Insults have been added and the characters will now throw funny and often unique insults at each other to make the games more interesting. - We love our drama even in games right? (From the welcome screen, Pressing F7 will turn on insults and F8 will turn them off. The game will save your choice and load it from the same setting you last exited the game)
Damon Blood has been added as a playable character that the computer might choose in the AI vs AU PWN'ong mode. Unfortunately, he is not playable yet, but he will be in the game soon and playable in both modes of the game. Look the upcoming DLC for Damon Blood soon! ..Speaking of the AI vs AI autoplay mode, that will be a purchasable DLC itself called the "AutoPlay All Day!" add on and it will be available for under a dollar this week!
Bugs fixes include:
- Complete rework of how the balls bounce off of the bricks and I believe you should see them behave much more naturally now with less "phasing" through the bricks than ever before.
- Fixed how long the CPU was stunned with the strobe light on Vast Shadows
- Fixed an issue where Vasts ball that he splits would turn blue a split second after spawning three new Vast balls. It now should work as intended
- Fixed an issue where the middle ball captured would correctly score points for the side who captured it but would sometimes display the wrong color
- Fixed an issue where the captured ball would not score points or be attainable by either player after losing its ball guard when certain situational conditions occurred. This has been corrected in this patch
- Fixed an issue where Dante's aggrandized paddle would get stuck to the walls and make the character unmovable until the Aggrandize ability dissipated
- Lowered the speed of the blown balls in the PWN'ong mode to still very fast speeds, but not rocket speeds any longer
- Corrected an issue where two blown balls near certain characters would cause the character to be frozen in ice (PWN'ong mode fix)
- Fixed an issue that caused the black balls to appear bigger than the white balls when Debbie faced Dante and certain conditions were met. This should no longer occur
That's it for update 0.96. Stay tuned for more changes and DLC to come! ..Stay safe out there!
In today’s minor update we're deploying a series of improvements and fixes for issues related to the release of v0.19. We would like to thank everyone for your feedback and reports.
Vehicles
Cherrier Vivace/Tograc
Added lettering
Added N2O
Added flares and deformGroups to front bumper flashers
Various deformation and jbeam structure adjustments and improvements
Fixed various instabilities
Fixed rear electric motor not attaching to rally rear suspension
Fixed front left signal flare not breaking with light
Tweaked race exhaust end node position
Tweaked interior flexbody and gauge breakage
Added "post crash brake" controller to FCV platform
Fixed eVivace/eTograc not having ESC/TC disabled in "OFF" mode
Replaced Vivace i3 E 130 ECU with a tuned E110 version, fixed turbo RPM
Removed fog light indicators from FCV gauge
Vivace/Tograc: Offroad mode now fully disables TC
Gavril D-Series
Fixed weak front suspension
Fixed missing chrome steps mesh for stepside bed
Fixed 'D15 V8 4WD Longbed' thumbnails
Fixed crew cab rear right door panel broken texture
Fixed wheels not breaking powertrain when detaching
Fixed misnamed fender signal
Fixed fender antenna break group
Fixed extended cab roof skin UVs
Fixed naming of roofrack lights
Fixed Marauder configuration having incorrect transmission
Fixed misnamed black rear bumper
Fixed instability in cut hood when combined with a supercharged engine
Fixed "The Disappointment" configuration using fender flares
Fixed diesel V8 and I6 exhausts being loosely attached to sport mufflers
Fixed instability when installing all bed parts
Fixed scale of long range antenna mesh
Gavril Roamer
Fixed weak front suspension
Fixed wheels not breaking powertrain when detaching
Fixed extended body missing rear door dampers
Fixed rear barn doors having weak hinges/latch
Fixed skin UV of extended body roof
Fixed typos in descriptions and part names
Fixed Sheriff and Custom Two Tone skins to work with the extended body properly
Fixed diesel V8 and I6 exhausts being loosely attached to sport mufflers
Gavril H-Series
Fixed weak front suspension
Fixed Cabster missing inner fender slot
Fixed H25 LWB description typo
Fixed missing front shock mount meshes
Fixed game crash caused by duplicate driveshaft slot
Fixed diesel V8 and I6 exhausts being loosely attached to sport mufflers
Hirochi SBR4
Fixed instability that would break rear pushrod rockers when rally coilovers drooped
Fixed body style being listed as "Hatchback", now "Shooting Brake"
ETK 800
Fixed police lightbar and flashers functioning after being broken off
ETK K-Series
Fixed police lightbar and flashers functioning after being broken off
Ibishu Miramar
Fixed steering spawning slightly off center
Autobello Piccolina
Fixed body style being listed as "Hatchback", now "Sedan"
Large Crusher
Tweaked transparency to be more visible
Common
Fixed DutyPro hubcaps being able to pop away from the wheel without detaching
Levels
Small Island
Improved backdrop textures and material
Fixed LOD popping on the research station
Fixed underwater mesh not having collision and changed it's groundmodel type to sand
Fixed red underwater color
Fixed license plates having an old year
Improved depth map near the far spawn point
Fixed incorrect map size in description
Added Mountain Climb Time Trials
Fixed Rally Stage 2 spawning vehicle underwater
Fixed graffiti decals on the rocks in the harbor area
Fixed reverb audio where the building used to be
Fixed props blocking AI path
East Coast USA: Deleted underground house
Industrial Site: Fixed missing material on race curbs
Scenarios
Small Island
Added Mountain Climb Time Trials
Fixed Rally Stage 2 spawning vehicle underwater
Gravity Fuel Scenario
Fixed scenario not failing correctly when stopping the vehicle
Soccer Scenario
Fixed missing outside collision not being created correctly
UI
Updated a loading screen tip
Improved Vehicles Selector top-row buttons appearance, added translation support
Fixed 'Online Features are disabled. You can change this here' repository message bringing to the wrong menu
Improved 'Online Features' menu design. Changed the color of scroll bars to be more visible.
Improved 'Error in Vehicle/Object' message, now includes buttons to open Safe Mode and Clean Install instructions
Updated "GLTF Exporter" app name and thumbnail
Improved style of the 'App Name' label during UI Edit mode
Locales: updated Small Island description to say off the coast of California instead of East Coast
Updated 'Showroom Tools' with instructions
Fixed "Revert" button in PostFX menu
Game Engine
Fixed crash using decalRoad without terrain
Fixed coupler toggling not working when a vehicle has welded couplers
Fixed unbreakable collision triangles of wheels
Physics
Due to popular demand, we've decided to revert the removal of Vehicle Save/Load feature. However, we do not have plans to maintain it long-term and it will be removed again if it will become a blocker for physics engine development.
Traffic
Fixed speed limit issue in Traffic mode
Audio
Fixed Hopper Suspension audio settings
Track Builder
Fixed Drag-and-Drop Textures not working
In-game Repository
Exiting the game while a download is active will now cancel it, instead of delaying the exit until it completes
Settings
Fixed toggling between Fullscreen and window modes using Alt + Enter
Fixed Big Picture mode not working when game is set to Fullscreen
Render
Fixed terrain holes showing black in reflections
Fixed crash on reflections when materials are missing
Increased minimum selectable FOV angle for Driver, Onboard and Relative cameras, to be consistent with the existing FOV render limit.
Hardening loading of graphics settings. Perform sanitizing of desired graphics settings before applying to prevent using stale settings.
World Editor
Fixed crash in Cam Path Tool when replay file doesn't exist
Fixed forest editor brush on static objects
Fixed scenetree node renaming textbox
Fixed errors for drag and drop from asset browser
LUA
Optimized DrivingDynamics math in a few places
Optimized memory allocations in physics/gfx step, preventing unnecessary GC work
Disabled HTML texture updates when no player is present to reduce CEF load
Removed WIP test file affecting steering in certain circumstances
Prevent DCT from getting stuck in gears > 1
Allowed for some clutch slipping when using brake and throttle together for offroad use
Improved DrivingDynamics speed tracking under rough usage
Misc
Fixed unwanted dependency with Visual Studio 2017 Redist
To celebrate our partnered publisher Gamera Games 2nd anniversary. Paranormal HK is now on sale with 20%off ! Thanks for your support and wish you have a great time!=)
At a strange time like this, we hope all of you are well. Much the same as everyone across the world, all the members of Lantern Studio are more or less forced to work from home under each country’s individual quarantine regulations. It is a hard time for all of us, so many things have been unexpectedly affected but we're still trying our best to keep up our spirits - to work, relax and take care of our family members as best we can. There hasn't been a time in memory in which ALL of us are in such a crisis together, and the only way to get through it is to both help each other and look after ourselves. It is an extremely difficult time for any small studio like us, so we sincerely thank everyone who has purchased our game (and other indie games) or supported us (and other indie teams) in any way!
Despite all the doom and gloom, there are still some bright spots in our life. Let’s share some of the news about the LUNA tasks we’ve been working on over these recent days in quarantine!
Switch version
It occurs to us sometimes that when we first started working on LUNA, back in 2015, the Nintendo Switch didn't even exist. Since then, it has become one of the most popular gaming platforms across the globe - how fast the world changes! We are now working very hard on porting LUNA to the Switch, designing some new mechanisms that allow for a mouse-based point and click game to run smoothly and intuitively on both a touch and controller-based gaming device. Not all of us have the dev kit for the Switch yet, so testing out the game on our PS and Xbox controllers has sometimes been a bit challenging too. There are occasional visual clues and tutorial animations that will require a redesign, but we’re ultimately excited to see our little game getting shaped up for Switch in the near future!
Merchandise
After factories across the world went silent, we had some doubts about the timescale within which we could bring LUNA merch to the table. Now that some factories are back open, we have been able to receive the very first of our LUNA merchandise prototypes! Based on everyone’s feedback (thank-you!), the pin set, postcards and the poster are the first batches of items we will put into production. More will come in the future! This week, we’re really excited to be finally able to show off these lovely items for the first time! ✧*。٩(ˊωˋ*)و✧*。
Due to the global quarantine situation, the postage and delivery services are however still unfortunately also highly affected and we don’t know exactly when we will be receiving these items, but we’re still excited to share some of the pictures with you all. Once the restrictions are let off a bit, we will be able to sell these products to everyone worldwide. We promise we will update everyone about this!
Everyone’s feedback is important to us
We read everyone’s feedback and we can’t express how much we appreciate it, regardless of whether the comments are long or short, positive or negative. The game has connected us with people all over the world in an unexpected way. We have watched people discussing the lore in all kinds of languages we don’t even speak, parents playing LUNA with their kids and couples trying to solve puzzles together. Through it all, people have both shed tears and laughed out loud at the points where we expected the story might impact them. We have received detailed articles, review videos, podcast interview invitations and amazing fan art! Thank you for sharing these with us. We might not be able to reply to every post or comment but we can tell you we read them all and cherish them deeply.
We’re also really touched by the criticism. Sometimes it can seem a bit harsh in the beginning but it really reminds us that there are so many things to learn in game design. While doing our normal debugging, we’re still trying to optimize some of the key shortages in LUNA that some players have pointed out, like character movement speed, some repetitive puzzles that were not challenging enough and those over-complicated game design elements which might have left some players feeling frustrated or that the challenge was unfair.
If you have played our game but haven’t left us any comments, we would really appreciate it if you were to do so, it not only helps us polish the game but also helps other players discover LUNA on Steam and other various platforms. You can write a review on Steam, or send us your feedback on Twitter or Discord.
Last but not least, we want everyone to stay safe, keep up the spirit and carry on!
With your help, we have identified and fixed a couple of bugs and we also took your feedback and added a Hide UI key --> H and some other stuff. We would like to thank those of you who have taken the time and made the effort of reporting these bugs and give us the feedback that leads to making this game a better one.
Full Changelog:
- Added losing sequences to the gallery - Added strip sequences to the gallery - Added "Hide UI" key --> Press H to hide/unhide - Added "Mute Win Sound" option - Added a new sound for Royal Flush - Did some small AI adjustments, Casual should fold a bit less often - Fix: Showdown hands were being compared faultily - Fix: Aiko + Destiny lose sequence didn't show up - Fix: Sequence image was clickable in lose sequences and when opening
Finally we have a date for the fourth major update. Yaoguai Uprising, also the last major update, will arrive May 29th. In this version you can play Yaoguai to cultivate as so many features will added, a brand new world is waiting for you.
Regarding the English version, we don't have an exact release date yet but we can tell the closed test is running well. What we want is to bring a decent version to all of you.
Follow us on Twitter/Facebook or join our Discord to get latest info.