Last week has been pretty productive again! While I initially sat down to fix an issue with the placement of rich mines and chests, we ended up including quite a few additional things in today’s patch:
First of all, we added new ways to die (lucky you): Where you previously could walk on water, your commander will now fall into the water and drown (unless you get out of it again fast enough). Additionally, you can now die from falling, so no more jumping off cliffs to get home faster (unless you want to get home REALLY quickly)! With these additions, we have also implemented some changes to the way the player moves: You will find that walking up hills will slow you down, while walking down hills will speed you up, while also being a little smoother (less hopping).
Beyond the player movement (and death), we also added a new satchel, which will be dropped by pirates instead of chests. The new satchels are smaller, a little less visible, and can only hold Coin. However, satchels will be picked up automatically by the commander, soldiers, or villagers, when walking past them in close proximity. This should hopefully make it a little easier to pick up the Coin dropped by all the pirates your towers have defended you from.
On the topic of pirates, the last patch also added pirate camps in any positions on Spike Ridge that were not taken by players. This should add some variety to the directions the pirates will attack you from, and make defending more interesting. We also added a dropdown menu during the game setup, which you can use to define how much of a threat you want from the pirate waves. You can define the threat to be anywhere from “none” to “extreme”, and we’d love your feedback on how these work for you.
We also made the executive decision to take Opal Reef out of your options for normal play. Opal Reef was our first map for the game, but frankly, it was too small for the gameplay, and we decided to use it for a more dedicated Tutorial instead. You will now find a Tutorial button in the main menu, and we will soon add a second option for a map in the “real” game.
Finally, we also managed to update the skybox! Instead of the “box” with the message at the top (we appreciate all of the jokes that came out of that), we now have a more appealing sky with some moving clouds - again, we’d love to hear what you think.
Last week, I also brought up the topic of “next steps”. We discussed the topic between ourselves as well as with a few of you, and we came up with 4 primary options:
We could polish the core gameplay that we currently have further,
We could strengthen the strategy/RTS pillar, by including scouts, maps, and better tactical options,
We could improve the survival/FPS pillar by adding quests and points of interest in the jungle, and
We could add a “coop” option for multiplayer, so 2 players could build the same Village together.
While we are excited about every single one of these (and they are likely to be the ones we will focus on over the next 6 months), we have decided that the most important one will be the second one, strengthening the strategy/RTS pillar. At the moment, a lot of you already enjoy the exploration and city building game, but admittedly, the RTS gameplay and using soldiers is much weaker than we would like it to be. As a result, we will focus on this for the next 2-3 months, and will try to bring out an RTS update with version 0.8. As always, let us know what you think, and we’d love to hear what you’d like to see as the next priority after that.
Another small patch, should fix the dash randomly breaking for some users, particularly when running the Welcome Guide.
Compatible with current build, no need to update if you're not experiencing any issues.
Bugfixes:
- Fixed regression, where deactivated Tweens would sometimes break the state of the datamodel due to being destroyed too early -- This fixes the Dash randomly breaking (reported by @Zure melk through @Shifty | Quality Control Lead) - Added exception guard to OnActivated/OnDeactivated events, to prevent errors in the event code from corrupting the state of the data model (based on above issue)
Saanomah: An Orc Elemental Shaman. Class: Mage/Assassin Ult: Uses the elopement to strike an electrical storm around their opponent.
Sumhug: An Orc Hoodoo Priest. Class: Mage Ult: Unleashes the the fury of his revenge on every ult. Ult collects damage between ults, getting stronger each time Sumhug takes damage.
Reginald 'The Dark Knight' Updated the damage and healing output from his AOE spell. You still have time to earn Reginald through the free Arena Pass!
Icons: Store Icons are rotating in a bunch of Christmas / Winter themed Icons.
General Updates:
Bots now pick more random characters
Updated the End-Of-match, no more floating rock.
Arena powers will no longer work end-of-match (sorry :( )
Fixed an issue with animation culling that was forgoing the Death animations if you didn't have the camera on them.
- Change : All AA now have a range of 2. - Change : Italy 1943 huge map adjustments. - Change : All scouts planes now do 0 damage. - Change : All fighters air damage have been increased. - Change : All fighters damage vs ground units have been reduced. Change : All units can now capture VPs.
- Fix : AI planes would sometimes not attack anyone even though they could - Fix : AI planes leaving when they could stay and continue deal damage. - Fix : AI planes were going to places they didn’t have enough fuel to come back from. - Fix : British bombers had insane damage values. - Fix : One instance of AI freeze when using supply ships. - Fix : Planes even near an allied airfield would lose 1 unit of fuel if they were not moving.
It's time for the fourth beta version deployment, beta 4, building upon and stabilizing the very many and major changes we deployed as of beta 3. We've for some time now wanted to get back to our more fast-paced and agile beta development schedule which ties back to the two week sprint periods we originally announced. With beta 3 being such a major release and taking an unexpected amount of time, beta 4 and the other forthcoming betas will most likely move a lot quicker as demonstrated by this release.
Unlike beta 3, this update mainly focuses on continued bug fixing and stabilization with some minor exceptions. Please refer to the full release notes below and the update notes list further down detailing this update's most important points.
[/url]] - Overhauled data serialization retention policy on multiple objects significantly reducing RAM consumption and save file size on game sessions spanning multiple years
[/url]] - "Stand still" fallback activity for passengers with nothing to do far more frequent than "walking around" causing passengers to appear stuck
[/url]] - Automated check-in desks does not reliably quit their check-in processes which can over an extended period build up significant performance spikes causing the game to eventually stutter
[/url]] - An extremely low amount of displaced available construction material can cause building process to stop due to no additional construction material deliveries being executed
[/url]] - Airside shuttle buses carrying passengers for remote stands where the aircraft has been dismissed do not notify offloaded passengers of this fact causing passengers to chase the aircraft when being offloaded
[/url]] - Contractors always set down construction material on floor zero when building causing strange duplicate paths when fetching next construction order
[/url]] - Running the game as muted can queue up a staggering amount of unplayed audio effects casuing the system to eventually run out of virtual channels and lag as warnings are written to the console
[/url]] - Boarding analysis system yields at a far too high rate causing various performance and calculation related issues which can stall boarding process
[/url]] - Water generation on large maps can result in a striped lake pattern[/list]
Due to character limitations on this message post, the full change log containing bug fix notes can be found here.
Update notes
Water!
As a result of notable community demand and requests for this feature, beta 4 brings water to the world of Airport CEO. New maps, where climate applicable, will generate small ponds and lakes and you can also yourself beautify your airport surroundings with the new water tile.
In-world data overlays
This update contains a new in-world data overlay system which we'll over the remainder of the beta period extend with various data sets, including heat maps. First out is a person walkability overlay that is intended to show you exactly where persons can and cannot walk.
Context panel
We've added a context panel to better communicate relevant controls and symbols as you perform certain actions. If you're ever in doubt of what you're looking at you can give it a quick peek to remind yourself.
Have we forgotten anything that needs a context panel like this? Let us know in the comments and we'll see if we agree with you! :)
And of course... loads of bug fixes and balancing
Most important in this update is the continued bug squashing and system balancing. Since this update mainly builds upon the large changes introduced in beta 3, beta 4 will be a lot more stable. We've fixed all issues you've reported on rooms not activating, franchise staff leaving on load, parking lots not being used and much more.
Work on beta 5 will begin next week and we hope to deploy its contents just prior to the end of the year and the holiday break. A dev blog detailing the beta period ahead and what the full release for ACEO will look like in 2021 will drop late tomorrow evening.
Thank you as always and have a great rest of the weekend!
In the latest update, the game feel of Shape Shooter has been improved. Making the game feel more satisfying. Also called Juice! This includes stuff like:
Improved visual effects
Screen shake
Adjustment to sound effects
More animations to menus and game
More particle effects!
Bug fixes
Etc.
A new trailer is also made for this occasion.
Try it out, check if you can feel the difference, and maybe get a top spot on the leaderboard in the process. Good luck!
With a weary sigh, the imperial soldier sat down at a table in Lydix bar. His hands laden with two byrhs, his comrade soon joined him and dropped to his chair, which protested with a dull crack.
"I'm getting rather tired! Two days that we walk, that we trample, from morning to evening... - And you thought that "guard assigned to the security of the alchemists" would be a restful experience! - I'm sure we have gone to all the Desert shops to try to find his damn thing! He's twice my age and I can barely keep up with him."
The two fyros took a sip of the beer imported from Lakes.
"And we're not done. Tomorrow he wants to go to the Trykers land. - Sure, he's going to drag us through all the New Lands until he finds a Kizarak's claw. - ramèch!"
As they continued to drink and sigh, one of the soldiers thought.
"I may have a way to spare us all this. - I'm in! Well, as long as we don't have to go and get the claw on a live kizarak, eh? - Do you remember my cousin, Iorian? - The one who got kicked out of the guard of Thesos? - Yes. She left the Burning Desert, she... changed her life." The Fyros lowered his voice a little. "She joined the Smuggler's tribe, in the Lakes. They really sell all, these people there; they probably have whole bags of kizarak pieces. - And you think Ichnion would buy his stuff from smugglers?"
The soldier shrugged his shoulders.
"If he gets what he wants, I don't see him looking too much at where it comes from. We can try suggesting he goes and visits the Smugglers."
His comrade grumbled.
"We'll have to go to the Lakes now! - You'd rather walk all over Atys?"
With a deep sigh, the soldier plunged back into his drink.
"We'll have to go to Fairhaven to bring back some byrh from the Lakes that wouldn't have traveled by mektoubs in the blazing sun."
At a nearby table, a pair of ears hadn't miss a single bit of the two soldiers' conversation. The announced arrival of an imperial alchemist, escorted only by two guards in a wild and uncertain region, was valuable information for anyone who could take advantage of it.
~ ~ ~
With his armor ripped, as pale as a matis, Praesidius was watching the spawn's point of Pyr as if, by an effort of will, he could make Ichnion, the imperial Alchemist he had to protect, appear there, but nothing happened.
"Like rookies, we were fooled like rookies, and now we'll have to go and announce that we've lost the trace of the Alchemist... - ... - We're going to end up scrubbing latrines for the rest of our lives ... - No wait, we'll find a way, we'll call on our relations, the Patriots won't want to let the reputation of the guards be tarnished. Let's gather our friends and trusted homins and find Ichnion. We have a few days before his absence becomes critical."
Little by little, the news spread among the Patriots: Rendezvous at Academy place on Holeth, Floris 24, 2e CA 2611 (*).