Community Announcements - ZRI零教授

本公告是个卫星
This announcement is a satellite

4月份将推出Live2D&语音DLC,定价约 11 RMB
Live 2D & Voice DLC will be launched in April, priced at 2 $USD.
别吐槽为啥DLC和本体一样贵,Live2D软件和制作市场价就是这么高(
Don't mention why DLC is as expensive as main game. Live 2D software and production are so expensive in the market.(

提前打个预防针:
为了兼容所有人的系统,我经过2天的研发,最终决定不采用即时渲染骨骼动画模式,而是使用Live2D导出的GIF,因此Live2D的互动性不会太高,但是能够兼容所有人的系统,
互动性参考手游的看板娘,但没有鼠标跟随动画(因为是GIF)
GIF动画显然不能达到vtuber的程度,但是模型的moc3和动作json文件可以考虑在Live2DViewerEX等软件的创意工坊出售
DLC的大小也会在1GB以上

语音方面,是纯日文,可能是制作人自己用变声器配,也可能请CV。如果请CV,则语音数量不会太多,更新也不会太频繁;反之就会多一点

DLC的更新规则和本体一样,即购买此DLC的用户可以持续享受后续的动作和语音更新内容,而不用二次付费

本DLC的内容是【古明地 恋】【常服】的Live2D动作和语音,
基础内容包含:
Live2D化的非Live2D版本(静止画版本)的所有姿态、动作、表情;
少许Live2D大动作;
部分道具(如蛋糕)的使用语音;
部分日常用语的语音


Reminder beforehand:

In order to be compatible with everyone's system, after two days of research and development, I finally decided not to use real-time skeleton animation mode, but to use the GIF derived from Live 2D, so the interaction of Live 2D will not be too high, but can be compatible with everyone's system.
Interactive Reference Hand Tour Kanban Niang, but no mouse to follow the animation (because it is GIF)
GIF animation obviously can not reach the level of vtuber, but the moc3 and action JSON files of the model can be considered for sale in creative workshops such as Live2DViewerEX software.
The size of DLC will also be more than 1GB

In terms of voice, it is pure Japanese. Maybe the producer uses his own voice changer, or maybe paid CV. If I use paid CV, the number of voices won't be too large and the updates won't be too frequent; conversely, there will be a little more.

The updating rules of DLC are the same as ontology, that is, users who buy this DLC can continue to enjoy the follow-up actions and voice updates without paying twice.

The content of this DLC is Liv2D action and voice of [Guming Land Love] [Changfu].
The basic content includes:
All postures, actions and expressions of the non-Live 2D version (still drawing version) of Live 2D;
A little Live 2D action;
Some props (such as cakes) use voice;
Phonetics of some everyday expressions

我才不知道什么vtuber
Community Announcements - ColonelPanic


Hi Maplers,

With the recent release of the Pet Skin Crafting Scroll on Jan. 31, 2019, numerous players have reported that a pet's attack speed can change after equipping the Pet Skin Badge.

After careful review of this issue, we found that the animations of the pet can potentially impact the speed in which a pet attacks. Unfortunately, this isn't something that can easily be fixed, as standardizing the animations of all pets could create other side effects.

As a result, we will be updating the item descriptions of both the Pet Skin Crafting Scrolls and the Pet Skin Badge to properly reflect that the pet skin's animations could impact the pet's attack speed. Additionally, we will be offering refunds in Blue Merets for those who submitted a ticket through our Customer Support and have purchased the Pet Skin Crafting Scroll between Jan. 31, 2019 and when we update the item description (which we expect to deploy on Feb. 28, 2019).

We apologize for any inconvenience this issue may have caused.

Sincerely,
Nimei
Feb 19, 2019
Z Dawn - GGG

Greetings! Hot new update here.
Take a look!


[News]

- Added Grenade and Cocktail Molotov weapons
- Auto Save Game every turn
- Performance on load/save game, now it saves and load games very fast
- Added info about amputee state and negative effects
- Added prosthetic arm and leg accessory to counter the negative effects of amputees
- Changed character info use interface and added new information on stats
- New trees animations
- New warning when a survivor is bitten
- 2 New Events while exploring
- New selection graphics
- Added new tool-tips information
- Added 7 new Steam Achievements
- Added sound when a building is built
- Display moral values
- Display chances of favorable odds by color in events
- New mouse cursor

[Fixed]
- Lumberjack profession not applying bonus
- If pass a turn inventory will refresh displaying updated information
- junkie perk not working properly
- fix wrong damage output if a character is an arm amputee
- Wooden Houses are now a place to rest slowly recovering moral and health
- Increase the factor of exploring in locations
- While exploring could make a ranged attack even if there's no ranged weapons
- Bug where you couldn't unequip an item if inventory was empty
时之回廊/Corridor of time - 跪求研发毒打我
谢谢勇者们的支持和关注,《时之回廊》已于北京时间2019年2月20日上午10点正式解锁Early Access(抢先体验),首发有折扣,折扣时间持续一周,同时由于游戏内容还不够完善,可能会潜藏着BUG,如果遇到BUG时,可以在Q群(711219456)联系管理提交相应的BUG和问题,我们将会尽快处理您的问题,如果你有好的建议也可以告诉反馈给我们,一起为这个游戏添砖加瓦。

PS:以下目前游戏一些存在的问题,我们正在努力修复解决
1.目前多人联机还不太稳定,可能存在报错的情况,偶现。
2.如遇报错需要您重启一下游戏在进行体验,否则报错缓存没清理估计会持续报错影响您的后续体验
3.多人乱斗为15分钟一局,游戏内暂时无添加倒计时
4.部分装备描述存在一定的缺失
5.部分UI方面不够完善,仍在优化中
6.新手教程并非强制进入,有需要的玩家可自行前往练习模式中熟悉游戏基本操作
TITAN SLAYER Ⅱ - colopl-vr

Hello all slayers!
Start from Early Access version, the long journey of TITAN SLAYER II is finally come to an end!!
Yes, we are finally about to launch the game!
More episodes, variety of Challenge Mode stages, Rush Mode, and HELL difficulty...lots of new features are added.
Please experience all of them by yourselves.

Those of you who already have a previous TITAN SLAYER or TITAN SLAYER II DEMO, the special discount coupon should be issued. So use the coupon to purchase TITAN SLAYER II and feel the exciting VR experience.

▼Final update contents
・Story Mode
 episode3-1 is added
 episode3-2 is added
・Challenge Mode
 BossBattle Added 6 more species
 Extra Added 7 more species
 Extra Boss Added 5 more species
・Rush Mode
 Boss Rush is added
 Story Rush is added
・Option
 Fix the graphic setting to allow customization
・Other improvements
 Background of title screen is updated
 HELL difficulty is added
 Character motions are improved
 Sounds are improved
 Background is improved
 Character behavior when some enemies were killed by bomb in Episode1is improved
 Motion to climb up ladder or wall is now improved
 Each stage performances are improved
TITAN SLAYER - colopl-vr

Finally TITAN SLAYER II is now on store!
Those of you who already had TITAN SLAYER will receive discount coupon.
So use the coupon and purchase TITAN SLAYER II and feel the exciting VR experience.
Feb 19, 2019
Space Mayhem - RadicalRadish
Hey everyone! It's been just over a month since launch, and it has been incredible reading your reviews and watching the communities' videos. It's honestly a dream come true that people enjoy the game.

This update includes a lot of fixes as well as two nifty new sounds systems. The first one effects the pitch of your weapons to let you know when your ammo is running low. The second changes the music pace depending on how well you're doing. If you have ideas for future updates or find a bug, let me know in the discussions tab or over on Twitter!

Change Log
  • New pitch system to let you know when your weapons are running low.
  • Updates to the Ghost's performance. It's much more fun now
  • Math-related performance improvements (I will make this work on your grandma's computer)
  • Fixes to Assembler's hitbox
  • Fixes to Assembler's bomb hitbox
  • Updates to some saving/loading code
  • Fixes bomb screen effect not occurring
  • Numerous other little fixes
AI War 2 - x-4000 (Chris McElligott Park)
Release notes here.

I'm slightly sick and very tired, so the release notes will mostly speak for themselves, I think.  But there's a lot of amazing stuff in there from Weapon Master, helpfully integrated by Badger and Puffin, along with a long list of things that they also put together.  The Dark Spire are getting increasingly cool, and the AI is more active in a variety of ways, and tractor beams are a lot more of a thing.

My contributions to this release are pretty well nil, but I have been working away on the next great thing, don't worry.  Basically I'm writing up a document that explains my design for some substantial changes -- please hold your pitchforks -- that I think will address most of the complaints people have about control groups, fleet management, fleetballing, the docks ui, and maybe even scouting.  That last bit I hadn't expected to tackle, but as I've been going through things in a comprehensive fashion I realized that it's actually just as much related as the rest of it.

I think it's only a couple of days of work for me once I finish writing it up, so the design and writeup process is longer than the actual implementation time if I'm correct on that.  But this has been a bugbear set of issues for me for over a year, and I'd rather measure twice and cut once on it.

It's also a short enough amount of work once it is done that I'm planning on inflicting it on everybody AS I give you the explanation document, rather than giving you the document first. ;)  My rationale for that is that we can all nitpick the theory of it forever, but it's hard for anyone to see exactly what I have in my head from a document and not just react to parts of it.  Much easier to have the full thing out and then react to that, and the document then serves the purpose of illustrating if there's some place where the actual implementation deviates from intent, or where further refinements or rework is needed to keep to the spirit of the intent.

I have a couple of other irons in the fire at the moment as well, one of which is looking into a replacement ui framework that might make things vastly easier on all of us that want to do any UI work.  So depending on how much those other things take up time-wise, it could in theory be as late as the end of next week before I have the big new set of changes out, but a big part of me would like to have those out this week if possible.  Probably not feasible, but it would be nice.

Assuming that the big changes go over well with folks, then that's the last big design hurdle remaining for the game, prior to 1.0 at least.  The new plan for multiplayer, detailed two releases back, will still need to be implemented, and the ui will need to be majorly updated in one fashion or another, but everything else is just a matter of content and getting individual slices of work done, versus something that is a larger design question.  So that's very good!  It was important for me to start nailing the really tough stuff as soon as I got back to work, since I really didn't want that hanging over me.

As noted recently, I am fully back at work now.  If you were wondering what was up, I recently put together a video explanation of what happened.  I don't go into a lot of detail, for privacy reasons, but there's enough there to get the important pieces across.  I'm increasingly happy, for a variety of reasons, and that's a real relief.  Life is still a work in progress, and finances even more so, but there's a path forward.

Continual thanks to Badger, Puffin, and Quinn for having held down the fort while I was away.

Problem With The Latest Build?

If you right-click the game in Steam and choose properties, then go to the Betas tab of the window that pops up, you'll see a variety of options.  You can always choose most_recent_stable from that build to get what is essentially one-build-back.  Or two builds back if the last build had a known problem, etc.  Essentially it's a way to keep yourself off the very bleeding edge of updates, if you so desire.

The Usual Reminders

Quick reminder of our new Steam Developer Page.  If you follow us there, you'll be notified about any game releases we do.

Also: Would you mind leaving a Steam review for some/any of our games?  It doesn't have to be much more detailed than a thumbs up, but if you like a game we made and want more people to find it, that's how you make it happen.  Reviews make a material difference, and like most indies, we could really use the support.

Enjoy!

Chris
The Homestead Invasion - Ore
Hey there, It’s been a few months and we’ve been hard at work making content. Check it out!


Updates:
  • Brand new map Arctic Outpost 31. This outpost is an interesting experiment and we’ve been having a great time testing it out. It really changes up the defense style from the original map. There are even mini outposts you can hold up in, and running around the map is now a legitimate strategy.
  • New main menu with level selection.
  • New checkpoint system! You don’t have to start over when you die.
  • Everything will be reset to your last saved checkpoint.
  • New ingame pause menu. This is activated by selecting a button on one of your wrists. From this menu you can change levels, locomotion types, reset you checkpoints, or level, and even exit the game.
  • New voice acting moments for wining and dying that are randomly selected from list to keep them fresher longer.
  • Updated A.I.
  • Older AMD graphics cards should no longer glitch out.

We are currently working on integrating knuckles controller support as well. The Homestead is still very much in early access, but, we have a clear vision and are steadily working towards completion.

Let us know what you think of the new map and features! Discord link


King Arthur's Gold - Max
This build is a small juicy grab bag of miscellaneous changes since last build.


No mouse required!

As a result of the voting in #mapcycle, 2 maps are returning to CTF from the pool, and 2 maps are being returned to the pool.
IN: 8x_PorkBuns, JTG_FirstBadlands OUT: Oodle_Stonethrow, Radioactive_Dahill

There are also a handful of small CTF map balance changes (more details here). Thanks to everyone who voted and to the folks involved with applying all the changes!

We've also built the infrastructure required to get Round Table Patrons their custom heads. We'll be reaching out over patreon and discord to get your head files game-ready. If you missed the news, you can support the game on patreon and get access to heads packs, fancy capes, and custom heads over here!

There are some quality of life changes and fixes, including:
  • Quick swapping class at the tent - just tap the button, like you would for quick-swapping bomb and arrow types, very useful in tight tdm situations.
  • Drill "startup" time inconsistency fixed
  • "file not found" spam in the console fixed for servers
  • Functions that are specific about what angle units they take for modders
  • Linux chat position fix
  • Recent tournament accolades updated
  • see the changelog for more!

As always, if you'd like to be involved with #democracy or #mapcycle voting, become more a part of the community, or want to get involved in #development - you're welcome in the official discord server!

Have Fun!
Max

Changelog: Misc: [added] Quick swap class (thanks eps) [fixed] drill inconsistency when starting to drill. (thanks shy) [fixed] "config file not found" spam from taunts/emotes configs [added] warning to filematcher when using illegal ..-containing path [added] some radian versions for angle functions using degrees and specific degrees versions (thanks shy) [fixed] linux's chat was sometimes clipped. Raised by 10 px. (thanks vik) Patreon: (thanks patrons for testing!) [added] patreon tier rendered in scoreboard (needs testing with long names, scoreboard might need a bit of layout work) [added] patreon head for Coroz [added] first patreon head implementation for CodeRedAlert to test spec (special PATREON key in accolades) Accolades: (thanks bunnie) [added] mrpineapple map accolade [added] alain github accolade [added] 1v1 archer EU tournament [added] 2v2 knight US tournament [fixed] various accolade typos Maps: (thanks Mazey, Ni, Bunnie, everyone who voted in #mapcycle) [modified] #mapcycle results and map changes [modified] Oodle_Stonethrow map [modified] bunnie_Lech_Walesa map [modified] 8x_Gloryhill2 map [modified] Ej_Cataracts map Security: [fixed] set [fixed] CTF Flag arbitrary chat message (thanks Alain) [fixed] Tunnel bounds check bypass (thanks Alain) [added] Archer command validation (thanks Alain) [fixed] Limit the ballista to shooting it's ammo type (thanks Alain)
...