Hey guys, check out this article on Warsim's procedural race generation system, it goes into the origins of the system, how the 75 million races are calculated and lots of examples of what you can find!
After releasing 0.2.6 with the new user interface, I opened the way to easily add new content now. So here it is!
Take in mind, that this is a snapshot (test/beta) version of 0.2.7 update and not everything will work correctly.
Changelog:
Added: GEO ring
Added: 6 new satellite models (by rykllan)
Added: Module build price decreases over time (so is the rocket build price)
Added: Modules in rocket preview
Added: You now have to repair every module itself
Improved: Research tree look
Improved: Rocket displaying in the preview
Improved: Research tree unlocking balance
Fixed: Research tree positioning was wrong (lvl 20 module in lvl 6 section)
Fixed: 3-core rocket building was too easy
Fixed: Rocket repair price was wrong
Fixed: Rocket engine sound would appear even if the sounds are disabled
How to download this (and other) snapshots?
Go to your library and click with the right mouse button on EarthX on the list. After that go to the properties and select "BETAS", and then "snapshots" from the dropdown list.
You will probably need to restart your steam after that in order to begin downloading snapshots versions.
This fresh build has quality of life improvements, controls changes, and... CAMERA SHAKE!!
Features -shift-stacking. Now you can go through gears a lot quicker without having to shift individually into each -quick restarts. Restarting is immediate, no more reloading the stage. Let me know if you encounter any issues -added a setting to cap the framerate -added camera shake. Shakes when hitting stuff, landing jumps, shifting gears. -added camera shake setting -all default AI times are now based off of 10 minutes/stage instead of the minutes before. Working on updating these times as you guys play more of the stages.
Improvements -blocked logs in chicane cut on Finland 1 -cars in main menu have wheels pointed straight -tweaked logging truck controls to be less floaty -group 2 4th gear is a little longer -Drivetrains now deliver power for each of the AWD, FWD, RWD drivetrains. -closed off corner cuts reported by players -camera fov and pitch increase with speed. Tried to go on the subtle side -made some small optimizations to scripts. Maybe saved 0.02s off the cpu update time -Reduced differential a little for all cars, less overcorrection behaviour -Fixed the waypoing generation for all stages, since the soemthing had changed in the road plugin -Improved waypoint generation logic: Waypoints in intersections are placed in-between the last and first waypoints of the road in the connection so there's less weird resets -made dead tree colliders taller in Finland stages -changed the way the vegetation masks are generated for roads which ensures that there will be no more grass on the roads anymore -trying to go out of the map in Rally School & free roam will get you shot back to the centre of the map, Motorcross Madnesss style
Fixes -locked cars played in say Daily challenge don't have the black shader anymore -fixed tree colliders in norway -time chaser menu: only refreshes leaderboards every time you change between dry weather and wet weather -added missing waypoints for recovering car to Sardinia 2 -comparing leaderboard times is now correct due to casting both times to int in milliseconds -wind is the same strength in all stages now (it was very strong before) -damage is now reset between time chaser stages when using the same car -Sardinia 4 road no longer overlays terrain badly @Deliverator -The 504, 2002, t22 cars have a bit more ground clearance now @Raymi -fixing missing cones and fences in rally school -damage to car should be repaired between rally events in career now
If you're not a beta tester yet, you can join the discord channel or sign up on the mailing list on the website to participate in the Closed Beta happening later this year.
- Barriers in some missions now make a sound. - Slightly tuned the sound of the players rig and rival rigs. - Rival rig slipstreams now make a sound. - Timed missions will now narrate your medal during the race. - Added a steering assist option, which lets autopilot stay on while boosting as long as you don't steer. - The speed boost sound changes pitch depending on your speed.
HUGE THANKS for your participation and feedback! It has been extremely valuable to help us improve the game, and we hope to surprise you with new updates soon. ❤️
Also, join us tomorrow at 3 pm ET on our Twitch channel for a chat with the dev team! We'll be discussing the end of the Beta period and our upcoming plans for the game
Two notes on performance: * The last patch worsened performance a bit, at least on Enhanced Sky & Vegetation setting. We've fixed one thing that caused that, but still tracking down what else changed. Sorry about that! * We are making progress on the stuttering lag that occurs when terrain chunks load. We hope to have a good improvement on that in the next patch.
FIXES: * Trees lean excessively in Basic Sky & Vegetation mode. * Autosave icon (running wolf) gets stuck in corner of screen forever. * Possible fix to "can't get up from sleep" bug. * Grizzlies and coyotes live in peaceful harmony. * Dead mate won't die. * Territory meter (hex icon) is sometimes inaccurate. * Unable to name mate. * Moon is ginormous in Basic Sky mode. * Emote Favorites don't save. * Wolf plays inappropriate animation to some grizzly attacks. * Snow dust too bright at night. * Wolf fur around neck and face has problems when radio collar is selected. * Wolf's neck bulges when howling while sitting. * Slight echo of wolf howl is audible after howl ends
CHANGES: * The game adapts if you change the sex of your wolf after creating it (in terms of prospective mates). * Display resolution pulldown does not list duplicates. * In Basic Sky & Vegetation, cliff wall terrain added so those rocks don't float when seen from the valley. * Atmospheric perspective added to Basic Sky & Veg mode. * Hare swimming looks slightly better. * Adjusted volume of some music tracks. * Modest reduction in RAM memory usage. * Possible slight performance improvements on low-end hardware. * Some placename labels added to world map. * In Basic Sky & Vegetation, cliff wall terrain added so those rocks don't float when seen from the valley.
Idona is now in an early playable form in our Early-Access build!
We're excited to flesh her out as a character and polish up her moveset, while our team of 4 work hard to bring her to a more complete state one of us is working hard at giving our rather lackluster A.I a complete makeover.
The bots have been reworked from the ground up and are going to continue to improve thanks to our friend VidyaJames/PotatoFaceJames
Click that link to see a little peek at our new main menu featuring random bot battles!
As work continues to improve and further the development of Super Powered Battle Friends we start looking towards the next upcoming Battle Friend
Say Hello to Theodore
Our first official heavy character is soon making an appearance. You can catch glimpses of Theodore in our Discord so be sure to join ASAP and get the latest information straight from the 4 developers who make up our team! If you haven't already joined our Early-Access players be sure to Wishlist & Follow to stay up-to-date with our news and to get a heads up when we next go on sale!
Heads up, everyone; DuckTales: Remastered is leaving digital storefronts in a duck-blur, and will no longer be available for purchase beginning August 9th, 2019. If you’ve already purchased it in the past or if you buy it before it's gone, you’ll still be able to re-download and play the game, so pogo jump your way into Scrooge’s Money Bin while you can! DuckTales: Remastered is also getting a farewell price drop for 75% off before it's removed for purchase.
The game will be available on Steam until approximately 4:59 PM on August 9th. Once the game is in your library, you’ll still be able to re-download it even after it’s removed, too. Don’t wait until the last minute if you want to purchase the game while it’s still available!
Hey, how‘s it going? The next update for Colonies is ready to get downloaded. Three new features have been added, as requested by some players. You can now sell buildings, repair units and your units will now move to a Go-To-Position after spawning. Change that position with right mouse click on the terrain, while the building is selected.
Besides of that, important things have been fixed such as saving map-resources and a (hopefully) correct calculation of the radar‘s energy.
Changelog v0.25
• Player has now the option to sell a building and get 75% resources refunded. The building needs at least 90 % health for this. (excluded from selling are the command center, research facility, outpost center and science outpost) • Repair Unit: Can be created in your command center; will automatically repair units in a certain range, or by direct orders • Added a Go-To-Position for spawned units • All 3 maps can now be played from the beginning • Fixed an issue according the savegame system: Map-resources that were empty/exhausted by the time of saving, created an error later on in a loaded game • Fixed an issue with the energy system, where radar‘s need for energy hasn‘t been calculated correctly • And a few little things like adjusting size of some selection panels, brightness of crossfades and lowering sound volume when ordering units to build a construction