Fixed the issue where the camera monitor couldn't be locked in a place
Fixed the issue where the ring menu is sometimes hard to manipulate when the motion filter is turned on
When the motion filter is turned on, a white sphere will be displayed if there is a significant difference in the position of the hand and the ring menu control area.
Hey, everyone! While the major multiplayer update is still in development, we are working on smaller minor updates as well. The upcoming update in progress focuses on improving the learning curve and giving you important information as the world is explored. Next to that, we are also working on a concept and early version of an underground system that will greatly affect the gameplay and progression on the surface. Some adjustments to the existing system are done as well, to prepare it for multiplayer implementation. The biggest change is the respawning of COG units and ships, that will not require ships to go underground anymore in order to bring more units.
What's Coming
F1 Help Screen
The screen works as an in-game wiki that reveals pages as you progress through the game. We plan to improve it more based on your feedback so the first version that gets added won't be a finished deal. Right now we are focused mainly on the functionality and we added only the info that we feel is most crucial for your progress.
We're trying to make it as easy to use as possible. To find out more about an object you will simply have to look at it and press F1 - this will open a page with all the info about that object. Just like that, you can unlock new pages for the "Archive" throughout the gameplay. This should also help is with making quests more like real "quests" and not just a long tutorial, since we will be able to give you all the important info through this feature.
Blast Shelters
We noticed in your comments that since you are forced by the eruptions to always stay in close distance to your drillship you can never go exploring too much. To solve this, we added something we call "blast shelters". The premise is quite simple, these places such as basements or caves will give you the ability to survive eruptions even without your drillship.
"But what about my super awesome base?? I can't just leave it behind!" You're absolutely right - just send it underground remotely by holding G while you hide somewhere else.
This will let you go on longer adventures without the need to always rush back to the ship, just make sure you send the drillship underground as well. After the eruption is over you can call it to a landing site close to you by holding G again.
Shelters will be also very useful when multiplayer comes and one of your friends is late and you have to leave him behind. The first version of these blasts shelters will come in the form of mines and house basements.
Mines also hold ore deposits, so you can get some extra ore during your wait.
House basements are in every town, but always only one usually attached to the biggest building, they usually store some loot in chests
Underground Systems
The shelters sparked a lot of new ideas and we kept experimenting with how far we could take this. The main idea is to give you more places to explore while keeping the concept of the eruptions and destruction that follows when the wave hits the surface. This lead to the so-called "Iceberg" concept, that would be applied to all towns and larger COG structures.
If you look at the concepts, you can see buildings on the surface that are damaged and give you just some basic cover or place to look around. Yet beneath the ground, there can be a huge tunnel structure with rooms, loot and even hidden technology centers that would allow you to craft items.
There are tons of ideas now, and we need to do more testing of what all can be done but in general, this will allow you to explore even during the eruption times, as you will be able to move in the underground system and search for interesting items and technology.
The same concept can be used to large COG structures you find in lava sources, with this we can make some interesting underground bases that don't need to fold down every single time eruption is coming (like it currently happens in lava sources), the structures would still have foldable systems on the surface but the main "stuff" would be happening underground.
New COG Units Spawn
COG units will now spawn from COG spawn tubes, that are placed inside the drillship.
This will greatly impact how you attack the COG ships, since killing the crew and going inside to block the ship from moving won't stop new units from coming anymore. The new tactics will require quick action in locating the spawn tubes and taking them out quickly, otherwise, new units will be created and keep defending the ship.
These will solve the issue where enemy drillships had to go underground each time they needed reinforcements - this didn't leave you with much time to loot an unprotected drillship after you defeated the crew.
Other
There are many other important things that were worked on such as solving the long loading times by implementing several new systems, lots of bug fixes and some quality of life improvements. All that will be covered in the changelog when the update goes live.
This is all for the development update. We still need to do a bunch of art assets and polishing, but other than that it's mostly ready implementation wise. There still need to be several rounds of testing tho. The update should go live in January 2020.
The Team
Happy Holidays
Our team would like to THANK YOU for all the amazing support you showed us in 2019 - we're beyond grateful and very excited for next year. Happy holidays everyone!
PS: hope you like our office Christmas tree made from development boosters
- changes to the GUI - reduction of graphics memory usage and changes to the render pipline - cities will use the goods delivered to them continuously - changes to the industry production and industry storage system - renaming of stations and vehicles is possible now - mouse tooltips will scale with the UI scaling now - station connections can be manually be rechecked - you can create your own city names mods now - you can create your own language mods now - replaced the font with a new one that supports more characters - added transports airships (will be unlocked 1967 and 1984) - added a first person camera (activate with 6 and deactivate with 7, hold the left mouse button and drag the mouse for looking around) - bug fix: industry scripts should be started correctly again - new view frustum culling (should result in better overall performance of the game) - I've added some hotkeys for the build tools. - bug fix: placing tracks could result in faulty placement in some situtations. - changes to the fullscreen and window mode switching - changes to monorail, maglev and ship models - added resource maps - industries can need a resource now - new transportation type: suspension railways
I recommend starting a new game to test all new features.
Fixed a bug where it would not show the right mission name while having an active mission on Red Peggie.
Fixed a bug where you were getting stuck inside the train screen.
Translated the game into German and this language will be available from now on.
Keep in mind, since it has been freshly translated, it could cause some issues. If you crash by using this language, please contact us as fast as you can.
You can also change your language without starting the game by editing this file "C:\Users\*computername*\Documents\WWO\gameSettings.ini" and search for "language" there.
Translated the game into Portuguese and this language will be available from now on.
Keep in mind, since it has been freshly translated, it could cause some issues. If you crash by using this language, please contact us as fast as you can.
You can also change your language without starting the game by editing this file "C:\Users\*computername*\Documents\WWO\gameSettings.ini" and search for "language" there.
Town Capture event will start now with 8 players instead of 12, which means it will be a 4vs4.
We made a change to how gardens work and how you can place them. You can not place them through the crafting menu anymore. From now on you choose them from your decoration menu on your base build system. Now you place a generic one and apply the seeds after. That way you can first plant apple seeds and then the next day eggplant in the same garden.
We also changed how the base building works. From now on you start building with raw wood and can upgrade the building objects as soon as you have enough resources.
We also wrote a DEV Blog about these changes. Here is the link: DEV Blog
We are also going to release Magnificent 5 as Early Access which will be only available through the launcher and not on Steam. This game will be released on Steam in a later state. Here you can read more information: Magnificent 5 Information
The entire Team wishes everyone a great Xmas and hopefully a lot of presents.
Follow us on social media to stay up-to-date about the latest news and updates for New Frontier.
Hey guys, Today's topic will be about The Warehouse
As many of you know, Steam Workshop support has been down since the new builder released.
Why? Because we noticed that Steam Workshop was doing more harm than good.
To give a scenario: new player starts Homebrew for the first time, goes straight to most popular and starts downloading old vehicles that don't work anymore.
We feel that vehicles are more like images where you want to share them quickly but you don't necessarily want to maintain them.
That being said, we decided to build a better place to house your vehicles with the following features in mind.
Multiple content types: vehicles, parts, world props and more.
Better presentation and organization of content.
A powerful search engine.
Browsing and installation of content without the need to be in-game.
Quick-sharing via urls.
Ability to add more features as the need arises.
So here is a sneak peek on how The Warehouse works:
To Upload Content
In Homebrew click on Warehouse in the main menu, then choose your content and upload it.
Once the upload completes, you get a link that you can share right away.
To make your content visible in The Warehouse press the set public button.
Furthermore, you can edit the item on The Warehouse itself. You can add images, provide a description, and add tags so your content is easier to find.
To Download Content
Simply press download in The Warehouse.
Open the url using the Downloaded app, this will install it automatically.
Searching The Warehouse
Searching The Warehouse By Name
Summary
The Warehouse allows you to share vehicles quicker and more easily compared to Steam Workshop.
In addition, The Warehouse is "most recent" based by default so it solves the main issue we were having mentioned above.
Because the system is ours we are now able to develop features that Steam Workshop does not allow and design The Warehouse in a way that better suits its content.
Building the system was a challenge for our team, especially since our expertise is making games, not web apps... Yet we learned what we needed to learn and got The Warehouse to an acceptable/working state.
More features will be added to The Warehouse in the future, having the entire system in-house makes it a lot faster to add more intense features.
We hope it will bring back vehicle sharing like never before!
As always, we'll keep our eyes open on Steam, DISCORD and our other channels.
Ho ho ho! I managed to squeeze out one more tiny update this year! When I added the challenges last week I didn't have a good idea on what type of reward the challenges should unlock... and now I do!
In this update you'll find Trinkets, every challenge will unlock a new type of trinket, and once they are unlocked they will start appearing in your game. You can only carry one trinket at a time, and they will have some cool effects. Currently there are 8 trinkets in the game:
Poker chip - +1 on deck when inventory is full during pickup
Lucky card - your deck gets refilled when empty
Bandaid - using level transport completely refills your HP
That should give you some good incentive to complete those challenges!
But.. that's not all! I designed a few new level blocks / rooms / areas, so you'll might find yourself wondering around some fresh level designs.. enjoy the holidays! :)
Full changes list:
added: collection of new level-layouts for your adventures!
added: Trinket rewards to challenges
fixed: alien-codex information showed wrong names/data
fixed: rare game crash when using idle card on small deck