I'm working hard on fixing the most game breaking issues like disconnects and other net issues. It's getting better and better!
After everybody is happy with the fixes I'm gonna implement the most frequent suggestions (from the Discord community suggestions). (Looks like mouse sensitivity and kill feed but I have to count the votes to be sure).
See you in the game, MM
Changelog:
[26.09.2020] 0.7.2 + added OneShot, SniperOnly and KnifeOnly modifier + fixed autobalance swithing alive player + removed stock music + tweaked respawn times + fixed some spawning issues + knife/nade has more friction + knife/grenade throw has a bit of an arc (s1-like) + grenade inherited velocity 0.5->1.0 (s1-like) + knife inherited velocity 0.5->0.0 (s1-like) + lowered volume of stun sound + fixed flag cap issues + nicer colors on dm_ash + ctb_gen_jarhead lowered max height + added network settings to client.json + fixed some net/lag issues + fixed players not assigned for player just joining + added Cycles/Custom directory + fixed non ascii characters in chat + added switch team button + fixed config wipe + backflip improved (normal jets during roll) + inherited velocity config in knife/nade not in gostek
[24.09.2020] 0.7.1 + net/lag issue tweaks + fixed various issues after server disconnection + respawn only after weapon menu closed + dragunov shots to kill 2->3 + more force for jump up + tweaked jump side angle + a bit more jets + weapons menu shows up faster after death + better weapons menu hide handling + fixed possible respawning issues + fixed no message when joining max players server + connecting popup max time 3s + [dedi] added autoshutdownserverafterhours config + tweaked rolling animation + fixed gostek twitching on bike + fixed possible spawning issues + games list - default sort by players + lowered default main menu music volume + less respawn time in ctf with lots of players + added facebook social button
Hey everyone, The beta for Fallen Angel has officially concluded! We want to thank everyone for the support and those who had participated in testing this past month. We are excited to be launching officially on the 22nd of October and look forward to all you playing the game on launch day.
If you didn’t get a chance to participate in the beta, don’t worry the Steam Autumn Festival is just around the corner. We will be providing a demon-fuelled demo to check out throughout the festival.
We are coming to you with some big news! The great premiere of "Don't Be Afraid" will take place on 22nd of October, 2020!
We saw a great opportunity to expand our game with even more content and also to further enhance its overall experience.
"Don't Be Afraid" is a very important title for us and we want it to be as unique, horrific experience, as possible. Thank you for all your support and we hope that playing "Don't Be Afraid" will be a remarkable experience for you![/h3]
Also definitely try "Don't Be Afraid: The First Toy", a free prologue. The game is a great starter for the upcoming experience of David's scary adventures in "Don't Be Afraid". Here's the link: https://store.steampowered.com/app/1311250/
And don't forget to add “Don’t Be Afraid” to your Steam Wishlist!
For this update we focussed on adding act 3 panels. Our general idea is that act 1 panels are all about player movement, act 2 panels about automation and act 3 panels are wild sci-fi techy stuff! Most of these panels you'll have to check out in the challenge modes since act 3 is not in the game yet.
As well as adding more panels we've rebalanced the existing panels based on how we've been seeing people play with them. Our aim was to make the panels more powerful from act to act, but relatively balanced within a single act. ...but when you figure out how to get panels to work well together it deliberately throws that out the window and rewards you for discovering that stuff. We've also removed the requirement to unlock a set number of stars before you transition to the second act. Looking at our data we found that people often stopped at the end of act 1, we also saw a few streamers feel a little bummed when they found out they would need to start again. So now you can just move on as soon as you want to. There are still lots of reasons to loop round again, to try new challenges, unlock more panels, stars and story.
New Panels
Laser
The set of panels which are going to have the biggest impact this patch are the lasers. There are 6 panels associated with them, the laser itself and 5 beam directors... ...it's up to you to experiment and figure out what the laser does.
Solar Sail
The solar sail generates thrust from the laser and the longer the laser beam that hits it the higher the thrust... ...but you need to hit the sail from the correct direction!
Flywheel
The flywheel stores energy when your vehicle is slowing down. At any point you can convert that energy back into thrust by activating it.
Gravity Wells
Watching the wild boulder builds you have all been experimenting with led us to these two panels. They are gravity and anti-gravity generators tuned specifically to the frequency of boulders. They require electricity and the amount of electricity changes the size of the force.
Other Changes
Increased minimum distance of daily challenges.
Bonus effect of boulders hitting props now decreases over time. This avoids situations where you could use the boulder to start a prop spinning and still get the bonus when you spun it with wind.
Slightly reduced the size of boulders to make them easier to use.
Corrected the spelling of Propeller in a number of places.
Upgraded to latest versions of third party libraries (Unity, Rewired, Ink).
Reduced cost and weight of sails.
Reduced mass of horizontal bellows.
Decreased cost and mass of steam engine.
Increased steam engine thrust.
Decreased cost of water tanks.
Decreased cost and mass of rocket engine.
Increased thrust of rocket engine.
Decreased price and weight of waterwheel.
Decreased cost of dehumidifier.
Decreased cost of fans.
Decreased cost and mass of boulders.
Decreased mass of bumpers.
Decreased price of pea shooter.
Decreased cost of cannon and catapult.
Decreased cost and weight of trampoline.
Decreased mass of time dilation device.
Changed text on end of act blueprint selector to make its function clearer.
You no longer need to collect stars to unlock act 2.
Teslagrad 2 is coming! The sequel to the critically acclaimed 2013 indie game, Teslagrad, has been confirmed to be in the works by Rain Games.
Much like its predecessor, Teslagrad 2 is set to be an exploration-based Metroidvania game with magnetic physics and will use the visual style that won the hearts of the players in the original.
“Teslagrad was our first game as an indie team and the response was amazing. From then on, fans have been asking us about a sequel, and it has never been far from my mind” Peter W. Meldahl at Rain Games
Teslagrad was a fresh experience in gaming with its magnetic physics based mechanics. Now Rain Games intends to take this experience up a level within the sequel, by sparking new life into the game with additions that will set it apart from the original.
“This game has been rattling at the back of my mind for 6 years while we’ve been working on our games, I’ve hoarded the best ideas from those years to use for Teslagrad 2” says Peter
Based in the unexplored region of Wyrmheim, the game's design is set to be heavily based on the developers' home of Norway. Viking carvings and Nordic runes are at the heart of Wyrmheim, shaping the environment from the foundation up.
Rain Games has gone into overdrive this year, working on 2 other titles alongside Teslagrad 2. With their new title, Mesmer, a very different game set in the same world, launching soon, as well as Kickstarting Girl Genius: Adventures in Castle Heterodyne! So much Steampunk!
Teslagrad 2 is coming! The sequel to the critically acclaimed 2013 indie game, Teslagrad, has been confirmed to be in the works by Rain Games.
Much like its predecessor, Teslagrad 2 is set to be an exploration-based Metroidvania game with magnetic physics and will use the visual style that won the hearts of the players in the original.
“Teslagrad was our first game as an indie team and the response was amazing. From then on, fans have been asking us about a sequel, and it has never been far from my mind” Peter W. Meldahl at Rain Games
Teslagrad was a fresh experience in gaming with its magnetic physics based mechanics. Now Rain Games intends to take this experience up a level within the sequel, by sparking new life into the game with additions that will set it apart from the original.
“This game has been rattling at the back of my mind for 6 years while we’ve been working on our games, I’ve hoarded the best ideas from those years to use for Teslagrad 2” says Peter
Based in the unexplored region of Wyrmheim, the game's design is set to be heavily based on the developers' home of Norway. Viking carvings and Nordic runes are at the heart of Wyrmheim, shaping the environment from the foundation up.
Rain Games has gone into overdrive this year, working on 2 other titles alongside Teslagrad 2. With their new title, Mesmer, a very different game set in the same world, launching soon, as well as Kickstarting Girl Genius: Adventures in Castle Heterodyne! So much Steampunk!
Stranded Sails - Explorers of the Cursed Islands - roka_flonja
Ahoi team mates!
Time for the third part of our sneak peek series!
Recap Summery
We have told you in the first two parts a lot about the rewards from the stew and how they can be unlocked with the new token system.
Now is the question, how do you get them? When you exchange a token vs a reward, above the head of the crew member where you can pick it up, the present symbol will appear.
Current:
Rewards are collected by just talking to a crew member. Due to some quest dialogues having a higher priority, the reward dialogues were sometimes not used and the reward was not collected which caused confusion and frustration among players.
Upcomng:
There will be a separate option for collecting your stew reward when talking to a crew member.
Most wished part:
New unique stew rewards allow you to expand to the previously uncharted plateau east of the camp. Spend rewards token to unlock new foundations and build your very own personal shack with up to 3 rooms to decorate!