So we pushed out 1.3 and fixed a bunch of bugs. But due to a spreadsheet error (no, really a spreadsheet error, no human involvement at all, really...you buy this, right?) we introduced some extra detritus growth that is crushing users' biodomes. Below is the change list for this patch. Not only did we fix our oopsie, but users can now tap on a territory and see the range marker around the territory to help understand what the territory is interacting with!
Update Changelist: -------------------------- *Corrected the blooming cycles of several plants - grasses and flowers *Territory ranges are now able to be toggled by selecting the territory *Plants that spawn every month (all grasses) now have no detritus (temporary) so that people have a chance to recover from last patch. *Several plants have had their leaf point value and group sizes changed (mostly in grassland) *Notification System now states when populations are getting low instead of saying health is low (unless, of course, the health is low)
I hope you find your domes more usable now and find it in your hearts to forgive us. We do realize this may cause some of you to have to rebuild your domes. Let's just pretend this is a hard life lesson. Something like... "when detritus destroys your biodome, you have to cultivate your life all over again." That's got a ring to it, doesn't it?
Seriously, thank you for bearing with us. We expect the roughest behind us at this point and patches here on out to be less problematic. Looking forward to new screenshots and discussion following the download. =)
So we pushed out 1.3 and fixed a bunch of bugs. But due to a spreadsheet error (no, really a spreadsheet error, no human involvement at all, really...you buy this, right?) we introduced some extra detritus growth that is crushing users' biodomes. Below is the change list for this patch. Not only did we fix our oopsie, but users can now tap on a territory and see the range marker around the territory to help understand what the territory is interacting with!
Update Changelist: -------------------------- *Corrected the blooming cycles of several plants - grasses and flowers *Territory ranges are now able to be toggled by selecting the territory *Plants that spawn every month (all grasses) now have no detritus (temporary) so that people have a chance to recover from last patch. *Several plants have had their leaf point value and group sizes changed (mostly in grassland) *Notification System now states when populations are getting low instead of saying health is low (unless, of course, the health is low)
I hope you find your domes more usable now and find it in your hearts to forgive us. We do realize this may cause some of you to have to rebuild your domes. Let's just pretend this is a hard life lesson. Something like... "when detritus destroys your biodome, you have to cultivate your life all over again." That's got a ring to it, doesn't it?
Seriously, thank you for bearing with us. We expect the roughest behind us at this point and patches here on out to be less problematic. Looking forward to new screenshots and discussion following the download. =)
Until I figure out the problem with the new build, it is available in beta branch "next_version". Just go to properties->betas and select it. No password is needed.
Feedback on whether it works or not is important, so if you could post your OS version ( eg Win XP 32bit ) in the Beta branch thread, I'd be grateful.
Until I figure out the problem with the new build, it is available in beta branch "next_version". Just go to properties->betas and select it. No password is needed.
Feedback on whether it works or not is important, so if you could post your OS version ( eg Win XP 32bit ) in the Beta branch thread, I'd be grateful.
Today we are talking about one of the main modes of transportation in the Boss 101 galaxy. No, no the jump gates, I’m talking about good old rockets. Yep, before there were hyperspace jump gates there were rocket ships that carried people all over.
During the time Boss 101 takes place the robo’s are constructing a warp gate network across the galaxy. As you can imagine this gives them a lot of quick shortcuts to various planets. The Cosmic Clicks Ship The backstory As you might know – STEVE and Max shared an adventure with ROB a little while back. In it they traveled about the galaxy in their ship – the Cosmic Clicks. Here’s a shot from that go around:
That was then, this is now
Well, ROB upgraded the ship and outfitted it for new adventures. Now it's the main transportation for ROB and the professor when they are scouting areas or making repairs in the local solar system. Of course, they only head out when they know the coast is clear since the Clicks ship isn’t really a warship, it's more like a science vessel. Check out some of the sweet work done!
Here’s the Click Ship all ready for animation tweaks. For scale comparison that green rectangle represents an average game screen. The Clicks ship is big, it needs to be since the engines are equipped with hyperspace jump boosters.
Full ship – green rectangle is playing fiend in standard game
Engines with boosters
Once everything is in the game we can actually send the guys on an adventure. In this case we have some snaps from them shooting around the local star system. Here’s a series of shots of the ship showing some scale and detail.
Warp Gates
As you might notice in some of the screenshots most world have working warp gates, those giant green or purple objects in the background sky. Even with that knowledge ROB and the professor keep the Clicks ship in top form in case they get the call to action.
Warp Gate on a world
Another warp gate sample
The Boss 101 old school way of travel, use your jetpack
When all else fails, there’s always the old fashioned way
Thanks for stopping by for another update and thank you again for the letters and comments. We appreciate your time.
Look forward to hearing from you and remember to live your dreams.
Today we are talking about one of the main modes of transportation in the Boss 101 galaxy. No, no the jump gates, I’m talking about good old rockets. Yep, before there were hyperspace jump gates there were rocket ships that carried people all over.
During the time Boss 101 takes place the robo’s are constructing a warp gate network across the galaxy. As you can imagine this gives them a lot of quick shortcuts to various planets. The Cosmic Clicks Ship The backstory As you might know – STEVE and Max shared an adventure with ROB a little while back. In it they traveled about the galaxy in their ship – the Cosmic Clicks. Here’s a shot from that go around:
That was then, this is now
Well, ROB upgraded the ship and outfitted it for new adventures. Now it's the main transportation for ROB and the professor when they are scouting areas or making repairs in the local solar system. Of course, they only head out when they know the coast is clear since the Clicks ship isn’t really a warship, it's more like a science vessel. Check out some of the sweet work done!
Here’s the Click Ship all ready for animation tweaks. For scale comparison that green rectangle represents an average game screen. The Clicks ship is big, it needs to be since the engines are equipped with hyperspace jump boosters.
Full ship – green rectangle is playing fiend in standard game
Engines with boosters
Once everything is in the game we can actually send the guys on an adventure. In this case we have some snaps from them shooting around the local star system. Here’s a series of shots of the ship showing some scale and detail.
Warp Gates
As you might notice in some of the screenshots most world have working warp gates, those giant green or purple objects in the background sky. Even with that knowledge ROB and the professor keep the Clicks ship in top form in case they get the call to action.
Warp Gate on a world
Another warp gate sample
The Boss 101 old school way of travel, use your jetpack
When all else fails, there’s always the old fashioned way
Thanks for stopping by for another update and thank you again for the letters and comments. We appreciate your time.
Look forward to hearing from you and remember to live your dreams.
New room added: R27-Infirmary. Can spawn 2 times. All containers in this room are currently empty (work in progress).
New wounds related to breaches repair.
New wounds. Many wounds have been replaced. Overall rework of the diseases and wounds system.
Some wounds can become permanent. Don't let that wound getting worse: treat it as soon as possible!
New Weight carrying system. You can now hurt yourself if you carry too much! Weight overload will be signaled by a LogIcon and the weight turning red in inventory.
Increased chances of getting a "Burn" wound while standing in a room on fire.
The camera will now lock upon clicking the "New Game" button.
Log graphics updated.
Save Tooltips will now display a different background AND icon color if the related characteristic drops under 50%.
Post-its on the desk of R05-Cabin has been deleted. Some players were confused about this thinking it was a box-container.
Added bluelights on the R05-Cabin bed. Now the screen looks a lot more "alive"
Pillows on the R05-Cabin bed have reworked. More pillows, more random positions, more random rotations.
Reduced collider size of the chair in front the R05-Cabin desk.
Moved a breach spawner in R31 - Water Recycling so it will no longer be hidden by water recyclers.
Bug fixed: T|01 - Sector 8: a breach could not be repaired. Should not happen anymore.
Bad Cold Medecine can now be used multiple times (between 3 and 5).
Health objects debugged. Now work as intended.
Field of view should not reset anymore when sprinting (thanks ʇuǝɔᴉɟᴉuƃnɥʇ for finding that bug).
Field of view limited to 90 instead of 120 (we still recommend to play at 45/60).
R28 - Laboratory layout has changed.
Big Fires in corridors will not spawn out of nowhere, they now have a starting animation.
The crosshair animation will now properly display when targeting a broken object (this includes teleporters and global teleporters).
Debug speed. Cannot be negative anymore (No more moonwalk!).
Broken FX will no longer disappear instantly when an object is repaired.
Moved a big fire spawner in R05-Cabin, so it no longer spawns inside the wall.
New room added: R27-Infirmary. Can spawn 2 times. All containers in this room are currently empty (work in progress).
New wounds related to breaches repair.
New wounds. Many wounds have been replaced. Overall rework of the diseases and wounds system.
Some wounds can become permanent. Don't let that wound getting worse: treat it as soon as possible!
New Weight carrying system. You can now hurt yourself if you carry too much! Weight overload will be signaled by a LogIcon and the weight turning red in inventory.
Increased chances of getting a "Burn" wound while standing in a room on fire.
The camera will now lock upon clicking the "New Game" button.
Log graphics updated.
Save Tooltips will now display a different background AND icon color if the related characteristic drops under 50%.
Post-its on the desk of R05-Cabin has been deleted. Some players were confused about this thinking it was a box-container.
Added bluelights on the R05-Cabin bed. Now the screen looks a lot more "alive"
Pillows on the R05-Cabin bed have reworked. More pillows, more random positions, more random rotations.
Reduced collider size of the chair in front the R05-Cabin desk.
Moved a breach spawner in R31 - Water Recycling so it will no longer be hidden by water recyclers.
Bug fixed: T|01 - Sector 8: a breach could not be repaired. Should not happen anymore.
Bad Cold Medecine can now be used multiple times (between 3 and 5).
Health objects debugged. Now work as intended.
Field of view should not reset anymore when sprinting (thanks ʇuǝɔᴉɟᴉuƃnɥʇ for finding that bug).
Field of view limited to 90 instead of 120 (we still recommend to play at 45/60).
R28 - Laboratory layout has changed.
Big Fires in corridors will not spawn out of nowhere, they now have a starting animation.
The crosshair animation will now properly display when targeting a broken object (this includes teleporters and global teleporters).
Debug speed. Cannot be negative anymore (No more moonwalk!).
Broken FX will no longer disappear instantly when an object is repaired.
Moved a big fire spawner in R05-Cabin, so it no longer spawns inside the wall.
Here is the list of the notable modifications that come with the version 0.01.71!
IMPROVEMENTS:
Basic modules of EAC integrated.
The admin powers are now secured by a password only known by the server owner, you can find the auto-generated password in the config.cfg file of your server and modify it if you want to.
CHANGES:
FIXED: The connected players cannot be invisible in the player list anymore.
FIXED: Avoid that a player can enter a base just after his connection.
FIXED: The players cannot be "pushed" into a base by a shark anymore.
FIXED: The players cannot use a door to get to the upper floor.
DISCOVERED ISSUE:
All the sensitive settings on the vehicles walls and so on have been reset to their default settings due a manipulation error. -> hotfix incoming! Only numeric passwords will work. -> hotfix incoming! The hackers can kill everybody still. -> hotfix incoming!
ADDITIONAL NOTES:
The servers have to be updated as well! The admins will have to enter a password to activate their admin status by using the command "admin [password]" in the console This update mainly aims to limit the cheating problem until that a proper anti-cheat system is added in the next update. This update may not work for the mac users, sorry, this will be fixed ASAP, probably monday, please leave a comment here if it is the case.
Remember you can follow the development and take part of it on Trello