We have reached the start of Civilization Type III. In the future, the Dyson Sphere Program universe will become even broader because of our joint efforts.
Before we go to the update log, CentreBrain wants to send you some special tips that will affect your game progress: ·Crude oil becomes a consuming resource. The less crude oil remaining in the blowout well, the more difficult it will be to collect. The extraction efficiency can be down to 0.1/s. To keep your extraction efficiency, you can change the resource magnification setting and upgrade the mineral utilization level. ·The Cluster Seeds are different from the old version. ·You need to reopen the file to experience some of the newly added content ·Blueprint is NOT included in this update yet but on the way!
[Version 0.7.18.6914]
Features:
A Brand New Milky Way View- Civilization Type III System
All the engineers are generating ONE galaxy! - Among the engineers using the same star cluster seed, the engineer's universe with the largest power generation will be displayed in the Milky Way.
Added an entrance for Milky Way view. There are two ways to enter it: Click and enter the 'Milky Way' button in the main menu, or scroll to the farthest view in the starmap.
Now you are able to browse the star cluster you selected in the Milky Way view.
Added the statistics of the Milky Way view, including the total number of Dyson spheres, the total power generation of Dyson spheres, and the total number of solar sails launched.
Added functions to the Milky Way view, included cluster data browsing, ranking of each star area in the Milky Way view.
New Assembly Line construction mode – Now you can press [TAB] to switch between 'Snap to Grid' or 'Free line' mode. In 'Free line' mode, you don't have to build the conveyor belt stick to the grid, but like this:
New Mass Construction function! Left-click and drag your mouse can build the construction in a row. The interval among the constructions can be adjusted before the drone works on them.
Now you can quickly replicate the construction along with its SORTERs! Use [Shift+left click] to copy the built building, and the position of the Sorters will be intelligently adapted to the available position.
Now you can cover and quick upgrade in the construction mode.
CPU multi-threading system and related settings are available now. The logic of Sorters, Logistic Stations, Manufacturing Building, Matrix Lab, and Electricity System are incorporated in the multi-threading system.
Added new advanced Smelters and its related new tech and recipes.
Added new technology that can increase the speed of warp. The more you upgrade the tech, the faster the warp!
Added the logic to manually control the warp speed of the mecha
Added 4 new background music themes of space, factory, and ocean
New desert planet: Dry Lack Planet
New desert planet: Scarlet Ice Lake Planet
New desert planet: Hurricane Stone Forest Planet
New ocean planet: Blossom Forest Planet
Added a new terrain generation algorithm for the Scarlet Ice Lake Planet
Added ice shader for Scarlet Ice Lake Planet
Added 9 planting model for Blossom Forest Planet
Decorate the planet with your foundation! Now you can choose a color or customize a color on the palette for the foundation.
Add a new foundation texture
Added LOD1 and LOD2 rendering detail level to the sorter optimized the Sorter's GPU consumption.
Added LOD1 rendering detail level to Storage, optimized the Storage's GPU consumption.
Now you can browse the local file of savedata in the Save/Load interface.
Changes:
Dyson Sphere Program's underlying code framework is fully updated. It is now more efficient on CPU calculating.
Dyson Sphere Program's construction system logistic framework is fully recoded.
Optimized the logic of copy and paste building settings (recipes, filters, mode settings, etc.) to prepare for the BluePrint.
Adjusted and narrow the construction collision frame of the Ray Receiver.
Balance:
Increased the working power of Assembling machine Mk.II and MK.III
Increased the standby power of the Satellite Substation
Increased the working power of the EM-Rail Ejector
Increased basic life of solar sail (0.5h -> 1.5h) and maximum life after upgrade (1h -> 2.5h)
Increased the basic power generation of the Ray Receiver (5MW -> 6MW)
Increased the power generation multiple of the photon mode of the Ray Receiver (5 -> 8). The new maximum power of the Ray Receiver is 240MW
Increased the warm-up time of the Ray receiver (15min -> 20min)
Increased the critical photon energy (750MJ -> 1.2GJ)
Decreased Antimatter fuel rod's energy (7.5GJ -> 7.2GJ) and consume antimatter quantity (10 -> 6)
Decreased Artificial Star power generation 75MW -> 72MW
Fine-tuning the calorific value of various fuels
Crude oil is now a consuming resource. Collecting crude oil will gradually reduce the production of blowout wells down to a minimum of 0.1/s. The rate of decline is now related to the resource magnification setting and mineral utilization level.
Increased the production of crude oil blowout wells in the beginning planet and reduced the production of crude oil blowout wells in distant planets
Bugfix:
Fixed the bug that the Warper were not be returned when the Logistics Station was dismantled
Fixed the bug that the Graviton lens was not be returned when the Ray Receiver was dismantled
Modified the miplevel algorithm of the foundation and fixed some potential seam problems in the foundation rendering.
[Version 0.7.18.6921]
Bugfix:
Fixed the bug of error message after Milky Way network request failed
Fixed the bug of Milky Way request failure and UI disappearance in star map
[version 0.7.18.6931]
Bugfix:
Fixed the bug that the savedata from 0.6. X versions may get stuck in the last update.
This is the end of the update log. Thanks for reading and see you next time!
Ahead of launch we wanted to let you in on what’s planned for Going Medieval during the Early Access period. We always receive amazing feedback & suggestions from our community, and as you can see a lot of your great ideas are implemented into this. Below you’ll be able to see our current roadmap!
We’ve always wanted to be as transparent and open with our community on our plans for the game once we venture into Early Access. This roadmap is based on our original Early Access plans for the game and the community feedback we’ve received from the multiple beta’s we’ve run.
Please do not stop giving us feedback once the game launches, we look through every piece! If you like what you see, have any thoughts on what’s coming up, let us know in the discussions :)
See you soon on June 1st where this roadmap will also be showcased within the game via the Main Menu - and if you haven’t already, don’t forget to wishlist us!
The Steam Open World Sale is a multi-day event celebrating games featuring the popular open world mechanic... or something like that ːws_damanː
On this special occasion, we invite you to join us in the "still closed" open world of Weed Shop 3! Now is your chance to pick up a copy of the game for yourself or your special someone for a low low price of whatever 25% off is in your country.
More importantly, StoneyGamerXX will be hosting our first official livestream! So whether you're looking for some tips and tricks to help you kickstart your Weed Shop empire or just wanna kick back and shoot the s**t, be sure to tune in at 2PM EST / 11AM PST. It's gonna be ːws_lighterː!
- Fixed an issue with the new recipe outputs and prices - Fixed an issue where staff stepped out of line and were resting where they shouldn't be Version is now v45b
- Console development is now available. You can publish stationary consoles and handhelds. - You can now optionally change the name of IPs. - In the menus "Develop successors", "Develop remasters" etc. there is now a search function. - Brightness can now be set in the options. - New platforms added: "Amigo CTV", "PhaserActive". - Depending on the type of game (remaster, addons, budget etc.), there are now different amounts of points for the studio rating. - Multiplayer: Modified platforms of the host are now sent to the clients. - Performance improved. - BALANCE: User rating is now taken into account to determine the "Game of the Year". - BALANCE: Studio rating now increases slower. - BUG: (Research menu): Upper/lower case was not ignored for all researches. - BUG: Some room tasks were not removed from memory if you canceled them. - BUG: You could create multiple games with the same name. - BUG: Collision boxes of corners were too big. As a result, you could not place objects near corners. - BUG: You could place wall objects on windows if the walls were turned invisible. - BUG: You could not remove a mobile game from the market if you had not researched production. - BUG: You could delete the name of games in the "Development Report" menu. - BUG: Staff names had invisible characters. - BUG: Crash could occur in the "IP menu" in rare cases. - BUG: Statistic menu "Platforms": Arcade platforms were always displayed in first place when sorted by market share. - BUG: NPCs kept making games for platforms that were already taken off the market. - BUG: In multiplayer, the NPC did not pay the purchase price for client engines.
- BALANCE: Star designers do not get negative perks. - BALANCE: The "No Bugs" perk is now also set for game designers. - BUG: Sometimes wall objects that were in the air were not automatically picked up. - BUG: Fixed some bugs with theme-genre combinations. - BUG: The employee perk "Talented" and "Untalented" were sometimes set at the same time. - BUG: It was possible to place wall objects at corners 50% in the air. - BUG: Sometimes it was not possible to manage InApp purchases for games unconverted from MMO to F2P.
- IP menu revised: You can now see various stats like revenue, sales, awards, etc. - Added 12 new employee perks (including negative perks). - Employee perks are now selected by profession (for example "No bugs" only for programmers). - Development report menu: When developing a contract game, you can now see the minimum rating, bonus payment etc. there. - START YEAR: Depending on the start year, certain rooms and game sizes are unlocked immediately, as well as the starting capital has been increased. - BALANCE: Impact of licenses increased. - BUG: (Engine licenses) No license fee was paid for revenue from subscriptions and arcade games. - BUG: When publishing games as budget, GOTY edition, etc., it could happen that the IP was not set correctly. - BUG: (Produce vending machines): If the game had no more pre-orders, the vending machine animation was still played. - BUG: (Exploit): It was possible to change the prices of vending machines while there were still pre-orders. - BUG: Vending machine games received user reviews even if no machine was sold.
- NPCs can now create Arcade Cabinet games. - The chance of increasing the publisher relationship now depends on how good the game is and if it is just an addon. - "Bored fans" no longer affects arcade games. - Developing Addons: The languages of the main game are now automatically applied. - BALANCE: Bonus sales from IP awareness is now scaled according to difficulty. - BALANCE: Sales from F2P games through in-app purchases increased significantly. - BUG: Ports and MMO addons could trigger "Bored Fans". - BUG: Spin-offs did not trigger or cancel "Bored Fans".
- Contract work for workshop is now working. - Porting games: Machine games have a positive effect on retail game sales. - Performance improved - Added some new custom logos. - Addon bundles: Games that no longer have addons available are no longer displayed. - BALANCE: Contract work is now created more evenly for all rooms. - BALANCE: Values of fan campaigns adjusted. - BUG: When creating an add-on for a ported game, the text codes were displayed in the game name. - BUG: Addons were not added to the IP. - BUG: It was possible to create addons for budget games and GOTY editions. - BUG: (Automatically remove games from the market): Arcade Cabinets were removed from the market while there were still pre-orders. - BUG: (Mad Games Awards): Fixed some bugs that could lead to wrong results. - BUG: Review texts were displayed in English for Japanese and Romanian language.
- The IP rating now drops for bad games. - The higher the difficulty, the slower the IP rating increases. - My IPs menu: The tooltip now shows the IP's total sales, total revenue, etc. - Develop Game Menu: The IP rating is now displayed. - Iran added as a company location. - Game tooltips: The game size is now also displayed. - GameTabs: An icon is now displayed if the game uses a license.
- IP system added: All games of the IP influence each other.
Hint: For old save games, only the first game is set as the IP. Successors, remasters, etc. are "not" added to the IP.
- Games can now be ported to other platform types. - Contract games can now be sorted by "bonus". - Reductions for development costs now work added together (mobile 25% + remaster 20% etc.) - Company special genre no longer triggers "Bored Fans". - Menu "My Game Concepts -> Game Description": The game description can now be saved to the clipboard. - Menu "Development Report" made clearer. - Menu "Develop game": For themes, it is displayed whether games with this theme are already on the market. - For MMO addons, all languages that the MMO already has are activated. - Game tooltips and game concepts now show the license used. - Game tabs now additionally display the genre and game size. - South Africa added as company location. - BALANCE: MMO sales and subscriptions increased. - BALANCE: Active players in in-app purchases of F2Ps increased.
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As we promised on Tuesday, we are introducing a small update that includes some Quality of Life improvements, a few bug fixes, and a new feature for Siege Editor. Please, find the detailed list of the changes below.
We are continuing our work on the announced dynamic events feature, and we hope you will find them as a nice addition to the game. Our designers also creating a brand new scenario for you. How would it be to survive the siege under southern scorching and unforgiving sun? You will be able to find out at the end of June!
Stay safe and have a nice weekend!
That's some impressive space management there. Great job, Vampiresbane! :)
Hotfix 28.05.2021
Quality of Life improvements:
Added a compass rose on the nighttime HUD, following the Community suggestion, to help improve orientation at night.
Removed additional enemy guards who appeared on the maximum alert level in all starting districts (for all available scenarios/challenges). Their presence led to punishing players too much for mistakes in the early stages of the game.
Added a new sound effect for the dawn warning notification to inform players better about the need to go back to the castle before being caught by enemy guards.
Fixes:
Fixed the Steam achievement "Catch them all".
Fixed an edge case bug preventing interaction with a pile created by a dead enemy guard if we would not move after killing him.
Fixed an edge case issue causing the skip day button to be shown at night.
Editor:
Introduced a missing feature: 3D look editor for NPC characters.
Fire in a hole! Insurgent Korrah decided to send Ismirean occupants his regards!
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We've been overwhelmed by the incredible response we've had for Kitaria Fables - and as we move closer to release, we'd love to invite you to join the Kitaria Fables Discord server!
You can make friends over in #general on our server, find someone to co-op with on #find-a-friend or share your #fan-art!