As you know, we have now confirmed that Aragami 2 release is set for September 17th, 2021! And to celebrate that, we're running a Daily Deal and you can get Aragami at 85% OFF! The perfect opportunity to discover - or revive - the adventure that started all.
We've had a chance over the past couple of weeks to recharge a little and fix a number of underlying bugs and issues that whilst not front facing, allow us to make great strides in the future.
We've also had tremendous success on internal branches with Multi-Threading our loading systems, which necessitated a major architecture change. These changes aren't live in this patch as they're being heavily tested, but they should be around in our next patch. Initial testing has shown a decrease in loading times by up to 90%, at the same time as using far less ram.
As always, please do let us know of any issues you encounter, and be sure to join us in our Discord http://discord.gg/distantkingdoms
Patch Notes:
Speed buttons are now highlighted when starting a new session.
Saves are no longer populated twice in the Load Functions.
Pausing an un-upgraded Gatherer's Hut and then unpausing will no longer permanently increase it's maintenance cost by 1.
Encounter icons can now correct disappear after clearing a Hex.
Cider can no longer be produced before Tech Node is unlocked.
The event "StonyForeman" can no longer lead to the game tick stopping indefinitely.
Localisation error no longer occurs in Emergency notification popup.
Status bar Tooltips are no longer layered underneath Paused text.
Quarter's Inspector is no longer partially hidden behind Advisor Dialogue in the Tutorial obscuring the button to close the Inspector.
Errors no longer spam and building preview appears when first placing a Small Warehouse in Open Spaces.
Fixed two issues where Upgrading House Density and choosing Production Building Upgrades would not display available goods appropriately.
Tooltip for the date now updates regularly.
Fixed an issue where players using Non-English Region Settings on their PC could cause save games and other data to be loaded incorrectly, specifically swapping decimal and thousand terminators between Comma and Period/Full-stop, leading to bizarre co-ordinates and values being loaded in many places.
Portals can no longer be placed over each other.
Game now correctly resumes at the previous speed after opening and closing Tech Tree.
Available for Windows now. Mac patch is delayed but should be available later today. Mac patch is now available as well.
IMPROVEMENTS:
* In Setup New Game, added text indicating whether or not the selected wolf is ready to advance in age on their birthday. * On Wolf Customization, body size now changes based on male/female selection (to match that difference in wolves in the game). * Reduced the odds of flooded den after rain or storm. * Added better rules and feedback about marking near water's edge. * More variations in aspen trees in Slough Creek. * Some refinements to the Amethyst cliff rock appearance. * Some refinements to snow appearance. * Age Perks music begins before the black loading screen for Age Perks on your wolf's birthday. * On Affinity meter on wolf badge, made it clearer where the max value is. * Clearer feedback on multiplayer Quick Heal notification, based on health level. * When making a pup into a grown wolf, clearer header txt on the "Make an Ironwolf?" dialog, should help prevent accidental ironwolves. * Increased volume and frequency of birdsong. * Dinner music will not keep playing whenever there's meat at the den. * Wolf ears adjust a bit when running. * Can now edit the bio of a dead wolf.
BUGS FIXED:
* In multiplayer, players get stuck sleeping and can't wake up. * Sometimes dispersal and stranger wolf coats switch when moving closer or farther from player. * June elk calf's rear right leg gets stuck at odd angle. * Territory grid hexes are slightly misaligned vertically, especially at the southern end. * When player is sleeping, rain or storm may occur without any precipitation, which can then potentially trigger den flooding unexpectedly. * Game does not remember previous difficulty selection, always reverts to default Challenging in main menu. * Occasionally, dust kicked up by fleeing prey is glitched (square shapes). * In Photo Mode, when pressing right arrow key to advance time, it also also makes wolf move to the right. * At age 8, Ironwolf term used in some cases when it should be Elder Wolf. * Occasionally a snowshoe hare that spawned in an earlier season will survive to be killed in the next season, and its coat then is basd on the new season instead of the previous season. * Bark is always wet and shiny on cottonwood trees in Amethyst. * Some creek rocks are floating above the creekbed. * Wolf Coat 859M has a black mark on the right hip. * On low quality settings, part of the river near the Slough Creek spawn point is underground when viewed from the spawn point. * When creating a multiplayer game, the game mode switches back to the default selection when changing the map selection. * Approaching Elk Herd music plays when approaching other ungulates. * Willow bushes switch to lower detail models when player is quite close. * Game Pause/Options menu won't open on the Age Perks panel (on your birthday) so you are forced to make the stay/advance age choice. * Lost River Learn to Hunt quest completion text mentions having pups in the future. * Wolf freezes in odd pose if you pause the game while digging out a dirt den. * Short Douglas-fir tree accumulates snow unevenly (at very top of tree). * Occasionally a beaver leaves a branch floating in the air. * Scent post color sometimes does not update immediately. * Mate keeps feeding pups even when predators approach. * Occasional glitches with the scrolling panel on the Load or Save Game panels. * Occasionally the FPS warning gets stuck on screen even after clicking to close it. * Occasional layout issues on Wolf Bio panel. * In very specific circumstances, the DLC Coat info ? button appears when non-DLC coat is selected. * Terrain and water issues.
A few changes have taken place over the last 6 months.
We pushed 1.65 in March, which included in-game audio updates and a slew of fixes.
We welcomed Xbox and Stadia players in February and will be welcoming Luna gamers June 10, 2021.
The MMR refresh of February 2021 is explained in more detail here and you can dig even deeper into the behind-the-scenes of the new post-match screens here.
The Liquid Bit team is still ecstatic over our localization efforts. This exciting update was no small feat, we now offer localization in French, Italian, German, Spanish, Japanese, and Korean for Steam players!
Q2 of 2021 introduced a fan-designed, community-developed KQB league! A big Liquid Bit and Killer Queen Black welcome and thank you to the hardworking folks that make BGL so special. Learn more about Bee Game League.
Get HYPED!
We are in the process of submitting our next release which tackles bugs, includes a new map, ABS, and MORE!
We’re working on another new map and a surprise character for our Q3 2021 release.
As always, we will continue to monitor matchmaking, bugs, and feature requests.
It’s time for another Alien Hominid Invasion development update, flying full force straight at you. No mercy. Better dodge quick!
Anyway… watch on, read on, beam on (up) for all that good stuff.
We’ve been fixing things up, polishing away, and of course adding in new odds and en..emies that you’ll face on your terrestrial extraterrestrial journey. Check ‘em out:
We’ve added in stationary turret hazards, similar to the ones you once knew and hated when fighting the KGB way back in Alien Hominid HD… except this time, they hurl weighted orbs that will stick to your face and lower your jump height. If you want to remove them, you’ll have to dig or roll them off
But that’s not all! There are also now airmine hazards, floating, threatening, and ready to knock you around mid-air
Loot maximum values on boosts, hats, and guns have been increased to compensate for increased difficulty and more interesting playstyles
Music will now stays intense near the end of the level to convey the DANGER
Bonus levels have been rebalanced
The alien can now look DOWN as well as up to show which way player is "aiming"
The HUD now shows if a player is at max hearts
HUD has also been reworked to show a prompt when mutations are ready to be used
The on-screen compass has been moved more towards the center of the screen so players won't miss it as often
The helicopter that you have to blow up as an objective now bobs and weaves away from the player (and flies in on-screen so that you can actually see what you’re chasing)
Insane mode, Normal mode, and Friendly mode heart maximums have all been changed to reflect a more expected result
Hunters have been added to the game -- they are ruthless, and can ambush a player at the start of levels
Mothership coins can now be spent for temporary or permanent changes to your alien or your run. Each player can only purchase one item every visit so in multiplayer this means more items can be bought each time! Friendship is OP.
The Mothership has been rearranged… and will introduce you to a new face
We also have a video recap that has flung itself your way, so if you're a visual learner, use those glorious eyes right here!
We’re still getting transmissions from the Mothership, which means we’re still working to make our next game the best it can be! Until then, you know the drill -- keep your eyes peeled for future updates, as we’re always excited to show off what we have in store.
Increase your ball control with dash and roll, a new feature designed to give you a burst of speed when you need it most!
Tapping Ctrl now performs a single dash in whichever direction you're travelling, with an added roll when combined with left or right strafe. This is especially useful for switching from one side of the ball to the other when dribbling or for heading off a ball shooting towards your goal.
Bug Fixes
We fixed an issue which caused players to be loaded straight back into a match when trying to exit to the main menu.
New Releases since Monday, 31st of May 2021 SWADE Vehicle Guide Publisher: Pinnacle Entertainment Group System: Savage Worlds Adventure Edition Type: Accessory https://store.steampowered.com/app/1469740
New Releases since Monday, 31st of May 2021 SWADE Vehicle Guide Publisher: Pinnacle Entertainment Group System: Savage Worlds Adventure Edition Type: Accessory https://store.steampowered.com/app/1469740
This is the third of Friday Frontier. This is starting to become a weekly thing right? Today we want to talk about a new asset we acquired for the game which you didn't see yet.
Aura 2
We always had a post-processing effect to make the game look nicer. We both aren't very good at 3D modeling so we really need good effects to make the game look nice. Of course, we have and will always have the option to disable such effects. So we decided to invest in another effect to add volumetric fogs. We saw some feature videos of such systems and we realized that they are perfect for our game since the planet you'll be playing is under constant dust storm. Having those effects will enhance the immersion and overall visual aspect of the game. I guess Auro 3 will come out this year but since we're using the built-in render pipeline for Red Frontier 2, we won't be migrating to that version.
Volumetric Fogs & Lightning
We already implemented the system to our demo scene. It significantly improved the visuals at a relatively low cost. Here are some comparisons:
Of course, it won't be this dusty everywhere. I picked the places I've used this system. And the outside will be foggier than inside. If we implement the weather system, the fog's intensity and color will change according to biome.
So that's it for today's update. Tell us what you think!