Hi everyone! 1.04 has been now pushed to the beta (dev) branch. I have been abit busier this week than I previously intended to be. I am now a Gameplay Designer at Psycho Hound Limited! This wont however stop me from Fall of Civilization, I will still be aiming for weekly updates no matter how big or small. :)
But I still did some work on this over the week and wanted to keep consistent so pushing a build but will be doing more over the weekend as usual.
Developer branch As reminder, To get onto the new branch, right click game > Properties > Betas > add access code (betabuildtest) > Check Code > Select Beta
Changelist
Fixed the Raider characters material
Fixed the UI appearing over units heads
Stopped letting you open the UI when its not your turn (wait!)
Fixed the End Unit Turn button being disabled incorrectly
Fixed the Flee message appearing over the correct head
Added Input (Space Bar) for Ending Turn - This first ends your untis turn and if they're all done it ends your go. Should this be changed to an immediate end your faction turn?
Fix - Stops the End Turn function from being spammed
Added some visuals for Dead Factions/Bases
Some AI Tweaks
Some Move/Attack ability tweaks
Known bugs
Sometimes crash doing Quickplay (fix pending)
AI attacks may freeze progression
If you find issues please let me know via the form :)
The Next Build For 1.05 and the coming week I will still be looking into combat and the end game state so its polished and can be played from start to end.
I had originally planned to work on the next content update which, as mentioned in a developer log, was to focus on colonist training equipment and new starting options. While these things are still in development, I wanted to take some time and focus on some other tweaks, changes and fixes.
Shortcuts
While there have been shortcuts for some of the HUD options I wanted to re-work it a bit and make the shortcut keys visible on the buttons themselves. I’ve also added new shortcut keys for the management sections and the construction queue. All of these new shortcuts can be remapped in the keybind settings.
Tweaks & Fixes
Many of the UI text elements were still using an older method of displaying text. I’ve gone through and updated much of the existing text elements to use a newer text mesh system which results in crisper looking text.
A minor quality of life change is that when setting a placed object to high priority for construction, any of the flooring underneath it that hasn’t been constructed yet will also be set to high priority.
I’ve also worked to fix up some inconsistencies with how closing windows works when pressing the escape key. One annoyance, that was fixed, was that the harvest/deconstruct filter windows didn’t always close when pressing escape.
Thanks all the great feedback and support.
Be sure to check all of the changes in the release notes below.
This week we are announcing part of the upcoming steam engines update - coal power!
Coal is a new resource in Stormworks. It takes the form of small physical particles, that can be poured through funnels, troughs, and stored in hoppers. This new resource can also be burnt in furnaces to heat up water.
Coal hoppers can be linked together by connecting their mating surfaces, merging them into larger hoppers. Some hoppers have open tops that coal can fall into, while others are closed containers.
A coal funnel allows you to pour coal from the hopper, releasing lumps of coal as individual, physically simulated particles.
Furnaces take coal and combust it along with air, produce exhaust, and heat fluid up.
This is obviously a useful component of steam engines, and we will let you know more about these new systems soon.
This week, we are also releasing a bug fix update with several much needed fixes and improvements. See the patch notes below for a full list of changes.
We look forward to hearing about what you think of coal, and the ways in which it could impact gameplay in Stormworks! Should we expand the logistics side of the game with coal transportation?
We look forward to hearing your thoughts and feedback!
We are really excited for some upcoming minor updates, which include features and components requested by the community. More info due soon!
Much love <3,
The Stormworks Developers
Patch Notes
v1.1.19
Rework - Removed gearbox torque damage Rework - Gearbox ratios 1 & 2 are now named On & Off Rework - Increased min and max range for missions to reduce clutter Fix - Corrected gearbox descriptions Fix - Added new sensors to the research tree Fix - setFire function causing instant explosions Fix - Buoyancy damping on small bodies Fix - Small rocket parts missing buoyancy surfaces Fix - Fluid rate tooltip showing 10 times less than the value Fix - Radar/Sonar small tracking issue Fix - Sonar not correctly tracking submerged targets Fix - Mirrored rendering and constraints for pressure sensor Reverted fix for emissive lights underwater as it caused other render issues
Today's patch includes another set of QOL improvements - including an Upkeep Switcher for the Building List, allowing your to quickly swap entire production lines between Dirty and Legal money upkeep.
Here's a quick preview of this new feature in action:
This update also includes UI improvements, balance updates, and more. Take a look at the full Patch Notes below, and let us know what you think!
Patch Notes - Early Access Version 0.9.0.1327
Updates & Changes
Added upkeep switcher for building list
Show buildings links on hover buildings
Updated bottom panel UI
Added button to turn off building markers (“C” key)
Added button to turn off building links in hover state
Moved plants layout switcher UI
Updated some characters voices
Balance
Reduced the rate of lieutenant experience gain
Opium can now be purchased from the Area depot
Bug Fix
Disabled terror animations that blocked UI
Fixed an issue that caused Sandbox mode Aerodromes to lose control
Fixed some minor text issues in different languages
Prevented an issue that blocked lieutenant commands in some rare cases
Added Spanish language for launcher
Fixed an issue that caused the Store launcher to load, infinitely
Resolved an issue with invalid default languages in launcher
Corrected Menu UI for some of the languages in launcher
Visual
Fixed some burning and explosion visual issues
Cleaned up terrain under roads
Fixed some cities building visual bugs
Update Aerodromes and Checkpoints visual
Known issues
Building list could be buggy sometimes in story mode
On some of the Windows versions (specifically if something has been done with the default Media Player) our animated intro causes the game to crash. The temporary workaround is to turn on “Skip movies” in the settings.
Aerodrome deconstruction causes its progress bar to roll back.
Some of your crash dumps were not processed yet, we are working on it
https://youtu.be/K5lGSLTnde4 Riders of the Apocalypse! We welcome you to our weekly Show, made so that you - the Waste’s best mechanics and riders, can earn some Gold! New episodes every Friday! Anyone willing to submit a video, must send a letter to CrossoutShow@Gaijin.ru containing the link to your video, your in-game nickname and the email address registered with your game account, so we can send you the Prize… should your video win! When you leave a comment competing for the best comment of the week, don’t forget to include your account name, with all the right capital and lowercase letters, so that we can find you...and give you your well-earned Gold!
O momento que toda a nossa comunidade esperava chegou. Começou a primeira temporada ranqueada do Skydome, e com ela a disputa pelo topo da tabela!
Jogue partidas ranqueadas sozinho ou ao lado de mais um colega de equipe. Teste suas estratégias na arena numa série inicial melhor de dez, e descubra qual é o nível das suas habilidades: Bronze, Prata, Ouro, Platina ou o poderoso Diamante!
Todos os detalhes da terceira semana da atualização Choque de Guardiões podem ser vistos no canal de patch notes do servidor do Skydome no Discord.
Assista ao vídeo abaixo para ver ainda mais detalhes. Nos encontramos na arena!
Good day, everyone! We’re happy to announce that we’re releasing today an important update for Alt254. To begin with, the game now supports Mac and Linux! This is something we’ve been requested many times, and we really wanted to make the game available to as many people as possible. We hope you guys enjoy Alt254!
But that’s not all: we have called it the Speedrunner Update for a reason. Although it wasn’t developed strictly with that goal in mind, the open and minimalistic nature of Alt254, along with its difficulty, suit speedrunners very well. With this in mind we have implemented a new Speedrun Mode, which adds a stopwatch to measure how long it takes you to beat the game… and a worldwide leaderboard to compare your performance with other players! How fast can you beat Alt254? Try this new mode and find out -- and don't hesitate to send us your personal bests!
On top of all this, we’ve fixed several technical issues; check the patch notes below to find more details. We hope you enjoy these new features; you can send us your feedback here in the Steam forums or through Twitter. Thanks for playing Alt254!
Patch notes
Mac port
Linux port
Speedrun mode
Fixed an issue where some features in the Pause menu could stop working after watching the credits
Fixed a synching issue where the marks in the map didn’t synch with Steam Cloud