Automation - The Car Company Tycoon Game - Killrob
The first patch of the new year addresses several big and many small remaining issues with the LCV4.1. Check out the changelog below. Note: This is posted on the openbeta, not the default branch. We will merge it once it has shown to not cause any new big issues.
LCV4.1.12 Improvements & Fixes
Added WIP fixture light controls to car designer
Improved main menu loading times
Made challenges (scenarios) available again. Fixes & rebalance coming soon.
Changing car pricing with existing preorders will affect preorder numbers
Fixed cross-car fixture merging after having several cars in the photo scene
Fixed preorder runaway issue
Fixed wrinkle paint not being possible to cut out
Fixed labor cost multiplier not visually changing labor cost of the cars in UI
Fixed morphing cars not resulting in the recalculation and updating of the UI
Fixed various issues / missing dependencies in the campaign score multiplier calculation
Fixed company reputation & prestige damage not applying to your current ratings
Fixed bodies displaying in incorrect year groups on body unlock UI in campaign
Fixed exploits of preorder system, you now pay back deposits of unfilled preorders
Fixed market volatility not affecting campaign score multiplier
Fixed shift+drag creating a locked fixture in the same place
Fixed a bug relating to region unlocking
Fixed launcher not being DPI setting aware, showing wrong text scale
Fixed titles of boxes describing cloning or selecting an existing engine showing wrong strings
Fixed model year not visually updateding when it got changed between a hold - revert
Fixed useless X buttons being shown in start menu car & engine managers
Fixed 50sMaffcSaloonLarge_2dr being released in 1950 instead of 1955
We still have a few issues on our list we need to get to before moving on, so expect another patch in the coming week and then some more info on what is to come from there.
Hey folks, it's been a bit since our last update and I know we can be kinda quiet when we're busy behind the curtain, so we wanted to give you an idea about the stuff we're working on.
Revamped Mining Base Story Content
We're somewhat close to finishing this up, as we have most of the new mechanics, creatures and assets finished. We still need to finish up the new boss, build out the levels and tie everything together.
World Generation
The current worlds are too small, and use up too much memory so we're fixing the glitch. The next update will allow for larger worlds, and those larger worlds are really going to let us play around with making the surface of the planet more interesting.
World Zooming
We're adding the ability to zoom in and out in the world. We also plan on doing UI scaling before leaving Early Access, but this is the first step in future-proofing the game for different screens and resolutions.
Ore Scanning
The current ore scanning has always felt functional but really janky to me, so we're re-doing it completely. Our main goal is to create a system that helps you find ore so it doesn't feel like you're just digging randomly, without simply pointing out the ore on your screen. The new system will show you the projected density of ore overlayed on tiles in the world, and if you find a bright enough spot then you'll find ore.
Cybernetics
Um, we decided to add cybernetics to the game. I can't fathom what inspired it, but here we are.
Parasites that burst out of your stomach
Reworked Codex
The current in-game codex only tracks creatures, but we want to make it more of a generic data storage device. To that end, we're adding the ability to scan structures in the world, and the codex will also track any datapads you find and read.
Block Building Delay
One of the persistent balance problems we've had with the game was that it was too easy to just take a stack of blocks and wall in any creature you come across. In the next update, we've added a small delay to block building, that can be interrupted if any creature moves through it while it is building in the world.
Anyway, that's what we've been working on. We don't really have a firm ETA for you folks on when it'll make it into the game, but I'd be surprised if it took us more than a month or two to finish this stuff up.
Hope everyone has a great 2021!
As always, if you have any suggestions, criticisms or just want to say hi then feel free to post a comment on this announcement, make a post in the Steam discussions, or join us at the official Discord Server.
The arena mode enables creative experiments with defeated foes in a "god-simulator" style. It is available for both the demo and the closed beta and supports both single player and multi player.
We wanted to make a quick announcement about the progress of our newest update! Currently, our plan is to stray further from other games similar to this one and work on improving gameplay and optimisation. As of now, we have many core features added and lots of exciting stuff to come such as:
NEW GAMEPLAY ELEMENTS
These new gameplay changes and areas are accompanied by a variety of new exciting puzzles and challenges which will hopefully increase overall game-time but also increase general diversity in gameplay since, as of now, the game is very "monotone". We've negated this by making the game a lot more focus on combat!(More on that below)
BETTER MOVEMENT / MOBILITY
With this new gameplay style we've implemented ventilation shafts that the player can crawl through to get to new locations, complete puzzles or get an advantage on the enemies! (And yes, the enemies are human!)
NEW ENEMIES
We won't get too in-depth with the human enemies as they are still being worked on, but they should act as initial enemies the player faces and the real threat, apart from the SCPs, of course.
NEW COMBAT
These new changes allow us to make combat fun. Before, you could find a pistol, but it was ultimately useless since it would switch your flashlight which you need to see and had limited bullets. Plus, SCPs don't usually care if you're shooting them, which made the guns useless. With these new enemies, you can expect exciting firefights to take place throughout the facility - You decide the outcome.
We hope to release this update soon, but we still don't have a set date in time, which is why we decided to notify everyone that we are still, in fact, improving the game!
Craft The Mapcrafter:Gathering Magic Words - kuro Game Studio
Thank you for downloading the DEMO version. I'm very encouraged by the number of downloads and plays. Mainly stabilization fixes.
[Fixed] -Fixing the "Cannot read property 'parent' of null" Error that occurs during battles in shopping malls -Message drawing collapse during bottle mail event on Drifting Island -Bug in which the coordinates shift when returning from a relay interval -Bug in the display of "~の通常攻撃" when using skills -Notation distortions in the item description field -Problem with different skills being tied to the word "prism" equipment skills
[Improvement] -Change font -Change font color -Changing Effects -Preventive measures when a character becomes transparent when returning from a relay interval
Hello, Your friendly dev here. A small update again as I fixed the code for the demo. Turned out that it would have been the full game before. Well, like shareware but that was not intended. And while preparing that, I fixed a serious bug in MMPG that I introduced with the previous update (oups), and a funny bug that slipped in Nyaf 3D - that allowed to cheat if found out :) Now the next big update should be the demo and for the other part, I cannot give any ETA. It will come but might take several months. But you should like it :) Now off I go, Alain
- Added lobby start up timer - Added new music track for the Gateway Club - Updated steam user name fetching & prefetching - Improved movement in space, should be harder to get stuck in the ships's hitboxes now - Added native cursor option (Toggle in config file under Config - native_cursor, for now) - Added option to change game speed (Toggle with pgUp - pgDn for now) - Visibility lights system now takes into account spaced state - Command buttons no longer respond to input in multiplayer (H) (K) (T) - Made suit switching and flashlight possible while carrying items around - Bodies now disapear after voting - Game now ends if only one crew is remaining - Added vote timer - Added skip vote option - Added show animation to directiona arrows - Added option to teleport players to voting desk - Made sure alien can't kill after meeting has been called - Changed forklift in multiplayer to be a static prop - Added new menu tips - Added names - Added option to disable proximity chat - Added player role introduction message - Added killed player message - Updated teleport to meeting - Game now requires minimum 3 players to start (will be increased to 4 or 5 on launch) - Added Fix Antenna (Space Job) - Added Valves (Space Job) - Added new fire system (multiplayer and singleplayer) - Added fire extinguisher - Added fuel can (can be used to start fires) - Updated plasma bolts and sparks to ignite fuel - Updated jobs randomization - Updated hard mode to not show the ship interior - Updated interact scripts to remember weapon-state when interacting and ceasing interacting with objects - Updated shipyard with new lighting system & added interior control station - Forced switching of suit and regular outfit to be in-airlock only - Darkened in-hatches - Reverted default player control mode to fixed - Increased door timing - Synced fire between clients - Synced items between clients - Updated fire extinguisher - New achievement - Added version check in MP server browser / to filters? - Added set ready function in lobby - Updated multiplayer colours - Limited tasks to amount of players - Reduced music volume - Prevented screen time-out for the application (experimental) - Extended kill cooldown - Made sure class & colour synced when re-loading a match
Fixes:
- Disabled space suit before sitting down at chair - Fixed "press to K toggle suit" text not showing up in airlocks - Fixed user getting stuck in chat mode during meeting - Fixed is alien message showing up for all players - Fixed wrong type of walls on shipyard - Fixed vote continuing after game ended - Fixed crash related to lobby chat draw surface - Doors no longer respond to ghosts - Chair position should now be reset after leaving chair and after voting - Fixed singleplayer issues, new game creation should be possible and game doesn't crash anymore when loading the ship interior - Fixed new game returning player to menu - Fixed issue where multiplayer room saves & loads - Fixed vote result text only showing up for host - Fixed zoom-out in multiplayer - Fixed Terminal accept data button - Fixed steam id script crash - Fixed ship direction indicator getting stuck at one direction - Fixed direction marker name stacking - Fixed finished mark position - Fixed issue where weapon wasn't disabled when interacting with objects - Updated fix sabotage text to say mouse left rather than E (E did nothing) - Fixed chair script - Fixed ghost movement & torso should once again draw when player is dead - Fixed ability to change vote after already voted - Implemented fix for voting result saying "unknown" instead of player name - Doors and light station can no longer be accessed during meetings - Game immediately reverting to lobby if alien kills (due to hitting any key), there is now a min 2 second delay - Made sure player isn't in access ducts when teleporting to table (can no longer get stuck under the table during a meeting) - Fixed display name related crash - Fixed player ID being logged twice in lobby array after a player leaves - Fixed items so they can no longer be placed inside walls when moving them around - Fixed player not fully exiting hatches when teleported to chair - Fixed player remaining in spaced state after being teleported to chair - Fixed ranged projectiles in multiplayer - Fixed the chain caster spawning bodies - Dead player can no longer kill as the alien =( - Doors should no longer respond to ghosts - Players can no longer carry items while dead
This update introduces a complete rewrite of the internal chunk visibility system, which means the game now supports crazy high view distances! Plus the usual smaller improvements, bugfixes, and performance optimizations.
Let's take a look at the list of changes first, and after that, let's get into more detail for some of the changes!
New chunk visibility system, allowing for crazy high view distances (for more info, and screenshots, read below)
The view distance settings in the INI file now work differently than before
Adding or removing custom blocks from the workshop no longer requires the instant loading files to be reset
Sand in further away LOD chunks now looks better
Further improved the look of grass blocks on LOD chunks in some edge-cases
Increased resolution of tree textures, and adjusted the color variation
Added two new stats, one showing you the global rank of your "Blocks Mined in 10 Minutes" score, and another one displaying the name of the current world record holder
Adjusted "can't modify the world here" warning message
Added new "Ultra" setting for "Distance Shadows"
When starting a new world, the first "block" quick slot now automatically already has "Torch" selected
Updated compression library to latest version
Enabled LTCG (Compiler Optimization)
Fixed that you were able to put a block of any type into the crystal slot in the bucket
Fixed "Local Record" for the "Blocks Mined in 10 Minutes" not always showing the correct value
Fixed custom mod blocks sometimes changing their color in weird ways when far away or looking at them in a steep angle
Fixed controllers of an Oculus Quest or Quest 2 being incorrectly detected as Index Controllers
Fixed "reset to default" button for "Light Shaft Quality" graphics setting not working
Fixed crash related to chest block items
Fixed a small bug in navigation code
Optimizations
Near real-world view distance system allowing for massive view distances
TLDR: cyubeVR now supports crazy high view distances!
Here are some screenshots beta testers took with this new system:
The bridge you see in the distance here is around 2.5 km (1.6 miles) away:
cyubeVR is a voxel game with an amazing looking terrain generation, and an infinite world for you to explore and build in. People have always enjoyed playing around with high view distances in cyubeVR, as a very high view distance just makes the world feel even more immersive and real. So with this Update, there comes a big change in how the game internally manages what's visible and what isn't. The old system for that was too complex, fragile, and had some rare hard to fix bugs, and it was not designed for very high view distances. The new system is way simpler, way easier to maintain and improve, and way more performant in what it's doing, and it allows for very high view distances with significantly less RAM usage and CPU usage.
This is basically a complete rewrite of many thousands of lines of code, but the results are really worth it :)
Same as previously, this is the file where you can adjust settings like the view distance:
With this new system, the settings in there now work differently than before:
Previously, there was the one setting ViewDistance=X. This setting has been removed now, and replaced with two new settings, ChunkLoadDistance=X and ChunkViewDistance=X. ChunkLoadDistance defines until how far away chunks are fully loaded (meaning, you could place a block there immediately), while ChunkViewDistance defines until how far away chunks are visible.
Having these two settings separately allows you to use a very high view distance, while keeping a moderate load distance, which will need way less RAM and improve CPU performance compared to fully loading every visible chunk. In most cases, keeping the load distance at the default (20) will be good, while increasing only the view distance to values your CPU and GPU can handle.
What's important to understand is that only a chunk that was at least once loaded (with this new Update) can ever be visible. So if you start a new world with a load distance of 20 and a view distance of 40, while not walking around at all, your view distance will still appear to just be 20, because chunks further away were never loaded yet. Only once you've walked around a bit, to load more chunks, you will benefit from a view distance higher than your load distance.
For fun, here is some interesting math I did, because I wanted to know how close to "real" the possible view distances in cyubeVR now can be, considering that real-world view distance is limited by the curvature of the earth:
On earth, for an observer at a height of 2 meters (human), the horizon is away ~5 km. In cyubeVR view distance, that would be 315. The game can definitely handle that now, 315 is totally possible while still having good CPU and GPU performance! So if you're standing at "sea level", you can have a fully real-world-like view distance in cyubeVR! Isn't that quite amazing?
For an observer at a height of 250 meters, which is roughly the max height in cyubeVR on top of a mountain, the horizon would be away ~50 km. In cyubeVR view distance, that would be 3150. I think that's not quite possible with perfectly good performance in cyubeVR (yet), but it's really getting impressively close!
If you want to see some of the great view distance "in motion", here is a stream ChibiArcher did a few days ago where he explored the world around him, and at the end you can see all the great view distance around him (timestamped link):
ChibiArcher has actually been doing a lot of cool cyubeVR videos on YouTube, here is one of the recent Let's Play episodes from him where he also showed some great view distance at the beginning:
Fixed Oculus Quest and Quest 2 controller detection
cyubeVR has 4 different control schemes, and 4 different tutorials, to make sure that the game feels perfect to play on all major 4 controller designs (Vive Controller, Index Controller, Oculus Touch Controller, WMR Controller). Oculus Quest and Quest 2 controllers were previously not detected as Oculus Touch controllers though, the game thought they would be Index Controllers, and so the game also showed you the tutorial for Index Controllers, which was not ideal. This has been fixed now, and both Quest 1 and Quest 2 controllers should be correctly detected as what they are.
Improved stats display for "Mined Blocks in 10 Minutes"
WIth Update 41, the "Blocks Mined in 10 Minutes" stat counter was added to cyubeVR, allowing all cyubeVR players to compete against each other regarding who can manage to mine the most blocks in 10 minutes! There have been some great and fun to watch world record attempts. Currently, the world record for that is held by Doughber, at 38766 blocks mined in 10 minutes.
Previously, you could see your own record, and the world record in the "Stats" tab of the briefcase. Now, it also displays you the name of the current world record holder, and it tells you what your global rank is:
The above is a screenshot from this recent stream from KroyVR, where he tried to beat Doughbers Record, but didn't quite manage to do it:
A big thanks to everyone supporting the development of cyubeVR on Patreon! I'm working fulltime on cyubeVR, and it's quite hard to make a living purely off of the Steam sales of the game, so any Patreon Supporter is really worth a lot for the continued development of the game. Thanks so much to all the Patreon Supporters (list sorted by total lifetime donation):
Al Raw, Shanya / Sabrina, ChibiArcher, @B4nH4mm3r on Discord, ErrorNull, David O, texhnobees, Adrian Sawn, Algiz, KroyVR, Lucas van Leiden, Netshaman, DiamondHunter_, HeyMika, SingingFluffyUK, SkgBlaze, gunair
Patreon rewards are being mentioned in the list of patreon supporters in the main menu, getting a special colored name in the official cyubeVR Discord, and physical items like a sticker, mug, or t-shirt with cyubeVR designs.
As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 32 separate beta builds! If you want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a positive review and spreading the word is the easiest way you can support the game! Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're over 1400 people there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord :)
There's also a cyubeVR subreddit available on Reddit, if you're active on Reddit, make sure to subscribe to it and maybe post some great screenshots there!