Dec 7, 2020
吾光笔记 - New player
希望喜欢这款游戏的大家能多给游戏一些评价与推荐,这个游戏的评价由于没做宣发什么的加上游戏比较小众,所以推荐数实在少的可怜QWQ
MicroTown - Rudy (Snowy Ash Games)
This update adds seasons and seasonal crops to the game.

The game's save format has changed, see the "Save Upgrade" section below. To preserve old saves, you will have to upgrade them.

I thought about titling this update "Winter is coming", but that just describes my update schedule.

Key changes

The game now has seasons. I went with the "standard" temperate ones: spring, summer, autumn and winter.



You can now see the season progression in the HUD and more info in the tooltip:



For plants, seasonality means that crops and produce will now quickly decay in winter:



In fact, all farm crops (wheat, barely, hemp, herbs) have to be planted in spring or they won't have enough time to fully grow and be harvested. Gardens will be able to (re)grow produce some 2-3 times a year.

Crops will also decay naturally over a period of time if not harvested:



This also means that gardeners and farms will not remain permanently idle and just stockpile ready-to-harvest fields. (You can still endlessly sow and not harvest anything, but you will need the workforce to maintain this cycle. And perishable/food items do not yet decay.)

As a consequence of seasonal harvests, the village will see a brief, large influx of harvested items. To support this, I added barns that are specifically for storing such crops:



I also adjusted how much food houses need. Simple foods (carrots, tomatoes, potatoes) will now run out quicker, while complex foods (bread, ham, cheese) will last longer. The values aren't perfectly balanced by any means, but this does move the game in the direction of complex food production chains being useful.

All crops (technically, all farm crops, gardener produce and arborist saplings) will now be planted and grown as three entities per tile (similar to trees):



Gameplay-wise, this means the space can be used more efficiently. Conversely, this means I can increase the plant growth time without sacrificing a lot of area, which I did.

Visually, having 3 crops per tile instead of just 1 means more animations and activity as they are sowed, grow and get harvested individually. The crop sprites are also simpler, more readable and easier to adjust as needed. And this also means I can add more growth stages, thus further increasing the amount of animation per crop.

Since crops are now individual entities, they are shown individually in the building inspection as well:



Crop fields and garden plots are one of my favourite features visually. I updated all the sprites, for example tomatoes and carrots:



For seasons, other plants will also change in various ways. For example, deciduous trees will yellow in autumn and shed leaves in winter:



Seasons do make balancing more difficult both for me and for the players. Basically, anything that fluctuates like seasonal crop yields is hard to balance. Previously, I could safely solve it with "whatever number feels cool", because the game just auto-balanced itself. If you lack something, you just build more production for it. It's still mostly true, but fitting things to seasons where crops actually die in winter means that I have to consider some timing values carefully.

I ended up coming up with and analyzing duration proportions in-depth and coming up with a theoretical model:



There is an interesting gameplay consequence to trying to fit production results into a specific time frame. Normally, the first crops you plant will be ready before the last ones planted even begin to ripen. This ends up with very unequal field growth and just doesn't feel right in-game. To counter this, crops will grow slightly slower or faster based on their stage and the current season (red and green cells in the above image).

In short, I have to tie all the duration values together from crop stages to year length.

This update is not too large content-wise given how long it's been since the last update. And because some of the changes I decided to make are disproportionately tricky to how much they actually add to gameplay. There are still more things I want to add related to seasons, but I decided to publish the update.

I also decided against adding more crops and grown food items, because this would bring the number of foods really high and micro-managing markets and houses demanding each type is too much of a mess. I will come up with a solution to this before I add extra foods (and supplies).

Save system

I rewrote the save system and changed the save format.

There is a lot I can discuss about the save system. This would get very technical very quickly because it's basically 95% about code specifics and how I handle each case. (In short, it's a fancy serializer. I tag my classes and variables with saving attributes and the system automatically saves the entire structure and then recreates it later. For the new system, I changed reflection-based value reading/writing to using automatically pre-generated code. The tricky part why I cannot use a ready-made serialization solution is that my code changes frequently and I need to be able to easily upgrade things through consecutive versions. With hundreds of classes and thousands of variables, the system need to be specialized to my needs.)

Here are the primary benefits:
* Saving and loading is much faster (with a caveat below), which was my primary reason to do this
* Saves can support many small entities better, which means I can have bigger maps with more stuff without exponentially increasing save processing times
* I can store metadata within the save files themselves, not limiting save info to slots and profile data
* I can potentially have an unlimited number of save files with unrestricted file names
* It's very easy to use, has minimal restrictions and barely distracts me from the actual programming, thus speeding up development
* The system is more robust and hopefully won't have to suffer breaking changes any time soon
* Saves have better data markers and extra data that allow me to debug code compatibility much easier
* Faster saving/loading means I can test old save loading/upgrading much faster and thus more often

Basically, there are no real downsides except the initial time required to implement it.

My save loading bottleneck is now the Unity engine itself and having to create/move/toggle all the objects in the scene. There is not much I can do about it and I am already employing all the immediate tricks I know of.

Here's a preview of the new save format:



Okay well, *I* think it was funny.

Save Upgrade

If you want to convert/update/upgrade your old saves (up to 0.5.x) to the new format (starting 0.6.x), you will have to follow these steps:

Open Steam client; right click MicroTown in the Library; Properties...; Select BETAS tab; switch the "select the beta [..]" dropdown to "saveupgrade" branch. Wait for the update and run the game. It will open the UI to convert your saves to the new format. Once that is done, follow the above steps again but switch back to the default "NONE" branch.



I apologize for the convoluted way of doing this. Unfortunately, I am not able to implement this conversion within the game itself, nor can I easily include a second executable in the build (especially for non-Windows). But I still wanted to preserve the save compatibility, (even though the game is in early access and "things may break" is partly expected). I also wanted to personally preserve all the older saves the players have sent in (even if the original issues wouldn't be present after the conversion).

(Note that the last 0.5.x version is also available here as "lastversion" branch and will remain there for the duration of 0.6.x release cycle.)

More updates

I've said before that I want more frequent updates, but this time I spent literal months on the next one. The main reason is that I'm working on both internal backend development and gameplay content additions in parallel. It's not too difficult to estimate the time needed for content updates (and I can always adjust on the fly). However, backend work is a complete lottery whether it will take a day or a month.

My backend is way more complex than a game of this scope would suggest. Often, the internal complexity gets in the way of content creation. But this means less bugs, more stability, better optimization, more consistent long-term changes, etc. I think it's a compromise I would like to see in the games that I play.

The reason for complicating things is that I have always loved games with attention to detail. This is also the design philosophy I am taking. For example, items stocked at buildings or placed in granaries or sold at markets aren't just "combined" into an internal counter. They all still exist as independent entities with all their attached data. For example, I could "poison" a tile next to a smeltery and then track it all the way from growing a crop there to being harvested to being stored and then brought to the market and sold and taken to the house to the villagers who eat it and get sick.

Future plans

I have worked on quite a lot of features, just haven't completed any fully. I am fairly confident that I can release next several updates much quicker. In the nearest future, you can expect more season stuff, weather effects, wildlife and hunting and an in-game information codex. These are most complete features that I can finish before I approach some of the larger planned changes.

Full changelog

Changes

• New save format; old saves (<=0.5.x) are no longer compatible, but can be converted via the separate build on Steam's "saveupgrade" branch
• Crop Fields, Garden Plots and Tree Nurseries and their fields are reset
• All props (like trees and such) are reset
• Added Seasons - Summer, Autumn, Winter, and Spring
• Added Season HUD showing the current season
• Farm, Gardener and Arborist now grow their production as individual plants and not "as a building"
• New world prop objects for all the plants: Carrot, Tomato, Herb, Seedling, Wheat, Barley, Hemp, Potato
• Cultivated plants (crops, vegetables, saplings) are now grown 3 per tile and are planted and harvested individually
• Cultivated plants have more growth stages
• Cultivated plants now decay after some time of not being harvested; they will stay around in their decayed variant for a while
• Farm crops will slow or increase growth based on Season tending to be harvestable in early Autumn
• Farms won't plants crops in Autumn (since there isn't enough time for them to grow)
• Farms and Gardeners won't plant crops in Winter
• Crops and most plants will now quickly decay/rot when Winter arrives
• Garden Plots, Crop Fields and Tree Nurseries now show in HUD what crops are growing there and their growth progress (similar stages are grouped)
• Add Barn building to store intermediate harvested items: Wheat, Barley, Hemp and Herbs
• Trees (i.e. Maple and Spruce) will change leaves/needles as Seasons rotate
• Most plant sprites are adjusted or expanded, some shadows added
• Simple foods ( Carrot, Tomato, Potato) are consumed at a faster rate than complex foods ( Bread, Ham, Cheese)
• Flowers can be harvested by Bees more times
• Shift-picking building for copy building also copies the worker slot status (i.e. the number of workers)
• New less harsh pickaxe, axe and shovel sound effects

Fixes

• Cheese food amount missing from some formulas
• Tavern now serves a random item instead of prioritizing Beer over Mead
• Various particle/effect issues
• Some missing and incorrect task/command description labels
• Building workers will now work at the closest auxiliary as was intended (instead of randomly most of the time)
• "Replant tree" goal to show counter for Trees and not only Maples
• UI/HUD changes would not invalidate a tooltip properly and cause it to "stick"
• Fix road construction button tooltip bad syntax

Optimizations

• Eliminate lagspike when changes occur to tile borders, overlays and/or ghosts due to having to modify all tile game objects
• Much less overhead (such as when creating a world or loading a save) from having dedicated border, overlay and ghost sprite renderers on every tile game object
• Much less overhead from having multiple hex tile-shaping colliders on every tile game object
• Very slightly faster lookup for the current object under mouse, including much faster tile lookup
• Start preloading internal world objects while in main menu to reduce world entry times
• Reduce the number of redundant rendering
• Slightly faster animation processing

Rudy
Snowy Ash Games
Evolution VR - Magic Tavern
Hello everyone, over the past few years, many players have downloaded Evolution VR and left behind valuable comments and cherished memories. We hope that more people will have a chance to have fun with it and that more developers can be inspired by it to create newer experiences. With this in mind, we will be making the game free in the near future, so that all VR enthusiasts and developers can experience our game freely. We hope Evolution VR will continue to give you joyride. Thank you for your support, love from the Magic Tavern team.
Angel Legion - yymoon
Dear Commanders,
The Angel Legion will be updated and maintained from [48ff00]14:00 PM December 8th, 2020(GMT/UTC+8).During the maintenance period, you will be temporarily unable to play the game. Please be prepared in advance. Sorry for any inconvenience.

Estimated Maintenance Time
2 Hours

Maintenance Compensation
Diamonds*300

TIPS
1. Please close the game and download the game update file after the maintenance starts.
2. After you successfully install the update file, wait for the maintenance to end and you can play normally.

Update Content:

Hero Adjustment
1. Filial Spirit: Mulan joins the Gene Chests, Gene Boxes, Gene Pool and Yellow Crystal Store.

Function Adjustment
1. New gameplay: Artifact Dungeon. In the dungeon, Miya must equip with specified Artifact required by different dungeon.
2. Removed the record of Worship. You can view the changes of the members of the legion more conveniently.
3. Added the Battle Progress function in Galaxy War. You can check the action log of the members.
4. Added the arrangement function of equipment, you can easily arrange your equipments in the Equip function under the Storage.
5. The Military Match is modified as a contest between three teams with different Artifacts. In these teams, Miya must equip specified Artifact.
6. New item: Frame of avatar.

System Adjustment
1. Fixed the bug that the Gene of Mulan cannot be recycled to Elves.
2. Fix the issue of displaying the number of rewards on the seventh day of the limited time sign-in event.
3. Simplified animation of equipment Enhancing.
4. Optimized interface layout.
5. Optimized some text descriptions.
Riding Club Championships - Yogi

Huge congratulations to our Weekly Showdown Grand Final Winner, leela who wins with a great round!
Less than 1 second between the top 2, and 28 clear rounds produced another very competitive Grand Final.
Congratulations to everyone who made it through and did so well! :)
Broken Lines - Darkfall
Good afternoon everyone,

The Broken Lines good news continues to come in. Late last week we announced our upcoming expansion, Broken Lines - The Dead and the Drunk, and as part of that announcement we told you that we were going to use Steam Playtest to let you try out the game and help us to find any lingering bugs in the game.

If you need to refresh your memory, then be sure to check out the announcement here.

We’re now pleased to announce that we have begun to accept people in now. All you need to do is click on the ‘Request Access’ button and we’ll handle the rest!



The BEST NEWS
You do not need to own the full version of Broken Lines to take part in the playtest.

So, this is your chance to try out the game, see if it’s for you, all while helping us find any lingering bugs before the game’s launch.

Do note, access to the expansion via this feature is restricted to the duration of the playtest only.

The playtest session itself will run from today (7th December) and will end on the 13th of December (Sunday) at 23:59 CET.

Reporting Bugs
So, are you taking part in our playtest session?
Great, we’ve got a few pointers for you.

  • If you find a bug, please report it in this thread.
  • If you have any feedback or have a suggestion for us, please can you let us know here
Bug Hunting Event
We are also going to be starting up a few events to help encourage you to find and report bugs, the idea is that the developers will give a ranking to each bug that is reported. The more edge-case/hard to discover/rare the bug (as judged by the team), the more points you get.

We will keep a highscore table of the best bug hunters (based on the score) and the winners will get several copies of Broken Lines for their own private use.
Big Farm Story - BFS_CM_JANA
The story continues, peeps...
A brand-new update is live. Open a new chapter and get excited about the new adventures ahead. You'd better keep your eyes open; there might be some hints on the future storyline.
With this update, we’re also introducing a brand-new game feature: it's time to show off your cooking skills and prepare some yummy dishes. Of course, we also made some fixes and improvements as well!


Please see the full changelist:

Added:
  • Cooking - With this update, you can find another room in your farmhouse: the kitchen. In your kitchen, you can find anything you need to prepare delicious food: a stove and an oven. So, dig out your favorite recipe, gather all the necessary ingredients and start your cooking adventure.
  • Claire's restaurant - Enjoy a new shop in the townlet: Claire's restaurant. Sell your yummy dishes to Claire and earn special Gourmet coins. With these, you can buy special ingredients or beautiful decorations. You’ll definitely want to stop by.
  • New scene - Get ready for new adventures and discover Mole Island with its own treasures and secrets.
  • Multiplayer - Play the new side quests to spend more time with your friends. Invite your friends to your farm and visit your friends on their farms in return.

Fixes & Improvements:

  • Various UI improvements
  • Fixed the issue with the false "full friendlist"

Take care!
Game Dev Tycoon - Daniel
We've released a small bug fix where the staff welcome training was not available after importing from a mobile save game.
Diodius ~PREMONITION~ - EPEJSÓDION 1
We have updated Diodius ~PREMONITION~.

Both we and our community have found some bugs hindering gameplay. Below is a list of fixes:

Porto Pensiero stage incorrectly loaded the first fight - it was impossible to win. Corrected.
"We Are Number 0" achievement fixed.
The Stars (as weapons) are now properly unlocked.
Shadow Doge's Heart now spawns correctly.
Crossout - XO_Team

Hello, Wasteland survivors! It’s December: soon this controversial year will end, and the “Snowstorm” along with the New Year mood will return to the world of Crossout. It’s the perfect time to share our plans for the near future with you!

We remind you that all the new features described in the “Developer blog” are not final and may be changed before they are introduced into the game or may not make it into the game at all.

The fourth season in Crossout will begin in February!

We are now working hard to bring a new faction to Crossout in February. Who are they and what are their goals? Should survivors worry about their safety? Alas, even the scouts prefer to remain silent: they just look at the rising Sun.

We have yet to learn more about the new season in the upcoming year, but now we can say that the emphasis will be on cool new parts for your vehicles (but several unique objects for the range building will be included as well).

New Year in Crossout


This year we decided to return the “Present heist” brawl that many enjoyed playing last year. Let’s take a look at the brawl’s highlights and find out what to expect as rewards!
  • Players need to defend the truck from attacks by Gronch’s henchmen when it’s loading/unloading gifts, as well as provide escort while it’s moving between bases.
  • As the players progress, side quests become available on the map.
  • Successful completion of a side mission will allow you to apply certain bonuses to the truck.
  • After a certain number of enemy waves, players will have to fight the gang leaders.
As in the past year, especially persistent survivors will be able to compete for the title of the best defender of the New Year and get unique commemorative rewards, depending on their place in the rating.

For the completion of the brawl, the survivors will receive a special resource “Crackers”. Crackers and other resources/parts can be exchanged for rewards from a special workbench. And the rewards will be unique this year!

Every day until January 12, a unique offer will appear on a special workbench, during which you can improve a specific part and are guaranteed to receive an already known set of upgrades!

Let’s give an example of how this would work:

Another event day has begun. You enter the game and notice that today you can upgrade a specific machine gun and get 3 already known bonuses. During the entire duration of the offer, you can upgrade an unlimited number of such machine guns and all of them will have the same bonuses, known in advance.

The schedule with a list of parts for upgrade will be published as a separate news item along with the release of the New Year’s update.

Each offer will be available for several days, and the variety will be updated daily. Most of the unique offers from last year will also return to the workbench, including the “Lacerator” chainsaw and light bars, as well as a number of new ones, including a new unique wheel hubcap and “Bigfoot” spare wheel.

Changes planned for the next updates

Market

In order to make it easier for you to track the market situation for a particular part, we plan to integrate the functionality of price charts as well as a number of other improvements into the game.

Colour correction settings

We are currently working on the colour correction settings as well. With their help, you can adjust the brightness, contrast and color depth of the image. No more pitch-black night or overly illuminated images due to the monitor’s specific features!

Leviathans

We’ve taken into account your feedback on the leviathans and their current build features. In one of the next updates, we plan to implement a mechanic, thanks to which installing many of the same or similar types of weapons will no longer be such a simple and profitable solution. For now we will not go into details and only note that after installing a certain number of weapons of the same type, all subsequent ones will consume more energy.

Balance changes

Of course, we do not forget about the main questions related to in-game balance, and we plan to gradually continue working on them. “Wedges”, hovers and “side - vehicles”, handling of augers and tracks as well as a number of other topics, which we will talk about in the future, when we are ready.

That’s all for today. Follow our news: in the future we will tell you even more about the new season and other changes that are planned for the game in the coming year. We are waiting for you in the “Snowstorm” update!

For more information on Crossout, follow these channels:
...