If you've ever played Ostranauts, you've died before in Ostranauts. but you're not alone in that!
Using the latest world building technologies, here at Blue Bottle Games we've been able to get a hold of a OKLG Labor Bureau report... well, that's the lore version ;)
We use a Unity tool called DeltaDNA when we take your votes in game on what you want to see in Ostranauts next. Thanks to that tool, we also have some data on how you play Ostranauts (eg. how long did the player survive? what ship were they flying?)
We're using this to bring you the Captain Death Report - See how you stack up next to other players trying to survive and check out weird ways other captains have met their fatal deaths...
Shout out to the lone person who managed to be killed by an NPC, hope your week gets better!
But even so, I managed to continue working on fixes and improvements for the game. Among other stuff, the game now has...
Full Controller Support with keybindings and configuration settings 🎮
Loading background images for tally screens on mission replays:
Configuration menus recreated and improved in their navigation:
The artbook from Mayhem Pack (DLC) with new pages and definition:
And many other things, from bug fixes to general adjustments, you can see in the list from below 👇
Hoping to have more news soon. Cheers from Saibot Studios!
Tobías Rusjan
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CHANGELOG HELLBOUND v1.1.2
New Features:
Full controller support with keybindings and configuration settings: separated x-y sensitivity; toogles for invert look, vibration and move states by holding down keys
Bug fixes:
Pygon enemies sometimes freeze after loading a saved game or after spawning
Missing secondary bindings for Next Weapon, Previous Weapon and Switch POV Side (now [Q] key as default)
Interval text "Entering Ground Zero" removed after finishing campaign
Entering back and forth between campaign replays and survival arenas used to remove levels from the lists
Total ammo of weapons Indolora and Rocket Launcher was showing only one at a time in HUD
Country flags were not showing after finishing a campaign replay or a survival arena
Clipping wall on last switch at campaign level 1 The Resistance
Getting stuck on walls at last room from campaign level 1 The Resistence
Hellgore's statue clipping to catacombs at campaign level 3 The Heroes' Cemetery
Castle door switch not working after closing the door from level 4 Dead Forest
Secret heart item can be reached through closed secret door at campaign level 5 Flying Souls
Secret soul was opening another secret door when pickup at campaign level 5 Flying Souls
Clipping eye on walls inside the theater hallways at campaign level 5 Flying Souls
Loading a checkpoint from the main elevator make bottom enemies disappear at campaign level 7 Endless Hive
Replaying campaign level 8 The Core doesn't allow you to go back to main menu in tally screen
Improvements:
Win screen for campaign replays now shows the cover of each level as background, instead of the roadmap
Quick load key (F9) now shows a confirmation window before loading
After a year and a bit of Kickstarter Alpha testing and a very hectic stress test, Temtem launched into PC Early Access on January 21, 2020. Now, a little over a year later, we’re excited to share that the upcoming Cipanku update will be, by far, our largest update.
With Cipanku closer than ever (keep reading to find out exactly how close), we feel like it’s an excellent time to make a quick recap of what has gone down, in terms of features, during this first year of Early Access.
So, what’s been added since the PC Early Access launch? Well, here’s the multitude of things we’ve been working on since we may have last seen you! Click the links if you want to know more about a specific feature or patch.
If you left after the EA launch, you might’ve missed the entire island of Kisiwa! A jewel in the middle of the desert, Kisiwa is filled with Neutral and Earth type Temtem.
And have you heard? Not long after, we launched Early Access on PlayStation 5 on December 8th, with fully functional crossplay!
Ranked matchmaking was officially released! The new TMR system gives you an idea of how you fare against other Tamers. Are you ready to put your skills to the test against other players?
But if you’re more into being the audience, the new Spectator mode was created just for you! Spectator mode allows you to jump into and watch any tamer’s ranked match in progress, just by checking their profile!
And of course, our beloved quest diary got a complete upgrade and is now fully functional, with the choice to track and untrack quests.
A new and improved chat system with various channel tabs to improve communication to the max was also implemented. And you can create, or be part of a club! Although it’s mostly for show now, future updates will make clubs very meaningful.
Know what else is perfect for showing off? Your very own home in Atoll Row! Purchase it, decorate it, and invite your friends over or go visit theirs!
And we can’t forget the Saipark! A special area in Deniz where two tems, different each week, appear with increased luma rates, minimum guaranteed SVs or Egg Technique chance. Don’t forget to buy Saicards before you go!
In addition, we’ve implemented a handful of weekly and daily quests that provide users with new challenges and profitable income sources. These include fishing for a perfect Koish, re-matching Dojo Leaders and Postal Delivery. And freshly minted Radars now make it much easier to find the very rare Luma Temtem. You should test your luck at the new Wishing Wells, whose loot pools range from cosmetics and dyes, to pheromones.
But that’s not all! In all these patches we’ve also added: native control remapping, the climbing gear, a vault to store stuff, player titles, a photo mode for the Tempedia, the battle log, in-game reporting tools and some new languages, too!
All of this plus new Temtem and their evolutions, new items, traits and techniques, a million balance changes, a gazillion of bug fixes and just as many QOL improvements that have made Temtem more balanced, smoother and generally more enjoyable!
So what comes next?
Cipanku will give you the chance to meet the first Mythical Temtem, unlock the Teleport feature, and discover new Tempedia entries, a new dojo and more! Mark the date, tamers, for you have an appointment with Cipanku on the 13th of April!
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Change List
Added - Space Station modules are now buildable in Low Orbit
Added - New Repairables system that adds repairable/salvageable wreckages around the world
Added - Discoveries system for plants and creatures
Added - Creature Health Indicators
Added - New Dungeon system on Proteus2, they are currently being populated
Added - Aerial Creature (Flying Skeliopod) and associated movement scripts
Added - New Dungeon teleport system to remove the need for loading screens for dungeons
Added - Support for exiting and loading into Low Orbit
Added - Support for exiting to the main menu in Dungeons
Added - Space Utilities are now buildable in Low Orbit
Added - Habitat Module
Added - Airlock Module
Added - Hallway Module
Added - Window Module
Added - Observation Module
Added - Navigation Module
Added - Communications Module
Added - Skylights Module
Added - Power Module
Added - Auxiliary Module
Added - Biosphere Module
Added - Hub Module
Added - Ring Module
Added - Engine Module
Added - Solar Array
Added - Cryo Pod
Added - Lockers
Added - Biosphere Bin
Added - Added auto crouch for climbing slopes
Added - Repairable bases that spawn randomly around Proteus2 when a world is created
Added - Curated scenario Creature Zones to Proteus 2
Added - More Lead and Carbon can be found on Proteus 2 surface while dungeons get rebuilt
Added - Defenses build tab for walls and turrets etc
Added - Space Station build tab
Added - Space Utilities build tab
Added - Underground build tab
Added - Repairable Habitat
Added - Repairable Airlock
Added - Repairable Rover
Added - Repairable Biodome
Added - Repairable Hallway
Added - Repairable Repair Droid
Added - Build recipe display support on center HUD
Added - Warp debug command functionality for points of interest on Proteus 2
Added - Proteus 2 dungeon tiles
Added - Dust materials for Proteus 2 caves
Added - Cave and Mine meshes
Added - Support to display when a plant has been harvested in HUD
Added - Prefabs for Hives
Added - Materials for Hives
Added - Tiles and Archetypes for Hives
Added - Updated Crypt Layout
Added - Hive Generated Prefab
Added - Health indicator to Crab Monster
Added - Health indicator to Claws
Added - Health indicator to Spider
Added - Health indicator to Skeliopod
Added - Health indicator to Parasyte
Added - Health indicator to Snubs
Added - Health indicator to Hybrid
Added - Health indicator to Minotaur
Added - Health indicator to Giant Beetle
Added - Health indicator to Giraffe
Added - Creature alert icon
Added - Hooked current creature prey detection into PlayerControl detection meter
Added - Kill creature mission type
Added - Hacking mission type
Added - Password mission type
Added - Support for map icons to be shown on edge of map properly
Added - Support for dungeon weather and lighting without load screens
Added - Connected buildable's functionality
Changed - Proteus 2 terrain height is now more dramatic
Changed - Minerals will be respawned once for saves created before version 4.551
Changed - Updated Proteus 2 Missions
Changed - Map is now in the HUD and no longer on the Locator
Changed - Improved contrast and readability for in-game UI menus
Changed - Player ground friction improvement to prevent sliding
Changed - Proteus 2 terrain splat improvements to read slopes
Changed - Increased parasite turning speed
Changed - Reduced hearing radius of Mantis
Changed - Mission Complete tag is now top center and improved
Changed - level Up alert now occurs after Mission Complete alert
Changed - Starting missions clean up to use F1 to reflect the new UI schema
Changed - Occlusion for new terrain height
Changed - AStar cutting is now more optimal and allows for multiple graphs
Changed - Creature spawning triggers are now allowed in dungeons
Changed - Tweaked fog on Proteus 2
Changed - Expanded HUD background width
Changed - Added vignette to GUI mode to make UI more readable
Changed - Improved Mission tags and text to improve readability
Changed - Overall in-game UI polish
Changed - Updated aims for Moon Mantis
Changed - Improved Mission readability
Fixed - Multiplayer world persistence is now properly saved on the exit
Fixed - Improved player animation controller, improving overall player movement feel in both first and third-person
Fixed - Jittery first person with sprinting
Fixed - Workbench does not require power
Fixed - Black barrel material
Fixed - Skeliopod ragdoll not going underground on loot
Fixed - Terrain no longer renderers when in Low Orbit
Fixed - Logging out in dungeons once again properly places the player on the planet surface at the entrance when logging back in
Fixed - Raiding mission type
Fixed - Collecting mission type
Fixed - Key card mission type
Fixed - Build object mission type
Fixed - Discovery mission type
Fixed - Skeliopod re-path issue
Fixed - Inventory button rollovers
Fixed - Stackable setting on Space Debris Chest
Fixed - Updated airlock materials
Fixed - Logging out in space now properly saves your location
Removed - Slope sliding when the slope is about max slope range
Removed - Disabling structure coloring until proper interface and data are set up
While we hope you enjoy building your very own space station and all the new features/fixes listed here, we are focusing on a proper design pass including story implementation, economy balancing, and improved missions. As always, please reach out to us on our Discord Channel,Facebook, and the in-game feedback with your thoughts on how we're doing.
"I admit it's fatally dangerous, but I'd get to fly around like Iron Man." - Brian
Announcement from CHIMM, our marketing team manager:
June 6th, 2021 marks two decades since WWII Online launched. It’s been a remarkable twenty years and while a lot has changed, we couldn’t be happier about where we are, or where we’re heading. So, to celebrate our "Vigintennial" we’ve decided to host several "special events" leading up to our Anniversary weekend - you will NOT want to miss this! Read the article below for more details.
Pictured below is the original loading screen and the rare French High Command Officer with his white pants. WWII Online has changed dramatically over the past 20 years, but the one constant is our player community and the friendships that have endured these past decades. Our Vigintennial is dedicated to you.
Thanks to the Community Management and Marketing Team members, we have several mini-events lined up for the first week of June (June 1st through June 4th) followed by a special 2 day virtual convention. Some of the listed events will be open to all players, and other events will be limited to those who signup (details to be posted at a later date). Tentatively, here's a brief overview:
- Tuesday, June 1st - "Poseidon's Wrath" naval event Destroyers battle it out to be labeled "King of the Sea"
- Wednesday, June 2nd - "Thou Shalt not Pass" tank event. Players spawn either a Vicky or 232, objective is to successfully get your unit, alive, across the bridge while your opponent tries to do same thing to you!
- Thursday, June 3rd - "Ace of Aces" fighter air event. Think your the best? This will be a single elimination, pilots drawn by lot for matchups.
- Friday, June 4th - "Last Man Standing" infantry event, and "Grand Prix" truck race event. Grab your knife and rush/take/keep control of an Army Base bunker!
- Saturday and Sunday June 5th and 6th - TOP SECRET The virtual convention events cannot be revealed at this time, however, I can say this will be the most EPIC Anniversary in the game's history. Prepare to be blown away - seriously!!!
Keeping with Anniversary traditions, awards will be given to the top player of each "mini-event". The top player award will be a one of a kind 20th Anniversary themed XXL Game mat.
Thank you for 20 amazing years of supporting WWII Online, and keep an eye out for the 20th Anniversary updates. S!
Hello everyone, as part of our new dev diary idea I thought we could go back and look at the VERY FIRST GUN$MITH version we ever made. Here's a quick 10 min insight.
Part I new content: 1. Add pictures and random prompts when loading.
The second part is game adjustment and bug correction 1. Fixed the problem of community NPC blinking. This occasional bug has been fixed. 2-1 when the protagonist dies in the community, the weapon will be lost and cannot be picked up. This bug has been fixed. 2-2 when the protagonist dies in the community, NPC will appear repeatedly. This bug has been fixed. 3. Fixed the problem of wrong UI layer in some scenarios. This bug has been fixed.
Many players complain that there are few prompts, so the prompt is added when loading. On the one hand, it will not be so boring when loading, on the other hand, it can make players understand the game faster. I think it's just a small update, but I'm tired of doing it. Every little idea may contain unlimited workload. I hope what I do can give you a better experience.