Driver v0.3 has released! Bluetooth & Steam support now included!
Change notes: - Added bluetooth driver implementation. This feature is still experimental as it has not been tested on all boards yet. - Driver renamed to opengloves - Added support for automatic Vive Wand & Tracker discovery - Potential fixes for crashes caused by corrupt data packets - Independent offset values for each hand (rather than mirroring) - Knuckle emulation icons now replaced with glove icons to avoid possible confusion (implementation still works the same)
We've published a UI for Steam users to tweak configuration values. You can get to the UI by launching the OpenGlove Steam app. Note that you only need to launch the app if you want to edit the configuration, you can launch SteamVR as normal and the driver should activate.
IMPORTANT: If you've already installed the driver via GitHub, make sure to delete it if you are installing via steam.
We're two weeks into the launch of Hood now, so today we're excited to update you on a whole list of things coming up for the game. First of all, we'd like to thank you all for your feedback. It's thanks to this that we're able to respond quickly and effectively to what is most requested and reported. Let's dig in!
Patch 1.3 arrives on Monday!
On Monday we will release an update with some significant fixes and improvements. Along with a number of bug fixes (such as the black screen on match start), controller sensitivity will be raised, along with more matchmaking improvements. This will be our first patch of this size, and it's the first of many.
Developer Update Video
Hood Game Director Andrew Willans has once again taken a break from restocking the ever-depleting stock of arrows in the game (as well as building and improving the game with his team) to give us some important insight into how we're responding to some of your feedback, and what some of the data we've collected based on two weeks of heists can tell us. Jump in for info on the upcoming map, PvE game mode, assassinations, thoughts on heist objectives, and more!
https://www.youtube.com/watch?v=GXdhNItHwBQ That's right, the Mountain map is coming in mid-june, and we can't wait for you to play this unique map that plays quite differently to the other five.
Matchmaking
While Andrew touched on matchmaking, we'd like to shed some more light on what goes on behind the scenes of the current matchmaking system, since we've seen a lot of discussion on this topic. When a player queues up, the system looks at what is called their "TrueSkill rating", which is a system very commonly used in multiplayer games with matchmaking. It calculates a number based on win/loss ratio and number of matches played, and finds other players with a similar number.
The result is that you will sometimes be matched with higher level players, because they may have a lower win/loss ratio than you. Of course, if you are playing at 06:00AM the matchmaking might need to compromise to find other people playing at this hour 😉
Slay the State Weekend Community Event Starts now!
Burn this note after reading. Pass on the knowledge. It's happening. The legends were true.
All across the country, we hear accounts of outlaws attacking State keeps. Missing coffers from their vaults. Now common folk find sacks of coin in fields, wake up with pockets full of gold. Brothers and Sisters, the State lied. He's alive. And now, lie revealed, they stir. There will be a reckoning.
We hear stories of outlaws fighting outlaws within the keeps. Rumors of the Sheriff slaughtering thieves, crushing them one by one with his bare hands. It's a trick. More lies. They fight for us, and this is only the beginning.
Be wary, friends. The State has awoken, and it hungers for blood. Stay hidden.
Burn this note. Pass it on: The legends live.
- A Friend
This weekend we challenge all Outlaws to take out the State's guards before they overrun the land! Slay 5 000 000 guards before May 23rd and ALL Hood players will receive gold. On Monday 24th we will reveal whether the plan was a success. Sometimes, even Outlaws may work together.
Keep an eye on our Twitter account on Saturday and Sunday for updates on your kill count progress!
Our level designer can't sleep unless he adds something or upgrades some level. This time upgrades are regarding mountains view.
UI upgrades and new features
We are working on the new UI as it was stated in previous weekly. The main goal is not just user-friendliness but also to show a lot of information in a convenient way. Since we have many status effects, we need to show player those effects, even though you could look and the status tab to see which status do what, we need to make understandable on the HUD as well. It takes a while because we need to make it as obvious as possible.
And due to the new feature adrenaline and other feature (which we will reveal once we have a demo of it), we need to upgrade the group tab. Simply speaking the work is ongoing and it will be awesome.
That's all for todays' weekly. Thanks for your support and see you next week :)
Fixed a bug where Chemical Seven was giving too many coins under certain circumstances
Fixed a bug where a symbol that received a coin bonus would not give the correct amount of coins when another symbol destroyed it (this was primarily noticeable with Happy Hour + Dwarves and Fruit Basket + Monkeys)
Greetings brethren! We step out of the shadows once again to bring you another update for Secret Government. This time we fixed some spelling errors in the tutorial, added intro video for Glorious Revolution campaign into the Linux build and fixed an issue where players couldn't launch Glorious Revolution.
As always, we would like to thank all the members of our brotherhood who help us improve the game, by posting feedback and bug reports into our Steam forums - Thank you!
Read the full changelog below:
General Changes
Fixed spelling error in description on tutorial for Coins Jingle Jangle
Added animated video on Linux builds for the Glorious Revolution mission
The Glorious Revolution mission could not start for those who have not completed previous versions of the Tutorial
Hey there, anglers! The 2nd and final Qualifier is officially over and we’re sure you’ve done your best to outperform and outsmart other anglers and make it to the Top-30! We are happy to announce the 30 names that will move on to the next stage of this heated competition - the Semifinal Round on May 22nd! These lucky anglers are listed below. But if you’re name’s not on the list, don’t let that get you down. Summer is coming and there’ll be plenty more Tournaments and Competitions for you to prove yourself in. Just make sure to sharpen those skills in the meantime! Tight Lines!
This update includes a new storage container to increase inventory capacity, and a collection of improvements related to the ability to purchase one or more additional Observation Towers.
Storage Capsules can now be researched, greatly increasing how much stuff players can store.
Additional Observation Towers should now function more intuitively, and are a valid option, mainly for players who want to set up their Outpost in the Blue Hills zone. The player's Spawn point can be set to any tower, so that player's will start each morning in the Observation Tower they choose. Players can also sleep for a night in any tower, without changing their semi-permanent spawn point. The Storage Locker in any new tower now functions as a separate inventory container, instead of containing the same items the Storage Locker in the first Observation Tower contains. And importantly, the cost of building a new Observation Tower has been greatly reduced.
Community Announcements - Ignasis (Community Team)
WORK IN PROGRESS BUILD AND DOCUMENT
This is a work in progress build and as such, neither of the changes and implementations found in it are final. Neither is the patchnotes document, which will be updated, corrected and completed over the Testlive period to better reflect the work in progress nature of this build.
Greetings, Exiles of the Testlive lands!
We’re releasing early on Testlive patch 2.4.4, which will be the Siptah launch patch scheduled for next week. In it we’re including a thorough beauty pass for Isle of Siptah, in particular for the new areas introduced in 2.4 to have them all shiny and ready for the launch out of early access. This patch will have a shorter time in Testlive as it is not an update. We wanted to ensure over the weekend its stability ahead of its launch early next week.
If you give it a try, please let us know of any issues you may encounter! Thank you once again for your continued support, and see you next week as we ship Isle of Siptah out of Early Access! Stay safe!
IMPORTANT NOTE REGARDING MODS
Please remember that updates can mess with your installed mods. We suggest taking a backup of your current database before updating to any new patch if you have mods installed. For the purposes of testing, we recommend not using any mods when playing on Testlive.
Adjusted existing and new systems to ensure compatibility with the Windows Store, including mod support and cross-play between Windows PC Gamepass and Steam versions of the game.
Fixed a number of PC specific crashes.
Fixed a number of crashes across all platforms.
Added a significant number of optimizations mainly geared towards consoles but all platforms will benefit from these changes.
Fixed a number of issues in regards to co-op (listen server) gameplay.
Fixed an issue that would cause performance to drop when activating one of the three Grey ones pools. Well well well.
Reduced number of spam entries in the log in regards to the building system.
Being teleported out of a vault should no longer result in a crash or falling through the mesh.
Fixed an issue that would cause the anti-undermesh system to trigger false positives at Scuttler’s Shortcut.
Further refined the anti-undermesh detection on Siptah. This setting is still not enabled for Siptah Official servers.
You can now block clan invites.
Fixed an issue where Paved Stone Walkways could not be placed.
It is no longer possible to place multiple doors into the same door frame.
The Parchments feat learned from the Voidforge should now appear under the Library of Esoteric Knowledge as intended.
Arrows should no longer pass through a knocked down enemy.
Spiders spawned from the Globe of Yezud should no longer attack their owners. They’re nasty enough as they are.
Children of Gullah should not drop skeleton keys, making some videos instantly obsolete. Sorry!
Fixed Invader carpenter specializations so they are consistent with the other profession thralls.
Followers should no longer fall through the terrain and die a mysterious death.
Followers should no longer fall through the terrain after teleporting.
Fixed an issue that would cause follower distance settings to reset on server restart.
The bearer NPC in Sepermeru should no longer attack players on sight.
Fixed an issue where difficulty settings where not applied correctly in Single-Player/Co-Op modes.
Grey One Bow and Grey One 2h Axe feat teachers are back from their vacations and are now where they should be.
Silent Legion heavy boots should now tint correctly.
Fixed visual imperfection with many legwear pieces poking through footwear. They should now tuck correctly, in time for the summer.
Fixed an issue where loot would not be visible upon first opening a chest or container.
Rescued thralls should now respect the thrall cap limit if enabled.
Male Character equipped with any variation of Slaveforged Ceremonial Bracers had texture gaps on the elbows area. This has now been fixed.
Primitive Skirt now behaves naturally when equipped on a female character in combat stance.
Fixed a number of other minor cosmetic issues with other sets and equipment.
Fixed an issue where a certain hairstyle would stretch out while using a Healing Wrap.
Fixed an issue where a banner was not visible for the player.
Under the hood fixes and improvements for the server transfer feature. We are still working on this feature and will announce its launch once it is ready for prime time.
Final touches and improvements for the Twitch Drops feature.
New lands in Siptah have received a new polishing pass, addressing withstanding cosmetic defects, missing collisions and bodies of water and other similar issues. Time to explore, Exiles!
Similar to above, tweaked a number of LOD issues with Siptah’s environment and terrain.
The grass from the Isle of Dawn should now render a bit further away from the player.
It is no longer possible to climb onto the braziers in the Fractured Citadel.
Branches, Wood and Stone should now be able to be picked up at the Northeastern beach in Siptah’s new lands.
Fixed a mysterious intractable spot in Mounds of the Dead that provided nothing but false expectations. Until now.
Fixed an issue that would cause certain settings to not respect “Restore Defaults”.
Setting the volume slider to 0 should now completely mute the sounds.
Fixed a number of missing localization for certain prompts.
Fixed a number of localization issues. #lespellcheckereur
Added Twitch integration to the main menu UI.
Feats of the Harpy Armory and Iron Short Sword should no longer have the same icon.
Fixed an issue where the game would present players with a warning about their thralls being deleted once they reached the soft cap on thralls. Thralls are not deleted until the hard cap is reached. The feedback should now properly be displayed when the hard cap is exceeded instead.
Fixed a number of UI issues when playing with a controller.
Separate TestLive Product on Steam
We heard your input regarding the inconvenience with having to switch back and forth between the main game and our TestLive servers. To make it easier for you and because we really value your testing and feedback, we added a separate product for the TestLive server on Steam.
If you own Conan Exiles on Steam, you should now see a separate Product called “Conan Exiles - Testlive Client” in your library which gives you the option to install an additional instance of the game specifically for the TestLive servers. Please be aware that this will prompt you for a full additional installation.
We are aware that not everyone wants install or has space for two full installations. For those of you who don’t want to play through the additional TestLive Client, you can still access the TestLive servers through our old method.
Let's start with a quick introduction: Triangle Studios is an independent developer, currently working on From Space. We've previously released games like Cross of the Dutchman and It came from space and ate our brains among dozens of other titles. We love to building lighthearted games for a broad audience, but even more than that, we love co-op games.
What is this game about?
From Space is a re-imagination of the game with the similar name we've released back in 2015. At it's core, this PvE, co-op shooter has you team up with your friends to try and save the world from an invading alien species looking to harvest mysterious energy-dense crystals.
We intend to give insight in our development process, and we would love it if you'd Wishlist and follow us right here on Steam. If you want to get more frequent updates, consider checking out our Twitter, Instagram or Tiktok accounts where we post short videos and updates.
Alright! Let me play!
To manage expectations, From Space is currently working towards an Alpha stage. Which means we're working on the game's primary mechanics, and that screenshots or videos are likely not representative of the final production quality.
Having said that, we're rapidly making progress. With the majority of the company now focusing on the development of the game, our goal is to share builds with the public sooner rather than later.
We'll leave you today with a couple of teaser screenshots from our April prototype. We've since moved on and have our targets set on a new milestone at the end of the month, so (much) more will be revealed soon!
From Space uses a top-down perspective, giving you overview of the playing field, and allowing you to fend of enemies, who will attack you from all possible directions.
Atmosphere is really important to us, From Space will serve it by the bucket loads.
During our prototype phase, we focused on satisfying combat. Having stuff explode all around you is just how From Space rolls.