[Bug Fixes] - Corrected an issue that could lead to players spawning into rocks in Gauntlet Mode - Corrected an issue where players would see a permanent black screen in between encounters - Added additional tooltips to Captain Talents areas - Added missing tooltip to Gauntlet difficulty selection screen - Note: There is still an occasional chance to be stuck on "Prepare for Battle." We are still investigating this issue, but it can be worked around simply by returning to main menu and trying again
Fixed issue where pressing Y to respawn no longer worked properly
Fixed event binding for steam friend loader
Fixed stored procs userrealmcharacter_getfriendinvites and userrealmcharacter_getfriendsinvited to skip invites from deleted characters; Updated user_deleterealmcharacter to release records for friends, invites, and blocked chars at delete time
Fixed a bug with GetRandomWorldLocationOnGround where the function could endlessly loop or loop for an excessive amount of time
Fixed a bug where if the player possessed a pawn that died prior to them fully initializing ownership the player would never have their Death UI shown
Fixed a bug where if the player died during severe lag and received their death replication 3+ seconds late the Death UI would never be shown
Fixed a bug where a floating character would be left behind if the player died while switching between perspectives
Compass Performance Fix
Fixed a crash that occurred when attempting to open the inventory after logging in dead
Fixed bug where player corpses could fall through the world
Updates and Improvements
Refactored item paths to be cached locally in binary file on server; refactored related sql and C++
Re-enabled JSMN integration for C++ service classes
Created a new function called GetSafeSpawnPositionAtLocation in the FRV Function Library. This function attempts to find a safe position to spawn the player using a non-random method of checking points around the input location
Created new proc playertrait_updatesingle; rewrote APersistenceManager::DoMySqlPlayerTraitUpdates to use this.
GetThorconPlayerSpawnLocation will now always return a valid location and no longer cares about players overlapping other players
Renamed GetRandomPlayerSpawnLocation to PawnBot_GetRandomPlayerSpawnLocation to clarify that it is currently only used by bots
FindNonCollidingPlayerSpawnLocation now makes use of the new GetSafeSpawnPositionAtLocation function in the FRV Function Library. Additionally this function now prints debug information when a location fails to be found
Moved IsLocationInOcean into the FRV Function Library
RestartPlayer will now always spawn the player at the hard-coded Thorcon location
New loading widget
Refactored area data to static list and helper class (AreaNameService)
Refactored player state updates to instant-update queue system
Refactored player attribute updates to instant-update queue system
Refactored player trait updates to instant-update queue system
Created a new function called KickPlayerWithMessage in the FRV Function Library. This function as the name implies will kick the player and display an error window with the desired message
If a player is kicked in the editor the kick system will now log a message stating why the server attempted to remove them rather than ending the session
Added in various login failure handling to the player login pipeline. This will kick the client if they fail to connect rather than leaving them in a hung state until they manually reconnected
MakeDatabaseRequest now returns if it was successful. If a MakeDatabaseRequest fails during login the client is now kicked with a message informing them where persistence failed
Added failure handling for if the player's pawn fails to be spawned for any reason in FinishReadingCharacterCloudData and RespawnCharacterCompleted
If the Death UI is visible it is now forcibly set to a higher Z-Order in the viewport and user focus is checked every frame.
Created client-side events in the PersistentRPGCharacterBase class for when the pawn is possessed/unpossessed by the local controller
Improved how the Death UI visibility is enforced by checking that the UI is not removed until a new pawn is received
Refactored player stat data (energy and rai) to instant-update queue system
Refactored world item add/update/remove to instant-update queue system
Refactored inventory persistence to instant-update queue system
UI performance failsafes to prevent run-away issues similar to our compass problem from happening in the future
We know there are a lot of new people who are excited to jump in the game, but before we welcome you to Lahaina for the first time with a beta key, we want to fix some things first. We are going to take a few weeks to focus on refactoring, persistence, and stability in order to provide the best experience possible for all of our new players before we start handing out keys again. Mahalo to our great testers for not only finding things that need to be fixed but pointing out where our systems needed some upgrading. Here's a list of the bugs you found that we addressed this week.
Maikowl - UI Text Spelled wrong
Be able to select multiple screenshots to submit to bug reporter
Compass impacting performance
Eldisty - Can’t Loot Mutant
If you want to learn more about Fractured Veil head over to our Discord server.
Getting to a demo was actually a big feat for us. We had a lot of things we needed to cut (very slight) corners on. Therefore we're taking our first week or so afterwards to focus on a big cleanup operation.
That means starting up the Refactor Tractor again. The project needed a bit of a spring clean and a few quality of life features added in there. And now I'm going to talk about a couple of them here...
Pushy Doors
The "doors" in the demo are dangers electric obstacles rather than actual physical doors. But we do have some proper doors in the works. The problem is they...didn't quite work. If a player was stood on one it would give them a little surprise.
Whoops. So we needed to add a check to the door to make sure the player doesn't have a moment like that.
Here's the fix in action
Might non closing doors become a puzzle mechanic? Hint hint?!
Button Systems
While things were not a complete mess in the demo, Rich wanted to improve the editor UI flow for adding multiple buttons and doors to the same "circuit".
So a few gadgets later and we now have this system for adding in inputs and controling outputs. Check this out:
These new gadgets work a treat, you can very easily setup a switch and a door. Then connect the button as an input and the door as an output. And boom, switch controls door.
Pretty slick.
Obviously this works with more than one connection either way. Check out this multi connector example !
Personally I'm still just loving the way they blink :D
More Feedback welcome!
We're definitely keen on hearing any more feedback you have about the Demo - so let us know by writing something on the forums here or by tweet or facebook message. We want to hear from you!
Thanks for stopping by and we hope to share more soon.
Inexistence is updated to version 2.0, with a big major update!
Bugs Fix : - Fixed texts that were displayed in bulk and prevented the use of the menus - Correction of texts that were out of the IU - Fixed bug that prevented the use of some keyboard inputs - Improved "Hard Mode" by making enemies more powerful - Improved stats of some enemies - Minor bug fixes in UI.
If you find other bugs, don't hesitate to contact me, I propose updates very quickly, in a very reactive way!
Kyne’s Aegis needs help, and the ESO Community team and an all-star group of Stream Team members have answered the call!
Join us live on Twitch this Friday, May 29 at 4PM EDT/9PM BST as the community team recruits a host of amazing Stream Team members to run through Greymoor’s new Trial, Kyne’s Aegis.
To help take the fight to the giants, vampires, and worse assaulting the Nord holdfast, we have assembled a mighty team of streamers, including:
Ninja614 (Tank)
Bertferkins (Tank)
JebroUnity (Heals)
KyleDempsterStudios (Heals)
Gina (DPS)
Jess (DPS)
Matygon (DPS)
0periodproductions (DPS)
LuckyGhostTV (DPS)
AlcastHQ (DPS)
StarDancer (DPS)
DacuTV (DPS)
Note that we’ve also included their roles above, so you know exactly who to blame when it all goes wrong. Both Jess and Gina from the community team are going in blind, so anything is possible!
We’ll have Twitch Drops enabled throughout (link your accounts), so be sure to tune in this Friday, May 29 at 4:00PM EDT/9:00PM BST on Twitch. Good luck team!
Hello everyone! It is my immense pleasure to announce that LoveSick Darlings will be one of the many wonderful upcoming games
The demo you all know and love will be available, and I hope even more people get to come and check out the extensive demo themselves for the first time!
So, as you may have heard, for this event developers will be doing all kinds of events like livestreams and Q&As... so, I come to you all with a question!
What would you like to see me, the dev of LoveSick Darlings, do during the festival? I was thinking a Q&A, but a livestream of the demo (and maybe exclusive new content!) is something I may do with enough interest! Let me know by voting in this straw poll! And be honest - it's okay to say you aren't interested! I just wanna get a rough idea of what people would like!
Otherwise, see you all on June 9th for when the festival takes off! I hope you all drop by and say hi or check out the game if you haven't already ː2018salienpsychicː
Yesterday was World Otter Day and we decided to celebrate in style by letting The Otterman Empire be heard by the whole games industry by taking part in the Twitter wide Pitch Ya Game where hundreds of indie developers and studios around the world showed off their amazing games and there were so many amazing games out there and amongst all those hundreds The Otterman Empire was selected to be in the top ten by the Pitch Ya Game organisers and gamerspack.
As a big thank you to all those who supported in getting TOE noticed by so many and as a thank you our amazing cast of characters wanted to say hello.
Further performance and stability improvements for iOS and Android--to the point where we've officially added back the iPhone SE, 6S, 6S Plus, and iPad Air 2 to the Supported Devices list.
Fixed the XP table in the Rulebook not matching the game.
Fixed an issue where projectile impact sounds sometimes wouldn't play.
Fixed an issue with Auras from abilities and items where sometimes when their source unit was Broken, they would still affect the source unit even if they properly did not affect other nearby units.
And, of course, we hope you enjoy this week's new Early Bird!
SHOP TIER ODDS
This update introduces a change to the shop unit tier odds in Standard/Duos to encourage three-starring 1, 2, and 3-cost units.
HERO CHANGES
Broodmother:
3 Star Effect: All friendly Spiderlings (both hers and Insect Alliance Spiderlings) are invulnerable while Broodmother is alive.
Dazzle:
3 Star Effect: Dazzle gains Shallow Grave. All friendly units within 1 cell of Dazzle survive an extra 5 seconds after receiving a killing blow.
Luna:
Attack Damage Minimum changed from [50, 120, 200] to [50, 100, 200]
Attack Damage Maximum changed from [60, 144, 240] to [60, 120, 240]
3 Star Effect: Luna gains Eclipse. In Luna's time of need, Selemene blocks the light in a radius of 2 cells around Luna and showers enemies with 15 beams of lunar energy, one every 0.3 seconds, doing 200 Magical Damage per beam and stunning for 0.5 seconds, with a maximum of 5 beams per enemy unit.
Razor:
Fixed an issue with Razor's 3 Star Effect where enemies could lose Attack Damage more than 10 times (Razor's stealing limit).
Shadow Demon:
3 Star Effect: Shadow Demon gains Soul Catcher, which activates during Demonic Purge. At the start of Demonic Purge, the affected unit loses 30% of its current health. At the end of the Purge, if the unit surives, it regains half that amount.
Snapfire:
Mortimer Kisses:
Fixed an error in the description where the duration of the fire was reported as [1, 2, 3] seconds. This was actually the attack slow duration; the fire duration is 5 seconds.
Fixed the attack slow modifier; it was speeding up enemy attacks instead. Enemies affected by the magma now properly lose 20 Attack Speed for [1.0, 2.0, 3.0] seconds.
Treant Protector:
3 Star Effect: Treant Protector gains Living Armor. During Leech Seed, friendly units healed by the Seed gain +5 Armor.
Leech Seed:
Fixed an error in the description: the damage interval is once every second, not once every 1.5 seconds.