Another group of bugs that were fixed. As always, if you experience any issues with the game please let us know on the forums or contact us directly at support@forgequestrpg.com.
Major Fixes
Fixed, freeze when dragging items. Happened in chest, store, inventory.
Fixed, OpenGL issue that prevented some Linux users from playing.
Fixed, possible crash when setting graphics prefs and no resolutions were returned.
Fixed, possible crash when a choice dialog closes.
Fixed, possible crash in pathfinding code.
Minor Fixes
Fixed a number of items/buffs that had incorrect icons
Fixed a few places where pop-ups would not return to proper view context. Making you back out from the menu to continue when using keyboard/controller.
Fixed, pets being removed from the level when you swapped their items in the quickbar menu.
Changes
Added confirmation dialog for making a Hardcore character.
Another group of bugs that were fixed. As always, if you experience any issues with the game please let us know on the forums or contact us directly at support@forgequestrpg.com.
Major Fixes
Fixed, freeze when dragging items. Happened in chest, store, inventory.
Fixed, OpenGL issue that prevented some Linux users from playing.
Fixed, possible crash when setting graphics prefs and no resolutions were returned.
Fixed, possible crash when a choice dialog closes.
Fixed, possible crash in pathfinding code.
Minor Fixes
Fixed a number of items/buffs that had incorrect icons
Fixed a few places where pop-ups would not return to proper view context. Making you back out from the menu to continue when using keyboard/controller.
Fixed, pets being removed from the level when you swapped their items in the quickbar menu.
Changes
Added confirmation dialog for making a Hardcore character.
Loot chest by Blacksmith, testing highlight system. Cooking menu by interacting with Cooking Pot. Combat area test zone adding with test dummy. Cooked meat is first cooking recipe only craftable at Cooking Pot.
Next update will have a few more craftable items, and hunger bar.
Greetings, Prospectors! A new update has just been deployed for The Cosmos is MINE! with some updates that everyone has been asking for on UserVoice. Thanks to everyone who has voted and to all the testers who helped us out with the update.
New Features
Multi-unit selection David took on this work as it was top of the list on UserVoice. Our initial internal implementation was just trying out shift-selection, where holding shift and clicking on units added or removed it to a selected group. It was pretty obvious that this wasn't good enough, so we added in box-selection too. Currently, we've set it up to only select units on the side of the world facing you. Units on the rear hemisphere of the world will not be selected. It will also not select structures, unless the structure is the only selectable object in the box.
Skirmish AI updates Corey added a few behaviour updates to the AI that should fix some of the issues and increase the challenge it presents. AI players now know how to dig out animus mines that are blocked by tile objects. This resolves the issue where AI players are unable to find more than a single animus mine in a match. AI players now always build animus mines at the start of the game, meaning that there should be no more games that end after 3 minutes where the AI fails to build an extractor. AI players now always build units. AI units will flee when their health is low, running back to base. Finally, AI players will use assault units to defend their own resources and attack yours.
Camera updates This was a bit further down the UserVoice list, but wasn't blocked by anything. Alex picked this task up, and added an alternate camera mode which unlocks the camera rotation so that it can move past the planet poles. We liked it so much that it is now the default camera mode. If you don't like it, you can switch back to the old camera in the options menu. When the camera is unlocked, players can use Q and E to roll the camera, and the N key to re-orient the camera rotation to north. Alex also added markers for the north and south pole to assist with orientation.
GUI updates There are also a few minor GUI updates to help with quality of life. Key mapping labels have been added to the unit abilities panel.
Bug fixes
The following issues have been fixed:
Sight radius of towers doesn't change when upgraded.
Projected animus displayed is different for teams with the same animus income rate.
Spawn locations for my units should be as close to the centre tile of the deployment zone as possible at the start of a game.
AI Causes slowdown if it gets in a loop looking for a target that always returns the same value.
Multiplayer and Solo game lobby screens do not support 720p resolution correctly
Selection rim light on Allied units is the wrong colour. It is yellow instead of teal.
Assault in passive stance will not attack units it is ordered to attack.
When AI purchases Tech unlocks they are granted immediately with no delay
Simulation slows down while Operative is deploying or moving within it's target territory
AI player doesn't order Engineers or Operatives
AI players throw a Null Ref when their first Assault units spawns
You are able to build walls on enemy units if they move onto the same tile as the wall building is about to complete
Known issues
There are certain cases where the game will slow down when engineers are trying to path to a blocked tile.
In the matchmaking lobby, clicking 'Launch' doesn't always begin a search for a game, even though the GUI shows the search as in-progress.
In the matchmaking lobby, the GUI element for teammates has some incorrectly scaled elements.
Box selection doesn't always select structures consistently for players on the same team.
AI team colours are not being assigned correctly.
The minimum sensitivity options for Drag, Scroll and Roll are too slow.
Not all engineer unit abilites are displaying the correct cost and build time
Sensor vision is not-obstructed by non-unit tile objects (it should be).
Dismissing in-game menus and popups with the ESC key is inconsistent.
Thanks to everyone who voted on UserVoice! Your feedback is extremely valuable and we're grateful for the time you've taken to give it to us.
We hope you like the new features. Please let us know what you think about them by commenting on the forums or on UserVoice!
Just a quick one for now, fixing a number of bugs you've reported and making a few gameplay improvements.
-- Houses can now be placed one tile apart instead of two. -- A few typos fixed in the Craftopedia. -- You can now remove campfires by right clicking on them and using the 'remove' context option. -- Fixed a bug which could cause a crash on load with some system configurations. -- Fixed a bug where the employment cap was still set to 10 for some players. -- Fixed a bug where windmills and mine shafts could cause a crash when removed.
Just a quick one for now, fixing a number of bugs you've reported and making a few gameplay improvements.
-- Houses can now be placed one tile apart instead of two. -- A few typos fixed in the Craftopedia. -- You can now remove campfires by right clicking on them and using the 'remove' context option. -- Fixed a bug which could cause a crash on load with some system configurations. -- Fixed a bug where the employment cap was still set to 10 for some players. -- Fixed a bug where windmills and mine shafts could cause a crash when removed.
CLOUD SAVES! Please try and start this updated version with the computer with the save file you want to keep. The one you open later will be overwritten with the cloud save if you have cloud saves enabled for the game.
Cloud saves now working.
As always, please let me know if you have any problems. Thanks for the support everybody! Enjoy!
CLOUD SAVES! Please try and start this updated version with the computer with the save file you want to keep. The one you open later will be overwritten with the cloud save if you have cloud saves enabled for the game.
Cloud saves now working.
As always, please let me know if you have any problems. Thanks for the support everybody! Enjoy!