Hello, Levelheads! Prepare your jackets for a BIG PATCH. This patch is largely focused around a new editor tool, a smidgeon of bug fixes, and quality of life updates. Let's get right into it!
Multi-select!
The BIG ONE for patch 0.65 is MULTISELECT. This gives you the ability to select rather large chunks of items or backgrounds in the Editor, and then do stuff with them!
We wanted to make sure the Multiselect tool was as flexible as possible. To that end, you can select non-contiguous spaces. You can select any shape you want, and you can cut chunks out of the selection you've made!
Oh, and it works in multiplayer, too.
Once you have something selected, you can delete it...
Move it somewhere else...
Or even copy and paste it!
Or, if you want to get really weird, you can use multiselected backgrounds to punch holes in environment tiles. Why? I don't know! Make an abstract maze or something!
Note: This gif is not sped up.
Multiselect has been on our board as a desired feature since day 1, and we've always looked at it as a feature that's required before we fully launch Levelhead into 1.0. We knew that it was going to take weeks of refactoring in the Editor, UX testing, interface updates, and optimizations to make it possible, so it always kind of slipped down the list of to-dos. But we finally took the time to get it done, and I think you will agree, it was worth the work.
Editor quality of life!
We've also added some nice little quality of life features to the editor. For advanced users, we added an optional Grid Ruler that you can now enable in the Editor settings. This ruler lets you see the grid coordinates of any position in the level, so never again will you have to ask: "Is this the middle of the level?" Oh, and you can use it to measure stuff!
We've also done a full rebuild of the Path Editor system back-end. With the way the Path Editor was previously constructed, it was its own thing, which meant that editing paths and items had to be done separately. Well, I'm happy to say that after the rebuild, that is no longer the case!
Now, you can grab a path node and have the item that's locked to the node come with it! Oooooh!
Now that the Path Editor has been rebuilt, it should be far easier to make updates to it in the future... which is nice.
Exposure Bucks: THE EXPERIMENTS BEGIN!
The Marketing Department has been a big success in terms of giving players a powerful mechanism to ensure that they get their levels played. People play levels to earn Exposure Bucks, which they can then use to boost their own levels up the charts (until they graduate). It creates a pretty cool and straightforward "market of play," which has worked out fantastically.
Now, we want to see what more we can do with this system. For starters, we're going to remove the Exposure Bucks cap. Before now, you could only accumulate 10,000 exposure bucks at a time, which represents roughly 3 hours of playing other people's levels, give or take. Our original thinking was that we wanted to push people to spend their exposure bucks and not hoard them, and having a cap means you have to put those exposure bucks into something before you can get any more.
However, getting to the front page of the Marketing Department may demand 20,000 or 30,000 exposure bucks (at the moment). Having a cap of 10,000 means that, even if you "save up" and dunk them all into your level when you first publish it, your next move is to now go back into the marketing department and play a bunch more. In other words, you can't "batch" your activities very well, because of the cap. What if you want to play levels Monday through Friday after work, and use your weekends for building? The cap prevents you from doing that effectively.
So we're removing the cap. Now you can save up as many exposure bucks as you want! This lets you publish your level with the amount of exposure bucks you would like it to have, right out of the gate. However, we are still keeping the maximum per-tip amount at 10,000 (for now), because we feel this is a nice break point for tip decisions, and it will also save players from accidentally spending a jillion exposure bucks all at once.
Lifting the cap also introduces some new, interesting questions. Questions like, "What if you could get exposure bucks in other ways?" For example, what if, when your level graduated, you got a little kickback of Exposure Bucks to put toward your next level? What if you got a little pile of exposure bucks for completing the day's Tower Trial?
When we had the cap in place, we couldn't consider these kinds of features, because if someone was capped out, we just couldn't give them any more exposure bucks. Now, we have the option to look into these other methods. SO WE JUST MIGHT!
Patch Cycle Updates
Let's talk about PROJECT MANAGEMENT!
Over the past 8 months we've experimented with a variety of patching schedules. Weekly, bi-weekly, tri-weekly, and... penta-weekly? We've learned a lot from each of these timetables, and each one has its pros and cons. Going forward, though, we don't want to use ANY of these. At least, not consistently. Because the answer to the question, "How long does it take to develop a patch?" Can only be answered by a followup question: "What's in the patch?"
Some features need 4 weeks of development, while others need 4 hours. We've found that setting a specific timeline on our patching schedule is a bit weird, and forces us to change our development priorities just to "get something out" by a specific deadline.
When we were on a weekly schedule, we would routinely start work on a big feature for a day or two, then drop it to "cram in" some stuff on Monday and Tuesday, so we would have something to deliver on Wednesday. Then, we'd pick up the big feature for another day or two, and drop it again. This "pick up and drop" approach makes it take much longer to get a feature done, makes it more likely the feature will get abandoned, and makes it more likely that we end up with errors.
On the other hand, a one-week patch cycle is perfect if all we want to do is introduce a couple lightweight features, quality of life improvements, bug fixes, or visual updates.
So, going forward, we're going to be doing things a little more... ad-hoc. Our development priorities right now are to finalize the feature set of the game that we want to have before launch, in an order that makes sense. Some of those features might take some time, while others are quite small.
So instead of setting a specific, repeating patch cycle, we will be treating Wednesdays as potential patch days every week, but we'll only release a patch on a given week if it makes sense to do so, given the state of the game that week. If a feature needs another week, we'll give it another week. Having said that, our goal is to get patches out as frequently as possible, provided they have been tested and are stable.
If we don't have a patch to deploy in a given week, we'll instead post a developer blog that talks about what we're working on, and give a sense of how long that might take, so you won't be in the dark!
So... when is the next patch? It might be next Wednesday! Or it might not. Either way, you'll hear from us in a week!
What's next?
Our priorities right now are reorienting toward finalizing the game's features to get ready for the 1.0 patch. With that, we have an actual roadmap of the things that need to happen to get us there! Here it is, as we know it.
Finalize console-specific features and technical requirements.
Finish final features and content of the campaign (which will be revealed at 1.0)
Build an in-game UI to look at your Rumpus Perks (achievements).
Update our moderation tools to prepare for the large volume of players post-launch.
Review and finalize the new player experience.
Update the mobile version of Levelhead to ensure the experience is top quality and matches player expectations.
Add a CREDITS PAGE!
Launch? (Question mark because some other things might still have to come first).
Those are just the game features, but as you might imagine, there are also a lot of business things to do behind the scenes. We're pretty pumped to be able to count the remaining features on TWO HANDS, though each of these things is pretty big, so the timeline is still up in the air. We'll have more progress reports as time passes.
Want to see the TINIEST DETAILS of today's patch notes? CHECK IT OUT BELOW!
We’ve released hotfix 1.72. If you encounter any issues while playing The Long Dark please visit our Support Portal.
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CHANGELIST v1.72 [58487]
[General] Fixed an issue that caused the message "Unable to restore the game from a previous save. Press confirm to return to the main menu." to appear, after performing a transition.
[General] Fixed an issue that caused food’s cooking progress to reset after the Player performs a transition.
[General] Fixed a crash that could occur if a Stag or Rabbit was removed from the world, while being chased by a Predator.
Changed a few things here and there to boost stability of the servers
Adventure mode
Public beta Adventure mode is online ! This mode is still new and is being updated regularly ,we will be releasing the mode out to collect player feedback There could be numerous bugs such as lagging ,shutting down, data error, end result error etc. Please to patient The translation is still in process, we will try to get it done after the Lunar new year holiday, so, sincere apology here…
Balance Change
Marisa Nade, Faith cost 5→6
Koakuma Large orb,damage reduced 10→9
Hina Attack Speed 0.92/s→0.95/s
Parsee Hp 55→58
Reisen Clone,CD4.25→4.5
Sanae Damage 12→11,Gale damage 18→20
Letty Attack Speed 1.03/s→1/s
Incident Forecast
1st week’s incident is caused by the doctors (Quack)that were residing in literally House of Eternity who had came down to Gensokyo and were selling cheap medicines
2nd week’s incident is due to overpopulation and reproduction of the bug swarms
Lunar New year event
All units will be free to use From 23rd of January to 3rd of February
This update introduces two new adventures and two new challenging variants to the Waterdeep: Dragon Heist campaign. This update also includes our Time Gate rework!
Beauty And Violence: Valkyries - Beauty And Violence
Hello everyone,
Today we are going to share with you some work-in-progress we have been doing recently.
We have a new Early Access release date and that is set to August 2020.
As we mentioned before, we delayed the original release because we wanted to make the game even better than what was originally planned. We are going to add much more interesting features and more content to make it truly great. So we have re-designed many parts of the game, and our team was expanding to fulfill the scale of the game. We need time for the new members to adapt to the project.
The reason why we decided to go Early Access is that we want to keep developing the game while you can already play it and give us feedback. We believe there will be many valuable suggestions that the community can come up with. But don't worry, the Early Access version is going to be fully playable with all the essential features and contents.
Now, we have settled many fundamental issues and the progress of production is getting faster. We will have more and more things to show.
Improved character rendering. This is something we are constantly working on. It is very important for the Valkyries to look gorgeous. However, it is not a simple task because the skin shader looks very different under various lighting situations and we need to tweak it to make the valkyries "beautiful" in all kinds of environment.
Rewriting the combat system. We have added many more details to the combat. For example, staggering, blocking with weapons and shields, dodging and falling down. We are also working on large size enemies such as trolls. We will record a video to demonstrate the new system when it is ready.
Crafting System It is a new system that we recently decided to add. The crafting system allows you to craft mainly weapons and outfits. Although you can get low-level items from shops and loot, you need to use the raw materials gathered during your journey to create mid-high level items. Some very rare items may need extensive exploration in order to gather the materials needed for creating it.
Creation Of The World We have the final map design done and we have a 36 square kilometers open-world map. And we have been creating landscapes, caves, villages, and camps.
We will reveal more details of the development in future updates. So follow us on social media or just stay around to don't miss it.
First, I want to thank everyone who participated in the Spookfest event! Congrats to everyone who ranked on the leaderboard, incredible form! As promised, the winners got/will get prizes for their achievement.
Secondly, I have exciting news! A Cheesy Game's got its first community level! As the head of quality assurance (and only member) of cruTony, I decided to beat it and assert myself as the ultimate champion - and it didn't go smoothly. You can watch me play the level, made by Ak1yu, here:
I had a lot of fun while playing the level and must acknowledge the skill and care that went into it - so I'm happy to present Ak1yu with the "God's Creation' hidden achievement. Well done!
Try beating the level yourself or create your own and post it on the game's Steam Workshop. I'm looking forward to "beating" more community levels ;)
Thirdly, we got ourselves a new patch. This one's tiny and mainly concludes the Spookfest event, removing the event cauldron from the main menu. Fret not, however, for the Fort Roquefort level remains playable and can be now reached from the "Play" selection screen.
The Spookfest event challenge will return in 2020, updated, longer and even more challenging than before.
Last but not least, we got a sale happening! If you know anyone who might like this little cheesy platformer, then let them know! The more, the merrier! Also money! <3
A small update from us this time, up to version 1.3.1. PC patch notes:
Fixed an internationalisation bug that was causing some text to LOOK_LIKE_THIS. Fixed it.
We've made the settings menu accessible from the top-left dropdown menu on the main menu screen, just in case your resolution goes wonky and you need to get in there.
This is the changelog we never thought we’d be able to write. It’s incredible. We had 4300 downloads. FOUR THREE ZERO ZERO. We L O V E you people! It’s been a ride. 900 hours played, more than 30 streamers, a lot of feedback and more than 6500 games. This is the first update and it fixes a few issues and stuff.
But that’s not the point, we just want to thank you!
Changelog 1.1.10
Added a link to the official Discord server to the main menu.
Added an announcement box in the matchmaking queue screen.
Reduced the loading time between arenas when one of the players is disconnected from the game.
Fixed players being unable to select a character with mouse and keyboard when they had a controller connected.
Fixed the game sometimes hanging while waiting for the match results
The random selectors of characters and arenas are now highlighted after a few seconds to clarify to new players that those can always be clicked and the Competition Pack unlocks the ability to choose specific sumotoris and arenas but all of them are included in the random selection.
Mitigated FPS dropping after a few matches.
Fixed NullReferenceException caused by UICursor.PlaceStamp() in edge cases where the stamp was destroyed and not recreated.
Turned “Error deserializing PlayerStatistics” into a warning. It will no longer be visible in the development console.
Turned “Operation failed: OperationResponse 226: ReturnCode: 32764 (Game closed). Parameters: {} Server: MasterServer” into a warning. It will no longer be visible in the development console.