- Added some files for Chapter 4 - Several bugs fixes. Important: The game structure has been altered so that the menus, messages and battle windows don't suddenly go blank. For that major change, unfortunately, some saved journeys might have been lost. We apologize for that and recommend keeping a backup before updating it, but it was a necessary step for a more stable version of the game. If you encounter any problems when playing Aurora - Hidden Colors, you can contact us via Steam Discussions or e-mail: auroramidiagames@gmail.com
Aurora - Hidden Colors is currently on sale! Buy it for a friend:
Hi everyone! Today, we're publishing another update with lots of fixes and additions, while also still being off 50% for the duration of the Steam Summer Sale. Enjoy!
Changelog:
Added a water tile
Added new ‘Take vehicles’ flag to location change scripts so vehicles don’t get left behind in campaigns
Added the ability to include custom audio files in campaigns
Added voice acting support. Refer to the editor manual for details!
Added scripts for playing custom music and sound effects
Added ‘Clear’ button to script debug log
Added recruit unlock objective feature, allowing you to add/remove recruits via objectives in campaigns
Added ‘UnitSeenBy’ script trigger
Added some new script conditions: ‘IsVehicle’, ‘IsTimerFinished’, ‘CheckZoneEnabled’, ‘CheckEntityEnabled’, ‘CheckUnitIsInSquad’, ‘CheckTeamRelation’, ‘CheckUnitSeenBy’
Added ‘Wander’ AI behavior
Added DamageZone zone-type
Added a default tagname for the player character in campaigns: PLAYERCHARACTER’
Added a custom switch entity
Added silent weapons feature
Added neutral team sneak detection flag
Modified the main campaign maps: you can now take the car to any mission and back to base without losing it.
Rebalanced Titan race: 2k base cost, lower max offense stats, resistances more like Valkyrie. You will have to modify your old Titan characters!
Made function key actions rebindable(selection, quicksave/load)
AI improvements
Modified dialogue ID in exported campaign text files, you will need to re-export it!
Modified light emitter “night light” setting into "DayTime restriction"
Improved the script engine logic, response execution has been slightly delayed, to avoid problems where the result of one script makes another script also trigger when it should not have for the original state
Improved the item editor, shots are no longer capped at 10
Improved map editor UI
Improved AI door link reliability
Fixed some bugs in the recruit system. Dead recruits no longer revive after world map travel. You can no longer take the same recruit multiple times. Dead recruits get permanently removed from the list.
Fixed an error when debugging scripts
Fixed faces not working for races with no gender
Fixed health bars not being clamped
Fixed some bugs when custom items are deleted
Fixed ‘Show in inventory’ custom item flag not working
Fixed some bugs when unit definitions included in wave-systems are deleted
Fixed custom items only working on the map they were created on in campaigns. You will have to re-save the maps with custom items to apply the fix!
Fixed a random crash
Fixed a bug in turret behavior
Fixed spawn point radius over-extending
Fixed custom timers not being shown ingame
Fixed plungers not working as bow ammo
Fixed DisableEntity response not triggering zone exit events
Fixed ragdolls not properly handling zone enter/exit events
Just wanted to give a brief update of Coldwild Games:
* the summer content update is still in the making * expect an announcement on July 15th * I decided that I want to do at least one more update afterwards, talking about this. Thanks for everyones forum feedback! * Mailing list! I am going to be sending out the cool games / books / movies that I have experienced every month, feel free to join here: http://eepurl.com/cYW9x1
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Adjusted localizer status LOC, which will now only be active when the plane points towards the runway, not when overshooting the ILS. This avoids double penalties during overshoots at parallel runways.
Improved help pages and hints for new players.
Several minor corrections.
Enabled custom airports.
V4.2.3 Hotfix (6 July):
Corrected label position properties.
Corrected and expanded some explanations in the example file.
Corrected transitions property, so it works for both ends of the runway. Note: transitions are optional navigation routes to the ILS (which are not available in the built-in airports, to keep the game easy to play, with the focus on vectors).
V4.2.4 Hotfix (13 July):
Added optional separation item to define the required distance between planes.
Any undefined custom planetypes are now displayed in a message on screen when loading/resetting the airport.
Improved explanations in example file.
Increased the allowed range of several airspace values. Values given outside the range will be automatically capped to the maximum values. The limits are there because of game mechanics and playability. When designing an airport file you may need to make some simplifications to make things 'fit' in format of the game.
V4.2.5 Hotfix (14 July): Fixed a crash that happened when using an incorrect custom runway configuration format. Ideally, any wrongly input properties (like typos, incorrrect arguments) should automatically fallback to a default value.
V4.2.6 Hotfix (22 July): Bug fix for multiple transitions per runway, more departures from runways that intersect other runways, faster startup when using many custom files, wider range of allowed altitudes for various airspace properties.
V4.2.7 (4 Aug): Further adjustments to allow more departures near intersecting runways, mainly for some runway configurations at EDDF and RJTT, fixed transition option for custom secondary airports, updated some SID points for EGLL.
V4.2.8 Update (30 September 2020):
Various small adjustments:
Reduced the distance that triggers the warning message when a plane is near the airspace boundary.
When dragging a heading from a plane that is flying a holding pattern, the plane will now leave the holding via the fix (unless the HOLD button is pressed first to deactivate hold mode immediately). This is somewhat similar to the already available 'after VOR fly heading' functionality of planes on a 'direct'.
Various changes to the recently added custom airports feature, to make it a bit easier to create airspaces and to allow for adding more detail:
In addition to the optional 'transition' routes to the ILS, 'departure' routes can now be added to each runway direction, to create more detailed SIDs. When there are SID routes defined for a runway, they override the default SID points for that runway, and planes will follow one of the routes instead. For clarity, 'transition' is now renamed to 'approach' (but old files will be compatible).
All routes can be displayed on screen at once for easier editing or verification of created routes. This can be enabled by longpressing the custom airport button in the airport menu. Ctrl + click sets (temporary) visual markers on the screen that may be useful for positioning waypoints.
The airspace boundary can now be defined as a polygon instead of a circle.
Restricted areas will now work properly for concave polygons. Before, polygons had to be convex in order to function properly, requiring manually splitting of complex polygons into smaller ones. Now the game does this automatically.
Improved pronunciation of long VOR names.
V4.2.9 Update (22 October 2020) fixes some issues with some new features added in the previous update:
Fixed bug that caused errors when adding multiple departure routes to a runway.
Fixed bug that made airplanes leave and re-enter multiple times when flying near the boundary.
Approach beacons are now highlighted for better visibility to the user.
V4.2.10 Update (1 November 2020) has some more fixes and improvements for custom airports:
Show available route(s) already if an APP beacon is selected.
Fix for decimal values when specifying custom LOC or GS angles.
Removed the limit for the number of approaches/departures/areas in a file.
Optional specific inbound beacons for secondary airports (now similar to the main airport).
Reduced the number of departures right at the start of a new game when many runways are in use.
V4.2.11 Update (17 November 2020) has bug fixes for custom airports:
Fix for unneeded go-arounds when two localizers are crossing each other close to the touchdown zone.
When defining a very high airspace 'ceiling', then departures leaving the boundary below 15000 feet above ground level are not counted as 'diverted' anymore even if the ceiling is defined higher than that altitude.
Fix for issue with case sensitivity when defining custom planetypes.
Custom airports is a new, experimental feature that allows you to add your own airports by editing text files! This (much requested) feature has been in development for quite some time, but as of now it includes all features as seen in the built-in airports, so it's time to make it public.
If you want to try it out (and don't mind editing a complicated configuration file), then browse to the local files of the game, where you'll find a locations folder: that's where you can put your custom airport file(s). In that folder is an example.txt file, which contains all the possible properties you can add to your airport file, with some explanation. Use this file as a guide to create your own airport. The file is pretty big, but most of the properties in it are only optional. In theory, just defining a runway and an airport code is enough to create a minimal, playable file. You can always add more detail later.
It may not be easy to look up all properties (runways, beacons, airlines, et cetera) to create an airspace in full detail, so to give you a head start I've created a collection of many (raw) airport files, automatically generated out of databases, containing runway data and coast lines. This can be found here.
Creatures and items, creatures and items. Here are lots of different seeds. You can grow all sorts of different real world and fantasy plants. Our dwarves like to farm a variety of mushrooms underground, but you can try aboveground plants if you like.
I put them on a glass block floor, since I accidentally put an ice floor in the last news posting when I said it was glass, ha ha. I then spread some of the new treasure items around everywhere, in each of the currency materials. You can also make coins and treasures out of non-currency metals and materials.
There were a few other treasures to lay out, but I took the screenshot early, as a lizard started eating my seeds (the guilty party still sits happily in the stockpile.) Normally you can protect seeds from vermin by using bags and barrels, and also by having some trusty cats around to hunt them and bring the remains to their dwarves.
Mike in the meantime has drawn many animals over the last several days, among them the remaining birds. Can you name them all?
I've also been experimenting with the mouse and clickable buttons and other fancy widgets. Animals next to the animal buttons, items next to the item buttons, rather than text text text. DF has had a little patchy mouse support in the past, but we're going to improve that situation for Steam. Hopefully I'll have some to show soon! Artists have to do a pass on my programmer art first, he he he.
-Tarn
Kitfox Note
After a 6 year hiatus, the DF Talk podcast has restarted! Join Rainseeker, Capntastic and the Toady One (Tarn!) as they talk about Dwarf Fortress and answer questions from the forum.
You can listen to it here, but fair warning... the volume levels are wonky. (In the words of Tarn, they "suck". Heh.) I figured it was still worth sharing though - think of this as the test run of better and more volume-controlled episodes to come! ;)
A new series of "donburi" dishes will be introduced in Edo World. You can fry tempura, grill beef, cut fish, etc. Additional cooking methods have been added.
Balancing
- Changed to increase the satisfaction of gluttony in proportion to the score of the food eaten by the glutton. [/b]
Improvement
- Improved animation of customers eating food.
- Made it less slippery during player movement operations.
- Improved the result display screen.
- In the mission display at the beginning of the stage, you can see the NPCs that interrupt you during the stage. Description added.
- Easy to pick up items stacked on top of bowls and cooking utensils.
- Added a simple shadow for the player in low quality mode.