Currently enrolled Beta players can download the updates automatically.
This patch includes UI/UX improvements and bug fixes.
Improvements
Now you can open a context menu when the mouse is over on another context menu
Previously, the player had to cancel the current context menu to open another context menu because it wasn't able to open a context menu when the mouse is over on another.
Such behavior bothers the player's control and costs the player's time while the time is running when the context menu is closing. So here we fixed and improved the player interaction's behavior.
Now you can use keyboard shortcuts to open main menu screens
Previously, to access a specific menu screen, you had to open the top-right main menu button and click the relevant menu icon which takes 2 or more steps for the access.
Now you can use keyboard shortcuts to access any main menu screens right away.
Global Shortcut List
Mailbox Screen: J
Inventory Screen: I
Equipment Screen: E
Map Screen: M
Skill Screen: S
Setting Screen: X
Now you can press Escape key to close a context menu, main menu screen, or relic screen
Previously, to close a context menu, main menu, or relic screen, there has been a different way to close each of them.
However, in our investigation, we found out that most of players press Escape key before any behavior. So we added Escape key which helps them to get the expected result immediately.
Bug Fixes
PC delivers more damage when its Sneak level is four even when he/she's not in sneak mode.
Passage between rooms disappear for unknown reasons so that PC can't move between rooms
NPC slides on the ground without playing walk animation after unfrozen from any frost trap
PC can't ever complete a specific quest because there's no quest target on target room
PC's frost or fire magic doesn't get the result as expected when PC's in sneak mode
PC can't pass through a disappeared object which is deactivated by a switch
Ranged attacking NPC doesn't stop firing projectiles even when the time is stopped since the PC doesn't move
Target location icon or complete location icon disappear when the map screen is opened more than once
Some quest completion or success messages are missing in English version
The quest "It's only a beginning" can't be completed
When the target object is destroyed on the quest "It's only a beginning," the quest fail event isn't called so it can't be continued to play
Some price and numbers are overlapping when the item description is too long
When the player selling items bundling 5 or more items, the total cost is always equal to the price of one piece
Known Issues
You opened the relic screen since all the three relics are collected, but the collected relics are missing after you open the relic screen again since you close it
- Please take the screenshot of the relic screen with three relics before you close the screen.
In the quest "Finders keepers, losers weepers," the Bullion disappear when the player drops it on the ground of the storeroom
- After you completed the quest, you MUST visit the next room before you throw it on the ground of the storeroom. We'll fix the issue for the coming updates.
The beta process has gone really well so far and we've made a ton of refinements to the game over the last few weeks. Big thanks to all our beta testers! We're opening the beta to more people next week as we head into the final straight before release.
There are too many individual changes to mention since the beta started, but the headlines include:
New no-pressure Free Play game mode (to go with Classic Mode and Time Attack)
Completely reworked and extended tutorials
Control system refinements to make everything feel better
Enhanced pollution effects and mechanics
All in all we're really happy with the way things are going. The new set of beta testers next week will help us test the new user experience again after all these changes.
As for release, our target is still "Summer", which is intentionally vague :) We could release the game right now - we don't have any more major changes left to make, but we do have a bit more polishing we want to do first. It's our first game, and even though it's small and fairly simple, we want it to be as good as we can make it. We'll most likely fix a hard date in the next month, and then focus on talking to anyone who will listen about it ahead of that date!
Thanks again to our testers and everyone who has shown an interest in Washed Up!
We now have an official Discord server for MCE. Come join it to chat about the game or find people to play with online. The server is shared with other games from Team Jolly Roger, each having a dedicated category.
You can join the server with this invite: https://discord.gg/QbUqGkA We hang out online quite often, so feel free to ask anything.
Summer metamorphosis continue to bring surprises to the inhabitants of Praya! Day and night cycle came into the Borderlands, legendary talents are waiting for you in the Castles every 2 days, and today we’ve prepared 2 more pleasant surprises for you!
Starting with today and until 12 p.m. UTC+3 30th of July, the creation of new talents in the Collection tab is twice cheaper than usual!
Yes, this is still not the end! For your comfort, the merchants have put a special Crystal Shards Jackpot on the shelves of their stores so that every Lord and Lady of Praya are able to get the best of the discounts in the Collection tab!
Crystal Shards Jackpot will be available at the Fair until 12 p.m. UTC+3 19th of July only.
Just noticed there's a memory bug that fairly consistently causes the game to force quit after 10-15 minutes play. We thought we'd killed this one in development, but evidently not. Sorry about this. Please bear with us and we'll have it sorted ASAP. Thanks.
This week's minor update adds several frequently requested logic components, as well as more bug fixes.
A new trigonometry component lets you make use of sin, cos, tan and their inverse functions, and the new exponent component can be used for taking square roots.
We've also added 2 sizes of keypad components - these input devices will display a text box where you can enter numbers to send to your vehicle's logic. The larger keypad also has a shortcut button to automatically input the map coordinates of your current waypoint! This should allow you to make much more compact autopilot systems, as well as being a great tool for testing how different values affect your circuits in real-time.
Patch notes are below with a full list of the changes included in this update.
Thanks to all the community members who are continuing to give us feedback on Discord, the Steam discussions and our issue tracker. We're currently putting the finishing touches on Major Update 2 which includes some of your most highly requested features! We can't wait to share it with you, and will be announcing more details soon.
Have a great weekend <3
The Stormworks Developers
Patch Notes
v0.2.39
Feature - Added trigonometry logic component (provides sin, cos, tan, asin, acos and atan) Feature - Added exponent logic component (the exponent's value can be set using the select tool) Feature - Added small keypad component (used to easily input a number into your logic system) Feature - Added large keypad component (used to easily input 2 numbers, with a shortcut button that inputs current waypoint coordinates) Feature - Trim will quickly reset to 0 if both directions of axis are held simultaneously
Fix - Workshop vehicles have default name unrelated to workshop item name to allow uploads to be renamed with special characters (any vehicles reported as not showing in the editor can now be fixed by updating the workshop item from in-game. If you find a vehicle that doesn't show up, notify the creator so they can apply the fix) Fix - Vehicle upload title editbox allows typing of punctuation/symbols Fix - Fixed temporary workshop files not being cleared up before/after upload causing mission files to sometimes be included in workshop uploads Fix - Fixed issues with key buttons getting stuck when using external inputs Fix - Minimap faces correct direction when attached to ladder Fix - Pilot seat UI hides when fast travelling from a seat Fix - Fixed camera not resetting properly when fast travelling from a ladder Fix - Opening pause menu in singleplayer pauses the game again Fix - Increased trigger zone for lighthouse delivery mission to ensure secondary objective triggers Fix - Third objective of sea water sample mission is no longer completed by default Fix - Fixed crash when converting very large floating point values to text on component tooltips Fix - Fixed push buttons not releasing when pressed in third person Fix - Fixed held buttons desyncing in multiplayer when moving out of range Fix - Both docking doors will reset their logic outputs when disconnecting Fix - Water cannons spray in the correct direction when flipped Fix - Paintable sign additive renders correctly when flipped Fix - Engines no longer output torque when switched off
v0.2.40
Fix - Fixed workshop files no longer updating properly for some players Fix - Fixed vehicles uploaded to workshop after previous patch not loading correctly in editor
We were pleasantly surprised by the reception of MilOps, especially since there wasn't a big marketing push. To date thousands of copies have been activated, much more than anticipated. Judging from the feedback we received on the forum and elsewhere the Benchmark succeeded in sparking interest.
Questions
Most people are curious about game-play and how the game will enable the player to manage 50000 troops. Taking all feedback into account and combining it with our development road-map, we decided to keep using MilOps: Benchmark as a way to give sneak previews of the game to come. There is a danger in doing so at this early stage in development. Many features are not finished or in an experimental state. However, we hope the true war-gaming enthusiasts will acknowledge this and appreciate the opportunity.
Gameplay
For our first installment, we will create a small play-test setup that allows you to play for a while and capture a number of objectives. This means the next major update will contain some actual game-play!
As always, we will keep you up to date on development.
The new Premium AMX M4 mle. 49 breaks stereotypes! This Tier VIII heavy tank doesn`t have a drum autoloader, but it boasts very solid armor—quite uncommon for French vehicles. Check out this new tank and be the first to command it!
Bundles with the AMX M4 mle. 49 are available in the Offers tab of the Store until July 20.
Armed and Well-Armored!
The AMX M4 49 is a true heavy tank in every way. No drum autoloader, no paper-thin armor, and no high speed. The AMX M4 49 is all about thick sloped frontal armor, a solid turret, and good armament. Here are the detailed characteristics!
Looks good, right? And woe to those who confuse the AMX M4 49 with its researchable younger brother the AMX M4 45 in the heat of battle! Instead of the delicate French armor, the enemy shell will meet the rock-solid 175 mm protection.
To confidently penetrate the upper armor plate of the AMX M4 49, the enemy will need at least 230 mm of penetration capability. Less effective guns will not dent this armor or will only penetrate it once in a while if they are very lucky. The most vulnerable spot of this tank`s front armor is the lower plate. It is only 80 mm thick, so most damage will come from hits to this area.
The AMX M4 49`s frontal armor also has 150 mm "cheeks". Under ideal conditions, it is almost impossible to penetrate them, but this construction complicates angling. So if you expose your side to the enemy, you may catch a penetrating hit.
The AMX M4 mle. 49 has a solid turret with 250 mm of frontal armor—that`s enough to confront the most powerful guns. But the turret also has a weak spot: a small part of the commander`s cupola stands out above the main armor and easily takes damage. However, it`s not as easy to hit the commander`s cupola when the tank is on the move.
A solid turret is good on its own. And when accompanied by a gun with a 10-degree depression angle—it`s a dream come true! This characteristic allows the AMX M4 49 to hide not only the lower armor plate, but the entire hull. Block damage with the turret and take advantage of terrain irregularities.
The new tank is armed with the 100 mm SA47 gun familiar to many players from the AMX 50 100 "drummer". This time, the gun comes without the drum autoloader. The AMX M4 49 has a higher rate of fire than most vehicles of the same tier or type, but it deals rather moderate single-shot damage of 310 HP. However, it is compensated by a high penetration capability, which guarantees damage upon hit and a low percentage of non-penetrating hits.
The AMX M4 49 features just a little bit of the famous French maneuverability. But that`s enough for a comfortable game as this tank is heavy indeed. This 70-ton vehicle is powered by a 1,000 hp engine. It allows the AMX M4 49 to accelerate to 20 km/h in just a few seconds and reach 30 km/h in 8–10 seconds. This tank will seldom accelerate to 40 km/h, but it doesn`t actually need to to outperform its competitors by dynamics.
The AMX M4 mle. 49 is an exemplary heavy tank. Reliable protection, a balanced gun, and good maneuverability for a 70-ton vehicle make this new "Frenchman" a force to be reckoned with on the battlefield. And its increased profitability will help you substantially replenish your credit supplies after every battle.
Take command of the AMX M4 49 and try out the true French armor!