In today’s devlog we’ll tell you about the remaining new features of the Equipment Update II and also announce its release date - December 25th!
Hearing System
The noise system will now work not just for your enemies, but your character as well, allowing you to better plan out your actions. As you explore the surface or dungeons, you’ll be able to hear enemy activity, which will mark their location on your screen. The chance of hearing the enemy depends on their actions and your Perception: enemy steps are the hardest to detect, but the noise from a fight will be heard from many tiles away.
Berry Bushes
Berry bushes will come in handy if your character is starving. Depending on the biome, you’ll be able to encounter six berry types: bilberry, raspberry, blueberry, lingonberry, gooseberry, and barberry.
New NPCs
Two new characters will be added to the game: Bran the Trapper and Unar the Scribe.
The trapper will periodically appear in either Osbrook or Mannshire, offering you some hunting gear, including the new traps.
Unar the Scribe can be found selling treatises in the Mannshire castle - you’ll be able to shop from him after completing three Osbrook contracts and gaining access to the castle.
New Consumables
We’ve added a number of new narcotic substances to the game. Consuming them provides powerful buffs for a short period of time, however you’ll have to pay for them with a long and painful aftermath.
Al’qud will give you a stamina boost, increasing Max Energy and Energy Restoration, while decreasing Abilities Energy Cost.
Abasa will put you into the state of narcotic rage, granting bonus Weapon Damage, Crit Efficiency, Armor Penetration, and Pain Resistance.
Hornet Honey will sharpen your reflexes, improving Accuracy as well as Counter, Dodge, and Crit Chances.
Nikkaf will improve your concentration, increasing Vision, Experience Gain, Hunger Resistance, and decreasing Fumble Chance.
Paregoric is a potent painkiller which will decrease Pain and Pain Limit while improving Morale, Pain Resistance, and Healing Efficiency.
Stardust has already been available for quite a while, but its effect is now different: it will grant Magic Power, Magic Resistance, Bonus Range, and decrease Cooldowns Duration.
New Enemies
The enemy roster has also been expanded: this update will add 10 new brigand enemies, armed with two-handed maces and axes, and a few new minibosses, including the skeleton ones - eliminating the latter will be a part of a new contract.
Hey hey, we have been hard at work on Delta Light and we have some stuff we would love to show that was added in this patch. The big things are the introduction of our first new character Dryad, a remake of the infinite mode, balance to some existing characters and some more small changes.
Introducing Dryad
Roaming the great outdoors of the information superhighway is Dryad. They are the first new character added to Delta Light. Their effect allows them to enchant fruit just like Druid does but instead of a temporary boost to the effect, Dryad keeps a portion of the pickup effect for the remainder of the map.
Infinite Mode remake
Although the infinite mode did what it said on the tin we weren't happy with the variance in experiences it could offer. To help infinite mode stay fresh we added 'Affixes' to the mode. Affixes are stackable effects that randomly occur on the map ranging from a rain of pickups or the addition of huge enemies to a targeted speedup effect or having the map regenerat. The chance these effects occur increase with the brackets just like the overall difficulty of the map. Multiple different and duplicate affixes can spawn.
Champion updates
Almost all characters got minor updates that should make them feel all more in line with eachother. Melon got the biggest update of the bunch with some fresh new effects. When Melon picks up a melon slice he now becoms even bigger and gets a speedup based on how much slices he has. The more melons Melon picks up the longer and effective the boost. This combined with health pickups giving him two melon slices should get him to be a healthy pick!
Other things
We also added some quality of life improvements into the game with this patch.
Some campaign maps got updates.
New players automaticly unlock Delta.
New text effects on loading a map in level editor.
Updated visuals and particle effects.
Lots of performance fixes.
sharing a map string a bit shorter (but still WIP).
20201220 What’s good, gamers? Yeah, yeah, yeah, ZeroHour is still jamming everything up but IT MIGHT BE DONE SOON, WE’LL SEE. Now that that unpleasantness is out of the way… Let’s talk about how awesome AI is about to get! Currently they only lay mines (and oh boy do they lay them) but they’re about to get full weapon capabilities within a couple weeks. That should mean a lot more action than just a ton of mines to dodge! Speaking of mines, they also come to a stop slowly now, so if you’re trailing someone closely, you still have an opportunity to deflect them instead of getting insta-blasted. YEET.
Completed
Mines slow down over time instead of immediately come to a stop
Imara overhaul
Reaction times appear more quickly
Bugs: Te ora results screen headers
Next
ZeroHour game mode
Video tutorial in-game
Minigun less affected by FPS
Underwater visual effect
Quit confirmations
AI: Uses all weapons, races more intelligently
Online smoothing so other racers don’t jitter as much
This update revamps the inventory overview and adds a watched item list. You can add and remove watched items by clicking the checkboxes in the overview. I also added 24 new food items and recipes for the kitchen to give your gnome's diet more variance.
Some time ago I changed grain producing plants to no longer produce seeds and take the grain directly as the seed item. The reason was to reduce item clutter. Turned out it just confused people and it wasn't without other problems. This update reverts that. So when you start a new game make sure you bring wheat seeds with you, or the other types for that matter.
In the update which added the willow tree I accidentally messed up old save games. Sorry for that. So this update adds some mechanic to prevent that kind of error in the future (hopefully).
To clarify, you can see if you are effected by this save game corruption if you see materials embedded in walls that shouldn't be there, like wool or wood.
Please start a new game with this update.
## [0.8.5]
### Fixed - moved cursor calculation to game thread - cursor detached from selection when using WASD - going back to resume screen when selecting settings out of a running game - container capacity on stockpiles after load - crash because of incorrect data in save folders - buildable carry containers - crash because of incorrect bitmaps in gnome detail window - user presets saving on embark - translation string for willow tree - willow trees are now plantable - fish shouldn't drown anymore
### Added - capacity info for stockpile tiles on tile info - watched item list - 24 new food items with recipes and kitchen integration - button to save user presets - glass bottle and jar - show version on main menu screen
### Changed - furniture can now be constructed anywhere and won't get deconstructed when a room designation underneath is removed - redesigned inventory overview - removed direct mapping of certain ids to databse rows, that should prevent save games breaking in the future when stuff is removed or inserted at the wrong place - grain plants produce seeds again and need seeds for planting
Hey everyone !! It’s been over a year since I updated Sex & Gun PC version ! First, thank you for your patience ! I’m really sorry about this, I’m aware of all the problems of optimization that the game has. Please know that I’m reworking it from scratch ! I will give an update early next year so it can work properly for everyone.
What I'm currently focusing on is more the “sex” gameplay of the game. The first version I made is too much re-using VR “mechanics” to Non-VR, and it just doesn’t work. So I’m on a very different vision now, more animation based, with the male & female character visible instead of just the female. I didn’t had enough time to work on it to be honest, lately I just managed to do an update on the VR version at the end of the year, where I made a “physical” based sex system.
Ok… and? Now it’s time to test a small update and have something different than the VR version. It’s with hairs ! This end of year, the engine I’m using (Unreal Engine 4) gave us some great tools to render realistic hairs ! So I worked on our favorite character and placed her some new hairs that are very physical and natural. It’s working quite smoothly on a 1080TI, I hope it will be good for you too. They are not yet perfect but I was so excited that I wanted you to try ! I reworked the customization system to be more a PC based interface, and added some new clothes & morphs that were in the VR version.
You're a flying camera for now, you’ll move with WSAD and use the mouse to interact with the menu. If you zoom and look fully at the character you'll have more options. You can customize the woman, animate her, change her hair, hair color, change her clothes, change the animation rating, control her private parts too, all dynamically !
I will add a trailer video on the store page soon so you can see how it works.
What’s will be on the next update ? The priority will be to fix some issues of clothes & anim, add more clothes, show the male character (First person) and be able to start scenes with her, so she stop fucking the wind !
How to test ? You can test his right now in the “beta branch” of the game. You do a right click on the game in your steam list > Properties >
Then you go on Betas, click on the arrow and select "Test the latest sex system !" you'll start an update of around 3GO. If they ask a password just leave blank and continue.
Hope you’ll like it, I wish you all a great holiday season, glad that this horrible year 2020 is finally ending! I’ll see you soon ! Stay safe & healthy.
To get this update, you have to opt in inside your library: Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.
I've been working on a new boss, even though I won't be able to complete the area for it in the game, I've decided to still release it for the holiday break. If you don't want to wait and see this boss incomplete, you can craft a spawn item in the advanced workstation and use it on the surface during the night.
I've been working on some mini biomes, the first one being spider nests which now spawns the giant cave spiders. You will have to generate a new cave to find them and more biomes like this are on the way.
2021 is coming up and for that we of course need firework. The alchemist is happy to sell you some, and you can even decide how you want it to look!
You can now tell your working settlers where to place their items and villagers to move items from one place to another. Settlements are still a heavy work in progress and some of the planned features include more jobs, threats, upkeep, settler stats and more. The goal is to make settlement building a more significant and fun part of the game.
Lastly, there are a lot of improvements and fixes. It's now possible to hold the mouse button down to craft more, reworked pathfinding, music streaming which helps load times and low memory systems, new packet handling for better multiplayer and more.
It has now been 1 year since the release of early access and the game has already had a lot of updates and over doubled in content. The scope since has expanded and there is still a lot more to work on. Until then, happy holidays and a great new year to you all! 🎉
💓💓💓💓💓💓💓💓💓💓💓💓💓💓
See the full changelog below
Changelog
Additions:
Added Delay logic gate. Added Counter logic gate. Added attack animation to Evils Protector. Added ability to hold left click to craft/buy for increased speed. Added firework rockets, bought from Alchemist. Added firework dispenser. Added ability to set drop off inventory for working settlers. Added move item jobs for villager settlers. Added spider nests to forest, plains, snow and swamp caves. Added new boss, fought on surface during the night. Spawn item crafted in advanced workstation. Added Dragon Lance weapon, dropped from new boss. Added Dragons Rebound weapon, dropped from new boss. Added Bow of Dualism weapon, dropped from new boss.
Changes/misc:
Reworked Buffer Gate, fixing a bunch of issues. Tweaked sound positions to be more smooth when moving away from a sound. Reworked how audio is loaded into the game, decreasing startup loading time. Reworked pathfinding, making it multithreaded causing fewer lag spikes. Increased the window to reel in fish slightly. Fishing hooks will now fly in a more natural path and have a shadow. Tweaked ambient light slightly, making it more blue in the night and more dominant white in the day. Removed craft 5 modifier control, instead hold down to craft more quickly. Optimized rain particles. Mobs can now no longer spawn inside on floors. Ghost mobs now only spawn in the open. Tweaked mob spawns, allowing tiles to define the spawn table. Giant Cave Spiders will now only spawn in nests in forest, plains and snow biomes. Increased price and decreased defence of spider armor slightly. Reworked how packets are handled, should now be much faster causing less lag/desync in multiplayer.
Fixes:
Fixed buffer gates not loading data correctly. Fixed possible crash on receiving logic gate output update packet. Fixed bosses able to drop another boss summon item. Fixed trails existing a long time causing increasing lag. Fixed some mobs able to deal damage too often to players. Fixed possible crash when switching between display modes. Fixed zoom and interface size not updating when changing display modes. Fixed possible crash while loading. Fixed signs and inventories not updating hover tooltip. Fixed being able to have more summons than allowed. Fixed Swamp Guardian health not scaling.
Patch Notes: -Fixed more display menu bugs. (Reported by minho8012) -Fixed physics object inside train. -Fixed train derailing from physics objects. -Added new POI on the map. -Tested rail transition from one map to anther.