So all main features for the next release are implemented. Next step is to debug the stuff:
Debugging: The compile pipeline is updated. Create first windows exefile based on C++11
Debugging: The virtual cpu does not crash any more. The first "Hello World" program was successfully executed.
Debugging: The update of the far voxel landscape does not crash any more :-). The only bug which is left creates cracks in the ground :-(
Debugging (Lua script integration): New entity successfully created!
Release: I plan to make new releases of the development version. For this I will introduce a new Steam branch which will contain these versions. These release will use a different map folder so that your maps are not accidentally damaged by bugs!
This was in fact the main reason, why I did not made new releases. I did not want to damage your worlds, because I really changed a lot in the engine.
It's been a little over a week since we released Pillars of Eternity II: Deadfire and we have received tons of amazing feedback and bug reports. Thanks to all of your support we have been able to find many bugs hidden around the Deadfire and get to fixing them. Below is the list of fixes coming in for the now released 1.0.2 patch.
Major Fixes
[Mac/OSX] Resolved issue with loading into a black screen on Macs with Intel Integrated Graphics Cards.
Mouse clicks now properly register for users using the Korean IME in windows.
Player Dispositions should change less drastically for small decisions. Level Scaling now enables correctly when toggled on.
Players can now set or save cloned AI behaviors for all classes, and quick saves will not be lost when doing so.
Fixed multiple Pillars I imports that were importing the incorrect state.
Fixed a permissions issue that was blocking some players from loading saves.
Fixed a combat related memory leak (should improve some FPS on long play sessions).
Potential Spoilers:
Players are now able to subdue Scyorielaphas even if all the wards are destroyed.
Crew members on Story difficulty can now be killed if they mutiny.
Players who are hostile to the pirates of Fort Deadlight will find the door to the Court open to prevent the NPCs keeping them in combat without being able to be engaged.
Companions/Crew
Eder's end game state from Pillars I has been fixed.
Potential Spoilers:
Watchers who took the baby orlan in Pillars I will now see her in Vilario's Rest.
Audio
Various VO fixes to the Vox Machina voice sets.
Miscellaneous
Custom AI settings should now save changes when adding new conditionals or abilities.
Gold, Greed, and Guts achievement now unlocks when loading a save that has completed the quest.
Pillars I history creator now removes options from the list once a choice has been made to prevent confusion.
Various Credit fixes.
Thank you all so much for your support and patience with us! As always we'll be checking the technical support forums for any bugs and feedback you all provide.
On the 18th of May 2018, starting from 8:00 CEST (17th of May, 11 PM PDT for NA), the Open Beta servers will not be available for 4 hours. The purpose of this maintenance is to introduce a compensation for the lost Commander Experience connected with the Legendary Reinforcements Loot Crates.
During the Legendary Reinforcements event, Armored Warfare suffered from a bug where receiving one of three Commanders contained in the Legendary Loot Crates that we have released in the first wave caused a progression reset of the said Commanders if you already had them in your barracks.
To remedy the situation, the affected players will have their reset commanders upgraded to maximum training level (Rank 15).
We would like to apologize for the issue and for the fact it took so long to resolve.
The following is a weekly devlog for MIND CONTROL DELETE, the Early Access standalone expansion to the original SUPERHOT. Check it out HERE
Hey there!
With this update for SUPERHOT: MIND CONTROL DELETE we add some seriously exciting stuff. This game is evergrowing amalgam of community driven ideas (thank you for being friggin awesome) and design experiments. It already came a long way but I can't wait how it will look once we are out of Early Access. For now let's see what's new in today’s update shall we?
MushroomDude
An abomination born out of your crazy minds and our shaky hands. We had some shy prototypes of this dude but when our Discord started to go back and forth about an enemy covered by mushrooms we knew we have to step it up. More about this fellow over HERE Basically mushroom infected enemies will explode after you shoot them, hit with throwables or just come into contact. They are equally dangerous for both player and other red guys. No one is safe from MushroomDudes.
Levels
We decided that minds need some kind of introduction within the game. A soft start, for the player where he can get accustomed with skills and general vibe of particular mind. Therefore we added 3 additional levels for each of minds. They are not only tutorials that teach you how to play a certain mind but also create a themed background.
MODs
As usual we did slight reshuffling of mods and added few new ones. Do let us know what is your experience with them.
Ninja
Two new mods for the Ninja Mind. Sexiness factor of this guy just jumped a notch. First of all we have Recall Recharge. Thanks to this mod every kill that you score with katana will reduce the cooldown of your Recall skill. It makes the ninja gameplay even more frantic. Next one is Flow Recall mod. Once unlocked, it makes your katana bounce between enemies in a wonderful display of blade brutality. It works almost like a certain Captain’s shield ;)
Additional changes to mods for Ninja mind are as follows:
moved Faster Movement to Swordmaster path
moved Piercing Katana to Recall path
removed killer goomba stomp MOD
Addict
Addict also got lucky and lands with three fresh mods. We removed previous Start With [enter weapon here] and merged them into StartWithRandom. So after purchasing this mod you start with a gun picked by your friendly neighborhood game. Next up is Quickshot which reduces the reload time on all guns. Less reloading, more shooting. Everyone is happy. Finally third mod is Ricochet. From now on you will be able to bounce your bullets of walls. Let’s be honest, this mod is designed so that you can kill red guys with more swag.
RUNs
New difficulty curve of main RUNs
Again, let us know how it plays after the change. Our goal here is to allow people to finish MCD main RUNs with a slight challenge but nothing insane. The crazy difficulty runs will be spread out in the further corners of The Pyramid.
Challenge RUNs
We finally came back to challenges. They were pretty popular in original SUPERHOT so we just couldn’t make MCD without them. A challenge is a run with slightly changed rules of the game. That might be anything from enemies spawning with shotguns only to...hmmm go explore, why should I spoil the fun of discovery? :) Only thing that I can tell you is that we will add more challenges in upcoming updates. Guys working on them are having too much fun to stop.
Weapons
New weapon - FishGun
Why is it called fishgun? Cause it looks like catfish? Funny right? No? Uhm. Awkard, let’s keep going. So a lot of you somehow managed to reach stages in SUPERHOT: MIND CONTROL DELETE where our studio gnomes hid upcoming secret weapon. Discord and reddit got filled with screenshots and speculations of some weird looking weapon. Well here it is. FishGun is a long distance rifle with ultra fast, almost unavoidable bullets. It looks almost like a hitscan shot but it’s not. As most things in MIND CONTROL DELETE Fish Gun is still in development phase so everything about it might change. Play around with it. Let us know how it feels.
Shotgun Tweaks
After this update every time Shotgun runs out of bullets it will change into melee weapon. We plan to add this feature to every weapon in MCD arsenal. There are also some slight changes in ammo count and reload time for shotgun.
That is all for today’s update! Give it a go and let us know how you feel about it.
Hi Everyone, We sincerely apologize for a slight delay as we upload a new build. We have been testing builds all week without issue - but obviously this last one is missing key files. We expect the new build up later today.
Find out how to switch from the TerraTech main branch to the TT_Unstable Beta branch here.
Bug Fixes:
Fixed issue where drills would not damage blocks or resource givers.
Fixed crash that might occur when starting Multiplayer.
Known Major Issues:
The block outline effect incorrectly appears on blocks when going from campaign to other game modes.
Switching between game modes may cause the Tech targeting to stop working correctly.
Multiple resources travelling close to each other along Conveyors may generate bottlenecks and clog bases up, especially around Refineries and Filters.
Gauntlet tutorial can sometimes load an already made Tech.
We’ve just updated House Flipper. You need to restart steam to get it. It should solve some problem. Apart from this, we encourage you to update your graphics drivers. It may help. Regardless if still have any issues with the game, please send us your feedback to support@empyrean.games
TERRORHYTHM game was presented at DevGAMM 2018, Moscow!
DevGAMM is the biggest conference for game industry professionals in Russia, Ukraine and Belarus. The event offers quality content about game development, low entry threshold for beginner developers as well as a series of activities meant for productive pastime and effective networking.