Did you find the avatar a bit too floaty or the soundscape a bit too overwhelming? This release has a lot of minor fixes and polished details. We hope you'll enjoy it!
Overhauled avatar physics
Added gravity slider in the gameplay menu
Reorganised menu
Press 'X' on the controller or 'e' on the keyboard, to emote like the creature you have taken the shape of.
Sound adjustments and bugfixes
Camera adjustments
Misc bugfixes
Feedback
Fugl is still early access, so features are still missing and bugs hide in the corners. Please be patient with us.
Please, Let us know what you think by leaving a comment here, tweeting @melodive or emailing fuglsupport@kotoristudios.com
-Fixed issue with some turret setting not keeping -Fixed slight issue with sometimes needing a double press to rotate to next angle. -Fixed issue with rotating blades not being properly switched by a switch. -Improved jet pack dropping retrieval.. need to make sure you don't pickup jetpack as soon as you drop it and this was causing an issue. -Fixed issue with some interactive objects being placed side by side such as fire.
Add Russian Lang by Ivan Bay, for RainWallpaper and Designer
Rotate Angle Support Bind Measure Value ,Can be used to make analog clocks How to uses: Click the Measure button at Angle property to select Measure Value, e.g. select the time measure's SecondPercent will make this meter as a second handle
Long time no news and updates. Unfortunately, everything did not go according to the plans. But we do not abandon the planned features. In the next update, the second level will be 75-80% ready, which brings it closer to release. The AI of the Minotaur, which we recently changed from scratch, will also be fixed and improved.
Also, new topic is going to be pinned on the forums, its about the translation of the game. Anyone can help us translate into various languages!
PS - apologies for the apparent dearth of news! - I was posting my updates regularly in the Community Hub.
So, let's see!...
I think you'll be pleased! - The CPU / Human players selection is a LOT easier, and no longer masses of clicks! :)
Added some graphical niceties / FX, and the GUI has been improved, plus it no longer shakes about on the best moves! ;)
NOTE - In the final game, some CPU players are also unknown and need to be unlocked by rising through the ranks, beating challenges and/or beating lower CPU players first...
PS - The game will fill in the FIRST selectable human player's name with your STEAM Persona/Name, but soon you'll be able to add your own named HUMANs (up to 21 of them!) (well, none-CPU, at least, feel free to add your dog, cat, etc) players! (With the planned Online Multiplayer, these will all be replaced with your STEAM names, for all human CPU players.)
Achievements (nearly 90 are NOW live, so far!) are IN, and hopefully all working fine! - any issues, please let me know! :)
We now have LEADERBOARDS! Over 50 of them, and growing! - Players are already attacking these, and lots of scores and achievements being posted!
So, for ALL existing levels, there is a dedicated Leaderboard to attack for the best scores VS the Master AI (Win Or Lose, it's uploaded and registered to see if it's your best for that level!)...
In addition to this, the game now saves and updates a global Leaderboard with your TOTAL *perfect* 100% Efficiency played games, AND your best streak of them (and of course, resets the counter if you fluff one...)
PS - It ONLY counts (and resets!) your 100% streak (and only counts 100% Perfect games) if you are playing in either SOLO, or 1 Player Vs. any CPU at present... ie. so you're safe playing with your mates, or any combination of at least 2-3 CPU's, or 1-vs-1 when NOT playing the Master AI...
BTW - The reason I can't count more than 1 or 2 player games, is of course, that it's FAR easier to get 100% Efficiency if you're playing far less moves in a game, ie. against more players...
PS - Will also have a separate set of identical Leaderboards coming real soon, but for NONE-Downfall enabled games, and other modes!....
Have fun, and let's see some good scores for each level, guys!!!
PS - Currently working on making the menus more straightforward, and adding BLITZ, PUZZLE, etc modes.... :D
Add Russian Lang by Ivan Bay, for RainDesktop and Designer
Rotate Angle Support Bind Measure Value ,Can be used to make analog clocks How to uses: Click the Measure button at Angle property to select Measure Value, e.g. select the time measure's SecondPercent will make this meter as a second handle
Hold your horses for a sec, let me tell you something important. We got a bunch more fixes coming your way along with a few new things. Thanks for keepin an eye out!
Client Update at 7:00 AM Pacific Time Estimated Downtime 30 minutes
Change Log:
Audio:
Created randomized crickets ambient cues for different biomes;
Implemented cricket cues in the procedural table, making them spawn at night on specific biomes and surfaces; adjusted their spawn radius, chance and respawn times
Improved hand placed river, lake and waterfall ambient sounds placement and attenuation
Added randomization to golden eagle idle sound
Increased player interact sound volume and attenuation
Turned up ambient music volume
Increased delay of main menu slider cue
Adjusted audio layers, volume, pitch and attenuation of stone building placement and delete cue
Turned up inner and outer radius of item placement attenuation
Increased volumes of slingshot impacts on different surfaces cues and adjusted bullet impacts attenuation
Decreased volumes of campfire ignite, loop and extinguish cues; adjusted volumes of flint and match ignite cues
Adjusted grid hover place sound and and increased creature footsteps class volumes
VFX, Lighting and Assets
Outhouse is now craftable in the carpentry bench (Decorative only)
Changed chicken coop to give 1 egg every 120 seconds.
Adjusted bucket pour animation so had doesn't clip
Players now close their eyes when logged out and "sleeping"
Fixed grass masking system to fix grass going through items.
Code:
Fixed items not being removed from inventory when placed
Fixed money duplication exploit.
Added mouse sensitivity loading to an additional location.
Oribit mode will no longer scroll through weapons.
Made horses update their position when not moving on clients to fix the issue where newly logged in clients don't see their horse.
Added "Auto Sort" button to inventory.
Added "Auto Stack" button to inventory.
Reprogrammed horses auto eat/drink from troughs to work more consistantly and allow horses to live longer.
Changed resource respawning from 24hrs to 12hrs.
Disabled overheating.
Changed flee to account for animals current rotation so they don't keep running back and forth.
Disabled pipe wrench radial temporarily until recipes are made for them.
Fixed animals who hear a gunshot but don't get hit from fleeing forever.
Fixed animals randomly getting a zero vector location to run to, which would make them change direction randomly.
Fixed donkey speeds.
Fixed skullgang members not spawning correctly.
Oribit Mode, Walk Mode and Auto Run now have an indicator at the bottom right.
Fixed unable to unequip when inventory is full.
Fixed being unable to place items after certain inventory actions.
Fixed wagon passangers disconnecting from wagon.
Fixed horse not eating from storage food slot sometimes.