When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. (more) This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now.
When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. more
Separated incompatible mods from dependencies in browse mods GUI.
Bugfixes
Fixed a crash when trying to build locomotives near water/edges of the map. more
Fixed players getting a new player character when they connect twice to a paused game. more
Fixed that entity tooltips did not show negative emissions. more
Fluid assembler ghosts now show correct pipe connections.
Fixed a crash when trying to write auto trash filters with not-a-table.
Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. more
Disabled areas of new map GUI are set correctly on exchange string import. more
Fixed that script rendering sprites loaded from files would disappear on save/load. more
Fixed that LuaForce::reset_technology_effects() wouldn't preserve things in the research queue. more
Fixed that using an upgrade planner on a blueprint wouldn't upgrade configured modules. more
Fixed cross-platform issues related to the Lua bit library. more
Fixed crash when changing controller in multiplayer and changing your selection at the same time.
Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library. more
Fixed that technology tooltips could sometimes end up behind the technology screen. more
Fixed that target leading would not take into account any slowdown modifiers on units. more
Fixed that the favorite button for servers wouldn't work correctly if the server was already selected. more
Fixed that rocket silos would show an unhelpful status in the tooltip. more
Fixed PvP crash when loading save games before "player" -> "character" rename. more
Update 0.1.8 has been released, containing new bullet mechanics and many other improvements.
New bullet mechanics As announced in a previous devblog already, the new bullet mechanic has been added to the game now. To make the explanation short: bullets fly now instead of spawning instantly inside the enemy. If you are fast enough, you might be able to avoid slower bullets. They are not affected by your tank's relative velocity yet, this might be changed in a future update though.
Friends and statistics You now can search for other players and add them as a friend. You can see the online status of a player if he added you as a friend as well. You can also check out other players profiles this way now. It’s planned to use this new feature to form platoons with your friends in a future update.
Garage chat window The garage chat has been reworked. It displays previously sent messages in a channel now, even if you haven’t been online when they were sent. Every clan now also has its own chat channel, only visible to members of your clan.
Clan season 2 The last clan season ended, and all gained clan experience has been reset. This season you will be able to buy the Russian KV-2 tank for 500.000 silver, after earning 2.000.000 experience together with your clan comrades. The season ends on 30th June 2019.
AI pathfinding The pathfinding system of NPC tanks has been reworked in this update. They will no longer drive through static obstacles like water or other map objects. They also will calculate a smoother path around obstacles now, so they don’t get stuck anymore, and they can drive through destroyed map objects now. Other tanks are still ignored, however. This behaviour will be fixed in a future update with a new server-sided movement system.
Balance changes The IS-2 has been moved to Tier IV and was replaced with the IS-1. The IS-3 is still Tier IV, but has been removed from the tech tree for now. It probably will be placed back into the tree with its own line at some point.
KV-1 reload time reduced from 7s to 6.5s
KV-1 health increased from 475 to 600
M4(105) reload time increased from 8s to 12.5s
Adjusted values of all M4 variants to better match other medium tanks
Increased turret speed of all tanks by 25%
Decreased aiming time of all tanks by 50%
IS-2 health increased from 775 to 850
IS-2 frontal armor increased to 190mm
IS-2 base view range increased from 20.5 to 21
IS-3 frontal armor increased to 220mm
IS-3 side armor increased to 150mm
IS-7 side armor increased to 190mm
Comment about the IS-3 and IS-7 side armor: in reality, both tanks had an interesting side armor shape, which made them really hard to penetrate. This design is hard to realize in the game however, so their general side armor strength has been increased instead. These values may receive further tweaks in future updates.
Other small changes Besides the balance adjustments, there have been some other small changes. Check out the list below for more information…
Added tier indicator to tanks in the garage interface
Added tier indicator to the buyable clan season tank
Clan members are now always sorted by rank
Clan description can be edited by commanders now
Clans can be locked and unlocked by commanders now
Your clan tag is now shown in the battle chat
Tanks in garage are now sorted by nation
Added !stats <playername> command to Discord bot
Silver income has been adjusted for vehicle tiers: T5 -10%, T4 -5%, T3 unchanged, T2 +5%, T1 +10%
Notable bugfixes Not all fixes are listed here, but at least the most important ones…
Fixed various wrong map tile visuals
Enabling/Disabling map particles now works while in battle
Hangar data should update correctly now even after leaving battle early
AI tanks should no longer drive through water or other static obstacles
AI tanks should no longer get stuck in or near static obstacles
That’s pretty much all for this update. Feel free to share your thoughts about it on Discord or in the comments below this article.
Hello skyfarers! We're ready to announce the next major update to Sunless Skies – the Vagabond update. This one will allow you to recruit a new officer: the Amiable Vagabond!
A gentleman of the skies (and no fixed abode) who will take you to the abandoned quarters of the sky. Experience a tale of fortunes lost, found, and lost again. Meet the 'skylarks': the community of ragged wanderers who rove the heavens, and help them find the way to the Sugarspun Garden - a place surely too good to be true...
The Vagabond update will also include:
Stories at more of the great Horrors and Wonders of the Skies, such as the Xanthous Moon and Regent's Tears
New agents and discoveries to encounter on your voyages
Something new in the mists of Worlebury...
It will be released next month, on 12th June.
After this update, we'll switch focus from events and encounters during journeys. Some of the things we plan to look at are character progression (particularly in the mid and late game), UI, survival and journey times.
Tactics & Strategy Master 2:Princess of Holy Light(圣光战姬) - 福岛信义
Thank you very much for your inclusiveness and support, and for giving us feedback in a timely manner. At present, our development team has updated the version to V1.1.3. The main changes are as follows: 1. Optimized the display of blood volume in combat animation scene; 2. Accelerated the speed of animation performance; 3. The game display name (upper left corner) is TSM2. 4. When the skills have reached their max level, the "yes" button will not appear when the directional learning interface is opened again.
A new weekly update is live! The last 2 updates weren’t as large as the prior ones – that's because we were working hard on numerous epic features. The first of them has just been soft-launched with today update: player-spawned siege engines! From now on, both the attackers and defenders can deploy catapults and battering rams in the area of frontline locations. We plan to expand this system by the next week, so we will be able to introduce the siege system fully on nation-controlled flags. Time for the battles to get even more intense!
But that's not all - you can expect more exciting changes to come within the next 3-4 updates! Check out our recent Work In Progress insight to see what’s coming in the very next few weeks!
See you in battle!
Changelog v.0.8.8.8.6
Sieges & User Experience:
– Soft-launched spawning the catapults and battering rams by players; they can be spawned in the frontline locations (all forts and castles, except for temples and guild provinces as for now) by both attackers and defenders by talking to the Siege Engines Keeper, who can be found in siege camps and inside the nation-controlled castles and forts, purchasing them for Siege Points gained for remaining in the area of a frontline location; we plan to expand this system next week as we'll be polishing it, so we will be able to introduce the siege system fully for the nation-controlled flags - until then, the siege engines aren't fully required to assault locations – Added Siege Engines Keeper NPC with a dialog explaining the siege engines spawning mechanics – Introduced the Upcoming Events window which lists the available world events, describing their lore background and how to start them – this change was done to increase awareness of the available content – From now on, each new character starts in 15 free crafting levels, which can be freely distributed between all available crafting professions during the character creation, and expanded the list of recipes known from the start by characters of various archetypes with tier 2 recipes in order to let the newcomers interested in crafting progress more smoothly, without grinding recipes giving products equal to or worse than the starting equipment – Moved giants near Hordun Temple to a further place to prevent exploiting them using the Hordun Temple’s guards – Increased HP of hippos to improve balance in “The Abandoned Route” world event – Updated some of the linen shirt models – Added another complete skin set which fits the Hamrammir’s Heavy Helm (skin for the Ismirean Black Gaurd’s Heavy Armour) – you can purchase all parts of the set separately or the whole set with a discount
Fixes:
– Fixed an issue causing that a player could receive the Traitor status during the Valley of Death tournament – Fixed an issue allowing to shoot players with a bow through stairs inside the stone keep in player-controlled locations – Fixed an issue causing displaying a doubled notification at the end of a dice game – Fixed looting hippos – Fixed Polish translations of long axes
Another week has ended, so here we are with another news update!
The first of three free content updates will hit Xenon Racer next week (check out the teaser video here: https://twitter.com/SOEDESCO/status/1126826880999526400). There's also a demo coming up for you to try the game for free! Dollhouse is coming out on May 24th and we posted some new videos for it on our YouTube channel and we're revamping the boxart for Truck Driver. Check out the video here! https://youtu.be/-Xcg8rh5hTk Have a nice weekend!
Another week has ended, so here we are with another news update!
The first of three free content updates will hit Xenon Racer next week (check out the teaser video here: https://twitter.com/SOEDESCO/status/1126826880999526400). There's also a demo coming up for you to try the game for free! Dollhouse is coming out on May 24th and we posted some new videos for it on our YouTube channel and we're revamping the boxart for Truck Driver. Check out the video here! https://youtu.be/-Xcg8rh5hTk Have a nice weekend!
Another week has ended, so here we are with another news update!
The first of three free content updates will hit Xenon Racer next week (check out the teaser video here: https://twitter.com/SOEDESCO/status/1126826880999526400). There's also a demo coming up for you to try the game for free! Dollhouse is coming out on May 24th and we posted some new videos for it on our YouTube channel and we're revamping the boxart for Truck Driver. Check out the video here! https://youtu.be/-Xcg8rh5hTk Have a nice weekend!
There is no new build introduced with this update; most of the time was consumed in non-technical works, replacement of hardware failure and recovery of development data
_________________________________________________________ Short Summary:
Solo development started around February 2016. It entered Steam Early Access on 4th May 2018. As of today the game has been in development for around 3 years and 3 months; in which the last 1 year of it has been in steam EA.
The main purpose of this announcement is to update the game estimated launch deadline (version 1.0)
Originally in the store page description; it was stated as
“Mechsprofit will be in Early Access until approximately Q2 2019.”
It has now been changed into
“Mechsprofit will be in Early Access until approximately Q2 2021.”
An additional 2 years of development time is chosen carefully with currently known data and considered to be safe / worst case scenario. That being said; I would like to also apologize for not being able to fulfill the original timeline
_________________________________________________________ 1 Year; personal thoughts
To be as transparent as possible with the community regarding the development; without being too personal; I'll share 2 short paragraphs that have no place in the usual weekly update announcements
Reflecting back on the progress gave me a mixed feeling; in one hand there has been a lot of improvement; on the other hand; I expected to at least have reached version 0.6 by this time. I have thought a lot about all possible ways to tackle the progression problem. One of the more intuitive solution in accelerating development time is by adding additional workforce which is not commercially viable at the moment. In the current indie game development scene, this seems to be the norm.
It is known from the start; that this is a marathon; not a sprint. The workflow reflects that. Practically; I always worked on the most complicated/ "boring" problem first; i.e: World event generation; Market logic; debugging/refactoring etc as opposed to a task that is immediately rewarding/visible e,g: new mecha/ factory appearance, etc.
_________________________________________________________ For the next 2 years
There were 51 weeks between the first technical update (Update #001) and the last update (Update #049). Which translate to around 0.9 updates/week. The "missing" 3 updates happened on Update#027 due to Save Game problem bug which needed more time to be resolved. I am doing this full time and according to my log; there were 2,693 hours invested in 2017 and 2,904 in 2018; which translates to around 7.67 hours per day; 7 days a week; 365 days a year for 2 years. Time invested in this year is on track to be more intensive than in previous years.
Numbers above are being mentioned to assure current supporters that even though it might take a while, I am adamant in finishing the game in the best of my ability. I would also like to thank everyone that has supported the game so far. It really won't be possible without your support
I am excited for the next 2 years; here's to a more productive development!
Take a seat and wait for your chance to admire the view of the town and the nature surrounding it. And of course, in the middle of this infestation, you'll be safe... for a while!