack the instant they see something. - The "Endlessly crisscrossing back and forth diagonally" combat AI glitch is now fixed.
InDev 14 Unstable 1 Change Log
- Map/Terrain AI. Now food, trees and crystals slowly regrow, and sometimes even spread/expand on their own. Get ready to fight back nature! - Added Crystal Motivators, you can build them near crystal patches to encourage growth. They work by shooting energy beams out to in range crystals, boosting their growth rates for a short time, and their effects do stack. - The harvesting buttons now hide if you can't harvest that material at all. For example, if you do not have a farm you will not have a "Harvest Food" button on your work tab. - Children now correctly spawn with their mother's last name. - New in-game console! Very early work, but it'll act as an information pane to inform you of game events like villager death, and building completion. - Fixed "spacing" issue in the text input boxes when your has a space at the end of the text string. - Completely rewritten font coloring system, and as a side effect many of the GUI elements colors have changed. - Fixed a bug where the Cullis Gate would only summon "0 to 2" villagers instead of "1 to 3", thus making the Cullis Gate sometimes do absolutely nothing. - Map Converter removed (Now Obsolete). - .. and the bulk of the update, bunches of invisible (to you) code changes that are necessary for content coming later in InDev 14. :)
InDev 14 Unstable 5 is here! This major change is this update includes some optimizations and bug fixes, mostly related to particles, towers and essence.
This update also includes a few changes to the mating mechanics. Now villagers mate less often, but can have twins or even triplets to make up for it.
- Fixed a crash when you clicked on a blank spot in the villager list. - Slightly optimized tower target searching. - Heroes now have a greater chance of having hero children than regular villagers. - Optimized the particle system, cutting down on GPU load in heavy particle situations. - Essence delivery has been optimized slightly. - Removed the random chance variable to searching for combat targets. - Optimized the pathfinding search algorithm. - Villagers have a delay before they can mate or become pregnant again. - Villagers now have a chance or have twins or triplets. - Villager mating console messages now only display one message per pair, instead of two.
InDev 14 Unstable 4 Change Log
- Added new animated time dial. - You can now pause your game by clicking on the clock. - Fixed word wrapping issue on object and map descriptions. - Fixed a bug where mobs would continue to attack a villager after it enters a home. - Adjusted fight or flight mechanics, making mobs more willing to run away when their health is critical or the odds against them are overwhelming. - Added hero children, that will naturally grow up to be hero villagers. - You now always start with at least one hero. - Optimized pathfinding slightly, increasing performance. - Essence can now clump up into larger pools of energy. - Essence collectors generation rates have been halved. - Essence distribution is more even and logical now. - Fixed a memory leak in the towers, causing tons of excess objects to be created in the game code. - Updated the lighting system, now lights are generated and updated faster. They are also more round in appearance. - Changed around the mating AI. Villagers can now find partners, go to partners, or attempt to breed even while they are working. - Based on the above changes, the chance find partners, go to partners, or attempt to breed has been reduced, since the chance for the event to fire runs all the time, instead of only when the villager is idle.
InDev 14 Unstable 3 Change Log
- Added heroes, they will wander around your village and defend your villagers. They have highly boosted stats, more responsive AI and faster moving speeds. But they can not be assigned as workers. - All mobs will now "run" to targets when they're attacking, increasing their speed by 10% and leaving a small smoke trail. - Villagers can now call for help when they're attacked, alerting nearby villagers. - Blood splatter directions are now based on the direction hit, not the direction the mob is facing. - Kickstarter names now appear less often on regular villagers, but are always used on heroes. - Added "dust" particles effects to many working tasks. - Dismantling now uses the same sound effects as building. - Fixed a crash when you tried to dismantle a building with energy reserves. - Fixed a crash when an entity could not locate a suitable place to drop a resource.
InDev 14 Unstable 2c HOTFIX Change Log
- Fixed crashing when some users loaded saved games.
InDev 14 Unstable 2b HOTFIX Change Log
- Re-fixed the font crashing issue on Linux.
InDev 14 Unstable 2 Change Log
- Changed some of the new font colors, made a few lighter. - Fixed a issue where the new font system was crashing Linux and OSX machines. - Decreased crystal and tree spread and regrow speeds. - Brand new pathfinding system that now uses terrain costs, and terrain now can affect mob movement speeds. The new system also varies the path, so mob groups don't always move together in single file lines. - Fixed pathfinding bug that would sometimes cause building, harvesting or dismantling to crash when you block off an area of the map while the villagers were in the middle of work. - Removed the empty "Decorative" and "Flooring" object categories (Will re-add later when something is put inside them) - Fixed crops not being correctly deleted when a farm is dismantled. - Villagers will now flee to their village center again. - Mobs leave a faint footprint/path trail behind them now. - Added a new mouse cursor. - Mouse cursor now hides when you use certain tools, like the brush tool. (Currently only in the play mode). - Doubled the amount of blood! - Leveling up is now displayed on the console. - The console now properly formats display names based on mob group type and gender for more understandable messages. - You can now "Interact" with monsters on the main menu. - Skeletons and slimes added to the main menu. - Combat aggro is less responsive now, to emulate more natural behavior. Monsters (and villagers) may not always attack the instant they see something. - The "Endlessly crisscrossing back and forth diagonally" combat AI glitch is now fixed.
InDev 14 Unstable 1 Change Log
- Map/Terrain AI. Now food, trees and crystals slowly regrow, and sometimes even spread/expand on their own. Get ready to fight back nature! - Added Crystal Motivators, you can build them near crystal patches to encourage growth. They work by shooting energy beams out to in range crystals, boosting their growth rates for a short time, and their effects do stack. - The harvesting buttons now hide if you can't harvest that material at all. For example, if you do not have a farm you will not have a "Harvest Food" button on your work tab. - Children now correctly spawn with their mother's last name. - New in-game console! Very early work, but it'll act as an information pane to inform you of game events like villager death, and building completion. - Fixed "spacing" issue in the text input boxes when your has a space at the end of the text string. - Completely rewritten font coloring system, and as a side effect many of the GUI elements colors have changed. - Fixed a bug where the Cullis Gate would only summon "0 to 2" villagers instead of "1 to 3", thus making the Cullis Gate sometimes do absolutely nothing. - Map Converter removed (Now Obsolete). - .. and the bulk of the update, bunches of invisible (to you) code changes that are necessary for content coming later in InDev 14. :)
Thanks everyone for your feedback so far! I just updated the beta with the following bugfixes:
* Fix camera frustum (problem where planet tiles weren't rendering in Limnal mode) * Removed the Flying/Parked vehicle model dichotomy * Added free-look to vehicle mode * Added a keybind for toggling console mode * Fix held item duplication bug with piloting and savegames * Change color of Holoscreens to black * Fix angled wall physics
Thanks everyone for your feedback so far! I just updated the beta with the following bugfixes:
* Fix camera frustum (problem where planet tiles weren't rendering in Limnal mode) * Removed the Flying/Parked vehicle model dichotomy * Added free-look to vehicle mode * Added a keybind for toggling console mode * Fix held item duplication bug with piloting and savegames * Change color of Holoscreens to black * Fix angled wall physics
We're wrapping up work on the new Beast battles; they're slicker, more responsive, and there's 100% less blocking.
We're getting ready to push the first half of The Content Update. That's right, we're going halfsies on this one!
The Content Update is so huge that it could take another couple weeks to sort out certain details, like the two new minigames. We've decided that there is more than enough new content already in that we can push the update as a two-parter. The lore book, campaign mode, the new siege selection map, revamped beast battles, new maps, new blocks, and more are already in the update and pretty much ready to go.
Here's our current game plan: We want to push version 1.2a sometime before the end of the weekend. This has the new music, a ton of new features and blocks, all new levels, and is only lacking the promised minigame additions, which we will pack up with version 1.2b sometime next month.
We're wrapping up work on the new Beast battles; they're slicker, more responsive, and there's 100% less blocking.
We're getting ready to push the first half of The Content Update. That's right, we're going halfsies on this one!
The Content Update is so huge that it could take another couple weeks to sort out certain details, like the two new minigames. We've decided that there is more than enough new content already in that we can push the update as a two-parter. The lore book, campaign mode, the new siege selection map, revamped beast battles, new maps, new blocks, and more are already in the update and pretty much ready to go.
Here's our current game plan: We want to push version 1.2a sometime before the end of the weekend. This has the new music, a ton of new features and blocks, all new levels, and is only lacking the promised minigame additions, which we will pack up with version 1.2b sometime next month.