In this build we focused on bringing new features and enhancements to Era, we also addressed a few bugs and made changes which will dramatically improve the pace during gameplay. Tools and weapons have been strengthened and are more durable. We also changed the wolf and worked on his AI to make him a better enemy. Further we made effort to make this build our most stable yet.
Admittedly, since Devlog 13, we have been through a rollercoaster in South Africa trying to dodge a humanitarian disaster due to covid, whilst same time trying to keep people from losing their jobs, houses and livelihoods. This balancing act by our government had - properly - shaken even the most remote resident of our country and had a devastating impact on the ground. Some describe our country's response as the harshest in the world, draconian even. I mention this because I feel that players need to understand the situation my team found ourselves in after releasing Era in early access.
As a small team, the buck stops with us to finance and develop Era of Survival, something greatly jeopardized by macro influence, something we could have never seen coming mid Feb when we launched. In general it is known that Indie games do not generate 'big bucks' and normally the cost of running and developing, far exceeds income. Please keep this in mind when you judge Era. If you don't know what the term 'loadshedding' means, then you won't really understand the time gap between Devlog 13 and Devlog 14. Just google 'South Africa', and if your not from here, be very very glad!
Now that we got all that moaning and groaning out of the way, here is the juicy stuff :)
Bug Fixes
Rain occurs less frequent, is less harsh and will not rain the same amount every time. Sometimes it will storm, other times you may only encounter a light shower
Storage Box Drag and Drop combination of items fixed
You can now break wall lights
Trees will now fall at a decent linear and angular speed
Chickens will now crow only in the mornings, while crickets will only be heard at night
Object placement and collision upon placement has been fixed
Temperature influence from camp fire has been increased, however you cannot put other objects too close to the fire
New
Signs Players can now peg a sign outside with a custom message, or attach it to a wall, like a wall light
Roof Tops This build introduces 3 new construction parts, a thatch roof corner, a thatch roof extension and a single thatch slab roof. You must snap them to the white placeholders generated by the foundation
New Stairs We added railing to the stairs to prevent players from accidentally falling off when they quickly run up the stairs
Door Auto-Close feature When on, all doors will close 3 seconds after being opened automatically. By default this is disabled. This setting can be found on the server.
New Wolf We changed the skin of our wolf, apart from his behavior he looks completely different
Enhancements
Weather, starvation and thirst stabilization Weather, starvation and thirst will take much longer to kill the player. Rain is barely ever dangerous, but in very low temperatures, you can still freeze to death.
Tools and weapons have been enhanced Resources gathered from tools have almost been doubled, trees will deplete much sooner and players will be able to build houses much earlier in the game.
Sky, lighting and atmosphere adjustments This improves the overall look of the game whilst it transitions through its day/night cycle.
Rain - clouds will grow darker and thicker
During these stressful times, it is that one message of encouragement that can sometimes keep a developer sane. My team and I want to express our gratitude to the few that has stayed in contact and kept supporting our project. We are firm on our commitment to you, to keep moving forward and to bring our shared dream to the fore for us all to enjoy.
Skipped the devlog last week as I've mostly been focusing on boring optimization recently. But now I'm finally getting back into adding new features and improvements.
First of all, billboards are being added in finally. Currently, I've only added a handful of static billboards, but will be adding more of these as well as animated billboards.
I've changed tram tracks from meshes to a texture overlay which removes a bunch of unnecessary tris, but also makes them look better at a distance (less aliasing). I've also managed to get monorail emission to draw at further distances.
A result of the graphical optimizations is that I've now been able to increase draw distance. To keep the game running well on lower spec rigs, I've added draw distance into the options.
I've started implementing upgradable buildings - nuclear power plants, police and fire stations for starters.
I've also added a bulldozer mode that destroys blocks as well as buildings placed on the destroyed block. This makes destroying stuff faster. There's more stuff underway, hoping to also get fires added in properly for the next update - which will go live August 31st.
ENZBOTS is a year old I’m proud of the game it has become.
Fixes are too many to mention, some embarrassingly silly, everything in ENZBOTS is fixed in some way or another, and created many new, some I once called impossible.
We now have AI vs AI, friendly helpers of red blue and green that will help and defend,
but are not too bright and need some help to survive. The greatest ‘new’ part of ENZBOTS I have discovered is in the new level, (50 kills in) called big T, by dropping off ‘helpers’ Ai into the battle, I could watch assist, or even join in to the fight, all from a Set-wing flying above.
To explain, when you’re a wing (posse buy holding back button and L3) you can drop red green or blue (leave blue until last, or wing won’t fly) by pushing the same colour on the controller.
But if you hold either, back (to possess the character), Special (Left shoulder, to Ai the dropped), or no hold, just to drop and pick up later… (3 options of drop, Ai, us, or nobody)
Fly in pick up drop off, or special shield kill all aboard the Ai set-wings, new level is at 100 kills.
Also when Set-wing, hold special (left shoulder) and push L3 (right stick down) to turn around, very helpful, wing flying ability has been greatly improved, and don’t forget, when possessing a wing, the ‘controls’ menu has the pitch reverse, mode 1,2,3,4 but only when possessing a wing
A lot to remember, but that’s the game I wanted to make, something new, remember able, odd, yes but fresh, friendly and fun. And yes ENZBOTS is full of fun.
In hard mode you will see the new ‘helpers ‘ Ai, work with them, they will become very important to the mind melting future of ENZBOTS.
Windows7 players may experience a bug that does not allow the game to start when clicking the play button. We are already working on the hotfix for this and should fix it mid-week.
If you are a Windows7 user and experience this, please contact us and we'll diagnose the issue. Most likely our hotfix will patch your issue and it will work by mid-this-week.
If you are a Windows7 player and you are worried this might happen, we suggest to wait a few days and play our DEMO instead which does NOT suffer from this bug.
ENZBOTS has improved once again, updated on 30/11/19
Sequential load of the levels makes for a more enjoyable experience.
Increased frame rate for smoother faster game play.
Opening menu has easy or hard option. (On hard is the best way to play)
More content, new characters added. (UFO’s and ASTRO-NOT’s)
Keyboard can switch character for player 1 or player 2 :
(1,2,3,4,5, switch character for player 1) (6,7,8,9,0, switch character for player 2)
ENZBOTS players will notice the difference, massive improvement from first release.
Please have another look at the demo if you haven’t already.
**Second cheat give away** I’ll give it to you as a riddle. “Take the ENZ ball, round into Z triangle, too set a crab-head free.” (This cheat also works on the demo, but you’ll have to be quick) … ..Oh, and you can collect the heads of the Astro-nots, no reason as yet, but it’s fun to hit them with some shield and watch them fly around.
Hope all of you are well and keeping gaming! Today we are happy to provide you our second update with these enhancements :
You can now cancel your attack immediately if you block. This was a quite asked feature and we are happy to finally bring it to you. One thing to note is that this applies to ground attacks and not any combos attacks you do while you are on the air! ːsteammockingː
We have tweaked ackward scroll points in the levels.
Now you can see how many continues you have once you have been asked to continue.
Many small bug fixes and visual tweaks.
These enhancements are available immediately in the full game as well as in the current demo.
Now, to the question we would like to ask, this has been asked as a pool on Twitter but wanetd to reach out to you through here as well. So the question is :
"When you play Clan N as solo or less than 4 players, would you like to have bot players to fill out up to 4 players to accompany you through your journey?
Just one note, we anticipate this as an optional feature and not something forced, so you'll always have the option to play without bots as it's now!"
Let us know what you think in the comments below and stay safe while keeping gaming! ːsteamhappyː
We finally started our Beta test process. We are most excited by the wonderful support we are getting from our community. We thank them for helping the game reach its best.
We decided to delay the EA release for a few more weeks to tune everything up nicely. But rest assured, it is coming. If you want to see first preview gameplay videos, check these Youtube channels:
We are right now working on balancing issues based on the Beta testers’ and fellow game developers’ feedback. They also guided us towards some quality of life improvements including the following:
Changed Options and Game Menu entirely for a more efficient UI.
Hero’s equipment slots light up when you hold an item you can wear on a respective slot. Also Character button lights up if you have an unused attribute or skill point.
Key binding enabled for Map, Inventory, etc.
“Loot All” button added to all chests and chest-likes.
We introduced a new enemy: the Aquathrian faction. They are basically sea monsters with tentacles. They come up on the sea tiles or anywhere else on overworld if it is raining.
We also added a new travelling merchant: The Hunter. He sells meat and arrows, to meet the Hunger and arrow consumption needs of the adventurer. He can be pick-pocketed and haggled like other travelling merchants.
We added more two-handed weapons to the game and will be working on adding more daggers and knives.
Another development was getting a new Title Screen art done. We were lucky to find the amazingly talented artist Joey Pool who managed to fully reflect what our game is about!