Hey, there is a DLC to Fap Queen to those few people who want to support me and help me recovering my costs :D It doesn't affect the game, it just adds a single picture at the start of the game with a thank you message. After that the game continues as normal.
Recovering the costs would be nice, but if it becomes a success, then Fap Queen 2 comes one step closer to happening. Thank you for considering supporting Fap Queen! :D
We added tons of good stuff over the past seven days! We are also getting closer and closer to the private beta. The current plan is to have the beta out sometime during the week of November 26.
Gameplay
Here's the list of various gameplay additions and updates:
The base attack multiplier is now different for every location. The higher the energy output of the star the lower the attack multiplier. This was done to balance out overpowered blue giants that generated too much energy and population, which resulted in their ability to execute swift crushing attacks that didn't seem fair. Before this change the only downside of blue giants was their shorter lifetime. Now, it feels a lot more balanced. The "scientific" justification behind this change is that stars with higher luminosity make it harder for civilizations to coordinate offensive and defensive operations in space. Since research stations are not stars and don't have regular star properties, we changed their base attack multipliers to be extra low.
Research stations have limited population now. This change makes a lot of logical sense and also makes stations much easier to re-capture.
Black holes and research stations don't have energy spheres anymore. We needed this change for logical and gameplay consistency, since neither of the two objects have any energy output capabilities.
How do black holes and research generate energy now? We added a new structure called an *energy reactor*. It generates less energy than energy spheres but is cheaper and takes less time to build. You can also build it in any other location if you need a little bit of energy quickly.
Research stations now have a research lab structure. It increases population and resource limits and the research rate.
Research rate was changed to be dynamic based on the number of stations (5% per station) and research lab structure upgrades.
User Interface
We added more properties to the location info panel that now includes the base attack multiplier and the building cost rate. We also added a popup message to research points that shows what the current rate of research is.
We added a global (not location-specific) message that shows up at the top of the screen at the beginning of the turn. For now it only tells you when a research item is done. In the future, we'll add more items to it like when a player gets eliminated or some plot-specific event happens.
We added icons for all location structures!
Check out some of the UI changes in this screenshot:
To prepare for the addition of the hotseat multiplayer mode we had to refactor turn processing and the event notification system. Those changes aren't immediately visible but are necessary for the work that we are going to focus on over the next two weeks.
Next Week
Over the next seven days we are going to work on:
More playtesting and gameplay improvements.
Finish technology research tree and do some initial work on trying to balance different research items.
Graphics optimizations. Ideally, I want the game to run smoothly on systems with Intel HD Graphics. There're some low-hanging fruit fixes that I can quickly apply to get closer to this goal.
Steam build upload shenanigans for the private beta.
- Added hidden achievement. - Fixed bug requiring app restart for an achievement to be triggered (I hope). - Entrance no longer has description. - Reworked BOOT Camp map layout.
Snap- and smooth turn for HTC Vive and WMR is here! See detailed patchnotes below. As always, thank you all for the continuous support! Be sure to send us feedback and suggestions either here on our community hub or Discord!
Player/Controls improvement
Snap turning and smooth turning is now available on HTC Vive and WMR headsets. Input controls changed for the HTC Vive and Windows Mixed Reality headsets: - Fire mode change (auto, semi, safety): primary hand controller menu button short press - Attachment release: primary hand controller menu button press-and-hold - Turning: primary hand touchpad left and right
Controller haptics improved (based on distance and type)
Gun alignments fixed
Gameplay fixes
Sacr weapon unlock fix on the Comfort map
Stuck friendly AI fix on the Comfort map
Definitely no more killzones on the Comfort map in coop
Vive weapon grab improvement
AI movement improvements
Fixed some objectives and playzones on the Hail map
Graphical Fixes
Timber map has an improved lighting with more readable environment and gameplay relevant assets
Comfort map got a visually more appealing lighting scenario, similar to the one on the Menu Preview image
Hail map Improved Lighting, to make it more “war-like”
Lots of black splotch render fixes
WiP
Multiplayer server list: people from different regions might not find each other’s servers
Occasionally there is no sound on Oculus
AI is constantly being improved
Graphics optimization
Crash on startup with Unreal Engine error: this might be caused by software conflict. If you have ASUS sound driver installed: exit from the asus sound driver or end the process with SS2UILauncher.exe. Try to disable the asus sonic sound at startup. Nahimic, MSI sound or similar audio apps might also cause a crash.
A new patch has been deployed to implement NVIDIA Adaptive Shading, improving the performance of Wolfenstein II: The New Colossus. We’ve been working with NVIDIA to make sure the game runs great on NVIDIA RTX hardware. Wolfenstein II: The New Colossus debuts the first implementation of NAS.
Additional patch notes:
Added support for NVIDIA Adaptive Shading on NVIDIA RTX series GPUs. (Improves frame rate by dynamically adjusting the shading resolution in different areas of the screen, without affecting fidelity).
Ensured that, on multiple GPU systems, the discrete GPU is preferred over an integrated GPU.
Players can now choose to ignore/suppress warnings when the selected video settings exceed the amount of dedicated VRAM available on the GPU
Fixes for skinning issues on GTX 970
For more information, check out the below info from NVIDIA:
GeForce RTX graphics cards support several new, innovative advanced shading techniques, that enable developers to further improve performance, and do things that were previously impossible. One of these techniques is NVIDIA Adaptive Shading (NAS), formerly known as Content Adaptive Shading (CAS). This adjusts the rate at which portions of the screen are shaded, meaning the GPU has less work to do, boosting performance. Factors like spatial and temporal color coherence are measured each frame, and in areas where detail remains unchanged from frame to frame, such as sky boxes and walls, the shading rate can be lowered in successive frames.
Today's update focuses on the game allowing for more extensive gamepad support, so choose your favorite gamepad and speed past the competition! The game also features a keybinding system in the options menu, so you can change the configuration of your gamepad or keyboard inputs.
We are continuing to take feedback from the community and up our game. We have replaced 6 tracks with 6 new Alpha Phase tracks that allow for smoother turns, wider tracks and more exciting gameplay! This also introduces jumps and ramps that takes the gameplay into a completely different dimension.
Thank you for the continued support and feedback! We are excited for the future of this title and look forward to creating more great content for the next update.
Full list of features and improvements are below:
Improved Gamepad support Keybinding Options 6 New Tracks Ramps with Jumping Mechanic SFX Updates for the Vehicles Bug Fix: Sometimes the AI will be stuck and cannot recover, this should allow for AI to teleport to the nearest track piece
- Fixed issue with forbidden characters when saving the sound list. This bug allowed sound files with such characters in their tag (artist or title) to make the entire sound list unreadable.
It wasn’t too long ago that we originally announced our upcoming sci-fi action title Weaverse and launched a free demo on Steam. Receiving mostly positive feedback, we are excited to see what you all will say once we have completed the game. So far, we have completed a lot of the level building and coding, leaving us with only so much to share and show off. If you have been following our Twitter or Facebook then you would have seen us show off some new enemies, but what exactly do they each do? Let’s start off this update with a breakdown of the four enemies we have shown you over the past month:
D-Key – Not aggressive towards the player. Needs to be escorted to the corresponding Gate to open new passages in the Dark World.
Guardian – A heavy gunner, patrolling dungeons. Will try to destroy player on sight.
Bomber – Usually patrolling dungeons in groups of 3 to 7 Bombers. Will try to get as close to the player as they can and detonate.
Scout – Cannot harm the player but will summon Bombers and/or Guardians if the player exposes themselves to it.