FINALLY AN UPDATE This update is in preperation for the new level mostly bug fixes and a bit of new content I've cleared up my scheduel a bit so updates will be coming out a lot more ---------------------------------------------------------------- - Added a new room to the collector - New weapon framework (Only can be accessed by developers and any one who can find out how xD) - Improved Performance - Lighting changes - Small bug fixes - AI improvements - Added framework for the new level - Fixed crashing issues for some people on start-up - No more crashing on the collector -New Pizza Box Texture @dlive22891
(for people crashing when levels are loading when the game stops responding just wait and the level will load shortly)
FINALLY AN UPDATE This update is in preperation for the new level mostly bug fixes and a bit of new content I've cleared up my scheduel a bit so updates will be coming out a lot more ---------------------------------------------------------------- - Added a new room to the collector - New weapon framework (Only can be accessed by developers and any one who can find out how xD) - Improved Performance - Lighting changes - Small bug fixes - AI improvements - Added framework for the new level - Fixed crashing issues for some people on start-up - No more crashing on the collector -New Pizza Box Texture @dlive22891
(for people crashing when levels are loading when the game stops responding just wait and the level will load shortly)
Colors in drop downs tweaked to increase readability.
Tool tips added to the economy window for extended info on buy/sell (reason for not being able, total price, etc).
Slider added to the economy window amount field.
The "activity" text in the outliner is now shorter, to avoid text overflowing.
The message when construction cannot begin has been improved to more clearly describe why.
The character window now has a "Cancel Task" button.
Misc
An action to split an army into two has been added.
Non-player armies can no longer be inspected.
Improved faction start location seeding to greatly reduce the chance of adjacent start positions for major factions.
Generals now receive XP when participating in battles.
Bug Fixes
Parties on "resend mode" no longer create a new expedition on every revisit to a dungeon.
Fixed issue related to cancelling a dungeon expedition.
Fixed issue related to merging armies.
Fixed issue related to the (resource) selection being invisibly lost in the economy window.
Fixed issue preventing sale of resources if the total price was less than the faction treasury. Ie you could not sell anything worth more than your current amount of gold.
Fixed outliner not updating recruitment progress for many unit types.
Fixed world generation crash related to knightly orders and not being able to find suitable chapter house locations.
Fixed world generation crash related to duplicate forest names.
Fixed an issue where increasing the supply of a resource dramatically on the world market caused prices to become unstable and grow exponentially.
Fixed inventory and character list tool tips being placed behind the window.
Fixed issue with filters in the recruitment window not being applied.
Fixed issue with construction times in the outliner being very incorrect.
Fixed issue with wizard tower upgrades not unlocking new expansion slots.
Fixed issue with Find Mana Node quest not progressing.
Fixed Custom Construct Artillery weapons not being usable at range and being usable in melee.
Fixed Custom Construct Beam weapons not being usable at range. They are now usable at range and in melee.
Fixed outliner not updating on generals being appointed.
Fixed clicks on actions in the left lower section not triggering on subsequent clicks until a different action had been clicked.
Fixed issue with quest window showing completed quests as in progress.
Colors in drop downs tweaked to increase readability.
Tool tips added to the economy window for extended info on buy/sell (reason for not being able, total price, etc).
Slider added to the economy window amount field.
The "activity" text in the outliner is now shorter, to avoid text overflowing.
The message when construction cannot begin has been improved to more clearly describe why.
The character window now has a "Cancel Task" button.
Misc
An action to split an army into two has been added.
Non-player armies can no longer be inspected.
Improved faction start location seeding to greatly reduce the chance of adjacent start positions for major factions.
Generals now receive XP when participating in battles.
Bug Fixes
Parties on "resend mode" no longer create a new expedition on every revisit to a dungeon.
Fixed issue related to cancelling a dungeon expedition.
Fixed issue related to merging armies.
Fixed issue related to the (resource) selection being invisibly lost in the economy window.
Fixed issue preventing sale of resources if the total price was less than the faction treasury. Ie you could not sell anything worth more than your current amount of gold.
Fixed outliner not updating recruitment progress for many unit types.
Fixed world generation crash related to knightly orders and not being able to find suitable chapter house locations.
Fixed world generation crash related to duplicate forest names.
Fixed an issue where increasing the supply of a resource dramatically on the world market caused prices to become unstable and grow exponentially.
Fixed inventory and character list tool tips being placed behind the window.
Fixed issue with filters in the recruitment window not being applied.
Fixed issue with construction times in the outliner being very incorrect.
Fixed issue with wizard tower upgrades not unlocking new expansion slots.
Fixed issue with Find Mana Node quest not progressing.
Fixed Custom Construct Artillery weapons not being usable at range and being usable in melee.
Fixed Custom Construct Beam weapons not being usable at range. They are now usable at range and in melee.
Fixed outliner not updating on generals being appointed.
Fixed clicks on actions in the left lower section not triggering on subsequent clicks until a different action had been clicked.
Fixed issue with quest window showing completed quests as in progress.
I'm happy to announce that In The Shadows will be playable PAX East 2017 in Boston.
This was made possible with the help of one of my Kickstarter backer who offered to pay for my expense associated with the show! You can read more about it on the last Kickstarter update here!
It's your chance to try the game before the release! If you are going to PAX East you should drop by and say hi!
I'm happy to announce that In The Shadows will be playable PAX East 2017 in Boston.
This was made possible with the help of one of my Kickstarter backer who offered to pay for my expense associated with the show! You can read more about it on the last Kickstarter update here!
It's your chance to try the game before the release! If you are going to PAX East you should drop by and say hi!
Thank you everyone for playing Space, VR! in early acsess. I finished rebuilding the game from the ground of into more of the experience I imagined when I first created Space, VR!. Ever since middle school I was fascinated by the moon and space in general and wanted to feel what it was like on the moon. With the help of VR and Space, VR! I was able to make that a (virtual) reality!
Changelog
Removed several maps and just focused on a single map
Decreased the size of the maps from 2 km to 1 km for increased preformance
Added controller supported movement (this should help people who use OSVR to play)
Added teleportation and more conventional movement at high request. This should be more friendly to those who just got a VR headset or are prone to movement sickness.
Removed all the motion sickness inducing jumping and jetpack movement.
Increased quality of terrain to be more realistic
Bugfixes
Fixed not being able to exit the game
Fixed falling off maps when crouching
Fixed Audio Skipping
Fixed "sparkling" in dark areas
This is not the end
There will be more updates in the future. Our company is now focused on a second *MUCH* bigger title. However, we still have plans for the future of Space, VR!
All updates to this will be free from now into the infinite future!
If you are interested in our new game please check out our patreon or youtube channel below!
Thank you everyone for playing Space, VR! in early acsess. I finished rebuilding the game from the ground of into more of the experience I imagined when I first created Space, VR!. Ever since middle school I was fascinated by the moon and space in general and wanted to feel what it was like on the moon. With the help of VR and Space, VR! I was able to make that a (virtual) reality!
Changelog
Removed several maps and just focused on a single map
Decreased the size of the maps from 2 km to 1 km for increased preformance
Added controller supported movement (this should help people who use OSVR to play)
Added teleportation and more conventional movement at high request. This should be more friendly to those who just got a VR headset or are prone to movement sickness.
Removed all the motion sickness inducing jumping and jetpack movement.
Increased quality of terrain to be more realistic
Bugfixes
Fixed not being able to exit the game
Fixed falling off maps when crouching
Fixed Audio Skipping
Fixed "sparkling" in dark areas
This is not the end
There will be more updates in the future. Our company is now focused on a second *MUCH* bigger title. However, we still have plans for the future of Space, VR!
All updates to this will be free from now into the infinite future!
If you are interested in our new game please check out our patreon or youtube channel below!
It’s finally time for a new test! This time it’s our official mod tool. This first update will make it a lot easier for modders to create new parts and blocks and share them trough workshop. Making it possible to reach a lot more mechanics. We plan to keep adding new features to the mod tool as we keep work with survival mode, making more things possible.
We have added a simple guide on how to get started. You can check it out here Mod Guide
If you like to play with these new mods and help us test things out, you can do so now by following these steps:
We’ve also published a set of guidelines to help mechanics understand how to make the most of the new tool, along with some changes to our terms and conditions, including to explain:
Who can use the tools and mods
Who owns mods and how to respect the work of others
Some important rules and things to avoid when modding
Some guidance on how to make the most out of your mods
We think these changes and guidelines are important to make sure the Scrap Mechanic modding community continues to be an open, friendly and fun place, which encourages creativity, sharing and respect.
It’s finally time for a new test! This time it’s our official mod tool. This first update will make it a lot easier for modders to create new parts and blocks and share them trough workshop. Making it possible to reach a lot more mechanics. We plan to keep adding new features to the mod tool as we keep work with survival mode, making more things possible.
We have added a simple guide on how to get started. You can check it out here Mod Guide
If you like to play with these new mods and help us test things out, you can do so now by following these steps:
We’ve also published a set of guidelines to help mechanics understand how to make the most of the new tool, along with some changes to our terms and conditions, including to explain:
Who can use the tools and mods
Who owns mods and how to respect the work of others
Some important rules and things to avoid when modding
Some guidance on how to make the most out of your mods
We think these changes and guidelines are important to make sure the Scrap Mechanic modding community continues to be an open, friendly and fun place, which encourages creativity, sharing and respect.