This update brings visual graphics update for muddy wheel tracks. This is work in progress but already looking great:
Sometimes the logs would drop from your trailer? Well, lost logs no more! We have logs stabilization on the vehicles while driving.
Look around while you drive with move-able interior view cameras. Need better overview of crane controls? Now we have crane helpers: targeting shadow and live view of crane inputs, as well as hydraulic pressure gauge for forwarder and harvester to see when the crane is overloaded.
Want more grass? We got graphics settings for grass density and distance. That is if your PC can handle it.
Feller got a separate tutorial that allows you to try out the vehicle and learn the controls, and other smaller changes.
We've posted an update to the Tomb of the Eaters beta on the beta branch.
Tomb-related notes
We made some structural changes to the layout of the Tomb.
We shifted the whole dungeon up several Z levels. The crematory is now one level above the surface.
Removed the Lake of the Damned.
We included some more signposts toward finding the Mark of Death and entering the Tomb through the Death Gate.
Implemented a partial redesign of the Arcades to the Twin Gates that includes a path and sign pointing to Ezra.
Immediately upon finding the Mark of Death, you now learn the Mark of Death secret, and the 'Recover the Mark of Death' quest step now completes.
Immediately upon inscribing the Mark of Death, the 'Inscribe the Mark" quest step now completes.
It should now be clearer that a certain post-Brightsheol body alteration is intentional.
Once you return from Brightsheol, you cannot go back via the same method. (<- worded intentionally vaguely to avoid spoilers)
Added two new cybernetic implants: fire suppression system and anchor spikes.
Added a new item: advanced toolkit.
Crypt ferrets are now better at hiding.
Made Vivira, the sentient turret, magenta in order to stand out more.
Added descriptions for the following objects: fulcrete, ebon fulcrete, wide bottle, crypt door, compacted bone, and grave moss.
Added some more tomb propaganda.
Renamed recarcassing nook to recoming nook.
General notes
We made some changes to auto-equip.
Auto-equip now gives you feedback on items that were unequipped as a result of your action.
Eliminated most repetitive auto-equip messaging.
Auto-equip now tries to unequip multiple items in order to equip an item that uses multiple equipment slots.
Confirmation is now requested before automatically unequipping an item that will be destroyed by being unequipped.
We tweaked the temperature-related behavior of liquids.
You may find differences in how pouring liquids on you affects temperature.
Standing in a pool of lava is no longer safe once you've dealt with the initial temperature shock.
Your equipment and inventory now experience more temperature effects than before, particularly if you expose yourself to large amounts of lava.
Fungal infections are now immune to heat, cold, electricity, and acid.
Projectiles coming from a distance and passing near the player now produce a message in the message log.
More combat sound effects are now properly controlled by the General > Combat Sounds option.
Any NPC with whom you can perform the water ritual can now give you directions.
The following actions performed while autoexploring now also operate on adjacent tiles: autoget, harvesting, butchering, trash rifling, opening a chest, and interacting with a bookshelf.
Puffer fungi can now be hit by normal ranged weapons.
Lava and acid now spawn less often in containers that are unsafe to house them.
Companions now attempt to generally follow you even if they can't pathfind all the way to you (for example, because you have Force Bubble active).
Mirrorshades now give a very small chance to reflect light-based attacks.
Objects embedded in walls can no longer be taken or interacted with via the interact nearby command (unless you are also in the same tile as the wall).
Items embedded in walls are now partially visible with penetrating radar.
The overlay inventory screen now better handles having two heads or two faces.
Multiple applications of Hobble now renew the duration of the effect rather than stacking the movespeed penalty.
Carbide hand bones no longer modify hands added by Helping Hands, and they only affect the set of hands where the implant was implanted (in the event a True Kin has somehow acquired multiple sets of hands).
Trader repair and recharge actions now more effectively handle plurality and stacking.
Tattooing a companion no longer tattoos you instead of them.
Smart use no longer pets Sheba Hagadias by default if Sheba is pettable.
You can no longer open and close doors while frozen solid.
Magazine-loaded ranged weapons now account for the weight and value of the ammo loaded in them.
Solar and radio-powered cells now receive their charge more reliably on the world map and should cause less lag.
Take-all no longer counts untakeable items when checking whether you're going over your weight limit.
Added a new tile for the basic toolkit.
Fixed some item duping exploits with evil twins and prism clones.
Temporal fugue clones no longer lose their items before they expire.
Fixed an issue with legendary breathers' and miners' names not showing up properly.
Fixed a bug that made Berate 10x as likely to take effect if you had an Ego modifier of exactly zero.
Fixed some bugs with explosions, other types of forced movement, and the generation of maps with ruined buildings.
Fixed a bug that made DV and MA penalties from confusion become permanent if the game was saved and loaded.
Fixed an issue with portable walls.
Fixed an issue with nano-neuro animators.
Fixed a typo in village monument descriptions.
[modding] In character generation, whether a genotype is considered a mutant is now controlled explicitly by the new attribute IsMutant="true" in the genotype entry rather than by whether its name contains the substring "True". Mods affecting genotypes may need to add this attribute.
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy Folks!
Got another Alpha for y’all, this time messing around with some Locomotion changes I’ve been wanting to get to for a while now. Collision handling in H3 for movement has always had… a few quirks lets just say. Getting stuck in walls, poor handling of steep inclines, loss of velocity on certain collisions, weird ceiling edge-cases. I’m hoping to address as many of these as possible while keeping the locomotion behavior as identical as possible in core play contexts.
The first experiment in this direction is this week’s Alpha, where I have swapped in new experimental collision handling. NOTE, there are some known problems with it. It does _not_ handle stairs well. But it is far enough along that I could use some feedback on it, specifically if it handles situations where folks could end up glitch-falling out of levels better than the current system.
Beyond that, for Armswinger users I am SUPER curious what you all think about the new Intertial Jump and Base Speed systems (detailed in the devlog video).
Remember, if you want to play this alpha, right click the game in steam, go to properties, betas, click the dropdown, and select ‘alpha 1’.
Thanks as always to everyone willing to dive into our Alphas and try stuff that’s super rough around the edges. I hope you all have a wonderful weekend!
Cheers, Anton
Full Changelog - Update 85 - Alpha 3
Notes:
While in Alpha, all scoring tables for Take & Hold will be disabled
Additions:
Added New Firearm: M1912 Handgun (9mm Steyr)
Added New Firearm: M1912/P16 Carbine (9mm Steyr)
Added New Attachment: W330 Scope for Model 8 and Model 81
Added New Magazine: Historically Innaccurate MG42 Belt Box For Miserable Wieners
Time for another closed alpha update to Starport Delta from the Cloudfire Studios team! This update adds a new loading screen, performance optimizations and various other updates and fixes.
What's new
add new loading screen
performance optimizations for buildings
adjust trade agreements to be unavailable for a period of time when declined/terminated
adjust detection on which buildings are protected by shields
switch to using hardware-based mouse cursors
add plumbing for playing videos from objective UI
reduce income from housing buildings that require maintenance
adjust behaviour of the AI on the final mission
fix super-upgrade power plant breaking some of the building count tracking
fix character names in mission briefings showing the wrong name
fix auto-sizing of text on objective achieved UI
fix mouse-based station rotation causing lag for mid-size stations
fix buildings staying inactive due to chain of inactive dependent buildings
fix leaderboard loading animation
fix evacuations not working if evacuated housing buildings are destroyed while residents are displaced
fix existing corridors in campaign levels not correctly connecting to neighbouring buildings
Ella: Hello, everyone. I am one of the main female characters in the game, this time I will be the one to deliver the greeting and explain some parts of the game.
First of all, let me introduce myself, I am the first main female character who will guide players to know about the World of Voidia, and follow players to seek their goal. The game is still on an early access stage, so the main content in the game is the prelude about how I and players meet. Therefore, it is mostly my solo show time^~^. However, this stage won't last long. I quite like the feeling to be the main character all the time, but it is important for many more characters to join the game to make it more interesting and vivid (I am alone can also make the game interesting and vivid!).
I heard that the next stage of the game will mainly focus on the first open land -- Casia. The story between us will be more clear with more cities, villages, towns are open. We may encounter a lot of problems and difficulties, but I will never give up, and I hope you will be the same.
So the greeting this time is about to end, hope you guys like my greeting. Hope you guys have a nice day, from someone who will always be your side ---------- Ella.
The first stable release of the Six Temples beta is finally here, and you can join the fight right now! As always, we welcome your feedback through our Discord community and in-game Feedback Report. We look forward to seeing you in the game!
So, what’s new in this release? Well, we’re glad you asked!
NOT ONE, NOT TWO, BUT THREE NEW HEROES
Clobber your foes and send them into the next dimension with the Executioner, extract the life force out of your enemies with the mystical Shaman, or just plain slice and dice your opponent in style with the nimble Count!
REALISTIC AND SATISFYING COMBAT
Massive improvements have been made to the directional combat and skills systems. Know just where to strike your opponent and quickly cast devastating spells with the quick tap of a button. Combat in Six Temples is realistic with real time directional striking and blocking, experience sword fighting as it was thousands of years ago with a fantasy twist!
BOTS AND OFFLINE
How can we forget to mention one of our favorite changes in this version: BOTS! In this release, Six Temples includes skilled and challenging bots for both online and offline play. Bots join in as players leave and exit as more people join to ensure each online match is always full and balanced. The addition of bots and offline also provides a way for players to hone their skills and practice, as well as a way for players without stable internet to enjoy the game.
REDONE MENU AND USER INTERFACE
Much needed changes to the menu and UI are now live. Go from your steam library to a game server in mere seconds with quick loading times and easy navigation.
Patch 0.7.6 is now live and introduces the brand new Idol system!
Idols are items featuring exciting stats and passives designed to further buildcrafting and the item hunt. Additionally, we are making a large number of improvements to the game, touching on areas including combat, character control, enemy scaling, crafting, and more.
The Patch Notes for this update are actually so long that they don't fit into this Steam post; so please check them out on our forum!
The very first Lord of Change Warlord Event is now live! Gain Power for 48 hours to earn valuable challenge points, earn enough points and you will unlock this Epic Warlord!
Got a great update for you this week! Both Bruno and Greybeard each have two new tiles added to their loot table!
For Bruno, he gains Crowbar (a great tool for stripping armor!) and Mining Helmet, which grant him gold whenever he parries.
For Greybeard, he gains Jumpstart (fills empty inventory slots with 1-cost spells) and Ancient Tome, another tool for duplicating his most powerful spells.
Besides the items and abilities, we're adding several new perks as well. Keep an eye out for Ghostly, Chill, and Toxic as you delve into the dungeon.