We're so excited to release this to you. This is our biggest update ever. In addition to the new tutorial and start of story mode, we've added tons of new features and polish. Thanks for all your support and feedback along the way!
A note for users with existing game saves:
The updated Metaverse planet looks quite a bit different from the one you've got now. But we worked hard to make sure not to break your current planet or B.I.T.s. If you want to, you can remain on your current planet as is and keep building your base. The main difference for you will be that you will need to deploy your new Quantum Core when you load the game. But if you really want the full experience, we recommend starting fresh by clicking the New Simulation button in the main menu. This will erase your current game save and let you start fresh with the new tutorial and planet. If you have B.I.T. schematics in the Simulation Deck, you should publish them to Workshop before you erase your game save, so that you can download them again after you click New Simulation.
Also, be sure to check out the new free Construction Kit, which has support for VR. You can find out more about it here: http://store.steampowered.com/app/422630
And without further ado, here's what's new:
Brand new tutorial and start of story mode.
New GFR-AR7 Assault Rifle.
New gear select menu.
Updated all B.I.T. materials.
Added new Structural B.I.T. models.
The LAIR has been removed from the game, in favor of a new Quantum Core.
Added compass and lat/lon to the HUD.
Added ability to melee.
Added Take All button to backpack.
Added oxygen and stamina.
Health, stamina, oxygen, and energy automatically fill up when in range of a Bio Generator or the Quantum Core.
Max player energy is now 3x what it was before.
Added Situation station basics. More to come soon.
Added Bio Generator to Technical B.I.T. category. Build these to re-generate barren terrain and to replenish your vitals.
Weapons now use ammunition instead of energy.
Added Lethal and Non-Lethal ammunition to Essential B.I.T. category.
New music for tutorial.
Added ability to double-click to install gear.
Added ability to hold Shift to queue up 10 item at a time in the Fabricator.
New block place and take holograms.
Much improved UI for the Simulation station.
Added ability to paint B.I.T.s in the Simulation station.
New sounds for pick and place in the Simulation station.
Added ability to move up and down in the Simulation station.
Massive improvement in B.I.T. place/edit performance when dealing with lots of B.I.T.s.
New ship in intro video.
Quantum Beacons now teleport you to the last used Quantum Beacon.
Multiplayer UI is now in the main menu.
Added UI sounds.
Updated description text for all periodic table elements.
Less lag when loading saved B.I.T. schematics.
Fixed periodic table row labeled 51-71 instead of 57-71. Also fixed a couple of periodic table elements being wrong.
Fixed Omni UI slow to load.
Fixed the loud bleep noise at the start of the game.
Fixed being able to fabricate B.I.T.s without selecting a pattern.
Fixed clicking the Fabricate button really fast could sometimes get you more B.I.T.s than you had resources for.
Fixed B.I.T. placement being jittery sometimes.
Disable auto-adjacent B.I.T. placement when switching B.I.T. types. Same when using Undo.
Fixed terrain flickering black under certain lighting conditions.
Fixed terrain looking white in the distance at night.
Fixed B.I.T. Boxes not containing the full amounts of some items when you drop them when you die.
Fixed a bug where gear could become broken if removed from a gear slot.
We're so excited to release this to you. This is our biggest update ever. In addition to the new tutorial and start of story mode, we've added tons of new features and polish. Thanks for all your support and feedback along the way!
A note for users with existing game saves:
The updated Metaverse planet looks quite a bit different from the one you've got now. But we worked hard to make sure not to break your current planet or B.I.T.s. If you want to, you can remain on your current planet as is and keep building your base. The main difference for you will be that you will need to deploy your new Quantum Core when you load the game. But if you really want the full experience, we recommend starting fresh by clicking the New Simulation button in the main menu. This will erase your current game save and let you start fresh with the new tutorial and planet. If you have B.I.T. schematics in the Simulation Deck, you should publish them to Workshop before you erase your game save, so that you can download them again after you click New Simulation.
Also, be sure to check out the new free Construction Kit, which has support for VR. You can find out more about it here: http://store.steampowered.com/app/422630
And without further ado, here's what's new:
Brand new tutorial and start of story mode.
New GFR-AR7 Assault Rifle.
New gear select menu.
Updated all B.I.T. materials.
Added new Structural B.I.T. models.
The LAIR has been removed from the game, in favor of a new Quantum Core.
Added compass and lat/lon to the HUD.
Added ability to melee.
Added Take All button to backpack.
Added oxygen and stamina.
Health, stamina, oxygen, and energy automatically fill up when in range of a Bio Generator or the Quantum Core.
Max player energy is now 3x what it was before.
Added Situation station basics. More to come soon.
Added Bio Generator to Technical B.I.T. category. Build these to re-generate barren terrain and to replenish your vitals.
Weapons now use ammunition instead of energy.
Added Lethal and Non-Lethal ammunition to Essential B.I.T. category.
New music for tutorial.
Added ability to double-click to install gear.
Added ability to hold Shift to queue up 10 item at a time in the Fabricator.
New block place and take holograms.
Much improved UI for the Simulation station.
Added ability to paint B.I.T.s in the Simulation station.
New sounds for pick and place in the Simulation station.
Added ability to move up and down in the Simulation station.
Massive improvement in B.I.T. place/edit performance when dealing with lots of B.I.T.s.
New ship in intro video.
Quantum Beacons now teleport you to the last used Quantum Beacon.
Multiplayer UI is now in the main menu.
Added UI sounds.
Updated description text for all periodic table elements.
Less lag when loading saved B.I.T. schematics.
Fixed periodic table row labeled 51-71 instead of 57-71. Also fixed a couple of periodic table elements being wrong.
Fixed Omni UI slow to load.
Fixed the loud bleep noise at the start of the game.
Fixed being able to fabricate B.I.T.s without selecting a pattern.
Fixed clicking the Fabricate button really fast could sometimes get you more B.I.T.s than you had resources for.
Fixed B.I.T. placement being jittery sometimes.
Disable auto-adjacent B.I.T. placement when switching B.I.T. types. Same when using Undo.
Fixed terrain flickering black under certain lighting conditions.
Fixed terrain looking white in the distance at night.
Fixed B.I.T. Boxes not containing the full amounts of some items when you drop them when you die.
Fixed a bug where gear could become broken if removed from a gear slot.
We’re getting in to the final stretch of 2015 and wow, the year has FLOWN by. It seems not long ago we started the weekly updates with the intent to keep you informed of our progress and communicate what Boss 101 was about.
HOLY CRAP TIME FLIES!
Heading into 2016
I guess we have already spoken about the 2016 plans but it bears refreshing. Boss 101 is currently heading towards a mid 2016 ship date. That is the result of the amount of polish and storytelling we want to do. The game COULD be done a lot sooner if we were willing to cut features and development time but ultimately we don’t feel it’s the correct thing to do. We think you deserve our VERY BEST EFFORT so we are giving you that!
Current Developments
A lot of the upcoming weeks are about tuning and polishing the underlying systems for guns, hats and boss weapons. As you might imagine these systems are connected so we are taking the time to refresh and reevaluate how things work. The last week has been breaking down the way the boss weapons are working with the hat system. A lot of this is ‘rock, scissors, paper’ balancing and sometimes that can go pretty easily if you have a solid foundation. We had long ago put a system in place which allows us to drop in and test values for weapons and abilities.
Random Bosses
Boss Tuning Work
Boss 101 is about bosses being made by you from a collection of boss parts. This leads to a lot of situations where you are mostly likely facing something completely new and unseen. Since that was probably the norm rather than the exception we are making sure you have options when you fight. One path is to pick your favorite gun and just start blasting, hoping your skill will carry you through. Another is to analyze the boss you are about to fight and make some deductions on HIS weakness versus YOUR strengths. You can play it as you want and both ways have benefits. For me, I do a bit of both. I have some favorite guns I tend to use a lot but sometimes I want to really out the hurt on a boss so I ring a hat or gun that will directly counter something he has. It’s a pretty fun system we hope you will enjoy too. Some images!!
Tuning
Some Boss Status Effect Icons you might see
Remember to keep living your dreams folks – no one else will do it for you!
We’re getting in to the final stretch of 2015 and wow, the year has FLOWN by. It seems not long ago we started the weekly updates with the intent to keep you informed of our progress and communicate what Boss 101 was about.
HOLY CRAP TIME FLIES!
Heading into 2016
I guess we have already spoken about the 2016 plans but it bears refreshing. Boss 101 is currently heading towards a mid 2016 ship date. That is the result of the amount of polish and storytelling we want to do. The game COULD be done a lot sooner if we were willing to cut features and development time but ultimately we don’t feel it’s the correct thing to do. We think you deserve our VERY BEST EFFORT so we are giving you that!
Current Developments
A lot of the upcoming weeks are about tuning and polishing the underlying systems for guns, hats and boss weapons. As you might imagine these systems are connected so we are taking the time to refresh and reevaluate how things work. The last week has been breaking down the way the boss weapons are working with the hat system. A lot of this is ‘rock, scissors, paper’ balancing and sometimes that can go pretty easily if you have a solid foundation. We had long ago put a system in place which allows us to drop in and test values for weapons and abilities.
Random Bosses
Boss Tuning Work
Boss 101 is about bosses being made by you from a collection of boss parts. This leads to a lot of situations where you are mostly likely facing something completely new and unseen. Since that was probably the norm rather than the exception we are making sure you have options when you fight. One path is to pick your favorite gun and just start blasting, hoping your skill will carry you through. Another is to analyze the boss you are about to fight and make some deductions on HIS weakness versus YOUR strengths. You can play it as you want and both ways have benefits. For me, I do a bit of both. I have some favorite guns I tend to use a lot but sometimes I want to really out the hurt on a boss so I ring a hat or gun that will directly counter something he has. It’s a pretty fun system we hope you will enjoy too. Some images!!
Tuning
Some Boss Status Effect Icons you might see
Remember to keep living your dreams folks – no one else will do it for you!
New in-house built licensing system is finally up and running! This means that you can use the license code provided via Steam to register the retail version of Mosaico, available at www.soulidstudio.com !
Steam and retail version are functionally the same, but you may want to install your copy of Mosaico where you can't install the Steam client (i.e. at work).
This was a feature that many users asked for, I hope it can be useful! If you find anything wrong with this, please feel free to comment here or write to info@soulidstudio.com .
New in-house built licensing system is finally up and running! This means that you can use the license code provided via Steam to register the retail version of Mosaico, available at www.soulidstudio.com !
Steam and retail version are functionally the same, but you may want to install your copy of Mosaico where you can't install the Steam client (i.e. at work).
This was a feature that many users asked for, I hope it can be useful! If you find anything wrong with this, please feel free to comment here or write to info@soulidstudio.com .