The Apollyon Mystery Box features distinct designs that bring a mystical glimmer to Wraeclast. In today's news post, we've gathered some concept art to share a look at the magic that goes into creating these ethereal cosmetic effects.
You can check out the full Apollyon Mystery Box sets or buy yours here.
Hello Agents and welcome to Intruder update 1945! In this update we finally bring in the long asked for, much desired radial menu system. And it comes in a few flavors. We've also got gameplay updates and a new damage drop-off system. Let's check it all out!
Radial menu
WARNING: The new radial menu system has added a few new keybinds to your settings. To make sure there are no conflicts, your keybinds will be reset the first time you start the game again.
Sick of reaching across the keyboard with your other hand to equip the lock pick or cardboard decoy? Sick of rebinding different equipment when you pick up something new or change maps? With the new pack radial menu, you'll never have to reach or rebind again! The pack radial menu has been defaulted to the Middle Mouse button and the G key. There are two ways to use it.
Tap middle mouse/g and let go. Move your mouse in the direction of the item you want and click to equip.
Faster: Hold middle mouse/g and drag towards the item you want, let go to equip.
There are two types of radial menus available for your equipment.
Pack radial: shows all equipment in your pack/inventory
Slot radial: shows equipment bound to the classic number slots system only
We think the pack radial is the best choice, but you can mix and match all of the systems how it works best for you! Rigging is much faster with the radial menu
NOTE: If you'd like to forego the radial system altogether, you can bind your binds just like you always did and it will still work as normal!
Front, Back, Holster binds
There are 3 other new equipment binds as well for the Front item, Back item, and Holster (pistol) item. These binds mean when you pick up a sniper rifle, shield, shotgun etc. you will no longer need to bind them again from the inventory menu. By default Front, Back, and Holster are bound to the 1, 2, and 3 keys. Since those keys are easy to reach, you also have the option to show/hide them on your radial menus. Here's the difference:
WITH Front, Back, Holster: WITHOUT Front, Back, Holster:
Make sure to check your radial menu options in the general tab of the options menu. The radial menu will be brought to other features in the future, like hand signals and ammo changes, so keep an eye out!
Shotgun Slug adjustments & Damage drop-off
Last update we introduce the shotgun slug ammo type. While the lethal new addition to shotgun is a lot of fun, there was valid concern that it could be pretty powerful, maybe too powerful, maybe a bit OP is what we're saying. To keep the fun parts while mitigating the overpowered parts, we've introduced a totally new damage drop-off system. Currently this is only applied to the shotgun slug, but is usable for other projectiles in the future as well.
The damage drop-off system can apply to all damage types: base damage, balance, and energy. Here are some graphs of the shotgun slug damage drop-offs. Notice that it is still powerful at very close ranges, but will no longer be a 2 shot kill after a small distance.
Shotgun Slug BASE DAMAGE: Shotgun Slug BALANCE DAMAGE: X: Distance in Meters, Y: Damage
How would you apply damage drop-off in the future and what gun types does this make more viable?
We're also working on a new buckshot ammo type to help fulfill the shotgun's role as a room clearing device. Right now it's working and feeling nice, but we definitely want to test it a bit more before release. With the buckshot, the new radial menu will be integral in switching ammo types.
Changes & Additions
Several gameplay changes have been made which may seem subtle, but we hope take your tactics to a higher level.
Grenade colliders made smaller and more consistent so you can now through them through gaps like the doorway glass when room clearing.
Default equipment now has 1 concussion grenade instead of 2 to prevent grenade spam.
SMG balance damage has been lowered slightly to reward those keeping high balance and moving slow in gun fights. Previously SMG was almost guaranteed two shot knock down in most stances.
Balance is slightly slower to gain than to deplete.
Front and back items can be position swapped by dragging on top of each other
Shotgun slug now has blood effect
Main menu popups can have timers before you can click buttons to hope that you reeeeeead them!
Tutorial updated to reflect radial menu addition and changes
Fixes
Ignoring controller stick input for now to avoid "Right Stick Down" down bug some people were getting
Fix for red dot on shield bug
Keybinds will reset if you accidentally mess them up and have duplicate keys bound
Riverside B1 Hack shutters shadow fix
Thanks again to all the dedicated agents of Secret Base Alpha who tirelessly test these updates before they are ready to go live. As usual, drop into our Discord server at https://discord.gg/superbossgames for more about updates and development as well as info about events and tournaments! Stick around for a bit and you can join Secret Base Alpha too, we'd love to hear what you think!
- The game now renders aspect ratios other than 4:3. - Gem Slugs now animate in slug pods. - New bubble goo effect in slug pods. - New effect for scutters cleaning up junk. - New swing door effect on bars...less snappy, but still glitchy. - Limited UHD screen modes as a temporary measure to prevent crashes.
Bugs Fixed
- Fixed a couple of issues where Gem Slugs got stuck and died in slug pods:
- An old code fudge that expected an animation to be present, but which wasn't was Gem Slugs.
- A stat which allows races to sober up when they've passed out, was missing for Gem Slugs.
- Fixed the interpolation on the segment breach graphical effect. - Fixed the interpolation on the temple arriving graphical effect. - Fixed the interpolation on the gunner's scan effect. - Fixed a bug where a save game containing unrecognised script elements crashed the game.
Space Station 14 now has an official forum! You can login to it with your SS14 account.
The forum will mainly be used for ban appeals and other administrative stuff so it's pretty barebones for now. If it gets enough activity we'll add more general forums and stuff.
A huge thanks to metalgearsloth for slaving over a complete physics rework for SS14. If you want to see the technicalities of it he's done a detailed write-up in the technical section but here's a few examples to demonstrate the advantages of the rework.
A myriad of improvements have been made to the chatbox: - It's resizable now! - Rather than using message prefixes for channels, you now cycle channels with Tab or the channel's hotkey. - Chat channels can now be filtered, allowing you to opt out of hearing whines of "i ded pls restrt" and "ick ock".
These improvements to the viewport will eliminate the advantage people with bigger monitors got. Essentially it scales the view of the game so that everybody can see exactly the same amount of tiles.
The inventory popup window has been replaced with an on-HUD inventory inspired by Goonstation. The ID and storage slots are always visible, while the top row of the inventory is toggleable with `I`.
With the addition of the HUD inventory (and much bikeshedding) comes the addition of HUD themes, which currently only changes the inventory icons. Current themes include: - Default: A color-shifted version of Goon's HUD icons - Classic: SS13's classic Midnight HUD, for those who fear change - Modern: A modernized take that more closely matches the rest of SS14
All fun has been removed from the game and replaced with rules, which are viewable in the information window, accessed with F1.
These rules only apply to the official servers; community servers are welcome to moderate themselves however they see fit. Bans from official servers do not apply to community servers, nor vice-versa.
Slimepeople & Vox
Contributed by Zumorica and PJB3005
As a proof-of-concept for future codebases, slimepeople and vox have been added. However, these are currently unplayable and will remain so for the forseeable future. While we wish to support whatever kinds of species other servers want, we have no desire to include "human reskin" species on our servers that are not significantly different from a gameplay perspective.
Food
Contributed by Swept
All the food in the codebase was ripped out, reimplemented and reorganized. This added a ton more food content but also makes adding recipes much easier.
NOTE: As of this progress report, lots of recipes for this food are still unimplemented.
Ghost Roles
Contributed by Zumorica
Ghost roles have been added, allowing unrobust players to return as a mouse or a CentCom Official. For moderation purposes ghost roles are currently created solely by admins.
- Added a library *Contributed by ike709* - Hardened chemistry with reinforced walls *Contributed by Swept* - Hardened the station exterior with reinforced walls *Contributed by Swept* - Added a bar backroom *Contributed by BulletGrade*
Commercial vending machines will now advertise their products every once in a while.
Tiny things
Holiday system added. The game can now run special events on certain dates and give messages like "Merry Christmas". Contributed by Zumorica
Gas leak event. Contributed by metalgearsloth
Inflatable walls. Contributed by ShadowCommander
Stacked sprites now can be visualized. Contributed by Ygg01
Additions to banning system like hardware ID bans. Contributed by PJB3005
Admin menu now can set temperature and add gases. Contributed by metalgearsloth
Airlock construction. Contributed by ShadowCommander
Extended gamemode. Contributed by Zumorica in less than 2:30 minutes
You can customize your eyes color now. Contributed by Rember
There is now a toilet on the station. Contributed by Macoron
Clown cannon. Contributed by Zumorica
Unified the server/client consoles. Contributed by Acruid
You now spill whatever is in your hand when falling. Contributed by Clyybber
Latejoins are now announced via radio. Contributed by ike709
Verb icons. Contributed by Swept
Ghosts can now spook players by flickering lights. Contributed by Macoron
Technical details
Fluent Localization
Contributed by RemieRichards
We replaced our localization system's backing library, NGettext (a .NET gnu `gettext` port), with a .NET implementation of Project Fluent.
Project Fluent is Mozilla's modern localization system, which allows for among other things, asymmetrical localization; Asymmetrical localization is important if we want to fully support languages with grammar that differs greatly from english.
Something like `gettext` simply swaps out a source message with a translated message, this isn't very scalable outside of simplistic examples ("Hello" -> "こんにちは"). This can unfortunately lead to source grammar and source concepts leaking into target languages, which at best leads to unnatural translations and at worst complete gibberish.
One major consequence of this change is that **all** localized text is now stored outside of C# code, *including the source language, english*. This shouldn't be a major obstacle as generally localization is a write-once affair and for ease of contribution localization can be temporarily skipped, simply passing through source text verbatim, while also displaying a warning in the game's log so we know to come back to it later.
We've also got plans to build some roslyn analyzers to make working with localization even easier, with things to look forward to like automatic scanning for missing translations in a particular language (imagine english implements the message `hello-world` as "Hello World!", but the french translation files have no entry for `hello-world`)
Our previous physics iterations were notoriously unstable so we went to the effort of integrating Box2D into the engine (specifically basing it off of the Farseer dotnet port).
We've also taken pieces from Box2D itself and forks of Farseer (Velcro and Aether2D). The reason for this is to take the best pieces of each for the engine to suit SS14's needs.
In the future we'll also look at multi-threading critical parts for further performance increases.
It is by no means finished yet but the features currently include:
Circle colliders for players
Items now have collision without tanking server performance
Items can rotate when thrown and bounce
Weightlessness rubberbanding is fixed
Pushing is less jittery
Running along walls is slightly less jittery (more work to be continued)
Preliminary work for driving the station performantly
We'll be doing work to make the physics system more performant so it will continue to get faster over time.
This also allows us to remove a lot of cruft with controllers as previously velocity was being reset every frame so if you wanted a body to continually move you'd have to manually push it; now you can just apply an impulse once and the system will take care of it without requiring bookkeeping every time.
Serialization v3
Contributed by PaulRitter and DrSmugleaf
Our serialization system has been revamped to make it easier for developers to create new components and prototypes and add content to the game. Previously, each property needed at least one line of code (or at worst more than a dozen) to be written for them to be read from and written to YAML files. Now, the same can be done by writing `[DataField("propertyId")]` above each of them. Everything else is handled in the background automatically, and more performantly than before. This also enables us to lint our YAML files for errors, typos and invalid data, avoiding unnecessary bugs that were cumbersome to spot manually. It also makes a YAML/prototype editor possible if needed in the future, as you can easily access and validate each property used by a component, prototype, or any other kind of data definition.
Pseudo Airlock Prediction
Contributed by tmtmtl30
Essentially with prediction and airlocks you used to just teleport to the other side of an airlock when going through it. Now you just go through effortlessly and it looks great!
Entities (stuff like walls, objects, players etc.) are composed of a set of components (stuff that defines if it's a food, tool, etc.). Our entities/prototypes are defined in YAML while the components are coded in C#. With YAML hot-reloading, we can modify things in the files for anything that's defined in YAML (Pretty much everything) and have it auto-update in game. Kinda like Garry's Mod.
This is super cool and will cut down on development time even more, since before you'd have to rebuild and restart the server if you messed up one line of YAML.
In SS13 coding terms, this is like reloading an item dm file while the server is running and seeing the effects immediately.
RobustToolbox, the game engine that SS14 uses, has been improved in a variety of areas to better support other games that may want to make use of it. For example, it now supports singleplayer games!
To aid development of new games, singleplayer and multiplayer templates have been created. Making use of these, we've created Robust Pong, an example online game for anyone looking to learn how to use the engine. You can even try it out yourself by connecting to it on the hub!
We want to make RobustToolbox a game engine that allows you to Build Your Own singleplayer or Networked Dream games, and as such we will continue improving it in order to bring it to higher standards.
Hey Based Ballers, a few small updates to improve your experience have been released.
First of all, a bug preventing all progress past Level 3 has been fixed, so if you were stuck, try challenging the Field Opponent again! Other minor issues have also been fixed.
Additionally, Home Runs in Home Run Derby have been made easier, so get out there and Crack One Over The Center Field Fence! (If you would like to experience the Original Derby Mode (O.D.M. for Short), press O on keyboard or Select/Back on controller while selecting your difficulty.)
Bring Back The Sun by Daniel da Silva - Daniel da Silva
Hey guys!
I planned on upgrading the underlying Godot Engine from version 3.2.2 to 3.3 but alas this introduced new bugs. Instead I decided to upgrade to 3.2.3.
For a while this will be the last update for Bring Back The Sun. After almost 6 months and 13 updates, the game is smaller, has even better performance, more languages, looks better, etc. Many of this stuff wouldn't have been possible if I wasn't working on Sonucido: The Mage - I learned quite a lot :)
Thanks a lot to everyone who bought the game and everyone who bought the soundtrack!
Full Changelog
- Upgraded from Godot 3.2.2 to Godot 3.2.3 - Improved the readability in one instance in the English localization - Some minor code improvements which don't affect performance