Sorry it's been so long since our last update. We've reached a point in the game's development where new features will need more time to be completed and tested before patching in. So expect major updates to be once a month or longer. Here are the patch notes:
NEW
Festival minigames in multiplayer added
'C' To Call horse from anywhere
Quests auto sorted in the journal based on which is due first.
Fish caught by the beach and deep ocean, can both be placed in the deep ocean tank.
Help I'm stuck will not teleport the player to town, but instead to a nearby point.
10 more hairstyles have two-toned hair options added to them.
Hybrid crops rebalanced. Most grow only in 1 season instead of 3 seasons.
FIXED
Fixed weird chicken bouncy collision
Fixed floating animals (hopefully)
Fixed bug with gaining hearts quickly with chickens and hens
Fixed incorrect icon when buying baby animals
Fixed bug where the player could get stuck in the dressing room at the clothing shop
Fixed bug where Evan still says Jounce Corp. is moving in despite stopping them
NPCs should be marked on the map for all quests
Fixed bug where music would sometimes no play after leaving certain bars.
Misc bug fixes with npc quests
Fixed misc typos and inconsistencies with the library
Rebalanced tool crafting. Check for new recipe requirements for axe, pickaxe, and brush.
Shed can now be crafted.
Fences for Wahoo Beach have been resized (So some objects placed next to the fence before update may clip and have to be moved)
Special pigs should drop truffles now.
Ability to change appearance in multiplayer
Rain Music and rain can be toggled on and off separately.
Important balance change: The hybrid crops have specific seasons that they will only grow in instead of Spring, Summer, and Fall. So be wary that if you have some growing in the wrong season they will wilt with this new patch. We apologize if it's caused any inconveniences.
There is a high chance of new bugs after a patch. Please report any bugs if you have the time and we will try to fix them ASAP. We try our best to thoroughly test everything, but we often overlook some things with how big this game is. Expect hotfixes for the next few days.
Upcoming Updates
The next major update goals are:
Opening Diamond Falls: - Players can choose Diamond Falls as their starting town - New NPCs added (They will only have part of their dialogue completed)
Dating NPCs:
- New heart levels conversations (Not all NPCs will be completed when we first add it) - Triggering dating is required proposing for marriage, which will be set up later on.
We still have a lot of writing for the characters that will slowly be added. So if an NPC is lacking cutscenes or certain dialogue, we're working on it.
Vice admiral Janeway sees the temporal anomaly crisis as an opportunity; this time she can go back and get Voyager home even faster--using Discovery’s spore drive!
Event Name: Faster Future Event Type: Faction Event Event Start: Thursday, 05/07 at Noon ET (16:00 UTC) Event Finish: Monday, 05/11 at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: Y Faction Winner Bonus: Y Community Rewards: N
Displaced Gabrielle Burnham (New) - this crew will be featured event crew in the event starting on 05/14. Fully Fused Fully Equipped Level 100 Skills: ENG 1316 (202-440), SCI 1033 (190-335) Traits: Jury-Rigger, Survivalist, Astrophysicist, Human
Bonus Crew • high bonus: event crew • small bonus: variants of Janeway, and G. La Forge.
It's time to give thanks to the goddess once again! We've prepared an entire festival to celebrate the goddess, and she's blessed us all with flower petals in the air!
Event Duration: 5/8 00:00 ~ 5/14 23:59 GMT-5
[5/8 00:00 ~ 5/14 23:59] Log in during the event to get a special limited gift (one per day), which may reward you with Gold, Speed Ups, or other items!
[5/8 00:00 ~ 5/14 23:59] Complete Hell Events to get a bonus [Chest of Devotion], which contains tons of Speed Ups and Speed Up Research items!
[5/8 00:00 ~ 5/10 23:59] The goddess will be holding a surprise event! Log into the game during the stated time to check it out!
[5/11 00:00 ~ 5/13 23:59] The gluttonous [Bon Viveur] is crashing the party! (Bon Viveurs will appear every 3 hours. Only 10 Bon Viveurs will appear in each Kingdom during each wave.) Defeat her and you could get tons of [Speed Up Research] and [Holy Stars]!
In order to give you some guidance and strategies on how to start the game, the official development team will carry out two live broadcasts every day from May 11-18, which are from (G.M.T+8)9:00 a.m. to 10:00 p.m. and from (G.M.T+8)8:00 p.m. to 9:00 p.m. respectively. Please note that if you have any questions, you are welcome to communicate on the live broadcast.
Lots more improvements to the laser and full integration with the context menu. Both laser and context menu now render through objects. Laser now has a cursor, with both smooth and immediate position visualization. Tools now properly utilize laser and interact more tightly. Various other additions, improvements and bugfixes as well, both to the laser and other things.
New Features:
- Context Menu now always renders over objects together with the laser, making it easier to interact with, allowing to destroy/duplicate held items with large colliders or meshes that obscure it - Added laser cursor visual and a direct "ghost" cursor, to provide better visual feedback - Added "Overlay" and "Overlay Tint" parameters to UI materials (Unlit, Text & Circle Segment), which allow tinting the visual if it's behind another object - Tools now use the new interactive laser to get their interaction target -- This ties the new system better and also improves performance by reducing memory allocations and physics queries (old system was pretty inefficient) -- Folowing tools were updated: Developer Tip, Material/Mesh Gun, Color Tip, Grabbable Setter Tip, Character Collider Setter Tip, Interactive Camera Object Exclude Tip, Mesh Visibility Toggle Tip, Object Slicer Tip, Rig Transfer Tip, Wiggler Tip -- Let me know if I've missed any tools that don't behave properly
- Added support for setting vertex color to all 4 vertices on QuadMesh - Added ability to configure deadzone for trigger using the Config.json next to Neos.exe (requested by @GONT_3) -- Deadzone can be defined like this:
{
"inputs" : {
"triggerDeadZone" : 0.05
}
}
Tweaks:
- Tools can now have mechanism to define their own interaction targets (by default any objects), preventing the laser from not targetting objects that they might interact with and sticking to the wrong ones - When scaling object the second laser now sticks to the point on the object that it was grabbed at - Tweaked parallel looper for physics engine to help prevent physics exceptions from potentially crashing whole Neos - Added session name (256) and description (16384) length limits to improve security (based on feedback by @LeDrascol) as well as extra session info validation on the cloud - Hyperlink component now also listens to IButton events, letting you place it directly on the same slot as a button component (e.g. in UIX) to open hyperlinks (implemented by @Coffee) - Added more reference nulling when disposing of synchronization elements to help prevent potential memory leaks - Upgraded to Unity 2019.3.12f1 (from 2019.3.11f1) - Removed deprecated ImporterTip - Removed deprecated ObjectRenderTip
Bugfixes:
- Fixed new interaction laser activating and snapping to objects marked as physical grab only (reported by @Hayden (PolyLogiX - ZyroDesign)) - Transitioning from laser grab to physical will now supress released events, fixing cases where the object would try to snap to snappers, grabbable receiver surfaces and so on and get displaced (discovered by @RueShejn, reported by @Shifty) - Reimplemented support for raycast portals with the new laser system, fixing the world browser in the hub not being interactable (reported by @pek) - Fixed not being able to drop assets/references to inspector and other UI's when they're held with the laser (reported by @Shifty) - Reimplemented item shelf placement behavior to behave as the old one (based on feedback by @Anomalous, @ProbablePrime and @Shifty)
Tonight's build includes some updates to the building placement system, mostly related to controller support and the UI in general. Also some bug fixes.
Updated the build mode UI to use the new UI look for keys.
Improved controller support for the road placement tool.
Added a particle and a light to the road building tool to make it easier to see.
Improved the initial placement of the road building tool when using a controller.
Added controller instructions for build mode and the road placement tool.
Updated the text for build mode to work better with the localization system.
Updated the NPC Orc conversation UI to use the same UI as the NPC Dwarves.
Fixed a bug that caused the game to sometimes freeze after defeating Gorefinger.
Fixed a bug that allowed you to drink a potion while attacking.
Also a sneak peek of the work in progress for the in-game Apiary!
Hi friends. More than a year has passed since the game was released in early access, and during this time a large amount of work was done. About 100,000 people visited our page in Steam and about 70 supported the project. More than 70 people were not indifferent to the project, supported us with money and trust us. And it is really inspiring! Of course, compared with large firms, the results are more than modest, but for us with an extremely limited budget and effort, this is still the result. A little upsetting is the fact that despite the fact that the game is marked as early access and has not yet been completed, negative comments continue to come in. It has not been completed yet with calls to not acquire the game and I can say that these people have made some progress. However, there are also people who support the project and are waiting for its final version. Due to the situation in the world, we also encountered certain difficulties, but I can assure you that development is ongoing. Unfortunately, funding is not enough to devote more time to the project than we would like, and development continues almost with bare enthusiasm. There is nothing scary about it, it just takes longer than originally planned. At the moment, one person is developing, who writes these lines. I want to assure you that the project is not forgotten, not abandoned, I continue to develop it as much as possible in the current conditions. Recently, the transition to a new version of the Unity 2019 engine was announced, but it turned out that this version is still not very stable. This adds complexity to the development and slows it down, so it was decided not to update the version of the engine. In addition, we were faced with the problem of the lack of suitable models in the Unity Asset Store, so we will either have to order them from artists or buy them on trading floors. All this leads to the fact that using the Unity engine in the current situation does not make sense, since its main strengths are precisely in a lot of content. Also, the UNIGINE engine, which supports large spaces and, which is very important, has a very decent graphic part, has recently been released for open access. Now it’s clear that we will have to create at least half of the world on our own, then we decided that if UNIGINE is really as good as it was when we first met, then there’s no point in continuing to develop on Unity and we’ll just switch to a new engine. Now this opportunity is being considered and if everything goes well, we can create a truly large and beautiful world.
In the meantime, here are the first results from the test scene. My opinion is that it’s not so bad.
Tiny update for the build, nothing critical, but we want to make sure everyone's cherished builds are working as intended :)
Version 1.2.0a
One for All: Recent update caused issues with One For All, where the 2nd attack when dual wielding would always miss and where the range for One for All to trigger was often incorrect. Fixed.
Menus: Very minor tooltips tweaks in the Equip Abilities and Equip Weapons menu, where the wrong tooltip would be shown under rare conditions.
That's it! If you notice anything weird, let us know and we'll do our best to address it as fast as possible. This last update was truly massive in terms of amount of new code that went in, so it's possible we missed something somewhere >.<