Today we are reverting the fixes back and adding the camera that is used in the Local Co-op to the normal game! How the camera works.
We added the option to turn off the new camera and use the old camera.
Changelog
New - Added new camera mode for normal play. - Added option to use the old camera at the Video Settings. - Changed some particle effects to show better. - Added effect when Ettar Vehicle's damage is increased by the blue sphere. - Shorted name Sikkerhet to Sikker. - Fixed angle of the particle of Sikker's loader. - Fixed Chinese letters been broken by the engine.
Reintroduced - Added new Cargo 3D models. - Added feedback when player step in the goo. - Changed vehicle's names from Ship to Spaceship. - Changed Drone upgrade to spend 3 energy when a projectile is destroyed from spend 15 energy when energy come back. - Fixed not been able to create a game on Steam Offline mode. - Fixed minimap color widget. - Fixed drone module always appearing without energy. - Fixed emergency lights module always appearing without energy. - Fixed camera too low at Local Co-Op.
It's my pleasure to anounce, I finally got around to integrate the Steamworks API into shitty cactus. This means: Leaderboards, Statistics and Achievements!
Unfortunately, Achievements will take a bit more work, but rest asured: They will come! Maybe even soon.
The Orville - Interactive Fan Experience - Scragnog
We're happy to announce the release of The Orville Interactive Fan Experience version 1.0.13!
With a ton of core foundational changes (most of which you probably won't notice, but we know they're there) that will give us a lot more flexibility when adding cool new features later, and a bunch of fun stuff to check out.
IMPORTANT NOTE: VR support has been removed from the project for the time being. We're a very small team, and supporting both desktop and VR versions has been incredibly troublesome, so for the time being we're removing VR support. We have every intention of bringing this back as and when we have the capability to support it properly.
NEW FEATURES * Added Quantum Drive! Access it from the navigation console next to the helm. * Added forward-facing weapons systems to The Orville, controllable via the helm. Fire away! * Changed the way shuttles launch from the bay, which should cut down on the need to re-paint. Note you cannot launch a shuttle while the ship is in Quantum Drive, and you must return to the bay before the ship can Jump. * Shuttles are not permitted to fire directly at the Orville. Why would you want to do that? * Asteroids in the Asteroid Belt space location now explode when hit, which is super pretty. Makes a huge mess though. * Added a new *spooky* space location. Not for the faint of heart, although we've equipped The Orville with some temporary protections. * Increased the ship's speed to make hugging the donkey a more loving experience. * New music cues from the super-talented Patrick! * Added Space Location images in for each location on the main menu.
ROOM UPDATES * Mooska's Restaurant is on Deck C-Upper, perfect for some relaxation and a glass of wine, or 5. * Enlisted Crew Quarters added to Deck C. Suitable for 28 enlisted crew members. Quarters all need customising so they have unique furnishing. Currently all the same. * Yaphit and his quarters are now available on Deck C-Upper. He'll be sleeping though, and waking him up would just be rude. * Added a new Power Down/Up button to the bridge for the lights so you can turn the lights off completely. * You can now toggle shuttlebay door on Session Settings.
GAME MECHANICS UPDATES * Lighting system completely rebuilt to use dynamic LED lighting rather than baked lighting. This has a performance impact, but gives us a ton of flexibility for future interactivity. * Improved multiplayer performance. * Changed the way the interior of the ship interacts with the exterior, eliminating mesh poke-throughs, because no one wants that ugliness. * All the prop lights in rooms can now be interacted with, and shot. It's the little thing. * Player view will only now fade in when the room they spawn in has loaded. There still might be quirks in multiplayer, until the client has been assigned their character. * Project version number now shows in bottom right during play. This is to help us match screenshots to version for bug tracking.
And much more! By more, it's mostly bug fixing, because there are always lots of bugs which keep us busy. We're always excited (well kinda) when we get new bug reports.
please join us on our Discord channel at www.discord.gg/messydesk and let us know what you find. We're very active on there and our Discord members get access to our early Beta builds, long before the final updates go live.
Things are not what they seem aboard Deep Space Nine when the entire space station suddenly takes on the appearance of Las Vegas during Earth’s 1960s, with different rooms and businesses appearing as building interiors from the era.
Event Name: Dirty Rotten Holograms Event Type: Galaxy Event Event Start: Thursday, 03/05 at noon ET (17:00 UTC) Event Finish: Monday, 03/09 at noon ET (16:00 UTC)
The event will be 1 hour shorter than usual due to the USA switching to Daylight Saving Time on Sunday, March 8. Squadrons: Y Crew Sharing: N Faction Winner Bonus: N Community Rewards: Y
Hello Regioners, and welcome for a new weekly News !! Short but we are close to the end :)
Fixes
We found a bug in Steam Online subsystem, which was causing unexpected kicks from the server and currently we are fixing this issue.
And we continue minor bug fixes.
New Location
This week we added new ranch near caves, see screenshots.
Also we are working on climbing system, to add more interaction with world.
This is it for this week!
Next week we will work on testing all the new stuff on the live stream! and we will continue to live till the public branch! so you can follow live what we are fixing and what is coming!
Windows Mixed reality - Now officially supported: tested, verified and adjusted using a Samsung Odyssey+
Valve Index Knuckles: - Skeletal Animated hands now supported! - Removed jitter on partial trigger press - Controller remapping: rotation fixes, jump fixes, out of body fixes, tongs / scoop fixes - Hand positions adjusted to better match real life hands
HTC Vive wands: - Controller remapping: rotation fixes, jump fixes, out of body fixes, tongs / scoop fixes - Hand positions adjusted to better match real life hands
Oculus - Hand positions adjusted to better match real life hands
All: - You can now grab objects out of a hand with tongs in your opposing hand - You can now grab objects out of the tongs with your opposing hand - Controllers are now potentially hot swappable while the game is running - Lerped hands to animate and remove jitter - Scrolling through items in the knapsack adjusted to be faster and easier - Coins will now slide out of scoop better - Bows are now sellable - Upgraded game to Unreal 4.24 - Unreal 4.24 volumetric light streaming level fixes
Fixes
- Player will no longer walk up slightly on anvil - Ore will only melt inside curcible inside forge now - Can no longer duplicate main weapon by saving it unsheathed - Pausing to exit battle will now work in Teleport style play (wont teleport you back in) - Melting *while* pouring will no longer produce extra liquid - Making steel fixes - Inconel can properly be melted back to liquid now - The scale will automatically update when items are placed on it now - Door crank will save and load per 10 levels complete correctly now - Ranged damage now shows correctly on the board - Screen fade fixes - Coal now stacks! - Objects will no longer collide with tongs when let go with tongs - Player can no longer get stuck at the start - Teleport bubble smoothing to remove jitter - Very rare stuck hand On load book fixed - lathe sawdust particles now collide correctly - Item cache save fixes - Hammer in tongs transform more accurate - Axe in tongs transform more accurate
Werewolf options and new scenes have been added to the Encounter "Absent" in Deep Place.
The scene when defeated by the "Serial killer" has changed.
Heresy inquisitor added to the 2nd floor boss.
Every encounter localstring has been fixed. Special thanks to sharpeningrod!
[FIXED]
Fixed an issue where the light of iris could be seen some when the eyes were closed.
A numerical sum error in Repulsive power has been fixed.
Repulsive power description changed.
Fixed issues with gallery count achievements.
[NOTICE]
I created deliberately twisted poses in defeat animation of serial killer, but too many reports were received. :)
Heresy Inquisitor's textures are not fully finished. I'll be working on the details later. And him may be too strong or too weak right now. I appreciate your opinion. :)
The second floor is now complete. From now on, I'll work on creating and balancing spells.
During the last few weeks Feud hit a “small” milestone of its own. The game has been well below 100 bugs for the entire time. Some get added and others removed each day. The next big hurdle is getting it consistently under 50. Even better, a vast majority (90%+) of them are not major, however they are issues we’d still like to fix before Feud goes out the door.
Also, some may have noticed the FB and Twitter posts coming back. You’ll be able to see some new shots on Instagram as well. Just search for TheFeud_WildWestTactics.
Next week’s update we’ll get back into talking about the game and some of the recent, final enhancements.
Meet up with the characters from four different animes as the heroes of ISEKAI QUARTET get thrown into Maple World! We are also preparing a new Maple Tour content where you can clear dungeons every day and obtain mesos! Then visit a group of Goblins holding Goblin Full Moon Night Market in Maple World. There will be many activities and shops for you to go enjoy! Experience this once-in-a-lifetime crossover with the MapleStory X ISEKAI QUARTET Update!