Third blog is here! Today we'll be talking a bit more about the rover as well as the mech.
We're glad to announce that the rover has finally been implemented in the game! Last time, we talked about some of issues we were facing by introducing vehicles in the game. So how did we solve them?
Well first, we now have hydrazine as an all around fuel. Until now, it's been used for the Tempest so it was an end game kind of item. But now, it's more easily craftable so that it can be used even when starting a new game. The rover will be a craftable item not requiring any type of decoding and it will only need basic, early game resources to build. As such, it's not a very strong vehicle so after about a dozen collisions, it will have a hard time accelerating and you'll need to repair it. It also uses lots of hydrazine. Currently, using a full stack of hydrazine will get you about 750m of driving. But that's okay because hydrazine doesn't require globosa and chilli to craft anymore. It needs only 2 corn, 1 bubble root and 1 glowtube to craft a full stack of hydrazine. Be careful though, hydrazine is used even when the vehicle is not moving, albeit at a slower rate. That's because the engine turns on as soon as you enter it, but once you exit, it will stop using it. In theory, we could have a button to turn on or off the engine, but there are many key bindings already and we don't want to overcomplicate things, at least not at this stage.
In the last blog, we also said we'll need some UI to represent 'vehicle stats' without specifying what those are exactly. We decided not to do that anymore and only implement a new meter representing the vehicle's health. It's best not to clog the screen with UI stuff, as the player stats already take a lot of real estate. A little bit off topic, but we'll also need to find a better solution to show the player stats at some point in the future as the UI box takes up way too much space.
Serialization and every other technical aspect has been implemented as well.
Now, since we have this fast vehicle in game, we decided to change a few aspects. The player's speed has been lowered from 0.8 to 0.7 units because Amanda was like an olympic runner before to be honest. Travelling 130m in the rover takes 11 seconds while running on foot takes 18 seconds, so it's almost twice as fast as running. I think we'll need to increase the speed of the rover to make it at least twice as fast as running on foot. But for now we'll see how it works with these values.
Many resources have also been changed. A lot of them are now a bit rarer and some are much farther from the spawn point than before. For example, the Ancient Assembler pieces spawn in a 800m radius around the player, but after this patch, it will spawn in a 4'000m radius from the spawn point. Gold, diamond and other resources are also similarly affected.
So that's about it for the rover. In no way are all these numbers finalized, we'll have to see how you guys react and adjust based on your feedback!
Now for the Mech. We said in the first dev blog that we'd need 2 or 3 weeks to get it working so there's not much to say about it now. It's still very early to show off anything, except for one thing!
There we have a beautiful looking Ancient mech shooting a laser from the right hand and flames from his left hand. Next dev blog will go into detail about what the mech is, or should be. Right now, we're still not sure about how the mech should look like, if it should be part of the Ancient tech you can discover across the map or if it should be something that you can decode. We're strongly leaning towards the Ancient tech path right now.
We have a small update for you coming on Monday which adds support for Live2D Cubism 3.0 models among other improvements. There are some essential things to know about how this update might affect your current projects, so please read below:
1. Four New Themes Added
Here is an example of one of the themes:
2. New Image Scaling Functionality
You can now scale the size of an image in the visual image positioning tool using the scroll wheel of the mouse.
3. TyranoScript Updated
TyranoScript has been updated to the latest version, which adds some performance improvements and optimization. No new tags have been added this time.
4. Live2D Cubism 3.0 Support Added
Form v184 you can use model3.json models (which support lip-sync!), BUT previous versions are no longer supported. Here are two options should you wish to continue to use previous versions:
ii) If you're not ready to update your models, you can always revert to the previous version of TyranoBuilder by following the steps at the below link: https://steamcommunity.com/app/345370/discussions/0/405690850610041992/ (All previous versions of TyranoBuilder are available for use, but newer features may not be available in the older versions.)
That's it for this update! If you have any thoughts of feedback, please let us know in the comments!
The Khajiit struggle to liberate their home from the Usurper Queen’s control rages on in The Elder Scrolls: Legends’ latest expansion, Moons of Elsweyr. If you’re already taking part in the conflict in The Elder Scrolls Online: Elsweyr, you can earn a free Doom Wolf mount for ESO and travel across the Tamriel’s sun-soaked savannahs in style!
To get your free mount, log into The Elder Scrolls: Legends from June 28 through July 14 and win three matches in any game mode. No purchase is necessary within Legends to qualify for this promotion – just play!
When the promotion period is over, a code for your Doom Wolf will be sent to the email account associated with your ESO account. If you’re logging into Legends for the very first time, you’ll need to register a Bethesda.net account to earn your reward. Additionally, you must opt in for email communication from Bethesda.net to receive your reward.
Please note that this promotion is available for PC/Mac only and players must own the Elsweyr chapter in ESO to be eligible. To ensure you’re able to receive the Doom Wolf mount code, the email associated with your ESO account must match the email associated with your Bethesda.net account. Details on changing your Bethesda.net email can be found here. For more on The Elder Scrolls Online, visit the official site.
#SkiJump lets you SKI & JUMP like a unicorn in virtual reality. Fast paced downhill (and uphill, if you want to work for it), loads of jumping and virtual friends...but beware of the YETI! You can ski forever and you don't even need a lift card <3
#SkiJump is currently pretty sandboxy and it's like being inside our heads (literally mushroom forest right now). You can hunt scores, but your score gets reset when Yeti catches you, so try to kill him instead (you have bow&spear for that). Have a look at the leaderboards when you feel like competing.
Cheats (on keyboard until we make an in-game menu): Baby Slope (start area): B Big Slope: R Music on/off: M Overlay UI/Score (for clean screen/streaming): O
Known bugs-turned-features: Flying tress (and not just the ones you hit) Wobbly Yeti...he's not da smartest fella Selfiestick is funky on some VR controllers - will fix shortly Skiers can get stuck, so please help them out of their misery. They follow you, so be friendly! Will add more big slopes and freestyle funk VERY SOON
This month, our reward card comes from the Spellsword class - say hello to Apprentice Necromancer!
Apprentice Necromancer is a 3-magicka 3/3 Imperial which can summon any 1-cost creature from your discard pile. While its 3/3 stats are already reasonable for a 3-cost creature, this card potentially generates much more value by getting back a powerful 1-cost creature like Deepwood Trapper or allowing you to re-use the Summon effect of a card like Marked Man!
Since this creature often gives you two creatures for the price of one, it’s perfect for the “Token Deck” strategies already popular in the Spellsword and Empire classes, flooding the board with small creatures and buffing them up with cards like Divine Fervor.
No matter how you choose to use Apprentice Necromancer, make sure you head into Ranked Play and earn your copies before the end of the month! As with all our monthly reward cards, reaching rank 9 in our ranked ladder by the end of May will award you one copy, rank 5 will earn you the second and if you finish rank 1 or higher you’ll get a full playset. In addition, if you’re able to finish in the top 1,000 Legend ranks, your playset will be premium!
Another week down and another round of MIND BOGGLING creativity from our incredible community! This week brought us Vacrat meat jumps, an even fancier calculator, and a big burst of ridiculous troll levels! As always, remember to click the level names to bookmark them for later on. LET'S GO!
Take Shelter from the Fiery Rain
In Sjosz'sFiery Rain Ferry, you take shelter under a moving path to escape from the FIERY RAIN OF DOOM! The ongoing flames make for a stunning visual, but don't get distracted by its glory, or you will face CERTAIN INCINERATION!
Troll Mania
This week's Levelcup challenge to create troll levels has encouraged Sephy to create a hilarious troll level Unfortunate Excursion.... Watch out for traps as you chase the disappearing key!
Calculator v2.0
You can throw your old calculator in the trash, because Joe Ah Oh has you covered! His new calculator level, Stack Machine 2, has addition, subtraction, and multiplication, and it can calculate up to 3-digit numbers! The blinking jems as a loading spinner is a great finishing touch to the level.
Vacrat meat to the rescue!
The most recent patch introduced new movement techniques involving kicking objects, and TalkGibberish has made clever use of this in Ground up Vacsteak. If you need practice with using Vacrat meat to jump higher, this is your level!
Held hostage by a Flapjack
Loudvary McPopturn makes you dance to the tune of the Flapjack in To Trust A Flapjack. This level showcases an excellent use of switches and the Flapjack to create level that makes you work on your precision.
Fan Art that made our heart fuzzy!
SleepyDoof's blender fanart of GR-18 is incredible. We love it when the community makes and shares fanart, videos, and gifs with us. Please don't forget to post your awesome work in the discord channels, so we can broadcast our amazing community to the world with the Earth equivalent of DIRP (Youtube, Twitter and Ballyhoo)!
Quick Highlights
Chortles' Ancient Lizumi Temple will have you running for your life from the Lizumis.
For this update we’ve continued with refining the improved homes from our last major update, we’ve also introduced a new home type. There has also been considerable improvements and additions to some areas, to accommodate these new homes.
Shown above is the new home type, the Fresno, with a nice spacious layout, large windows and sliding doors. It comes with all the features of other homes and will support all item types. If you’ve bought flowers for the San Francisco home on our item store, we’ve updated the item definition so they will also be available for this home as a free upgrade.
For both the San Francisco and Fresno homes we’ve added a second Large Item slot, so you can add additional décor. Also in this update we’ve added some new home décor items such as a table fan, heart-leaf plant stand for floor items, a second side table also for floor items plus various other additions.
Shown above are shots of the new area additions, this covers a large stretch of coastline with the intent of making driving more interesting for these parts. You’ll also find the new home type along this stretch within the south part of the Kura area by the water (you’ll find an access road near the large abandoned wooden house south of the school).
Added Magic 8-Ball to homes, part of Home Retro Kit.
Added Gumball Machine to homes, part of Home Old Kit.
Added Makani Fan to homes.
Added Grill Mate and Grill Master to homes.
Added Madeira media console to homes.
Added various items for upcoming Home Mid-Century Kit.
Added second large item slot for larger homes, such as San Francisco and Fresno (Beachshack is too small).
Fixed an issue with oak floor for the San Francisco home.
Fixed an issue with material on the garden cinema for San Francisco home.
Fixed some home customization back end functions from throwing unneeded console messages.
Environment
Added significant area improvements along the coast from Hianga down to Wai Tai.
Added area expansion to Kura, with water-front pier, homes, camp and additional paths/roads.
General
Added new Fresno home type.
Added improvements to how the door behaves on the San Francisco, flipped it around, reduced open radius so can’t get stuck behind and increased the radius of trigger to open it so you don’t just run into it.
Fixed position of cinema screen on San Francisco home types.
Item Store
Added Petunias and Rosa Rugosas for Fresno home, these have been added to the same flowers used on the San Francisco (free upgrade).
Fixed a few large home items having wrong unlocks.