Broke some things on beta last night trying to patch quick before bed. Sorry about that! This should fix the major problems with caves, and adds in cave hero mobs to the end of each cave system.
v 0.4.3e - 2019.02.22 - Added cave heroes to the end of each cave system, either a Crystal Golem, or an Obsidian Golem, each with unique drops - Widened the spawn area of cave heroes - Fixed a cave data recycling error - Fixed a cave navmesh recycling error - Fixed a problem with resource management in caves - Fixed an animal naming error
v 0.4.3e2 - 2019.02.22 - Fixed some animals being unresponsive - Fixed traveling back "up" caves not reloading previous caves - Fixed looting some monsters/animals causing others to disappear
You may need to restart Steam for the update to begin.
To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. This beta version is only available to Windows 64-bit users.
Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
-Stone Core and Shell Core not properly apply damage over time and knock back enemies, respectively. -holes that could be tough to get out of have been patched in the hub area. -Terraformer Parts that you can prematurely pick up are no longer laying around near the actual terraformer for debug purposes.
This hotfix also includes a number of things that were originally intended for the next patch: -The Savannah has more consistent foliage -The Mountain Region has a new (untested) dungeon called "The Labyrinth" -The Lake Town has had some visual improvements with paths on the ground and improved shadowing. -Some load time improvements
As always, let us know how you're feeling in the comments below.
This update adds oil and natural gas. I think you guys will really enjoy them :) I also fixed ants so they will burrow in dirt, but mostly only multiply in Plant. Finally, I fixed the zooming issue.
The tricky part I have with adding new blocks is that since everything is done in a compute shader, the more blocks I add, the more logic needs to be done per step, and this can result in lower performance. This update's performance should still be comparable to before, but it's been tricky navigating this tradeoff, that's what's taken me some time.
The main goal I had with a 3D falling sand game is I wanted to be able to make "pipes" and "rivers" and such where you can have water that will actually flow down them. I also wanted the amount of water to be preserved. I decided to not implement any kind of pressure mechanic, which allowed me to have simple local rules, using a sort of "turbulence" system (I could expand more on how this works if people are interested).
Some people have asked me why I don't just run VR Sand on the CPU instead of on the GPU. The reason is because that would lead to things getting slower when people completely fill up the box, and I find that players really enjoy doing that. I don't want players to have to worry about lag, because in VR that lag can make them sick.
Anyway, I have some ideas for a big overhaul of the physics system that I've been tinkering with for some time now. It won't actually change anything from your perspective, but it should make things run much quicker. It's in the works, stay tuned!
Edit: I just pushed another update that should address performance issues in this update if you are having any
It's been way too long since our last update, we'd like to Heavily Applogise for this. We realised soon after launching in Early Access that we had been very Pre-Mature but it was too late at that point to go back so we tried pushing on with what we had, putting more and more on top of a poor framework which just lead to more and more issues.
We thought we could make some massive progress when switching to Gamemaker Studio 2 however the change caused more issues than fixed, such as having a working Level Editor in Gamemaker 1.4 however it was completely unusable in Gamemaker 2 due to how the tiles were used which meant making more changes. We then had Animation issues with them not displaying correctly, we were able to optimise a lot but unfortunately it didn't have much of an effect. These were just a fraction of issues we encountered.
Ultimately it became clear that no matter what we did what we currently had was not viable and so months of work ended up being useless.
At this point we knew we had to re-do the entire game from scratch, we decided however that Gamemaker could not be the engine we used so we have Switched to Unity and it has been a massive improvement.
Unity Progress
So when re-making the Game in Unity we wanted to Stay true to New Outbreak's Original Design, But, a lot of things needed to be re-tuned to work better such as the Combat and the AI. Zombies needed to feel like Zombies, your Dog needed to Act like a Dog and the Player needed to be fluid and fun to control.
We were given a lot of Freedom in Unity to create this.
The first thing we did was Re-Design the Main Menu.
The video still needs to be updated but will be according to the new gameplay, Unity also supports Video Playback meaning it is no longer a Gif and instead a video that plays much smoother and is a lot nicer to look at.
Options menu is currently placeholder with placeholder settings but will be fully present and working in the Unity version.
The Map
The Map is being almost completely Re-Done from Scratch, leaving only a 1:1 recreation of the Starting Town however we are adding onto it and improving it, the town is now it's own separate Island, being separated via a bridge and surrounded by an ocean, work is done on the Starting Town and now we are getting the surrounding area sorted, we have someone on board now to help design parts of the map to help things progress.
The rest of the map is being completely overhauled as well and by that I mean it's gone and not coming back, we want to take our time and make it right, we are planning on releasing the map in stages. We're unsure how we will enforce this however the Starting Island will just have the Bridge connecting the island blocked off making exiting it impossible.
How Will This Be Rolled Out
We are going to be releasing the Unity version in an early form to get it out as soon as possible featuring the remastered Starting town, this will allow us to fully focus on building the rest of the map and taking our time to create something much fuller with more to explore, Quality over Quantity this time around.
More To Show?
We'd like to get things in a more solid state before showcasing it all, however we will show the new Animation system with our Weaponry and an in game screenshot (Hud Removed while working on it)
Also the zombie used in this Video has since been removed (As Seen Below), Performance did not like many of these being on screen so the normal sprite based ones are now in, we would like to re-introduce them however they need work first
And here are 2 early screenshots of in game with our New UI, some parts are hidden while we work on them.
We are also going to work on sorting out the Forums so announcements have their open seperate forum with only very important information being Pinned in general, and work on a much easier way to provide feedback.
We would like to Apologise again heavily to those who have been awaiting an update and hope that once we can start rolling things out more regularly it will be worth it. We wanted to push this announcement out a lot earlier however the move to Bone Animations made us re-think a lot of what we had done and we wanted to ensure it was ready and possible before showing it.
If anyone has any questions we will be checking comments here and of course will respond to any questions on the forums.
If anyone also has any Feedback on what we have shown we would also Love to hear it!
I'm glad that a lot of players pay attention to our game. We have received a lot of e-mails to apply for the test. Keys have also been issued to the players. Now you can enter the game!
We will continue to issue the Keys during the closed beta test. If you want to join our the closed beta test,please give us your advice and suggestions. Welcome to our Discord: https://discord.gg/fhNMTfJ
Here you will be the first time to get information about the game.
Now you can use not only a screwdriver to rotate blocks. You can rotate blocks, before installation, with the R key. Rotate around the vertical axis.
Bamboo
On the coast now appears bamboo. At the moment it is not very useful, but in future updates it will be the first crop suitable for cultivation. Even fully automated cultivation!
Fixes
Fixed a bug with a "crater" in a flat world
Removed broken empty world generator
Sand hardness increased to protect against accidental digging
Sound volume saving now works correctly
Fixed bug with getting PlayerCraft from the database, which filled all inventory
Some item descriptions have been fixed
Fixed some item tags
Fixed some recipes
Fixed most of the icons of the sides and inventory of blocks
Fixed black lighting color on a flat map (old maps will not be fixed)
Fixed sorting of items in the database
Fixed drop of cubic blocks when digging near the surface
Fixed ash output of the furnace
Fixed inverted control. Now the inversion occurs only on the vertical axis
Fixed the texture of the lowest indestructible layer
Player vs Player (PvP) now available for all players to test
Well, that escalated quickly. The very first version of PvP is in testing now, and if you can play AdventureQuest 3D on STEAM, you can give it a try. Needless to say it is pretty primitive... but oh man is it a lot of fun. We need help testing, reporting bugs, and thinking up clever things to do.
PvP is... really fun!
Gotta say, had some reservations about this but OMG it is a blast. Broke my 10 year streak of not PvPing with any players. Did not regret. Other than Owl will probably post a video of it on his YouTube channel, LOL! At least you know I was preoccupied taking screenshots and messing with stuff XD
When you travel to PvP from your travel menu, you will appear in a secret part of the Guardian Tower. You will already have been automatically assigned to a team. The enemy team is waiting for you... but that is OK, you start in a "safe area" where you cannot be hurt. Once you cross the threshold into the main room, it is anything goes. Potions work, Paladin heals work, Necromancer works. The Ninja's sprint ability is no longer a laughing stock once you use warrior, Paladin, or any other melee class. A well composed team makes all the difference. Two mages and a warrior are a wrecking ball. It surprised me how fun it was... and there are not even any objectives yet.
When will PvP be released on the LIVE game server?
We made a smart call putting PvP on our testing server first. A lot of stuff is going to need rapidly fixed, changed, balanced, and de-bugged. Unfortunately, it is only possible to experience this on STEAM right now. I really wish there was an easier way to do this on mobile. But it will not be long before everyone can try out PvP on the live servers from your phone, tablet, and PC/Mac/Linux etc. Again, we have a date in mind... but I do not want to say it and jinx myself (again). Currently on the public test server, anyone can try it out (even through it says it is Guardian Only). But, as promised, PvP will initially available to Guardians only. How to access AdventureQuest 3D's Public Test Game & Server
Switching between the live and public test versions of AdventureQuest 3D is pretty easy. In your STEAM game library, right click on AdventureQuest 3D. If AdventureQuest 3D is not already in your FAVORITES list >_> this is clearly a human error and you need to "Add to favorites." XD OK, that is not mandatory... but it will certainly make it easier to get to the game later. To switch your game version, right click on AdventureQuest 3D and click on "Properties". Then choose the "BETAS" tab. Then choose "publictest - PTR". It installs super quick, the game client is surprisingly small. When you log in, it will let you know you are on the PTR version and tell you how to switch it back if you cannot find this post for some reason :D
To switch back to the normal version simply right click AdventureQuest 3D, choose properties, choose the BETAS tab, and then choose "NONE - Opt out of all Beta Programs". This will set you back to the normal version of the game.
I highly recommend clearing your cache after switching between the normal and PTR games. This button wipes out all the map files, temp data, etc. You will automatically download the newest map files the first time you go to them.
How to get to the PvP map in game
When you are inside the game, just open your menu and choose travel. PvP is the top option. Open your Menu and choose Travel. It will take you to our little PvP testing room deep within a dungeon.
Hey everyone! First off, BIG thank you for all the feedback and support Robozarro has been receiving on Twitch, Twitter, Facebook, and here on Steam! The amount of people who have downloaded the demo and added the game to their Wishlist blows my mind and means the world to me.
The Robozarro Demo has been Updated to Ver 0.0.2.4!
I updated the demo to reflect core changes I made I made to the controls and camera system while continuing development of Robozarro. (Development is moving along smoothly!)
Patch Notes:
Updated the art/animation of the Robozarro logo on the demo title screen.
Revamped Keyboard/Mouse aiming.
Revamped Gamepad aiming.
Revamped Camera system.
You can now throw a Grenade, and then grab/blast it with the Grab N' Blast weapon!
Fixed some AI bugs related to enemies not creating explosions properly.
Updated the layout of the Demo's first room, to better tie it into the second room.
Fixed B0-3's dialogue in a couple of areas, where he/she/it was referencing old controls and art assets that were/are no longer in the game.
Made the Drill Bot encounter in Sewer 1-11 a little easier by removing one of the Spider Bot spawning locations on the ground.