Greetings everyone! We continue to move full steam ahead here at the HEX offices. We've released several fixes over the past week and have some cool events on the horizon. Today we will cover Flashback Mashups, New Ladder Season Sleeves, our upcoming Platinum Plunder, and more!
We want to remind you that our Platinum Plunder tournament is this weekend! Starting December 17th, make sure to join us for a massive, free tournament with several hundred thousand platinum up for grabs! Additionally, the top 256 players will receive the Salty Sam mercenary (shown below).
Begin brewing your boarding party today!
Flashback Mashhack
We hope you have been enjoying our Flashback tournament event! The Shards of Fate and Shattered Destiny Evolving Gauntlet will be closing Monday 12/19 at 10am PT (Worldclock).
But the Flashback fun is far from finished! We have put together a unique play experience from a bunch of our old sets for you all to enjoy. In this mashup mode, players will get “Standard Gauntlet Packs,” which are made up of random cards from across all 5 sets. As in a normal Evolving Sealed Gauntlet, two of your packs from your initial pool will have rares and three will not. Players who reach 1 and 3 wins respectively will have another Standard Gauntlet Pack added to their pool, rare included. Players who reach 5 wins will receive 1 Shards of Fate booster pack.
In this mode, you will be able to play with all our champions, though gems will be restricted to those legal in the current standard format. We hope you enjoy this wacky sendoff to an epic year for HEX. See you on the battlefield!
Ladder Sleeve Poll Winners
This past week we ran some polls on the forums to let you all help decide what our upcoming ladder sleeves will be. These beautiful pieces of art were selected as the 2017 Season 2 and Season 3 sleeves respectively.
This is also the first official look at content from our upcoming set. I wonder what their abilities could be.... If you have a guess, make sure to share it in the forums. Enjoy!
Game Informer Best of 2016
HEX has been nominated for both the Best PC Exclusive and the Game of the Year categories in Game Informer's 2016 Games of the Year poll. Voting ends today, so if you think we've been doing a pretty good job make sure to let them know!
World Firsts
There is something special about being the first person to scale Mt. Everest. I think it scratches that itch we have as people and as gamers - that drive to experiment and explore. We wanted to take a minute and shout out those players who have boldly gone and conquered a few of the hidden fights we sprinkled throughout the Alachian Sea:
Old Man of the Sea Encounter – Hercone defeated it on Dec 6th at 8:37pm CET
Fungal Monstrosity Encounter – Revolution defeated it on Dec 6th at 10:30pm CET
Ruins of Kukatan Tomb of Omens Encounter – ShibbyBliblin defeated it on Dec 9th at 6:34am CET
Congratulations and well done! You were the first players to ever find and defeat those encounters.
Greetings everyone! We continue to move full steam ahead here at the HEX offices. We've released several fixes over the past week and have some cool events on the horizon. Today we will cover Flashback Mashups, New Ladder Season Sleeves, our upcoming Platinum Plunder, and more!
We want to remind you that our Platinum Plunder tournament is this weekend! Starting December 17th, make sure to join us for a massive, free tournament with several hundred thousand platinum up for grabs! Additionally, the top 256 players will receive the Salty Sam mercenary (shown below).
Begin brewing your boarding party today!
Flashback Mashhack
We hope you have been enjoying our Flashback tournament event! The Shards of Fate and Shattered Destiny Evolving Gauntlet will be closing Monday 12/19 at 10am PT (Worldclock).
But the Flashback fun is far from finished! We have put together a unique play experience from a bunch of our old sets for you all to enjoy. In this mashup mode, players will get “Standard Gauntlet Packs,” which are made up of random cards from across all 5 sets. As in a normal Evolving Sealed Gauntlet, two of your packs from your initial pool will have rares and three will not. Players who reach 1 and 3 wins respectively will have another Standard Gauntlet Pack added to their pool, rare included. Players who reach 5 wins will receive 1 Shards of Fate booster pack.
In this mode, you will be able to play with all our champions, though gems will be restricted to those legal in the current standard format. We hope you enjoy this wacky sendoff to an epic year for HEX. See you on the battlefield!
Ladder Sleeve Poll Winners
This past week we ran some polls on the forums to let you all help decide what our upcoming ladder sleeves will be. These beautiful pieces of art were selected as the 2017 Season 2 and Season 3 sleeves respectively.
This is also the first official look at content from our upcoming set. I wonder what their abilities could be.... If you have a guess, make sure to share it in the forums. Enjoy!
Game Informer Best of 2016
HEX has been nominated for both the Best PC Exclusive and the Game of the Year categories in Game Informer's 2016 Games of the Year poll. Voting ends today, so if you think we've been doing a pretty good job make sure to let them know!
World Firsts
There is something special about being the first person to scale Mt. Everest. I think it scratches that itch we have as people and as gamers - that drive to experiment and explore. We wanted to take a minute and shout out those players who have boldly gone and conquered a few of the hidden fights we sprinkled throughout the Alachian Sea:
Old Man of the Sea Encounter – Hercone defeated it on Dec 6th at 8:37pm CET
Fungal Monstrosity Encounter – Revolution defeated it on Dec 6th at 10:30pm CET
Ruins of Kukatan Tomb of Omens Encounter – ShibbyBliblin defeated it on Dec 9th at 6:34am CET
Congratulations and well done! You were the first players to ever find and defeat those encounters.
First of all, we're kind of overwhelmed by the amount of people playing the game.
Unfortunately we had to change the name of the game from Headmaster to Rule Your School. Headmaster has copyright and we're not allowed to use that name. As we're a small team and we've got quite some content, we're slowly changing all content to match the new name. We hope we didn't interrupt you too much from gaming ;).
First of all, we're kind of overwhelmed by the amount of people playing the game.
Unfortunately we had to change the name of the game from Headmaster to Rule Your School. Headmaster has copyright and we're not allowed to use that name. As we're a small team and we've got quite some content, we're slowly changing all content to match the new name. We hope we didn't interrupt you too much from gaming ;).
Wow, here we are, the final weekly journal of 2016! What a year it has been. We created a really weird and creepy booth at PAX East, debuted We Happy Few internationally at E3 and launched on Early Access a month later. Some of you have been with us since we first showed a demo of We Happy Few and some of you are new to the journey, but one thing is certain is that you guys are sticking by us through thick and thin and we couldn’t be more grateful.
Yesterday we released a hotfix on PC for several crashes that were reported after the Clockwork Update. You can find the hotfix patch here. Thank you to everyone who submitted crashes and issues, and to our programmers and QA for working around the clock to get it done! If you are still getting crashes after the hotfix, you can send us your saved data to support@compulsiongames.com and we will look into the issue asap. We will also be updating on Xbox One once we’ve confirmed the hotfixes are stable.
It’s also -25C outside in Montreal right now, so it’s definitely the winter season. Our nostril hairs are freezing, so it’s time to quieten down for a long awaited rest. So, this will be our last weekly update for 2016, and we will return on Jan 6 next year.
Design Team
Adam
This has been a crazy busy week for me, but a very productive one. Some of my time has been spent working on secret stuff I can’t show yet. The other half has been spent working on communication efforts within the team. I have been breaking down future encounters into “work sheets” to make sure everybody can be updated easily about changes, requests, features, etc.
On top of that, I have finished my first draft of the Crafting breakdown. We have already noticed some surprising numbers of objects truly needed vs objects we find in the world, and it will help us go through a fairly large balance pass.
Lastly… I had a tiny bit of downtime while waiting for some art to come in, so… I got a head start on an encounter I’ll be working on next year. Look forward to this one.
Animation Team
J.R., Mishka, Rémi and Vincent
This week has been fun, it’s been a mix of a lot of different small--and less small--tasks. Rémi worked on the facial rigs for new NPC variants, such as merchants and Parade District residents.
J.R. created animations for a new encounter near the train station, as well as a whole new conversation with the Bobby guarding the Parade District bridge.
Mishka worked on a secret location, improving the conversation animations, and created new animation sets transitions for the Bobbies.
Here is a video of Rémi and Vincent showcasing the new animations/behavior for the plagued wastrels. Enjoy!
This week I've been focusing on creating an old payphone and a new wooden trim modular set.
All of this modular set is mapped to a 1K tileable wooden trim texture, which is still in progress. This texture will be very useful in many situations.
This is an example of the texture, without wear and tear. Wear and tear is being sculped and is work in progress.
Sarah
We worked our frost bitten butts off on the last release, and we hope you guys like the improvements! This week I finished off the last of the painted pub signs, and made a lil' holiday illustration, commissioned by the community management team. I hope you find a warm place to spend the holiday season with the ones you love, see you next year!
Thanks for tuning in and happy holidays everyone, we will see you back in early January!
Wow, here we are, the final weekly journal of 2016! What a year it has been. We created a really weird and creepy booth at PAX East, debuted We Happy Few internationally at E3 and launched on Early Access a month later. Some of you have been with us since we first showed a demo of We Happy Few and some of you are new to the journey, but one thing is certain is that you guys are sticking by us through thick and thin and we couldn’t be more grateful.
Yesterday we released a hotfix on PC for several crashes that were reported after the Clockwork Update. You can find the hotfix patch here. Thank you to everyone who submitted crashes and issues, and to our programmers and QA for working around the clock to get it done! If you are still getting crashes after the hotfix, you can send us your saved data to support@compulsiongames.com and we will look into the issue asap. We will also be updating on Xbox One once we’ve confirmed the hotfixes are stable.
It’s also -25C outside in Montreal right now, so it’s definitely the winter season. Our nostril hairs are freezing, so it’s time to quieten down for a long awaited rest. So, this will be our last weekly update for 2016, and we will return on Jan 6 next year.
Design Team
Adam
This has been a crazy busy week for me, but a very productive one. Some of my time has been spent working on secret stuff I can’t show yet. The other half has been spent working on communication efforts within the team. I have been breaking down future encounters into “work sheets” to make sure everybody can be updated easily about changes, requests, features, etc.
On top of that, I have finished my first draft of the Crafting breakdown. We have already noticed some surprising numbers of objects truly needed vs objects we find in the world, and it will help us go through a fairly large balance pass.
Lastly… I had a tiny bit of downtime while waiting for some art to come in, so… I got a head start on an encounter I’ll be working on next year. Look forward to this one.
Animation Team
J.R., Mishka, Rémi and Vincent
This week has been fun, it’s been a mix of a lot of different small--and less small--tasks. Rémi worked on the facial rigs for new NPC variants, such as merchants and Parade District residents.
J.R. created animations for a new encounter near the train station, as well as a whole new conversation with the Bobby guarding the Parade District bridge.
Mishka worked on a secret location, improving the conversation animations, and created new animation sets transitions for the Bobbies.
Here is a video of Rémi and Vincent showcasing the new animations/behavior for the plagued wastrels. Enjoy!
This week I've been focusing on creating an old payphone and a new wooden trim modular set.
All of this modular set is mapped to a 1K tileable wooden trim texture, which is still in progress. This texture will be very useful in many situations.
This is an example of the texture, without wear and tear. Wear and tear is being sculped and is work in progress.
Sarah
We worked our frost bitten butts off on the last release, and we hope you guys like the improvements! This week I finished off the last of the painted pub signs, and made a lil' holiday illustration, commissioned by the community management team. I hope you find a warm place to spend the holiday season with the ones you love, see you next year!
Thanks for tuning in and happy holidays everyone, we will see you back in early January!
Hugin and I will both be taking holiday breaks starting next week. We're finally putting the finishing touches on the new Reforged content. We should have some new areas for you to explore sometime in January!
Hugin and I will both be taking holiday breaks starting next week. We're finally putting the finishing touches on the new Reforged content. We should have some new areas for you to explore sometime in January!
Happy Holidays from all of us at team RCTW! Today, we are proud to announce the release of our next update, chock full of new content including a new theme, a new camera and Holiday decorations, along with additional bug fixes and improvements. Read on for details!
For this update, we’ve gone BIG!!! We’re adding a whole new theme – Whimsy! – which comes with 3 new flatrides and a host of theme-specific scenery items and PxP items that can be placed instantly in your park or used to design your own holiday creations. Whimsy is a playful, kid-friendly new theme guaranteed to bring a smile to tycoons of all ages. Check out our latest flatrides The Montgolfières, Bugmania and Downtown Traffic below!
Paired with the removal of Scenery collision that we introduced in our last update, we can’t wait to see how your parks evolve. Remember to share your new creations via Steam Workshop!
Along with these updates, you’ll also find a number of Holiday items to bring seasonal cheer to your creations. Look in your scenery menu to find Holiday assets including a Snowman, Gingerbread Man, and Snow Globe!
In total this update includes: • 3 Flat Rides • 44 Whimsy Scenery (Including Paths & Queues) • 6 Holiday Items • 60 Whimsy PxP & 1 premade
Lastly, we have optimized the camera, making it easier than ever to craft your dream park and view it in all its glory.
And make sure to check out our brand-new trailer, showing off the latest and greatest from RCTW!
Read on for more specific details of the contents for this latest update along with our full list of bug fixes. We’re continuing to work on additional updates and fixes so stay tuned for more details in the future!
- Team RCTW
----------------------------------
FULL UPDATE LIST
WHIMSY THEME! New content includes: Whimsy Rides, Shops, Scenery, Paths, and PxP (Look out for the teddy bear icon to denote assets that are part of the Whimsy theme). Full list of Whimsy Theme contents are below.
Audio: Deleting sound for scenery assets will no longer be audible once per 2 assets deleted
Camera: Updated camera and optimization.
Camera: The Ride cam in the Super Flyer no longer freezes mid-air.
Content: Whimsy Theme (3 FlatRides and additional scenery)
Content: Additional Generic PxP
Content: Holiday Items
Finances: Marketing UI has been updated to have appropriate screenshots.
General: The Deluxe Edition Art Book has been updated.
General: Peeps will no longer teleport out of the park after placing a no entry sign on the edge of the starting path.
General: Preview image now updates after overwriting a previously saved blueprint.
General: Holding left-click over any color and pressing 'ESC' at the same time will no longer cause the in-game cursor to disappear.
General: Switching quickly between Stop/Test/Open buttons on a Coaster will no longer grey out one of the buttons.
General: Coasters are no longer always highlighted when switching between different sub-sections of the Park Income Heat Maps.
General: Heat maps for Shop only is now consistently only showing Shops.
General: Peeps now enter the Theatre/Auditorium ride in a more natural order.
General: Deleting a queue with peeps on it will no longer result in peeps walking in the air.
General: Mechanics now target the closest roller coaster to fix.
General: A white stroke highlight is no longer displayed around the entire track during the Test tab if the coaster was edited by clicking on the track
General: Placing a scenery object with manual elevation will no longer stop terrain hugging on subsequent assets.
General: Selecting Flatland will no longer change the starting wallet amount from $25,000 to $10,000.
General: Preview image now updates after overwriting a previously saved blueprint.
Localization: "Il" should now be written "oeil" from the hints menu during mission 7 of map 1.
Mass Delete: The music of multiple mass-deleted Speakers will no longer be audible.
Main Menu: Creative Hub Tabs will no longer retain content from other tabs or lose content altogether when switching through different pages/tabs.
Main Menu: Can now unhide hidden items in the Creative Hub.
Main Menu: Creative Hub dropdown for Public/Private/Local dropdown now has appropriate text when not dropped down.
Missions: Player should now be able to click on whole icon of Tycoon Credits locked item to purchase it.
Pause Menu: Fixed bug that caused some of the Pause menu options to be invisible when completing all the objectives in story mission 1-1 and using the Pause menu button
Peeps: Peeps no longer take extended periods of time to exit a Closed park.
Peeps: Purchases Page now includes park tickets.
Peeps: Peeps can no longer enter the park with the carrying a teddy bear animation.
Peeps: Tweaks/fixes to Peeps textures
Peeps: Fixed bug that caused Medics to sometimes not have their bags in their hands.
Peeps: Staff member heat map highlight no longer reverts when picking them up and dropping them.
Piece-by-Piece: More fixes to the PxP Grid.
Piece-by-Piece: Selected PxP piece no longer remains highlighted even after player finishes the pxp building.
Piece-by-Piece: Selecting Add More Packs button within the PxP builder now brings user to the Packs section of the Creative Hub.
Piece-by-Piece: All Egypt PxP now match their screenshot/thumbnail image color.
Piece-by-Piece: 'Save Blueprint' button in the PxP editor is no longer available after deleting all PxP in the building.
Happy Holidays from all of us at team RCTW! Today, we are proud to announce the release of our next update, chock full of new content including a new theme, a new camera and Holiday decorations, along with additional bug fixes and improvements. Read on for details!
For this update, we’ve gone BIG!!! We’re adding a whole new theme – Whimsy! – which comes with 3 new flatrides and a host of theme-specific scenery items and PxP items that can be placed instantly in your park or used to design your own holiday creations. Whimsy is a playful, kid-friendly new theme guaranteed to bring a smile to tycoons of all ages. Check out our latest flatrides The Montgolfières, Bugmania and Downtown Traffic below!
Paired with the removal of Scenery collision that we introduced in our last update, we can’t wait to see how your parks evolve. Remember to share your new creations via Steam Workshop!
Along with these updates, you’ll also find a number of Holiday items to bring seasonal cheer to your creations. Look in your scenery menu to find Holiday assets including a Snowman, Gingerbread Man, and Snow Globe!
In total this update includes: • 3 Flat Rides • 44 Whimsy Scenery (Including Paths & Queues) • 6 Holiday Items • 60 Whimsy PxP & 1 premade
Lastly, we have optimized the camera, making it easier than ever to craft your dream park and view it in all its glory.
And make sure to check out our brand-new trailer, showing off the latest and greatest from RCTW!
Read on for more specific details of the contents for this latest update along with our full list of bug fixes. We’re continuing to work on additional updates and fixes so stay tuned for more details in the future!
- Team RCTW
----------------------------------
FULL UPDATE LIST
WHIMSY THEME! New content includes: Whimsy Rides, Shops, Scenery, Paths, and PxP (Look out for the teddy bear icon to denote assets that are part of the Whimsy theme). Full list of Whimsy Theme contents are below.
Audio: Deleting sound for scenery assets will no longer be audible once per 2 assets deleted
Camera: Updated camera and optimization.
Camera: The Ride cam in the Super Flyer no longer freezes mid-air.
Content: Whimsy Theme (3 FlatRides and additional scenery)
Content: Additional Generic PxP
Content: Holiday Items
Finances: Marketing UI has been updated to have appropriate screenshots.
General: The Deluxe Edition Art Book has been updated.
General: Peeps will no longer teleport out of the park after placing a no entry sign on the edge of the starting path.
General: Preview image now updates after overwriting a previously saved blueprint.
General: Holding left-click over any color and pressing 'ESC' at the same time will no longer cause the in-game cursor to disappear.
General: Switching quickly between Stop/Test/Open buttons on a Coaster will no longer grey out one of the buttons.
General: Coasters are no longer always highlighted when switching between different sub-sections of the Park Income Heat Maps.
General: Heat maps for Shop only is now consistently only showing Shops.
General: Peeps now enter the Theatre/Auditorium ride in a more natural order.
General: Deleting a queue with peeps on it will no longer result in peeps walking in the air.
General: Mechanics now target the closest roller coaster to fix.
General: A white stroke highlight is no longer displayed around the entire track during the Test tab if the coaster was edited by clicking on the track
General: Placing a scenery object with manual elevation will no longer stop terrain hugging on subsequent assets.
General: Selecting Flatland will no longer change the starting wallet amount from $25,000 to $10,000.
General: Preview image now updates after overwriting a previously saved blueprint.
Localization: "Il" should now be written "oeil" from the hints menu during mission 7 of map 1.
Mass Delete: The music of multiple mass-deleted Speakers will no longer be audible.
Main Menu: Creative Hub Tabs will no longer retain content from other tabs or lose content altogether when switching through different pages/tabs.
Main Menu: Can now unhide hidden items in the Creative Hub.
Main Menu: Creative Hub dropdown for Public/Private/Local dropdown now has appropriate text when not dropped down.
Missions: Player should now be able to click on whole icon of Tycoon Credits locked item to purchase it.
Pause Menu: Fixed bug that caused some of the Pause menu options to be invisible when completing all the objectives in story mission 1-1 and using the Pause menu button
Peeps: Peeps no longer take extended periods of time to exit a Closed park.
Peeps: Purchases Page now includes park tickets.
Peeps: Peeps can no longer enter the park with the carrying a teddy bear animation.
Peeps: Tweaks/fixes to Peeps textures
Peeps: Fixed bug that caused Medics to sometimes not have their bags in their hands.
Peeps: Staff member heat map highlight no longer reverts when picking them up and dropping them.
Piece-by-Piece: More fixes to the PxP Grid.
Piece-by-Piece: Selected PxP piece no longer remains highlighted even after player finishes the pxp building.
Piece-by-Piece: Selecting Add More Packs button within the PxP builder now brings user to the Packs section of the Creative Hub.
Piece-by-Piece: All Egypt PxP now match their screenshot/thumbnail image color.
Piece-by-Piece: 'Save Blueprint' button in the PxP editor is no longer available after deleting all PxP in the building.