Dec 5, 2018
Supraland - DavidM
Everytime the editor is autosaving I'm glad that the end of this project is not too far away anymore.
In the beginning an autosave would take 3 seconds. Now its taking around 2 minutes and I'm angry everytime it happens.

That's what I get for not using level streaming but having everything in one file!
Very early on I tried to use level streaming, but it brought a lot of unexpected problems that I couldn't cope with back then.

I'm rather amazed how much I could cope with up until now. I started as having no clue about programming and just being an artist. A friend was supposed to help me out with all programming tasks, but he barely had time and I was stuck. So I tried around with the Unreal Engine Blueprints and I figured out more and more stuff and I somehow could get everything done that I needed.

World Building

Today I finished another huge part of the world - I call it "Volcano Part 1" - and I was wondering how much time all the parts of the world actually took me to make them. So I took this topdown screenshot and drew in the regions and when I released them:



Actually I started work on the game in April 2017 for 2 months, then went back to Supraball in June 2017. In February 2018 I couldn't really be any more useful in Supraball and went fulltime with Supraland.

The new Volcano part will be released next week I guess. The puzzles are all there, and they are pretty unique and cool, but there are lots of little things left to do before I can release it.

My biggest worry is with the new MacGuffin, which will be the last one. It enables you to reach so many places, that were unreachable before, I have to at least prevent the worst out-of-bounds cases for now. Which requires me to check every little piece of the world again and maybe change things.

There will be out-of-bounds regions, as usual. The plan is to seal off the world properly when all areas are built and the main story is done.
Then I will make sure, you cannot reach any places that you shouldn't be able to reach. You will in many places feel like you broke out of the map, but it will be intentional and you will be rewarded for it.

I won't be able to use all my puzzle ideas in the main storyline, so I decided to hide puzzle rooms everywhere in the world that will contain all the leftover puzzle ideas.

MacGuffins

I mentioned the new and also last MacGuffin. What does it do? The tutorial for it won't tell you. You'll have to figure it out on your own. :)



Originally I thought the game would be much easier and faster to get through. I thought it would be hard to get up to 10 hours of playtime. But right now the puzzle masters among the players already need 10 hours to get through and more average players need more like 15-20 hours. And this is without major backtracking. Getting to 100% will easily take twice as long. So I would expect a game that takes been 20-50 hours.

For that reason I cut out 3 entire MacGuffins because it will already be big enough and I will get to use those ideas sooner or later in Part 2 or whatever I'll be making.

Why do I keep saying MacGuffins? I realise most players have no idea what it means. I'm just making fun of typical "get this thing" structures of games.

The term MacGuffin is attributed to Alfred Hitchcock. In fiction, a MacGuffin is a plot device in the form of some goal, desired object, or another motivator that the protagonist pursues, often with little or no narrative explanation.
So when Indiana Jones is after the holy grail, it's not really about the grail. It's about having a reason to show an adventure.

I'm just having fun by not hiding it, but calling it just that. Instead of letting you right into Blue Ville to solve the actual problem, I have you puzzle your way through the entire map for no really good reason.

Regrets

One of my worst decisions with the biggest consequences was giving you the triple jump early on. It made building the rest of the world much harder without adding real value. Because by putting the cube under you and using a triple jump, you can always reach all kinds of places I don't want you to get to. I always needed to build everything very widespread and tall to make absolutely sure you can't do things you shouldn't do. Most places would be much smaller if it wasn't for me trying to prevent the abuse of the triple jump.

The triple jump isn't really needed to make interesting puzzles; it's only cool in the beginning right after you get it. For the rest of the game it's not really necessary. Also the only jump'n'run like part of the game is in the beginning until you climbed the red crystal tower. After that it's much more puzzle focused. Most likely because I was bored by building that kind of stuff... even though I love parkouring with accurate first-person controls myself. But I found it much more interesting to introduce new puzzle mechanics over and over again.

The cliff meshes that I use aren't really making the job easier. They have so many steps in them that it's hard to build a wall, that makes it clear, without the shadow of a doubt, that you will not be able to climb it.
You always see some steps in them that you could climb on. Except for the 2 meshes on the right, they are really steep. Next game I will definitely first get more properly steep cliff meshes.


Hold Your Own - msorella
Hi everyone,

I am pushing 1 small change to the game. I am removing the mechanical parts from the bellows crafting recipe.

Previously they were easy to find in the one town on Dead Island. Currently seems it can be an issue to find.
Windows Mixed Reality for SteamVR - TomMicrosoft
Windows Mixed Reality for SteamVR Beta has been updated to version 1.0.395.
  • Fixes an issue where games fail to launch on some Insider flights of Windows
  • Fixes an issue where users with special characters in their username would not see their games in the Mixed Reality home
  • Proximity sensor state is now correctly reported to apps
Island Time VR - flightschooldev
Oops! We found an issue when using SteamVR where sound does not play in the headset.

This issue is caused by the game window losing focus when SteamVR loads up.

We're working on a patch but the work around is to make sure to click back on the mirrored game screen on your PC to restore sound to the game in headset.

Sorry for the inconvenience and thanks for playing!
Tooth and Tail - NoRepro [dev]


Save some room after your holiday meals, you'll need it for all the meat in this patch! Sweeping balance changes, as designed and requested by the community -- including Moles that are built from warrens (instead of individually) and Landmines that apply a Daze effect. The Level Editor is now live and custom maps are playable online and offline. And new multiplayer features like Neutral Cabins guarding the campfires and healing water for those nasty multiplayer burns. Incoming!

Editor

The Level editor we used to create the Story Mode hubs is now available for making multiplayer maps! Custom maps can be played online via Steam Workshop (Steam only) or offline (all platforms except PS4).

Build the balanced map you've always dreamed of and say goodbye to the whims of RNGesus!

Gameplay

Massive changes to some core design incoming! High level players have long complained about Campfires creating too much imbalance and reducing player choice. So we made them into cabins that have a neutral defender that must be killed before claiming!

Campfires are now Cabins


When I originally designed the campfires, this is always what I intended for them to be: civilian pigs holed up in cabins out in the wilderness that you kill and cook on a spit. The cabin resident has a gun that shoots once per second for 3 damage. Once the cabin is destroyed, you must still spend 60 food to light the campfire. Campfires can be extinguished and re-lit just as before.

Change your Deck size


You can now battle with up to 9 unit types, or as few as 1! Try out vs battles with the original 3 units we designed the game around: squirrel, ferret, and bullet hive.

Also:

Water heals in multiplayer - 1 HP per second, even outside territory.
Super Random Decks - Random decks now choose 1 tier 1 unit and then fill the remaining slots with entirely random selections.

Balance Changes

Some sweeping changes to unit balance, as researched and tested by our community! Aside from the headline Mole and Landmine changes, one subtle but interesting change is that short range units now also have a slightly shorter aggro range, preventing them from getting pulled and sniped quite so easily.



  • Mole- Now spawns from a single tile warren, which can be built anywhere. Up to 3 moles can spawn from the warren, like any other Tier 1 unit. Mole Warren has 25 HP. Mole now has 14 HP, 3 DMG, 6 DMG to structures (was 21/2/5). Aggro range is 3 (was 4).
  • Lizard- 8 HP (was 7). Aggro range of 3 (was 4)
  • Squirrel- 0 second cast time, 1 second cooldown (was 0.25, 0.75). Removed movement freeze (was 0.25 seconds)
  • Toad- 8 HP, 3 DMG to all affected units, 12 DMG to structures (was 7HP, 12 DMG to target, 3 DMG to AOE, no structure crit). Aggro range of 3 (was 4)
  • Chameleon- 8 DMG/32 HP (was 6/40). Stealth Entry/Exit time is now 0.5/0 seconds (was 0.25/0.25). Aggro range of 2 (was 4)
  • Skunk- 32 HP (was 29)
  • Snake- 0 second movement freeze after attacking (was 0.25)
  • Boar- 110 HP (was 100)
  • Fox- 20 DMG per shot (was 24)
  • Balloon- 14 DMG/20 HP (was 15/30). Visibility of 12 tiles (was 10). Fires every 2 seconds (was 3)
  • Landmine- 8 HP, 18 Single target DMG, 2 DMG AOE (was 5 HP, 12 AOE DMG). Explosion radius 2 tiles (was 1.75). Activation time is 0.25 seconds (was 0.4) Applies a 1 second daze to all affected units that reduces attack/movement speed to 60%.
Mechanism - Alexander Goodwin


Greetings! Update 1.07 is out!

Major fixies:
  • Fixed problem with dissapearing interactive objects or progress cleaning. The problem was in the old serialization method. The save system was rewritten, but you should start a new game in order to avoid files conflicts.
  • Optimization fixed, especially in the main location. Up to +10 fps in some cases.
  • Many other small fixies.

Currently I'm working on a special event for the New Year holiday. Very interesting gift will be waiting for the most interested players :)
P.S.I remember about all of your suggestions, most of them will be implemented in the upcoming New Year update!
Sub Rosa - core619


Alpha 33 Build Notes

Welcome to Sub Rosa: Alpha 33, we are excited to share a number of changes in the gameplay mechanics including the new grab feature, updated lighting to add to the dynamic look of the game. There are a lot of fun additions to the city to explore as well as fixes to improve upon the gameplay.

In addition to the gameplay changes, city updates and fixes we have a new Employee Handbook for your training enjoyment:



Training Booklet

Gameplay Additions
  • New Lighting
  • Added Grab System
  • Added jumping through windows
  • Added in-game muting menu
  • New weapon sounds
  • Eliminator mode starts when all players are ready

Gameplay Fixes
  • Fixed shadow depth issue
  • Fixed getting out of cars issue
  • Fixed fired player items issue
  • Fixed weapons on player's back
City Updates
  • Added Grandview apartments.
  • Added Taxi Depot.
  • Added craftsman house.
  • Added low house.
  • Added parking structure beneath Radio Station.
  • Added signage to apartment buildings.
  • Added parking complex to Hospital.
  • Added target practice to bases.
  • Added target practice to Gun Shop.
  • Added Hot Dog indoor parking.
  • Added interior to Nog Building.
  • Added additional stairwells to Shelley Building.
  • Added additional stairwells to Kamel Building.
  • Added street access ramp to Pilar Building.
  • Added elevated office to Greene Warehouse.
  • Added roof access to Greene Warehouse.
  • Added stairwell to Cilantro Building.
  • Added stairwell to Marad Building.
  • Added balcony to Diamond Plaza.
  • Added additional entrances to Theater.
  • Added stairwell to Kirsten’s.
  • Renovated the Hondo Park walkways.
  • Expanded Yello Warehouse.
  • Expanded Main Street Bridge.
  • Expanded North Park.
  • Iteration on Basketball Courts.
  • Iteration on Construction Site.
  • Iteration on luxury house.
  • Iteration on Rio Granary.
  • Iteration on soccer field.
  • Iteration pass on textures.
  • Removed short wall near Cars Cars Cars.
  • Added cul-de-sac.
Thanks for checking out the latest update. Please let us know if you have any feedback.
Dec 5, 2018
Warsim: The Realm of Aslona - Troy - Warsim!
This isn't a full blown update as usual but more of a quickfix for some bugs that have been recently discovered, we have two major bugs caused by the last few updates, one with troop duplication and one with save loading, now both are resolved but thanks for bringing them to my attention guys.

**BUGFIXES**

* Fixed troops duplication bug (credit Sharpchedburger & dragonsploof)
* Fixed disable rebels being labelled as option 1) instead of 2)
* Fixed Disable goblin kingdom text bug
* Updated custom races enable and disable options
* Fixed load save crash bug (credit Laughing gravy)

**NEW BARD SYSTEM**

A new system adding a bit more random variety to the bards in your world and the songs they play

* Added new bard system (roughly 1 in 5 bards will use it)
* New bard system adds 4 new styles of play to the bards
- A bard that only plays notes in sets of 2
- A bard that only plays notes in sets of 3
- A bard that occasionally plays in sets of 2
- A bard that occasionally plays in sets of 3

**MERC ORIGIN STORY PACK**

A few more origin stories for your worlds mercenary bands

* Added new merc origin story 'Elite warrior spirits'
* Added new merc origin story 'judge us on success'
* Added new merc origin story 'you pay we kill'

**RACE PACKS IMPROVEMENTS**

Thanks to a suggestion by vylcount, racepacks are now available in custom games

* Added new race pack (everything)
* Added racepack and race select active tags in custom game menu
* Added ability to choose race packs in custom game (credit u/vylcount)
Path of Exile - Natalia_GGG
Path of Exile: Betrayal is set to launch in less than two days! We know that you're eager to get stuck into planning your builds, so we've prepared gem data at level 20 with 20% quality for all the new and reworked gems for this expansion.

Click here to check them out!
Simmetri - Amo
In this update, we focused on making user generated content easier to share as well as updating the content browser with improved access to learning resources.

Improved Sharing



You can now easily upload your universes to the workshop and get a web-link you can send to other Simmetri users to quickly share your experiences or concepts. This panel is also where you can export your show as an application (EXE).

Here's an example share-link:
http://share.simmetri.com/?id=1581232189

Content Browser Changes



Learning resources including the interactive tutorials are now listed within the content browser under the tutorials tab. Here you can also access the experiences of the YouTube tutorial videos from our 30 days of Simmetri campaign.

Starting Points



Instead of File/New placing you into a default world with a blue sky and terrain, you will now be presented with a variety of starting points to choose from. We will be adding to the list as time goes on.

Accessing the Explore and Sharing panels

You can now access the Explore and Sharing panels via two new buttons at the top right of the main UI:



Other Bug Fixes
  • Added a new intro experience
  • Moved add-ons into a primary explore category
  • Added web hyperlinks to show descriptions
  • Added a link to our Discord server on the Explore overlay
  • Added a link to our YouTube channel on the Explore overlay
  • Created a Discord bot for the Simmetri discord channel for share-link embeds
  • Double-clicking a number with a decimal point now selects the whole number
  • Added 'About this Universe...' to the file menu to view its description
  • Added a link back to index in documentation pages
  • Recent Projects menu now filters out missing projects
  • Various performance and stability improvements
...