If you have been playing Unturned for a long time then you know that the menus and HUD have rarely changed. And at first glance that is still the case. Nevertheless there has been a major rewrite of the UI systems which has released with this update. I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority.
Across the board the menus and HUD should look and feel "better". Some players will notice a performance boost: in particular the compass, hotbar, and map overlay were optimized. Rich text in the chat fades out properly. Crosshair animations finish properly. Tons of Mac and Linux bugs have been fixed (e.g. the wonky gamma on Mac). Lots (but not all) of the UI spaghetti code has been untangled.
On the technical side: prior to this update the game was still using IMGUI from Unity 4. Unity replaced IMGUI with uGUI in 2014-2015, and are now even planning to replace uGUI with "UIElements". With this in mind I decided to abstract the underlying Unity UI implementation, so it will be easy to integrate UIElements once it is stable. I had been wanting to upgrade from IMGUI for years, but with the amount of work required it kept getting pushed down the road. In the end if took one month of refactoring, and then one month of intermittent development on the beta branch.
Update Changelog:
Added:
Events for vehicle locking/unlocking and local driver.
Valid_Speed_Horizontal for modded vehicles with speed the server cannot predict e.g. force applying components.
Changed:
Whitespace and newlines are trimmed from start and end of sign text.
Swimming while snowing with Snow_Affects_Temperature disabled no longer causes freezing damage.
Clamp item drop multipliers for enemies to prevent huge values (100+) from stalling the game.
Fixed:
AI problems with unbaked navmeshes in the level.
Dialogue with message-response pairings out of bounds.
Display of custom item action text and tooltips.
Warning for rocket launcher firing sound.
Spinning while leaning to glitch nearby inventory through wall.
Workzone highlight camera defaulting to enabled.
Default value of Allow_Horde_Beacon should have been enabled.
Box-selecting objects without gameobjects in devkit.
Moving devkit objects in and out of regular level bounds.
Potential cleanup bug causing gun effects to be claimed by two guns at once.
Placing items in object windows after the transform hierarchy optimizations.
Selecting the sky in workzone mode after the transform hierarchy optimizations.
Improper handling of BOM/preamble in dat files.
Gap in cliff near PEI lighthouse.
Several gaps in Germany caves.
Patch #1 Changelog:
This patch prioritized all the game-breaking bugs that had been reported so far, as well as some color preference issues that made the HUD look really bad. Rest assured that there will be a 2nd patch relatively soon addressing the minor issues like alignment differences and inconsistencies. I know there has been some negative feedback like "I hate this update!", but chances are that the issue was unintentional or will be adjusted based on your feedback, so if you dislike something please describe what it is.
Fixed:
Unable to interact after re-joining a server after hovering player hint.
Background was visible for empty tooltips.
Hotkeys triggering while typing in inventory and sign text fields.
Cursor sorting behind some plugin UIs.
Gun HUD breaking when using a rangefinder.
Loading screen tip box not using background color preference.
Empty Steam inventory slots not using color preferences.
Inventory, crafting and skills backgrounds not using color preferences.
Non-item inventory headers not using color preferences.
Patch #2 Changelog:
Remember in 2018 when the crafting buttons were split into two smaller buttons? (unpopular change) That was to workaround an issue with the nested checkbox. Thanks to the rewrite the smaller buttons can be merged back into the main button again.
Thank you to everyone who has shared constructive feedback about the HUD issues so far. I will continue reading it, and there will be further refinements and improvements in the next patch/update.
Added:
"Enable_Fade_Out" text chat option to preferences. Defaults to true.
Changed:
Small crafting buttons merged back into main button like good old times.
Inventory headers scale to match scroll view width.
Darkened oxygen bar to make text more legible.
Server name and listing use preferred color.
Interaction hint uses preferred color except for items and vehicles.
Fixed:
Updating crafting list after inventory/state changes.
Dragging items onto eachother to swap them.
Minimum handle size for large scroll boxes.
Vertical alignment of '+' buttons on server screen.
Horizontal alignment of in-game groups menu.
Padding inconsistency in crafting list.
Chat field is cleared after send.
Alignment of columns when server list scrollbar is hidden.
Variety of elements using white rather than preferred color.
Debug camera asccending/descending while typing in chat.
Potential fix for flashing / random sprites in UI.
Dragging item into scroll region of inventory should drop it.
Debug FPS / ping text spacing.
Performance of editor objects list.
Right-clicking enumeration buttons to cycle backward.
Appearance and group menus not updating on character load.
Since the end of Beta #1 we have been working hard on taking that feedback and translating it to improvements for Dandy Ace. We want to thank everyone who participated, joined in the Dev Talks on {LINK REMOVED}Discord, and helped us improve. It is thanks to your help that we are here now ready to introduce the improvements we have been working on for our second open beta test!
Everyone is welcome to join and we are excited to hear what you think about our new content! This beta test will run from December 4th until December 14th. With a special Dev Talk on the Official Discord on Saturday, December 12th at 19:00 (UTC).
If you have any feedback or thoughts on Dandy Ace please let us know by filling out this survey!
Or simply join the Mad Mimic Community Discord and let us know what you think! {LINK REMOVED} IMPORTANT: All save data will be wiped once the beta begins.
1. New Features
Palace Map
At the start of each level we’ve added a new intractable object, the Palace Map. This shows an overview of the Palace layout.
New Trinkets
We’ve added 5 new trinkets into the game.
Discharged Shoes: After 5 seconds without taking damage, Ace's Main Cards deals more damage. The damage increases as Ace progresses through the Palace.
Protagonist Fist: After killing an enemy Ace's Main Cards deals more damage for 10 seconds. The damage increases as Ace progresses through the Palace.
Invocation Mastery (Blueprint Required): Increases all Condition's damage. The damage increases as Ace progresses through the Palace. This trinket effects: Bleed, Burn, and Poison.
Blue Deck (Blueprint Required): Blue Skills deals more damage. The damage increases as Ace progresses through the Palace.
Cloak of the Virtuoso (Blueprint Required): When Ace's HP is full, his Main Cards deals more damage. The damage increases as Ace progresses through the Palace.
Nnif-Tar Machine
We added a machine next to all shops which is able to upgrade a card’s tier.
The machine will be broken to begin with and can be fixed by purchasing an upgrade with Shards.
Shop Reshuffle
Players can now reshuffle the cards available at a shop.
Players start with 1 free reshuffle and can purchase additional free reshuffles through Shard upgrades.
After all free reshuffles have been used, players must spend gold.
Boss Levels
The Boss Fights now have their own unique visual environments.
Twitch Mode
We have enabled Twitch Mode for Twitch streamers to use.
Twitch Mode adds the ability for streamers to have their viewers interact with them through chat. They can vote on things such as the next level, which cards the player receives, and one viewer can even play as LeLe. They will be able to choose from a variety of dialogue options to support or taunt the streamer as well as activate different skills.
2. Balance Changes
Character movement
We’ve adjusted and improved Ace’s movement.
Portals and Map Adjustments
Players now can access and teleport to the various portals on the level from both the Portals themselves and the Map.
Players can also teleport to unused Cupcakes, Cards and Blueprints directly.
Skills Updates and Rebalancing
Shooting Stars: We added some slight AoE damage onto the first two stars.
Skills with Hold mechanics: We reduced the Cooldown and Recovery time for skills with these mechanics to improve the overall feel of those skills.
Bubble Trouble and Sim Sala Beam: Have had their damage increased.
All Blink Skills: Reduced cooldown time.
All Dash Skills: Increased the hitbox area.
Blue Cards Skills: Reduced the CC duration effect of Blue Skills
Upgrade effects used on a Blue Card have also had their duration reduced.
First Kickstarter week is behind us! 🥳 🥳 🥳 THANK YOU! What can we say - not even the weekend has passed, and we can already be proud of the information: HELL ARCHITECT FUNDED! What's more, within one week we realized both the 2nd and 3rd GOAL!
We didn’t expect such a turn of Kickstarter, which is why we decided to add a new PLEDGES - in addition to limited mascots, Art Book and Livestream, with our team we have added a book with truly hellish dishes - WE TEST FOR OURSELVES - that's why we invite you for our
Moreover? Well… We have surprises. In Poland, we have St. Nicholas 'Day, called MIKOŁAJKI, which falls on December 6. On this occasion, we are launching a competition on our DISCORD. Details on Sunday, so be sure to join us here ➡️
With the work produced on optimizing the game for consoles, Heryon will allow you to enjoy its best landscapes with much less latency or even better quality for those who did not have the performance to run the game in high quality.
With Chapter VI, we will bring numerous optimization in the open world, but also to cities with a much denser population than before but still less latency and more FPS!
We have prepared for you this video of Herelsor where you can see a repopulation of the first city of the game:
This has been a long journey, but Crumble is finally available for everyone to play and enjoy! I want to thank everyone who has been following me here on Steam and also the ones who had Crumble on their wishlist, it helped me a lot!
We're pleased to announce that after a little more than a year in Early Access and four major updates, the 1.0 version of Guntastic is now available! Make sure to check out the launch trailer below.
Let's see what's new in this update.
New Stage: Fornost ⚔️
Most levels in Guntastic feature a single environmental trap that can be activated to spectacularly frag your foes. That's nice and fun. But what about having TWO traps in the same level?
Setting the level in a medieval castle felt as the natural next step. In Fornost – any LOTR fans out there? ;) – you can control the high ground by activating the big-spikey-ball-shaped-thing at the top.
Also watch out for the trapdoor at the bottom!
Make good use of the traps to unlock the new Game Of Traps achievement. As with all the levels in Guntastic, Fornost also features its own original music track.
Color Correctness
Guntastic heavily relies on colors to identify who's who during matches. In this update, the game gains a new accessibility setting that should hopefully make the experience more accessible for players suffering from color vision deficiencies.
Soundtrack Now Available!
The Guntastic original soundtrack is now available on Steam, Spotify and Bandcamp. Make sure to check out this post where Simone talks about music production for the game.
Additional Improvements
A lot of effort went into polishing the game up. In particular, a lot of nasty crashes related to low level systems – such as rendering and audio – were identified and fixed.
Fixed a crash during level load between rounds.
Fixed a crash during level load between rounds.
Fixed a crash when running in DX11/DX12.
Fixed various crashes related to the audio thread.
Steam: added support for playing offline.
Changed the way awards are assigned at the end of the match so they're easier to get and added a new Consolation Prize award.
Fixed Woodchuck Lumber Inc. music being played at a lower volume.
Fixed camera shake animations not being played sometimes.
Fixed level lights no longer affecting characters.
High Voltage: added screen shake animation when activating the dam generators.
Fixed screen shakes and controller vibration being disabled by default.
Fixed powerups being visible for a moment at round start.
Improved how controller disconnection dialogs are displayed.
Fixed being able to resize the game window below the native pixel art resolution.
Fixed various bugs in the server browser screen.
Minor UI fixes.
Last But Not Least...
...thanks to everyone who played Guntastic and shared his feedback during Early Access! The game wouldn't have been possible without your help. See you in-game!
Our friendly dev team Unfold Games has just released their award-winning game DARQ with a little extra on top. Apart from the original game, DARQ: Complete Edition contains two DLCs, including The Crypt, which is available to play today for the first time.
If you already own the original DARQ, you can download both DLCs, The Tower and The Crypt, for free.
While we know this news is not directly related to The Padre, we wanted to share it with you since we’re pretty sure that if you are interested in The Padre, you’ll enjoy DARQ too!
Curious what awaits you in DARQ? Let us give you a little sneak peek:
DARQ will take you on a journey through a boy's dreams that quickly turn into a loop of nightmares. Lloyd, the main character, is trying to wake up, but unfortunately, each attempt sinks him deeper into his lucid subconscious-driven dreams. Lloyd has to adapt to the new world, re-learn gravity, and strain his mind and all of his senses in order to solve puzzles and sneak past the creatures guarding the shadowy corners of DARQ.
Sounds fascinating, doesn’t it?
DARQ: Complete Edition is available on the following platforms:
PC
Xbox One
PlayStation 4
Owners of the PlayStation 4 and Xbox One versions will get a free upgrade to the PlayStation 5 and Xbox Series X|S version when it will release in 2021. DARQ: Complete Edition will also be released on Nintendo Switch early next year.