Hiya Bikers, As the developer we're keen to hear from you. We gather every bit of feedback, we are getting and we plan to use it to improve our game, based on your feelings. Update Includes following tweaks and changes:
Balanced HP, Energy, Junk and Points amount needed to unlock Abilities
Motorcycles Max Speed is decreased (however max speed with wheelsaw turned on is the same)
Usage of wheelsaw now consumes Energy
BB ability doesn’t consume Energy anymore
When attacking with Wheelsaw, Motorcycle will auto-target to the nearest Junkbot
Vertical riding restores Energy (Wheelsaw FX colored blue)
Motorcycles are heavier, they don’t flip upside down so easily
Drone Junkbots attack faster and deal more Damage
Hitting the walls at high-speed results in a crash and losing HP
Falling upside down results in a crash and losing HP
Barbed Wire doesn't stop motorcycle anymore
Reminders of Tutorials added (we display some crucial controls instructions for the second time so you don’t have to worry about skipping them)
Bug fixes
Hope that those changes will maximize your fun with Steel Rats Let us know in the comments below or on our social media channels what you think!
It is finally time to release what we have been working on for so long! This update is a big milestone in what we knew Raft could be, and we are super excited to share it with you all! Check out this video for an overview of the new features and read on for more details: https://youtu.be/AbkCjfNYl8E
For the longest time, you have been left with no choice but to survive the oceans all alone. Your raft has been void of friendly life (except for the occasional human. Urgh!). But that is about to come to an end! You can now find and bring fluffy, cute animals onto your raft to accompany you on your journey! Apart from being a companion, these animals also provide renewable resources for further adventure. The new animals are the Llama, Goat and Clucker, which produce Wool, Milk and Eggs respectively.
The Net Launcher
In order to get these animals to your raft you will of course have to catch them somehow. Seeing as they are quite fast, you will need something that quickly launches a net. That is where the Net Launcher (suitable name, I know) comes in handy. Combine some pipes, an old oil can, and explosive powder - and you’re ready to make some nets fly!
Grass Plots
In order to make sure your animals are comfortable and are kept fed on your Raft, you will need to invest in some grass plots. Without them your animals will not have anything to eat and will eventually perish! These are placeable squares that connect together to form a neat seamless field. Add a bit of water and Boom! You got yourself a lush meadow!
To craft grass plots, you want to gather some Dirt from the large islands. This is done using the new Shovel!
The Warthog
A new enemy has landed on the large islands. While the Warthog is a big beast, you do not want to mistake it for a slow one. You will need to be on your toes to avoid his tusks!
Apart from gaining its head and the accompanied glory, killing a Warthog also yields leather, which is useful in the crafting of…
Armor and Backpack
With the leather from a warthog and the wool from a llama, one can craft a number of things. The first of those includes armor and a backpack. These are not simply fashion accessories, but actually lets you carry more and protects you in a fight.
Healing Salve
Seeing as the Clucker now produces eggs, the Seagull no longer drop these, which was a necessary balance adjustment to make sure eggs would not be available in abundance. Eggs are now also an ingredient when crafting Healing Salve. Healing Salve is a quicker way to heal if you do not feel like waiting too long.
Apart from introducing all of the above, this update also brings a lot of systems that will greatly help us in adding more content in the future! Ground and raft AI movement, tiling build system and the armor system are just a few of the systems which took a lot of work getting set up but are now ready to be utilized more!
Oh! And we also added some visuals for the Flippers and Oxygen Bottle.
CHANGELOG
:Green_Plus: Added three tameable animals, the Llama, Goat and Clucker. :Green_Plus: Added six rare skins to the new animals. :Green_Plus: Added Item Name Tag. :Green_Plus: Added a new enemy, the Warthog. :Green_Plus: Added four new tools, the Net Gun, Shovel, Shear and Bucket. :Green_Plus: Added item Net Canister. :Green_Plus: Added usable item Healing Salve. :Green_Plus: Added placeable item Grass Plot. :Green_Plus: Added two buildables, Wood Gate and Thatch Gate. :Green_Plus: Added item Dirt on large islands. :Green_Plus: Added five equipable items, Boar head, Leather Helmet, Leather Greaves, Leather Body Armor and Backpack. :Green_Plus: Added models for Flippers and Oxygen bottle. :Green_Plus: Added unique models for all meals made in the cooking pot. :Green_Plus: Added items Explosive Goo and Explosive Powder. :Green_Plus: Added 5 new in-game soundtracks.
:orwell_check:Fixed a bug where Korean, Chinese and Japanese was not writable in chat or on signs. :orwell_check:Fixed a bug where hook UI stayed on screen when leaving water in 3rd Person mode. :orwell_check:Fixed a bug where it sometimes look like your food disappear when the cooking pot ran out of fuel. :orwell_check:Fixed a bug where Bruce started to do a spin dance. :orwell_check:Fixed a bug where you ended up below bed when entering during crouch. :orwell_check: Fixed an issue with achievements not triggering properly.
We've hopefully just skewered, squished and incinerated a massively frustrating bug that was disabling steering for some players.
If you were one of those people who experienced issues with the previous build, do let us know if this one now works fine!
If you're still experiencing issues, please use a different "beta" branch for GRIP on Steam called "v1.3.2". Here are the steps to do so:
In Steam, right click, go to properties Navigate to the Betas tab Enter this code: gripversion132 Select v1.3.2 from the dropdown Let the game update and you should not be experiencing the input issues
We hope that none of you will need to revert back to the previous version, but there are the steps if necessary.
Apologies for the issues!
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Plenty more stuff coming. The next BIG patch includes multiple new racetracks as well as team racing and team deathmatch, plus some new garage DLC packs for each manufacturer. We're excited to unleash this stuff into GRIP.
Below are a couple nice pics in the meantime (Photo cred: proloser)
If you haven't yet, be sure to ask around the Steam discussions, or join our official Discord to chat with many active users who are also passionate about the game!
Hello! It's been about two weeks since launch now. Thank you so much for all the purchases, suggestions and reviews of the game! We read all of them and they make our day. Especially appreciate your time in leaving a review, we know it takes time to write but it keeps the game alive enough for us to keep working on new levels for you.
Version 1.0.4 Patch Notes
Through the weeks we've been receiving and implementing little changes based on your feedback. Here's a list of them:
Features:
New tutorials in world 3, 6 and B (thanks Samario for suggestion).
3-X is more compact, for more fun without losing difficulty (thanks Weesterner for indirect suggestion)
VSync feature added (thanks d e a t h)
"New Best" is shown when you set a new highest % complete
Pure Perfect messages added
Portuguese language support added! (thanks Gordo!)
some secret stuff
Changes:
Slight shadow added to "% Complete" text for clarity
Reduced flashing throughout the game
PrintScreen is no longer a valid input (thanks Nitro for suggestion)
Bugfixes:
Planets not exploding correctly
Some PCs ran the game without a visible window. Solution if you still have the problem, is to run in windowed mode at first, and it should fix it permanently after.
Soundtrack
We've just released our soundtrack! It includes the 7 main tracks of the game. It also includes a few bonus things, including a thank-you, a set of "tips and tricks" maps (think of it as borrowing a Strategy Guide from your neighbor), and a little secret hidden within the files.
Also available on Bandcamp for streaming or purchase.
Misc
To fellow music theory people: here's a breakdown we wrote of the rhythm theory behind the game. https://redd.it/amh7wz
Are you a musician? If you're interested in making a unique level for the game for money, please get in touch via this email: fizzd at 7thbe.at! We're looking for levels that explore different shapes than what's already in the game.
Future
Level Editor! New levels! We aim to release a new update at the end of each month, whether its a new level or level editor prototypes. We'll confirm them when we can. New level when 30% of you beat the game just kidding The best places to follow us for updates are either on Twitter or our Discord! Our Discord server includes over 1,500 active members and is a great place to hang out and discuss our two rhythm games. Plus you can brag about beating Pulse.
Welcome back! By now, you should know all about the important news that dropped last week: Steel Division 2’s release date (April 4th), the amazing Back to War pack bringing some Steel Division: Normandy 44 divisions, and the Steam pre-order.
We’ll keep up the good news in today’s dev diary as we are going to talk about a pretty cool addition to the Breakthrough mode. You might have guessed it from the title, and yes, it’s true, players will be able to deploy defensive structures in Steel Division 2.
Adjusted the movement code. Hopefully you'll see smoother movement and more predictable blocking from going off cliffs, fixing several movement-related bugs.
You now get a warning before going through the Pyramid world gate, telling you that early access content is low on the other side. You can now return through the world gate back to the desert.
Fixed descriptions of boar trampler and boar gnasher character classes.
Nightmarish rebuke, smoke bomb reactions now have legitimate triggers to activate.
Fixed Pressurized Windstone item name.
Gave ingredients to Runed Wand recipe, Runed Shortbow recipes
Buildings are now transparent at full zoom out.
Fixed XP curve, which was bugged for several reasons. Now should give XP as intended, at a lower rate, with higher-level characters earning less XP for attacking lower-level enemies.
Welcome back! By now, you should know all about the important news that dropped last week: Steel Division 2’s release date (April 4th), the amazing Back to War pack bringing some Steel Division: Normandy 44 divisions, and the Steam pre-order.
We’ll keep up the good news in today’s dev diary as we are going to talk about a pretty cool addition to the Breakthrough mode. You might have guessed it from the title, and yes, it’s true, players will be able to deploy defensive structures in Steel Division 2.
Disclaimer: As always, what you are going to read is still in development. We’ll make sure all glitches, issues and baguette language will be excised at launch.
Bunkers, barbed wire, trenches
Barbed wire, trenches, gun pits, different types of bunkers; you will be able to deploy and use all as a defending player in the Steel Division 2’s improved Breakthrough mode.
A reminder: Breakthrough mode sees a defending player occupying 75% of the map while the attacking player will need to advance and break through. Only the defending player will be able to build defenses, and only during the deployment phase.
You will have full control over where to place these defensive structures; for trenches and barbed wire, you will be able to paint and draw a line directly on the map. Players will be able to place and rotate gun emplacements and bunkers to ensure the best possible field of fire. Of course, certain types of terrain, such as heavy forest, open water or towns, will limit the locations where you can build.
Defenses are like any other unit in your deck: they occupy their own category, and each unit card brings a certain number of individual structures or deployable length (in meters). Each division will have access to the same defensive structures, but some defensive-minded divisions (wink, the incoming Back to War pack 352. Infanterie, wink) will have a much larger number of defenses slots available.
What can you build?
Let’s take a closer look at what you can build.
Barbed wire: Pretty self-explanatory. A nice stretch of barbed wire will slow down any enemy troops - tanks and vehicles included. Great to funnel units into kill zones. Barbed wire is “painted” on the map and measured in meters, and on average, a unit card will give you 3 kilometers of barbed wire (sounds a lot, but trust us, you will have to be careful where you deploy).
Trenches: Works the same as barbed wire when it comes to constructing it. Trenches will shelter infantry, and to give an indication to our Normandy 44 veterans, will offer a similar amount of protection as being garrisoned in a house. You will have roughly 1.5 kilometers of trench available.
Gun pits: Gun pits are like trenches, but instead of infantry, they are singular points which will protect large pieces of equipment such as anti-tank guns, AA guns or artillery. Gun pits come empty but offer good all-around protection, and you can remove your guns during a battle if needed.
Bunkers: Hardened structures which are essentially stationary weapons with armor. They are fixed positions, very well-protected, but with only a limited field of fire. They come in different shapes and sizes, from a machine-gun bunker to a light anti-tank rifle bunker, or even an AT bunker with a 76.2 mm gun, for instance.
How to use defenses?
Defensive structures are very resilient and will be able to take a lot of punishment. Defending players can construct their defensive lines as they see fit, but they have to be smart about it. Placing a defensive structure in the open to have the best field of fire, will surely allow it to find a quick and explosive end when the match starts.
Better yet is to place gun pits and bunkers behind obstacles such as hills, and use them at short range for devastating ambushes. The same for trenches: have them run through a village instead of outside of it.
Breakthrough mode
Will you be able to construct defensive structures in all the modes? No, we have decided to limit defenses to Breakthrough mode (with one exception). Why? This comes back to the underlying reasons to include bunkers and trenches in Steel Division 2. It makes sense from a historical point of view. On the Eastern Front, the Germans and Soviets alike created complex defensive stretching for many kilometers with numerous strong points and fortifications, such as the German-made Panther-Wotan line.
From a gameplay point of view, defenses make sense as well. We wanted to implement them for Steel Division: Normandy 44 but never got around to it. And: Breakthrough mode in Normandy 44 was quite popular, and we wanted to build on this in Steel Division 2. That’s why defenses appear only Breakthrough; it is a natural fit. Also, we wanted not to make these player-built defenses a hindrance and slow down a regular skirmish game. Right now, we feel it’s a great new feature that is both authentic and lots of fun. Both defenders and attackers in Breakthrough will have to keep their wits about them.[/h1]
Defenses in Army General
Though, having said that, you will be able to dig in and use defensive structures in Army General, our new turn-based Dynamic Strategic Campaign mode. Digging in takes time and action points, but it will give your battalions access to more defensive structures.
If an enemy unit attacks your dug-in formation, the subsequent battle scenario that will play out will reflect this.
What to expect next week
We are curious to see what you think of the ability to construct and use defenses in Steel Division 2. Don’t hesitate to comment and discuss!
You think we’ll just stop with bunkers and trenches? In next week’s dev diary we’ll detail another great new feature in Steel Division 2: the Deck Builder. Until then, don’t forget to check out the Steel Division 2 pre-order page here or to sign-up to our weekly newsletter here. See you next week!
Hello all, a new update has just gone live with a bumper crop of new features and improvements. Let's take a look.
New search menu
You can now bring up a new search menu in-game which allows you to filter the contents of the build menu to just the items you are interested in!
For example: by writing "tropical shoaler count:0" you will see only tropical animals with the shoaler care requirement, which you currently have zero of in your aquarium.
For more examples check out the latest episode of the official Megaquarium vlog:
You can bring the menu up by pressing the Return key (this is rebindable) or by clicking the search button at the top of the build menu.
New plants
(Click on thumbs to enlarge)
5 new plants have just been added to the game. The focus here was adding more large plants and also adding more variety in terms of the gameplay purpose of each plant.
For example, the all new 2x3 Shellweed is only worth a few additional plants but adds a lot to the rock count and a whopping 50 filter power!
Meanwhile the Velvet Horn is more balanced with a mixture of plants, rocks and filter power.
I've also rebalanced some of the existing plants to make the differences between them more drastic. Some are excellent for plant count, while others are strong passive filterers and then there are the ones which give a range of minor benefits.
New sandbox modes
The final big feature is an expansion to the sandbox mode. There are now additional options which allow you to unlock all animals and equipment from the start of your game, as well as toggle access to unlimited money.
I know some people have missed having a fully "creative" mode with absolutely no restrictions and these new settings allow you to do that.
I've also added a set of new presets to challenge you to try the game in different formats. Let's take a look:
Full unlock - here you have access to everything from the start but don't have unlimited money, so you still have to create a balanced aquarium. It's harder than it sounds!
Research mode - here you have unlimited money but you still need to work through the ranks to unlock all the animals and equipment. This is definitely a relaxed mode where you can proceed at your own pace however it does reduce the burden on managing your staff efficiently.
Creator mode - the ultimate sandbox experience. Everything is unlocked and you have unlimited money.
Just like all the other presets you can tweak individual settings to your own preferences.
And the rest...
That's the major stuff out of the way, but the update comes with all these minor improvements/fixes too:
Added drag-to-paint for tiles.
Added rebindable hotkeys for all the buttons in the top left.
Rebalanced plant/rock/cave lover requirements. Some are also worth extra prestige.
Added info panels for any animal given to the player as a gift in the campaign so you can see what its needs are before picking it up.
Added difficulty to save game info.
Switched to proper fullscreen borderless window mode. If you click on your other monitor it won't minimise the game.
Fixed animation speed going faster than simulation.
Optimised build menu so that it loads quicker.
Optimised animations in general for better FPS in large aquariums, especially on low detail mode.
Redesigned point bubble system to increase performance.
Optimised objective checking to increase performance.
Zoning interface now scales/wraps when it gets to full.
Slightly increased opacity of build menu UI.
Added feeding skill requirement to Blue Spotted Ribbontail Ray.
Striped boxfish no longer eats starfish.
Danger to tooltip now says "Starfish with size x or less".
Fixed bug where tank counts were calculated incorrectly.
Slightly increased size of tooltip text and width.
Fixed mega light lights.
Megalopolis tank enquiry objective tells you to check log.
Fixed objective tooltip in level 1 tutorial with incorrect description of button.
Tweaked active swimmer icon so that it always says the required volume even when met.
Added rounded tank and kreisel tank icons.
Fixed minor display bugs for needs rounded, needs kreisel and congeners only icons.
Fixed supersonic walking bug.
Fixed issue where tooltip hangs over edge of screen on higher than 1080p resolutions.
Added kreisel tank description.
Fixed a number of portraits positions.
Fixed double unlock of some science items in sandbox modes
If you have already unlocked everything at a new rank it skips the "newly available" screen. =Modding=
Animal mods can create a new animal category without updating gui.data, see Azure Demoiselle for example.
Game is slightly more resilient to mods being added/removed midgame