Come ask us questions about OpenTTD! After our fun but disagreeable second Twitch livestream yesterday and a very successful release here on Steam, we will host a chat Q&A stream on April 9th. Tune in at 18:00 UTC on Twitch — here’s a handy countdown and time zone converter.
LordAro, Timberwolf, TrueBrain and michi_cc will try but probably fail in answering all your questions you never dared to ask about OpenTTD in chat.
If you’ve ever sold a potion to a guy who’s kind of shady, but is willing to pay a lot... Or if you purchased a bunch of ingredients from a merchant leaving them with empty stock, you may have noticed that not only coins but gems and goblets also appear on the scales.
To make this system work we have created 77 sprites: 69 coins, 6 gems and 2 goblets plus 65 more sprites for cases when money shares a scale with a sack.
There is a lot of work put into each object in the game and sometimes we have to go through many variants before finding the one which would look and work just right. So here is an exclusive look at some of the original visuals created for the scales that didn’t make the final cut.
It's always sunny in a rich man's world, and it's always cool to follow our Steam Page so you can stay up to date on all the latest Potion Craft news and devlog posts!
As we revealed in our Development Roadmap earlier this month, we have been working on several content updates since launching Per Aspera. As of today, our second content update has been released! This content update is another substantial patch full of bug fixes, QOL improvements, and community-requested features. There's much more where than came from, too, but for now let's dive into this update's patch notes.
Selecting a group of buildings and turning them all off at once!
Version: V1.2.0.0.6.11478.2021.2.11 Unless otherwise noted, these changes are save game compatible!
You can select and upgrade multiple ways at the same time.
General overhaul of storage center functionality.
Updated Workers Widget: it will now notify players if production becomes unsustainable
Added Sparklines to all productions
Upgrading multiple Ways in a group selection with a single click.
Improved Building Table Tooltips
Changed Behaviors selection in combat lens. Swarms can be split using alt.
Updated Building Status Icons
Updated Knowledge Base with each colony type.
Updated Structures Screen presentation
Updated Tooltip presentation: now with colors! 🎨
Updated the Traffic Lens to show sectors loads.
Updated Space Elevator animations
Updated Factory logistics to better push resources to other buildings
Updated drone hive power consumption to 20/35/50 MW of power. (Previously it was 10 MW for all levels.)
Fixed issue with combat lens that would keep a selection of units active if you reloaded the game
Fixed boxed selection on lower resolutions
Fixed issue with Research Lab model
Fixed issue that would have swarms oscillating in some edge cases
Fixed issue that caused some target markers to appear behind the planet
Fixed several issues with dialogues
Fixed in-progress hyperloops displaying way upgrading icon
Fixed an issue with connecting hyperloops.
Fixed single way upgrading not working
Fixed way upgrading button displaying behind the planet
Fixed power tooltip showing wrong units
Fixed issue when placing a hyperloop with too many connections
Fixed issue that would have a disadvantage on the rival faction if user had enhancements
Fixed faction stats graph panels not expanding on BIP close
We're so excited to finally announce the good news! Per Aspera has been selected for inclusion to the BIG Festival, Brazil's Independent Games Festival! This is the largest festival for indie games in Latin America. We're honored for Per Aspera to be recognized as a finalist. Our game was nominated for three amazing categories:
Best International Game
Best Gameplay
Best Latin American Game
The BIG Festival will be May 3 - 9th and it's free for everyone to register! Check out all the details & finalists here.
Fixed: April Fools! Added: The new Slaughter Time ™ is now cleaned up. Go achieve glory! Added: Enemy Slaughter Time ™ weapons kill you in a lovely way.
Stardew Valley: The Board Game is for 1 to 4 players, ages 13 and up. To play through a full year in the game (which is the standard experience) takes about 45 minutes per player. This can be adjusted if you want a shorter game. The game has a lot to it but there are rules to make it easier or harder depending on your preferences. Just like the video game, we want you to be able to make this your own.
Players work together to protect the Valley. If they succeed, it means that the Valley is brought back to life, and Joja Corporation is driven from town. The way you do this is by completing Grandpa’s Goals and restoring the Community Center. Your goals for each game are randomized, which adds to the game’s replayability.
Time is tracked using the Season Deck. Each round a Season card is drawn. This tracks the weeks of the year, revealing weather and different kinds of events. Players discuss their plans for the round and place their pawn in the part of the Valley they want to focus on. Maybe they want to visit the Mine or fish at the Beach, or maybe they spend their time watering crops or tending animals. It’s up to the group to try and work together to coordinate their actions, but ultimately each player chooses what they want to do.
But what about Abigail? Or Shane? Or Penny!?
As you play, you’ll advance your starting tool, gain new profession skills, find items and gather resources. Making friends will unlock unique gifts and reveal the Community Center Bundles. Completing the goals may at first seem very difficult, but as your abilities grow your farm will become more and more capable. Don’t give up!
This is a minor update with a few improvements and fixings to the handling of view zooming, hotbar widgets, complementary block previewing and addition.