Friends of planetary colonization, finally a new update is ready and delivers a big chunk of improvements. One of special importance is the integration of the gamepad control, for us the opportunity for a major overhaul of the whole interface. Controller support is important for the XBox version but would you use it on PC? Tell us how you think about it and what else could be tuned. Have fun reading and trying it out, here's the direct link to the feedback forum.
Research System changed
No more research budgets are required to research in campaign. After the system of tokens and budgets was already switched off for other game modes, you can now finally do research in the campaign without having to wait for another budget. All you need are research facilities to drive the process forward. City centers also come with a built in research unit. Of course you can still buy and sell budgets, they are now called licenses and activate researchable options directly.
Ocean Sound
We installed a new sound system to bring atmosphere and plausible sound backgrounds to the planets, so that the environment feels acoustically richer. First there is an ocean sound, which now increases in volume the more oceanic fields are nearby. Next, we will apply this to city and forest sounds, for example.
Gamepad Control Prototype
We have invested an amazing amount of work in the implementation of a game pad control system so that the game can be released on the Xbox console at the end of January. Because of the use of rings and radial menus from the beginning, the whole thing turned out to be very intuitive and if you know the right places, it works surprisingly faster than the mouse control. But as the headline makes clear, this is all prototype. We would like to hear your opinion about how the game pad control feels in this first version.
New menu button font
One advantage of the whole game pad conversion was that we redesigned a lot of buttons and menu structures to be more readable and accessible. For example we found old load game menus that were long forgotten over time.
Tool Tips in Tool Rings
Previous tool tips have often covered the control ring half or almost completely. Therefore, the tools with name, price and description have been moved to the far right.
Soundtrack
Three new synphonically composed music pieces underline the flow of Imagine Earth in the new version. It is remarkable how much the music adds to the overall atmosphere of the game.
Colony Rating Revised
The dustiest menu of this upgrade was the Colony Rating, so it really deserves an all around makeup. New colors and functions. A division is now called "Commodities and Capital" and counts the liquid capital of a company and also the market values of its buildings there and includes them appropriately in the share value.
Joma Mission refurbished
What should not be missing in the game development is that one of the missions of the story-based campaign needs an update as game features and controls have evolved. This is always a great way to give the mission a refreshing touch.
Buildings List Panel
We delivered this area with a small but crucial weakness in the last update. You couldn't click on the upgrade buttons and couldn't jump directly to the buildings. This is now history and the control has been optimized a lot. The tab for dirt and the condition of the buildings has been split into two separate tabs where you can now also directly initiate a repair or a cleaning.
Buildings List Button
This button now makes the total number of pollution, building demolitions, incidents with poor quality of life and loss of productivity visible and allows you to jump there directly.
Game Setup Revised
Creating a new game has now become even more goal-oriented and handsome. Some inconsistencies have been fixed and the menu as a whole has been made more attractive.
Planet Completion
Now the achievable goals are also visualized on planets. This makes it a visible challenge to drive the success of the missions to perfection.
UI & Other Improvements
Renamed free play to endless game and sandbox to editor
Better descriptions in endless and competition game
Crafting and trading panel highlight selection
Red popup dialog when deleting savegames and profiles
Fixed load screen
Revised layout of money, emissions and population panels
New menu headers when starting a game
Revised layout and background of profile screen
Reduced size of forest graphics
Reduced runtime memory consumption and number of triggered garbage collections
War Brokers v393 - Fixed players spawning with 700 health in ZBR. - Fixed Witches/Goblins/Vampires/Skeletons spawning with 700 health in ZBR. - Fixed the long freezes. If you still experience them make sure you are on v393 in the settings. If you are and you get a long freeze (20 seconds+) dm me. - Fixed players spawning as monsters.
Willkommen, Wizards, to the new sweet world of Karamelle!
The tasty treats that Nana has been sprinkling on social media over the last several weeks is only icing on the cake, a cake of so many delicious layers. Now on Test Realm, Karamelle is every bit as sweet as you’ve hoped, and more. From exploring the peaks of the Rock Candy Mountains to the streets of Karamelle City, to facing Honey Badgers and Chocolate Moose, Nana is welcoming every Wizard into her world for a tour, starting with Karamelle City.
For months before Nana ever tweeted the first sneak peeks of Karamelle, the team has worked tirelessly, fueled by passion and endless mounds of snacks and candies Nana gave us in order to bring you this new world. What awaits you at the start of Arc 4 may surprise your tastebuds, but there’s a lot more in this update than icing – there's a whole cake of other features! See below for just a sampling of what Nana and the devs have in store for you.
As always, we appreciate your feedback on all the new content during Test Realm. Please report bugs via the in-game interface and in the official community forums. You can also post any Karamelle feature suggestions and any other ideas you may have in the forums.
Thank you, Wizards!
Highlights Include:
New world of Karamelle
New Level 140 content
Pet Lending and Hatchmaking changes
Castle Tours improvements
New Castle Magic
New Henchmen
Combat balance changes
PvP Matchmaking changes
New Beastmoon content
New Monstrology categories
New Crown Shop Delivery Invoice
Click here to read all about the update and then download the Test Realm Client to check it out.
Meet the first major update! The list of changes is huge, let's briefly run through the main innovations.
Now customers have a voice, hair on their head and a desire to buy something at the checkout! From now on, they can ask You for a fresh newspaper or a pack of cigarettes. Also, during a pandemic, every customer must wear a mask. If the buyer is not wearing a mask, then you are forbidden to serve him - click on the red button, then the police will deal with the violator. The products have an expiration date and You need to check it to avoid selling expired products. Overdue items must be put in a return container. And for players who find the game too simple, we've added a hardmod. In the hard mode, you will not initially have a scanner, the function of showing the money deposited by the buyer and the change. The fines will be higher and the salary will be lower. At home, you can unlock new skills such as: -Scanner - Showing change - Display of deposited money - Scanner speed - Chance of a damaged article -The speed of scale - Increased salary - Reduced fines - Increased amount of experience gained
+Added the reported missing IDs for Shimmer Orycto +Added new icons for all remaining status conditions +Localization updates for some remaining, untranslated texts +QoL: Added a search bar to the player list that can be used to find players by part of their name, steam ID, or CID +QoL: Aquatics can now see significantly better under the Ocean, and Semi-Aquatics can now improve their Ocean visibility by talenting into Aqua Affinity +QoL: Tropeognathus can now be possessed by the console command possessentity +QoL: Added a new config variable, bUseMixedHerdCaps -When True, calculation of group caps (both soft and hard) use all members of a group, regardless of species -When False, calculation of group caps (both soft and hard) use only members of the group that match the species of the player +Save Files now save what map the creature was saved on. All creatures from old saves load up with "No_Saved_Map" instead. -This is code that preps the public save files for the future capability of swapping save files to different maps without having creatures spawn in improper places -Between now and our map update patch, players need to log onto each creature they have saved. If they do not, when our map update deploys, they will spawn at a random spawn point on the map rather than spawning at their last logout location +QoL: The Overfed status condition no longer shows up when you fill up on a carcass, and requires 101% or more food to display +QoL: Shift clicking a player's name on the player list now copies their name and steam ID to the clipboard +QoL: Running the console command 'ReqPlayerSteamID' now copies their name and steam ID to the clipboard +QoL: The usage of a weather command is now displayed in the server's global chat -This includes SpawnTornado, MoveTornado, KillTornado, SetWeather, PauseWeather, ForceStorm +QoL: The Observer Camera can now use scent +QoL: Adjusted burrow lighting such that the Shimmer Ory skin now looks a bit glowier +QoL: While hovering over status condition icons, the informative tooltip now shows the icon in a larger image
Balance Changes
+Balance: For Tropeo, Egg Thief is now on the Power-Mobility Bridge. Scavenger is now in S3. Strong Bond is now in S5. +Balance: Replaced Tropeo's Egg Thief talent with Scavenger +Balance: Tropeo's flight is now 3x more adversely affected by injury damage
Bug Fixes
+Fixed: Servers should no longer, on occasion, mass disconnect the majority of players playing on the server +Fixed: Pachy can no longer spam its charge starting sound +Fixed: Skin filters no longer apply to the creature you're editing if done so on the dino selection screen +Fixed: The wing flapping while sprinting animation now replicates properly to other players +Fixed: Tropeo's Wing Beat attack now properly interacts with friendship-related damage mitigation +Fixed: Velo can now use scent while climbing +Fixed: Tropeo can no longer double (or triple) attack in rapid succession by mixing regular attacks with wing beat +Fixed: Ory's sand attack visual effects now properly apply to the recipient +Fixed: M_PostProcessing_Feathers now properly enables and disables when velos are around
Just a small maintenance build. Improvements to the new voice message system, improving security of the "Silence" action and few other tweaks.
Tweaks:
- Voice message recording will now trim any beginning silence - Voice message recording will now wait a small amount of time after released, to prevent last segment of the message getting cut off - Voice message won't be sent if the audio clip is empty (e.g. just silence) - GlobalRotationToLocal and LocalRotationToGlobal rotation inputs now default to identity quaternion, rather than invalid one (reported by @H3BO3) - WorldOrb labels will now always point at the local user, rather than nearest (based on report by @H3BO3) - Dynamic Variables are now immediatelly linked to the space upon creation, preventing issues where multiple instances are created (reported by @Robyn (QueenHidi) and @Zyzyl)
- Merged Japanese, Chinese and Esperanto locale updates by @Melnus - Merged Russian locale updates by @Shadow Panther
Security:
- Silence now persists for user across rejoins to the same session (but not session restarts) (based on report by @Turk) - Improved Silence security, to avoid users unsilencing themselves, even if they have permission to silence/unsilence other users (based on report by @Rukio)
Bugfixes:
- Fixed voice messages sometimes not playing (reported by @Veer | Chief Moderation Officer) - Added extra error checking to audio clip playback to provide more diagnostic information during errors and to break out of potential infinite loops (based on report by @Rukio) -- This doesn't fix the underling problem, but should prevent Neos from freezing and only cause audio glitches instead
With Halloween right around the corner, we’re happy to announce another big content patch! We’ve been toiling away this month on bug fixes and new features that we can’t wait to get your feedback on.
While October has been heavily focused on Halloween content, finetuning our crafting system, and our new repair system, November will be all about animals! This will include implementing the core work necessary for playing as animals. We'll also be adding more diversity to spawned animals who will roam and live in the world of Stone Rage.
We have a lot planned to keep players engaged as we add even more features. The performance of Stone Rage has been great with reliable framerates and stable servers, now it's time to add content and make the game more unique in its own way. Head over to our roadmap and milestones to check out what we have planned for you in the coming months.
As always, we love to hear your suggestions and thoughts. Scroll down to the bottom to learn how to engage with us more! If you like what you see, help us get the word out. Everything helps!
To celebrate the new and upcoming changes, we will be hosting a key giveaway from now until mid-November! 50 keys will be handed out to members on our Discord. Come on over, enter to win, and stick around to find out how to join our QA-testers. Our dedicated QA-testers get the first crack at features in early-builds of the game.
Post #StoneRage Giveaway and tell us how you plan to use your key!
We will be sending out game keys to 50 lucky winners
Feature Highlight:
Halloween Content
Join us for our first Halloween event! Don a spooky mask, indulge in some pumpkin decor and trick or treat your neighbors! Demand their materials for your repairs and upkeep, rob 'em blind if they say no! We won't tell anyone.
These Halloween items are permanent, enjoy them year-round!
We are especially excited to announce the release of playable Neanderthals! For now, only the male is available and they are only different from humans visually. We will be adding strengths and weaknesses to the difference species over time. Hop in and try him out! He may look like a tank, but is very friendly. At least when he's not swinging a club.
Added Neanderthal Male Character
Teaming via Armbands
New armbands show off your team mate status. Maybe your friends won't shoot you, now! Maybe.
Added 4x colored armbands
Repair Desk & Repair Construction System
The modification tool now has a repair function. Thwart your enemies and hold of a siege by repairing your structures! The repair desk can now also repair tools.
Added repair system to construction
Added repair desk allowing to repair tools and weapons
Crafting Additions
The crafting system has received some polish for use and clarity.
Added history craft (top left corner)
Added stack crafting possibility
Added variant craft to allow craft same item with different recipes
New Items
New options in crafting now allow you to further breakdown basic materials. These items will be used more intuitively in existing recipes and repair costs.
Added small materials (chopped wood, small sticks, obsidian flakes)
Added large bandage
Added pumpkins
Added Wilson placeable
Added new palisade log placeable
Added cloth package for dropped clothing-items
Added small crate for dropped placeable-items
Added finebow
Added new axe heads to craft
Added chamber tomb as placeable
Added wood target as placeable
Local Chat
We have finally added a chat which allows you to communicate with nearby players only. You can now cycle through Local, Global, and All chat. With the chat window active, use tab to switch. VOIP is currently undergoing thorough inhouse testing before being implemented.
Daze Effect
As ongoing experiment all projectiles (arrows, spears) now apply 3 seconds of Daze effect to any character was hit by the projectile..
Daze effect reducing movement speed by 35% while active. Daze effects do not stack and only one daze effect can be active at same time!
Full Patch Log:
Additions
added swim up with space code
added components crafting category
added discord to mainmenu
added animal fat as fuel for -> brazier, torchpole and campfire- added error logs which will stop the server if construction load or spawn failed (to identifiy vanishing constructions problem)
added large bandage item
added select race icons for spawning
added cloth package to all dropped clothing items
implemented local and global chat
local chat sent only for players in range (25meter approx)
added new respawn point in savannah
added new axe heads
added seeds to pumpkin farming
added chamber tomb to placeable item
added new palisade part as placeable
added wilson as craftable and placeable item
added woodtarget as craftable and placeable item
networking changes in crafting
fast crafting now works properly
Changes/Fixes
fixed fps view rendering issue
fixed possible dupe issue
fixed water reservoir visual issue (now water level is visible)
fixed vanishing door issue when door placed with huts
fixed decay station now doesnt start decaying immediatly and using "2 day" rule as well
fixed torch durability
drinking from reservoir now doesnt overfill the character
human female is disabled and not selectable anymore
possible tree palm collision fix
modified crafting ui for better fit on screen
deactivate remote actor if character dies
updated credits list with donators
fixed invisible rock on map
fire arrow use now obsidian flakes instead of obsidian
reduction and performance improvement on textures
crafting system now able to handle multiple recipes
chimney now also uses fuel chopped wood and animal fat
fixed Material assignments on crafting bench 01
recipe is only auto selected when the player has enough resources
autoselect now correctly selects the first available recipe
crafting queues are now stackable
refactor weapon / inventory code
repair desk now interactable only by owner if repair task started
amount indicator on the crafting timer icon
changed font on craft tooltip to fix missing font-elements
fixed several pickup issue
reduced roughness on some clothing items
repair system now allows partial repair
updated hut and hut doors phys material
updated crafting db with several changes to small materials
added multiple craft options to introduce more variants of similar crafts
refactored crafting queue, now fully server side and handled via replication
mammoth and sabertooth health increased
buffed cordage craft output (doubled)
cordage more like a small material now (adapt to new repair system)
increased stack sizes for small materials to 100 (hammerstones, obs. flakes, small sticks, chopped wood)
increased run speed of deer (620 to 630)
increased process timer for sulphur, liquid mud and rawhide
condition loss updates for pickaxes and axes
fixed UMG widgets with unique texts (now general texts)
fixed condition loss on crude axe (was too fast broken)
updated stack sizes for some missing small materials (teeth, seeds, etc.)
updated panderosa trees outcome to crude axe (reduced a bit)
in case of no upkeep and no repair cost, the construction is now unrepairable
refactored character death now event is broadcasted instead of direct calls and controller is now able to possess new character and death event still works from the old character
ui now destroy human hud if new character is possessed and it is not human
insulation equipment update
rotated boxes to face front upon placing
fixed lods, collisions on several SM's
character now switching to meditate state when playing as animal
added new drop-small-bag with diff color for interactables
fixed player save bug
fixed interaction ui stuck issue
fixed body temperature calculation issues
fixed post process effect was not removed properly when character die
all projectiles now apply 3 second of daze effect and reducing movement speed by 35% for 3 seconds
added new small crate for drop world-item
updated stamina loss when running for n/h male
reduced sfx volume for bandaging
Roadmap and Suggestions
Many of you have contributed heavily over on our Discord and a ton of your suggestions have made it on to our Trello. We hope that you will continue to provide us with your thoughts as we move forward. If you’re not on our Discord, we encourage you to join!