After a long Discord discussion with players, I have reduced the number of crafting ingredients in single player, this will help players better learn the game. I have also added the option to reduce infected killing XP to slow leveling up, giving players more time to prepare in single player, you can set this option every time you load a game. a lot more option will follow in the next few updates.
I removed the need for a key for the hospital roof doors, this will help players get their stuff back much easier.
A lot of optimizations and bug fixes also went into this Hot fix, remember to report bugs and glitches so I can get them fixed ASAP, I take player feedback very seriously.
Stay safe survivors!
Alpha 5.62a hotfix1 patch note
Added 5 crystal blades
Fixed killbox corner returning another block when removed
Fixed stone wall gate returning another block when removed
Added blocks stats in the admin panel
Removed crafting XP
Reduced all XP from killing mobs
Hordes are only activate for players level 15 and above
Pupa is only activated at level 30
Reduced thirst drain
Reduced hunger drain
Reduced ingredients for all recipes in single player
Fixed keybind save
Heavy armor repair
Reactive armor repair
Reduced the number of wood framework needed in all stone block recipes
Increased the number of glue crafted from recipe
Increased craft speed of slow items
Removed lock on hospital roof doors
Added option to increase XP from killing mobs for single player
An Airport for Aliens Currently Run by Dogs - Strange Scaffold
We've continued to get in small bugfixes as soon as we discover them (or one of you helpfully lets us know you've found something). This time around, it includes making sure that Percy (the 3D Dog) and Rodney the Cursed Dog remain in their transformed state after you've completed their quests!
Thanks once again for playing, letting us know what you run into, and spreading the word about the game. Every bit helps.
Fixed graphic settings not being saved Make the in-use hangar green Flashes when the salvo is accumulated Changed to collect salvo only when there is one gauge Fixed a bug where building parts wouldn't return to their previous defaults Eliminates slow scrolling of parts
In Nemezis: Mysterious Journey III Prologue you will take part in an adventure that will introduce you to the story of Nemesis: Mysterious Journey III. Play as Amia and start your summer adventure on the planet Regilus!
We are proud to inform you that we are continuing to upgrade the simulator. This time we are adding a new map.
The new map has the character of an abandoned factory. You will fly in ruined spaces and chimneys, abandoned wagons and everything else you will discover.
After another very busy month of working on Festival Tycoon I’m off for a short but sweet vacation!
But before I disappear into the sun, I wanted to share what happened in the world of Festival Tycoon in May.
Development progress: Tons of details, band editor, rebinding keys and more
Development wise, May was a great month with tons of progress. I have been working on many new features like a band editor, fan feature requests from the last playtest like the option to change key bindings, as well a lot of tweaks and new feature additions. You can see some of them in the most recent development live streams (here and here) like the making of VIP gates in the gif above. You can also find a more detailed summary of all the new features in May in the changelog if that is your cup of tea.
Ask gamedev featuring
I’m a big fan of the YouTube channel Ask Gamedev that offers insights, tips and advice for game developers. Festival Tycoon got picked to be one of their games of the Spring Showcase, which is really exciting! You can find the video below and of course, also see all the other really cool upcoming indie games that were featured.
Teaser area 👀
Lastly, I just wanted to say that I’m working on something very exciting! More info soon but I promise you, you don't want to miss it!
And with that, I say thanks for reading, have a great week and more updates are coming very soon after my short holiday break!
A hotfix for the second part of the May update has just landed on the game servers. It brings improved specs for the "Infernal" weapons, the Famas F1 Special "Highwayman" and the Mag-7 Special "Highwayman" as well as several bug fixes.
Tweaks to some weapon models
"Infernal" Series
Now all weapon models of the series can boast the specs of the golden versions (except the Barrett M98B). And this means that you will be able to equip your character with guns sporting a unique animation, cool looks, and impressive combat power!
Famas F1 Special "Highwayman"
Increased rate of fire (from 645 to 670).
Reduced effective range (from 17,5 to 16,5).
Mag-7 Special "Highwayman"
Increased effective range (from 6,5 to 7).
Reduced rate of fire (from 138 to 132 in aiming mode, and from 126 to 120 in hip fire mode).
Other Changes
Updated log-in rewards.
The crafting system line-up has been expanded with the Mag-7 Special "Highwayman" and the Famas F1 Special "Highwayman" as well as the "Aztec" series (except the DVL-10 М2 that will become available later).
Changed the rarity of some weapon models.
Updated some in-game texts and descriptions.
Bug Fixes
Fixed some visual bugs of the themed background in the lobby (MY.GAMES).
Known Bugs
The chosen camouflage is not saved after installing it on some golden models.
Incorrect localization (discrepancy of names or their absence).
This is only a small update for only some players.
The game will create a folder in "my documents" named "Malzbies Pinball Collection". Inside this folder are all the backglass pictures. These pictures will be used for the backglasses in multi screen mode only (not in normal game mode, where you see the backglass only in the first second).
You can modify the pictures like you want. Change the resolution, the aspect ratio, add some graphical things, like a sound bar, or change the whole picture.
But don't change the file name! If the file name is incorrect, the game will use the old (default) picture for the backglass.
Hi everyone, in the couple of days since launch I've made several incremental updates based on player feedback and gone in to fix bugs that have arisen.