Hello everyone! In this new big update we are introducing variations for individual Blokolonians; now enemies will come in different sizes, movement types, and difficulties, adding even more variety to the game. Aside from that, in v1.0.2 there are also large improvements for the game's performance (no more of that weird halt every time you pause or open menus), and a host of other improvements to gameplay.
If you have further feedback, or would like to keep up-to-date with the game's development, don't forget to join us at our Discord.
Now on to the Update Notes:
ENEMY VARIATIONS - New Variations Types for Several Blokolonians Shooter: -A smaller variety that shoot accelerating dart bullets while moving -A larger variety that shoots bullets in a danmaku-esque pattern Armored: -A smaller, moving variety Wizard: -A new variety that shoots bullets that will make P.A.D.D.L.E. move slower when hit -A new variety that shoots bullets that will make P.A.D.D.L.E. shoot with larger intervals between each shot Baller: -A new, larger variety with the same behavior as its smaller counterpart; though it does not move Healer: -A smaller variety that moves, but has a smaller healing aura Others: -improved visuals for the Tank enemy -The Blokopedia has been updated to show HP and XP values for all enemies; descriptions have also been updated to explain the behavior of the new variations
GENERAL -Made substantial changes to how to game loads data; the game should load screens, pause, and overall run way more smoother now -Slightly increased the proximity radius in which you can shoot -Fixed the Blokhemoths name display -Anomalies now unlock way earlier, when you start unlocking special enemies, around Level 2/3 -Armored enemies will pass on Anomalies to their unarmored versions when destroyed -Change the achievement Self Preservation is For the Weak for 300 B.A.L.L.s instead of 400 (turns out that wasn't actually feasible thanks to post-launch changes in the interval in which you can continually shoot) -Increase speeds for controllers and keyboard -Increased the drop rate for all drops; money drops are also more frequent -Changed how enemies unlock (previously they unlocked by adding to a hidden Unlock Score, that increased with certain player progression actions, such as leveling up or buying items. Now, in addition to that, the score will increase with each playtrough) -Buttons in menus will now darken if selected
BUGS -Fixed a frequent problem in which enemies would stick to each other or the screen border -Increase feedback for when the P.A.D.D.L.E. gets hit -Fixed a bug that made the charm Lyrical Miracle sometimes not work -Fix a visual glitch in the Ice B.A.L.L. Breaking The Ice perk (and increased overall shatter damage) -Fixed a bug that made the Planetarium inaccessible if players saved more than 100 planets
Meet Jelly, this gelatinous alien who wants to save his galaxy from an invader. He's... jello as you might guess from his name :) He can transform into other characters!
As for design, this is the final version of this character:
In contrast, here's the first concept for the main character:
A new Boss Rush event has been activated! All bosses will have a reduced cooldown for the duration of the event. This is the perfect time to farm high quality fodder and maximize your rewards!
Report: 2041/5/26 ”Confident that the recent production-level Multirifle logistics chain is meeting specifications, drone weapons protocols have undergone adjustment under the direction of the Triumvirate to favor non-solid firing modes in order to conserve munition stores. In order to improve HUD clarity during field exercises, HUD coloration has been altered to represent “hostile” vs. “friendly” over the former minimal team color paradigm. Manufacturing defects of the recently implemented, contractor-supplied RDF (Remote Detonation Flare) launch casings are being addressed by Tri-Com representatives, and improvements are expected.“
- Fixed Flares doing too much damage to their owners - Reduced Flare Damage - Increased Flare Blast Radius - Fixes to Flare Replication - Fixed issue where Flares would mistakenly detonate on neutralized missiles - Fixed Flares firing when players really meant to manually detonate them - Other tweaks to Flare movement and mechanics - Air resistance sounds when moving at high speeds - Bots fire more continuously rather than in bursts - Bots now use lasers - Bots have improved weapon choice - New Main Menu presentation - Going forward teams will be represented by their iconography (card suites) - HUD colors now display relative to affiliation (i.e. Red is always hostile) - Monospaced Font for various HUD elements - Updates to weapon audio - Updates to weapon animations - Added Zoom sound effects - Jammer enable/disable - Additional server diagnostics - Out-of-missiles/flares warnings - Missile HUD iconography changes color when blocked by fire - Various menu bug fixes - Fixed occasional lag spike in tutorial maps - Updated community game test schedule (consolidating Thursday and Saturday test times to single Friday time slot) - Various other fixes and improvements
We've been silent for almost two months now, and I apologize for that. We've been hunkering down, trying to get the game finished, but alas, we've hit another snag.
Our lead developer got sick, and a couple of assets got stuck in the pipeline. We won't be able to release the game today, but we are certain you won't have to wait for too long.
For now, please have a look at some screenshots from the latest internal build, and be assured, we're doing as much as we can to get the game into your hands.
Happy Friday! It was fun playing with some of you early birds yesterday. We ran into a few issues so I got to work on a patch in order to have a smooth first weekend of racing.
I'm aware that a few players are having stuttering and lag when using the voice features. I have been unable to reproduce it so far but I'll keep an eye out for it and fix it as soon as I can.
A full list of changes are below:
v1.0.1f1
General
Fixed: Lobby member count was invisible if it was 4
Attempt to fix issues with jumbled standings/duplicate positions
Repositioned some tracks closer to global origin to solve some collider issues
Fixed: Could collide with ghosts in Hotlap if last online lobby had player collisions enabled
Fixed: Thumb-controlled rudder didn't work for controllers that had thumbsticks
Fixed: did not properly leave lobby if attempting to join when banned
Show full lobbies at bottom of lobby list
Added track display to lobby
Added voice volume slider to lobby
Cockpit
Fixed: Center joystick shifted when grabbed
Spectator-Cam
Fixed: Camera would be enabled unintentionally after respawning if the previous game was quit while it was enabled
Fixed: Camcorder position was not persistent
Changed default camcorder position
Errors
Fixed error caused by strobe lights
Fixed error when starting spectator camera in Fixed mode
Fixed error casued by muzzle flash
Fixed error when a racer despawns while being zapped by EMP Drone
Fixed error when a drone is chasing a target who despawns
Non-VR
Fixed: Mouse did not get released if mouse look was enabled and player died
Fixed: escape menu could be displayed as spectator
90 Minute Fever - Online Football (Soccer) Manager - Isokron
Hi everyone
Just a quick update!
We are very pleased with how everything is progressing. We are going to focus each of these updates on a particular feature or change that will be part of the big update coming at the end of August, and this month we are going to give you a quick overview of the revamped Academy Trials feature.
Please note that the feature is still in development and is subject to changes based on testing, but this should give you a general idea of how the feature will work.
Academies will no longer be a Pro feature. Every club in the game will have one. The academy trialists will no longer be tied to a single club. Instead, you will be competing directly against other managers to identify and sign up the best prospects.
Every club will start the season with a number of academy trialists at their club. As with the current system, these trialists will start with very few attributes revealed. The huge challenge that you’ll face with your Academy is that you can only hold a limited number of these trialists at your club each night.
Each club will have a number of “Hold” slots, which they can assign to the trialists that they want to keep hold of based on the attributes that they can (and can not) see at the moment. Each trialist that you have assigned a “hold spot” will be kept at your club until there is a day you decide you want to switch him out. You no longer release trialists. Instead, any players that are not assigned to a “Hold” slot will be discarded and not stay at your club.
“What happens to these trialists that are discarded?” I hear you ask! Well, they will go back into the pool and “shuffle” to other club’s academies. So, the trialists that you don’t hold on to will pop up in someone else’s academy the next day. And some of the trialists that other users have discarded will end up in your academy! This means that over a season you have access to a huge amount of different trialists, far more than you do at present.
Those who run academies in their current guise will know very well that a player that looks very promising early on can be turned into a very average player with a few poor reveals, and, on the other hand, a player who looks distinctly average can suddenly look a damn sight better with a few key reveals. Holding on to those trialists that you feel could turn out well will be a key skill here as the season goes on and more and more attributes are revealed! But stubbornly holding on to the wrong trialist could mean you end up missing out on a promising prospect as he “shuffles” elsewhere.
For example, in the attached screenshot, this club has 6 "Hold" slots (3 of which will Graduate at the end of the season), meaning that this club will keep the 6 trialists assigned to those slots overnight. The rest of the trialists will go back into the Pool to be assigned to another random club the following day. On the final day of the season, the 3 trialists currently occupying the 3 Graduate slots would be the trialists that sign for your club at the end of the season. On that final day the trialists occupying the “Hold slots” will be discarded along with the others.
Again, please note that these numbers are for illustration only - this may change as we attempt to find the correct balance in testing.
As you can probably tell from the screenshot, the UI for the feature will allow managers to check players without having to move back and forth between screens. This should make it much easier and more convenient to check and change trialist slots as required.
The feature will become much more engaging than it is at present. It'll be worth checking every day to see which academy players have been shuffled to your club and ensure that you don’t miss anyone you’d like to keep hold of.
Do you have an eye for talent? Your ability to see what others don’t see could put you in a position to grab some nice prospects that others miss.
Hopefully this has given you a little overview of the feature. It will be more engaging, more competitive and very, very challenging!
The sharp-eyed amongst you will also have taken note of some of the changes to the UI in the screenshot above. It’s a work in progress at the moment, and we’ll talk more about that in a future update!
Thank you for taking the time to read, and we’ll have another update next month.
Let's get this weekend started by moving and grooving to the tunes and vibes of the awesome Levelhead Community!
GR-18 had a busy week shaking its tiny legs by practicing hip-hop, fire dance & other classic moves for the Spring Picnic Celebration!
Levels
Fire Dance
GR-18 is ready to bring some fire to the dancefloor in Spekio's fiery level Blaze Monster Cavern. Can GR-18 waltz out with the Package without getting burned?
GR-18 is feeling the beats in Rominski's groovy level Blaster Ascent Unit! Will GR-18 manage to do the Thunder Clap with the Package by its side?
Popping & Locking
GR-18 pops and locks its robot body in FlowArt's thrilling level Room Of Fire & Steel. Will GR-18's hip-hop moves make an impression on the Package?
Time Warp Dance
GR-18 puts on a delivery costume in paloblanco's scary level Creepy Clock Crisis. Will GR-18's rendition of time warp dance from the Rocky Horror Show hit the mark for the Package?
Viewings
While taking a breather between all the dance practice, GR-18 relaxed and watched Nopeitcant's birthday video tribute to Duckbag! Here was the birthday message which made GR-18's heart warm and fuzzy: "Enjoy deathless runs on your visually stunning and seriously difficult single word level title kaizo trilogy"
Time to jump up and enjoy the colors and blossoms with Bscotch Special Spring Celebration! So here is the call to the community to join the celebration by creating the following:
Levels: Themed around Spring
Tutorial Videos: Themed around building or exploring blooming flowers, colorful rainbows
Fan Art: Themed around GR-18's Spring Picnic
You can post levels, artwork, and videos that you think are worthy of the Community Spotlight with the newly updated nomination form. The nominations for the Spring celebration will be open until May 31st and will be highlighted in the upcoming weeks!
Now the only question that remains is: What will you bring to the celebration?
It's finally here, 10 levels of undo/redo, this includes:
- placing/removal of individual parts and wires
- wired connections are saved in undo when deleting an electric part
- edit mode select deletion
- merging in other files
- actions like align, the copy/move tool, basically all the edit tools except selection changes
- overlap replacing
This does not undo a scene reset or loading a new file.
Including wire connections was sure a challenge, hope this saves all you electricians some headaches in the future. This new system hasn't been tested thoroughly in multiplayer yet so use with caution there.
- Added modules to the modular cars, having just the chassis was kind of lame. Might do more with this in the future.
- Fixed a bug with copying timers that were running.
- Fixed a bug caused by deployables in selection when using the honeycomb/outline tool.
- Corrected sprinkler cost.
- Canceling when using the move tool now returns parts back to original position.
Haven't received many requests for deployables to add besides more summer DLC stuff. Any Rust prefab can be added so suggest away (outpost sentry?).