A new update is coming out today at 2:45 PST / 21:45 GMT+0 (in 20 minutes) The update is incompatible with 6.0.0, so server owners should update their servers asap.
Updated the Unity Engine to version 2018.1, so there are fewer engine-dependent bugs.
Temporarily removed blood - in this update (for unknown reason) our Decal System solution was causing a lot of frame drops and rendering time was increased twice.
CanvasRaycast fixes - I don't need to explain this - you won't understand because of my English anyway :)
Generally in my case it doubled my frames per second, you can share your results in the comments after the release ;)
Remember that if you have any technical problem or just want to report a bug - join our Discord server.
The online multiplayer beta is over. Thanks to everyone on the Discord server for participating. Your feedback helped to iron out some important bugs and improve the experience for all. Online will continue to be improved over the next few updates, but it is now stable enough to invite everyone in to play.
To get started, update to the latest version of the game (restart your Steam client if you're not seeing the update), and select Online Race. You can choose your server location from US, Japan, Europe or Russia, or select "Best" to allow the game to choose the server with the fastest ping. Note that you need to be on the same server as someone else to be able to play against them.
Quick build (I wish) to hopefully fix a majority of the shooting/barrel issues, however haven't had time to fully check these, but will fully check these again tomorrow.
It's happening, it's finally happening, the game we've been working on for what seem like ages is coming out this week, everything is fine, nothing is on fire.
To celebrate that, we've made a small event in Zombidle that will last a couple weeks, on top of doing an AMA on /r/NintendoSwitch on the 31st, come at us!
Now more than ever go check out Just Shapes & Beats and wishlist it HERE and follow it on twitter if you want to check out the cool things we're doing and the dank meme posting. There's also some music thing happening on Spotify
I published a short guide / hint page to my blog that talks briefly about the game and how the game may spawn cookies in different areas. I talk a little about strategizing your way through the game but I try not to tell you exactly how to get through something, just give some hints.
If you want to play without this then just head back to the game. In recent updates I added a cookie rush to the game. The cookie rush is a short lived burst of energy you get from eating a cookie. I've also added more structures in the game that may impede or help your gameplay depending on how you look at them.
If you just want to learn your way through without any hints then don't go to this place. Just know that the cats get more angry as you eat cookies, and the evil in the game only grows from one level to the next, oh yes and don't forget the creepy clown of Middletown, it haunted my dreams for decades as a kid growing up in New Jersey, now it's here to disturb your waking hours.
Alpha 13.1 is now available. This update completes ALPHA 13 by adding the ability for players to make their own jumpgates and link them together. We have also added the ability to import and export building templates via string.
For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post. We also for this build have made a discussion for sharing/testing out the new template sharing system here.
https://youtu.be/0bQFq2QQb_o Hey Barbarians, here's the video trailer of our new upcoming DLC for ARENA an Age of Barbarians Story: She-Red! She-Red will be released the 4th of April, in conjunction with a big update for Arena an Age of Barbarian story, that will add a new trap and a new alternative dungeon. The release date will be 4 June 2018! Stay tuned!
First, we decided to switch the weekly reset of the leaderboard to a monthly reset. This makes the ranking less ephemeral and more rewarding. It is also more realistic in order to have a competitivity since we are a small community ;)
The enemies now start roaming if a too great number is following a single player. This avoids having a herd of units following the player and blocking each other. Also, this creates some ambush potentials when the player wonders around the map, or runs for too long.
Here is the detailed patch note.
New
Enemies start roaming when too many are following the same player
When using queued actions (shift) a small flag spawns on the targeted position
Tweak
Added shortcut to learn new skills (ctrl + 1 2 3 4)
We are currently working on a big new build that will be coming out next weekend. We just want to make sure that it’s well-tested before release. The new build features our new event system, gremlin and kobold attacks, performance improvements, and improvements to dwarf AI and path planning.
One of the more important bits of AI improvement we’re adding is dwarves auto-cancelling tasks that have been deemed impossible to achieve, either because the dwarf was stuck in a cave or the task was in a place the dwarf couldn’t reach. This sounds like common sense, but it’s something we’ve been meaning to add for a while.
We’ve also been working on some raw performance improvements, reducing memory consumption and other important nuts and bolts to keep the game running smoothly on less powerful hardware. This includes changes that optimize the game when there are lots of creatures planning paths at once.
We’re also in the process of designing out a couple of new creatures. For example, here’s a Troll, an ally of the Goblin hordes.
We're currently beta testing some new content and features for Coffee Crisis that will be coming out really soon. Keep your eyes peeled here for updates. Right now the following changes have been made to the beta:
Stages: *Imported new art for City Streets day/night *Imported new art for Stage 8 Mars, removed animated eyeballs from it and its affected cutscenes *Imported new Cutscene faces *Made Stage 10 say "Gameover?", play Win jingle backwards, show next pw, and then goto next stage *Added fog SpecialFX to Stage 11 *Made Stage 14 have EOL results have same behavior as old Stage 10 EOL. *Renamed and sequenced the new levels proplery (and pws)
Cutscene12: *Added new cutscene anim for Grey Alien's Metal version
Engine: *Removed MOD_EARTHQUAKE *Made Mod dice roll in DMetal force one Cat1 and one Cat4 mod if mod count>=3 mods *Made Mod dice roll randomize upto 8 mods in DMEtal, 5 in all other modes (if not in Twixer streaming) *Added variable odds to Coffee Pot powerup in DMetal mode *Fixed a typo in one of the TwitchBot blurbs *Made all GIFs/PNGs save to "[Exe root]\Media" folder
Video Recording: *Added Upload button to Video Recorder menu. *Added Optimize option *Better cross platform pathing *Created Batch files to stage the "Media" folder in the depots when pushing *Added better instructions for Video Recording menu