Game settings have been separated from the save file into a local file that isn’t stored in steam cloud
Pressing ‘backspace’ in the main menu, options menu or keybindings menu resets bindings back to default
The chest platform in underground bonus areas is now higher up, preventing the player from accessing it by unintended means, also made adjustments to the crumbling platform generation in said areas
Fixed a case where the game could crash if the player dies right as a journey is completed
Fixed a collision bug that allowed the player to get stuck inside the side of an island while the boat is moving
You may have noticed the over the last few days the new addition of achievements. There are 12 currently with the possibility of more being added in the future. We think they are suitably challenging but easily accomplished over time.
To enable these achievements, we've pushed an update with a couple of minor changes too.
Enabled Achievements.
Changed the default gadget difficulty to Advanced in online sessions.
Added in a new default taskbar icon.
Reduced the cooldown of the hammer by 50%.
Reduced the damage of the hammer by 25%.
As usual, if you have any questions, bugs or suggestions, feel free to let us know on our community hub or in our discord.
Alpha 30.1-8 has just been deployed on the default branch and is another stabilizing deployment as it caters to bugs and improvements on several fronts. Especially targeting remote stands as per usual but this time we also have some minor improvements in terms of job task dipatchment and vehicle movement which in turn also caters to stabilizing remote stands.
Here's the full change log for Alpha 30.1-8:
Release notes - Airport CEO - Version Alpha 30.1-8
Improvement
ACEO-12033] - Enable the job task dispatching system to automatically detect and mark suitable job tasks as prioritized
ACEO-12128] - Added pictures to the remote stand tutorial section
Bug
ACEO-11882] - Boarding process can in rare instances stall despite all departing passengers havingboarded
ACEO-11963] - Item activation toggling caused by parent room activation status spawns excessive audio effects
ACEO-12014] - Persons aborting an activity while queuing for a desk does not reduce its queue count number correctly causing poor queue distribution balance
ACEO-12034] - Remote stand job tasks for flights that are delayed past 00:00 of the same day get incorrectly generated starting time causing further delays
ACEO-12047] - Issue with prioritized job task dispatchment can cause double job task retrieval and overall process mayhem
ACEO-12056] - Incorrect variable can cause ramp agents on remote stands to complete before being transferred back by a service car
ACEO-12071] - Duplicate parked vehicles containers can sometimes be generated when displaying a parking object panel
ACEO-12113] - Missing failed activity analysis update call when persons rest can cause delaying behavior when checking-in or boarding
A short update
Since this is an off-week for the dev blog we'd just quickly like to update you with what's going on: We're currently running the first internal testing phase for multiple floors with very good progress, testing the foundation for building on different floors and more. We're concurrently also working on implementing the new turnaround services initially targeting catering, also here with good progress and expected internal testing by the end of this week. Lastly, we're almost ready on wrapping up the localiziation project and will by the start of next week hopefully send material to the localization agency for translation. All of this and more will be detailed in next week's dev blog, but as you can see we have a lot of very exciting content coming up for deployment not too far away!
We've had some busy times since partnering up with Daedalic, and while it will take us a little while longer to announce our release date, in the meantime you can read here about the history of Barotrauma and about what our Alpha testers have been up to.
Purely in terms of the number of territories under its control at the end of the Guild CBT, The Legion wasn’t just rampant on the NA server, but dominated the entire test phase, with more land to its name than any other house. However, it would seem that according to its leader Buzzsaw, there was more to its successful strategy than outright domination...
WHY DID YOU SET UP A HOUSE?
Originally I set up The Legion as a place for me and my friends to hang out and play games together. This eventually spread into multiple games, where we actively started recruiting dedicated members. Everyone who had a positive outlook was admitted into what has since then become less of a house and more of a mismatched family of misfits.
WHAT DO YOU THINK MAKES YOUR HOUSE DISTINCT?
Our teamwork and willingness to do anything for the house. All of the members are extremely dedicated to The Legion on levels I, as the leader, could not have dreamt of. Although some people may consider us a large house, we also look to help smaller houses. But don't mistake kindness for weakness - we’re just not out to beat someone into the ground who is just trying to grow. Some larger houses will destroy players who simply exist until they don't even want to play the game anymore, but that isn't the way we want to play.
YOUR HOUSE WAS A CHAMPION OF THE GUILD CBT STAGE. HOW DID YOU DOMINATE THE OPPOSITION?
From what I can tell what made us distinct was our actual use of strategy. Rather than just sending an entire house onto one city and zerging them, I looked more into uniting the smaller houses in order to preserve everyone rather than beating them into the ground and creating enemies that will last until the game actually goes live. This tactic allowed all of our allies to hold land and to increase the number of defenders we could have - after all, protecting one border is much easier than protecting three or four.
WHAT ARE YOUR AMBITIONS FOR THE HOUSE?
Take some land and live out my days peacefully in the middle of nowhere, while everyone else fights to the death for a mediocre amount of land.
WHAT'S YOUR FAVOURITE CLASS TO PLAY AS?
I always enjoyed the Poleaxe since its nice to just club some randos head in, but we all know range is meta
WHO ARE YOUR MOST TRUSTED AIDES?
Neko and Danni have been my right and left-hand men since we started. Neko is more in charge of the political mumbo and Danni is more of my strategic advisor. Chef is my main diplomat and everything of that nature should run through him.
If someone wants to join the house all they have to do is join our Discord and answer a couple of questions about themselves and all is good. If another house wants to work on relations all they have to do is hit up Chef and talk to him.
ARE THERE OTHER HOUSES YOU ADMIRE OR CONSIDER TO BE NATURAL ALLIES?
We've been good friends with Order of Ash since the beginning and have worked together in every stage since the start. Aishin Koi is a newer addition to the family and they are always willing to help.
Huge thanks to Buzzsaw for taking the time to respond to our questions. If you know of a House that is deserving of similar recognition that we should profile in a future article, please make your nomination via our Discord channel.
I am delighted to announce Universal Space Station, launching in late 2019!
Take a watch of the trailer below: https://youtu.be/TQWzEG5CH1oIn the midst of a global population boom and catastrophic climate change, you have been appointed captain of Universal Space Station. Your mission: deliver a sustainable solution to global starvation. Our future lies in your hands.
Universal Space Station is developed by game development veteran Byron Atkinson-Jones.
Xiotex Studios is led by industry veteran Byron Atkinson-Jones who has worked on a wealth of games from AAA to indie. His credits include Football Manager, NHL and Oddworld New ‘n’ Tasty. With Universal Space Station, Byron and Xiotex Studios are excited to be moving towards new horizons and working towards a late 2019 PC Early Access launch.
Patch two of the Death’s Gambit Beta branch is here!
Note: The beta will be live through Thursday April 4 at 8AM PST / 11AM ET. At this time we'll be bringing it down to review all of the received feedback.
The feedback we are looking for
We would like your feedback to focus on balance, and any stray bugs you find as well. We suspect that certain builds are much stronger than others, so feel free to experiment and tell us which talent builds feel too strong or too weak. We are not looking for suggestions on new talents, new abilities, or new content. Please keep your feedback focused to what’s present and playable in the build and adjustments we could make to existing talents.
For balance feedback keep the following in mind -
The third page talent page will only become accessible once you beat a certain boss 60% of the way through the game.
The fourth page will be unlocked near the end of your first playthrough.
In order to get better balance feedback we have locked these two talent pages from characters in NG+0.
If you play a character in NG+ pages 3 and 4 will be unlocked.
The following areas are blocked off for the sake of the test: Obsidian Vale, Amulvaro’s Observatory, Journey’s End, Caer Siorai, Ylnoth.
The boss “Cusith” is also not accessible in this build.
All the new talents do not have finished icon art. These will be replaced later in development
NG+ Shortcut
To expedite your ability to experiment with builds you can now skip to the NG+ selection screen by pressing the ‘N’ key.
You can now select more than one trait at the same time at the character creation screen
Game now supports steam cloud saving.
Zuma now sells a new Spellblade ability.
The secondary Bloodknight tree now a has a new talent: “Axe Retaliation.”
The Soldier class now starts with a longsword and the Sentinel class now starts with a greatsword.
Parrying is now tied to the interact button as opposed to the primary attack button.
Character movement upgrades now appear at the bottom left of the inventory screen.
Bug Fixes
Fixed gamepad controls for ability inventory UI.
Fixed an issue where you could not air dash again until you landed on a non jump-through platform.
Character “respec” now works correctly with the new talent trees.
Slimes can no longer give experience twice.
Fixed an issue with fink VO’s sometimes overlapping.
Can no longer double jump over Origa’s first cutscene in the church.
Fixed cape floating behind player during knockback animation.
Fixed Assassination reflections talent not working correctly.
Fixed X slash mastery talent not working correctly.
2 lightning orb tome ability now works correctly.
Fixed an issue that would cause player to no longer be able to parry.
Fixed a crash related to the heroic lunge ability.
Can no longer go out of bounds in Ylnoth with double jump
Balance
Damage hitbox for spears, halberds, and a few weapon abilities have been tweaked to be more precise. They would sometimes hit enemies and allies behind you.
Divine Force ability now lasts 8 seconds.
Explosive expert now only works once every time after using an ability.
Lightning Power now increases damage of lightning based attacks by 20% for 20 seconds, down from 40% for 20 seconds. Tooltip in talents screen needs to be updated.
Basic tome attacks no longer deal lightning damage.
Rebalanced most weapon damage values and new talents slightly. The goal was to bring certain weapons and character builds more in line with others. Here are some of the biggest changes:
Longsword basic attacks deal more damage.
Basic axe attacks deal less damage. New talents more than make up for this.
Scythe reap ability deals less damage. Basic Scythe damage increased. We still plan on making a few small tweaks to the scythe.
Dark Tome abilities deal less damage.
Moved around many talents to improve balance curve.
Soul Block talent from the acolyte talent tree into the general talent tree.
Soul Feather moved in the basic talent tree
Blood of the Phoenix moved in the basic talent tree
Many more small fixes and improvements.
The following are known issues that we are still working on:
The map screen is still WIP
Some computer resolutions will experience slowdowns in this build. We are working on this issue.
Some talent effects do not work on golden knight enemies
Divekick can be used even if you have no stamina at the moment.
Some boss journals have the wrong text and/or are placed in the incorrect location
The background during the Origa bossfight is missing some art
Today our Steam store page has received a bit of a lifting. Be sure to check out all the new screenshots as there’s a couple of new interesting things to be found.
We’ve also created a Discord server for our community as we’re getting closer and closer to the EA launch, which should happen this month, in April. Be sure to join the server if you want to chat and mark your calendars!
We’ve reached out with preview access to some youtubers that we thought would like Glorious Companions and we’ll see if anyone picks it up. If you know any good content creators that would be interested in GC, let us know in the comments!