Welcome to another major update for BeamNG.drive — version 0.23 is here!
Expect to see a slew of upgrades throughout the game, as well as some brand new content and features. The new additions include a completely remastered Gridmap, the introduction of a new vehicle, some major changes to the render engine, and more.
Let's kick things off with the revamped Gridmap!
Gridmap Revamp
A little while back, we reached out to you, the community, for some ideas on how to improve Gridmap. Well, you delivered ideas and suggestions in spades, and now we're pleased to deliver a complete overhaul of the beloved map! There's a notable change in the overall visual style that still respects the look and feel of the original version.
Aside from visuals, Gridmap's layout and scale has changed significantly. We've split the map into 11 different zones, each with a designated purpose and theme including Offroad, Suspension, Handling, Rivers, and much more. As a result of these changes, the new version of the map is now four times the size of the original in order to accommodate these new zones. With that comes some added freedom to roam, as we've implemented some empty space and minor landscape elements to open up the map for an increased sense of exploration.
Next up, we are proud to announce the long awaited remaster of BeamNG.drive's most well known bird of the flock; the tiny, quirky and hilariously unstable Ibishu Pigeon. The whole vehicle has been rebuilt from the ground up, sharing almost nothing in common with the old Pigeon. Completely new, highly detailed textures, 3D model and Jbeam structure all created to our most recent standards, as well as plenty of additions such as new 4-wheeled "Plus" models, a screaming 1.3L DOHC inline 4, new configurations, new customization parts and more.
Ibishu Wigeon
Not only does 0.23 include a remaster to everyones favorite 3-wheeled pickup, it also incudes the Ibishu Wigeon. The Pigeons lighter, sportier cousin. Featuring a shortened down chassis, lightweight fiberglass body and gas strut supported lifting canopy door, the Wigeon might seem more like something out of a sci-fi universe than something you would see on the road. Inspired by various Pigeon based kit cars and home-made sports cars, Ibishu developed the Wigeon in the late 1980s for European markets. Unsurprisingly, it was not particularly successful compared to the far more useful Pigeon, but carved out its own niche among quirky enthusiasts in Great Britain, its most popular market by a significant margin.
The Wigeon is available in two trim levels with 3 and 4 wheel versions, as well as sharing the same engine options as the Pigeon. 3 modified configurations are also present, for drag, track racing and off-road.
PBR Materials and Graphics Update
We've also been hard at work making the game feel even more immersive through significant improvements to the rendering engine. This includes the addition of physically based rendering, allowing for environments and objects to appear more true-to-life, especially from a lighting perspective. With that in mind, you'll be able to see updated textures across a diverse selection of assets. Here's a video showcasing just how much of a difference physically-based rendering makes.
A new Ultra mode, which enables Fresnel and specular color for direct lighting, has also been added.
It should be noted that we've experimentally implemented Vulkan renderer. At the moment it is still unstable, but offers promising upgrades to rendering speeds.
We're very excited to introduce a traffic signal system, which comes with fully-functional intersections and signal controllers. This particular update also includes improvements to AI, such as making the East Coast USA traffic lights compatible with AI, and improvements to some police actions. West Coast USA intersections are still in the works, and we appreciate your patience!
Oil Simulation
Lastly, combustion engines will benefit from an improved oil simulation coming in 0.23. Oil is now simulated as a variable mass that can change over time due to external factors. We've also added support for breakable oil pans and radiators, causing oil to leak should either of them face any damage.
There has also been a reworking of the oil starvation logic, as well as support for oil starvation during cornering and jumping. You as the player will also need to adhere to safe minimum and maximum oil levels that should not be exceeded.
Fixes & Improvements
As usual, we're always looking to improve the existing components of BeamNG.drive. Starting with World Editor, we made some adjustments to Forest Editor, as well as some quality-of-life improvements to Scenetree. This includes cleaning up the UI for more clarity, as well as better gizmo drag behavior in grid snap mode.
When it comes to scenarios, we've added three new ones, remastered two, and completely removed scenarios that already exist as Time Trials. The new ones include Goliath, King Size, and Supercar Transport. The familiar scenarios that received the remaster treatment are Jump Course and Port Escape.
You'll also find plenty of bug fixes in the full patch notes to help enhance every part of the playing experience:
Drone Wars 2.0 was made entirely from scratch and is technically a whole new game.
So what's new? Well literally everything, but here are some of the most important improvements 2.0 comes with:
New custom networking.
New and better movement which is now server authoritative, with client side prediction, server side reconciliation and server rewinding(lag compensation) and is thereby way more secure.
Humans are now a playable class.
The drone model has also been recreated from scratch and the overall look of the game has improved by a lot.
Way better looking UI (especially the main menu).
A voting system, so each player can vote for the next game mode at the end of each round.
We’ve just released a small patch that should temporarily address the building pieces stability issues introduced after the 2.4.6 update.
Thank you for your patience and understanding while we continue to work on this issue.
Added a temporary fix for the Stability issues introduced into the game after the 2.4.6 update. We’ve disabled the following setting ‘dw.DisableBuildingValidation’. This has been set to 1 by default for now, as private server admins can change the setting to 0 to make enable this setting again.
The next major patch with the usual round of fixes and improvements is now ready and while we're doing an extra round of testing, we thought why not make it available to those of you that would like to try it straight away. After the issues we encountered with the last patch launch we're trying to be extra careful so any help with testing would be welcome, especially from members of the modding community so we catch any possible compatibility issues (although we're not expecting any problems with mods).
Here's the beta branch that you can switch to in properties on Steam:
Thanks in advance and have fun! :)
Project Hospital 1.2.22340 - Patch 37
Changes
- Optimized texture usage of system RAM, this should help improve performance on machines with minimum specs - Added missing localized texts for the 'no assistant surgeon' notification - Improved a couple of texts in tutorials or tooltips - Updated Italian community translations - Set input text of save game name in the save dialog to be active when the dialog opens - Added more info to log about the steam integration startup (to help troubleshoot issues with cloud saves) - Updated UI scale sliders in options to show default scale value when automatic UI scale is enabled
Fixes
- Hotfixed broken room data blocking the save process, this could eliminate a rare error where half of a save file would be missing - Fixed corrupted save zip files (especially if it was the latest save) causing missing files in the load dialog - Fixed insurance condition 'finish events of type' resetting counters for all types when there are multiple conditions checking multiple events active - Fixed 'black floor' set up with same pathfinding cost as road so people were avoiding it and taking longer paths - Fixed bacteremia (a symptom that requires hospitalization) present in campylobacteriosis which is marked for clinic - Fixed double fever in hemolytic uremic syndrome - Fixed Bartonella Henselae showing wrong description in its tooltip - Fixed player-assigned doctors reset when the player changes a patient's doctor while the patient is already walking to a doctor's office and then returns to a waiting room - Fixed diagnosis tooltip showing wrong insurance payment value without prestige and world event modifiers counted in - Fixed patients allowed to use outdoors/planned only waiting rooms - Fixed a rare case of employees with invalid room at their workspace stuck at home - Fixed broken ambulance parking in one of the campaign levels - Fixed a hotfix detecting abandoned stretchers causing also stretchers waiting with a patient next to an ambulance to disappear after load - Fixed patients waiting for ambulance for a very long time popping up the 'clinic patient is about to leave' message - Fixed one specific case of a paramedic stuck next to their ambulance because of a deleted stretcher - Fixed queue machines reporting 0 patients in management mode for waiting rooms at radiology
First of all, thank you very much for all your comments, reviews and messages! :dlgift:
One thing clearly stood out in your feedback: you want more variety!
With the Encounter Update we will not only introduce new encounters but also new characters and gameplay additions. Here's a quick overview of some of the new things to come. We will go into more detail once the update launches:
Quests!
New characters!
Branching Encounters!
New stolen item mechanic!
Reputation will play a major role now
World section unlocked: track active effects and quests
We're super hyped for this feature and we are now in the final stage of testing. Expect the update to arrive shortly after the Steam Summer Sale has ended!
That's all for today. Let us know what you think in the comments. And if you like the game, please consider writing a review, these can help a lot in spreading the word about Dealer's Life 2! <3
v.2.5 ============== - Level Transition menu screens workflow (steps of unlocking guns, continue button, loading next map and thanks messages for full or demo) fix - Metropolis enlightenment post process - Industry map lighting - updateting some fences and stairs on Industry map - Reduced car crash damage from 15 to 10, and ghost mode after crash set for 2 seconds - Industry map smoothing roughness aliasing + style - Jetpack Mod
Spire of Sorcery (Limited Early Access) - Sergei Klimov
Hey guys,
Steam Next Fest is over and it’s time to catch up on sleep, wash the dishes – and summarise our impressions. Here’s what happened during the event:
THE BEST STREAM ABOUT THE GAME
Hats off to SplatterCatGaming for recording a great overview of the current state of the game! This video, as well as the comments of the community, are spot-on, and provide a treasure trove of valuable feedback for our team. Thanks to everyone who contributed to the discussion!
Watch it here:
As a small team, we’re spending 100% of our time on the development, with little to no chances to reach out to any streamers. Steam Next Fest made it possible for us to reach that audience.
NUMBERS
As of this writing:
15.000 people added the demo Spire of Sorcery to their Steam libraries
10.000 people have played it at least once
8.000 people have wishlisted the game in the recent week
The current wishlist of Spire of Sorcery went from 62.000 to 70.000 during the recent week, which gives us both the confidence and the motivation to keep improving things as we prepare for the Early Access release in August/September.
COUNTRIES
Here’s the countries where the ten thousand people who tried the demo last week came from:
Top 10 countries:
China
USA
Russia
Germany
France
UK
Japan
Canada
Poland
Korea
For being able to reach such an international audience, we owe the debt of gratitude to our localization partners who worked around the clock to deliver the translations:
Akebono Translation (Aya Pickard, Cindy Kim, Niu Peng Fei, Loek van Kooten) worked on Japanese, Korean and Simplified Chinese
Dear fellow developers, we highly recommend these teams – they are passionate about video games and bring a wealth of experience!
FEEDBACK
The closest analogy that we can come up with, is being a chef in a new restaurant, and serving the menu for the first time to the people who stopped by to try the food.
The good:
It was really, really great to hear that most players loved the visuals and the music and sounds.
The expected:
Our makeshift tutorial was better than nothing, but still rather confusing. We held no illusions about it, and yes, indeed, a lot of people got lost trying to learn how to cook Fermented slug jelly and how to concoct Dead man’s tears.
The unexpected:
We facepalmed like crazy when watching people play and seeing them confused about such things (obvious to us after 2.000 hours in the game!!) as how to eat Bloodfroth, how to lick a Giggler Skull, or how to combine Fire and Frost spells into a combo Damage spell... To us, these were the blind spots, since we know our game inside out. Seeing new players discover these things (often failing at the first attempt) made us realize which areas we need to improve the game in.
The excellent:
Several players shared their impressions in a way that was extremely helpful. It’s not about the level of details, or the specific suggestions, it’s rather about reading their stories and suddenly getting hit with a bolt of lightning about how to make the game better.
EARLY ACCESS
Thanks to the feedback from Steam Next Fest, we remain committed to our plan to release the game in general Early Access in August/September of this year.
In 8 to 12 weeks, you should be able to take control of the Spire, build kennels (or dungeon?) and engage with the first non-human tribes of Rund!
DEMO WILL REMAIN AVAILABLE
Even though the festival is over, we decided to keep the demo-version available on the Steam store page of Spire of Sorcery – since it’s the best way to explain just what exactly we are building ;-).
Please enjoy the demo, share it with friends and feel free to leave us your feedback! We will be updating the demo as we improve core mechanics (and the tutorial!) all the way until the Early Access launch, and even beyond!
Thanks for making the festival a special thing for us, and see you around!
The Y6S2.1 Patch will be released on June 29th on all platforms.
Y6S2.1 Patch Sizes
Below you will find the download sizes for each platform.
Ubisoft Connect: 1.35 GB
Steam: 1 GB
Xbox One: 2.85 GB
Xbox Series X: 3.04 GB
PS4: 1.45 GB
PS5: 1.18 GB
BUG FIXES
GAMEPLAY
FIXED – Timers are set to old values in Quick Match and Newcomer playlists.
FIXED – Bulletproof camera uses old FOV.
FIXED – Players lose control of first-person view if they join a Custom Game while under an Abandon Penalty.
FIXED – Players who leave a Ranked or Unranked match might be unable to rejoin due to infinite loading.
FIXED – Battle Pass 'Sweeper' challenge can be completed by destroying friendly gadgets.
FIXED – Players who enter Support Mode while there are no available Observation Tools are not able to see the Operator model for the player they are viewing.
FIXED – Missing torso or head can be observed during death replay if Operator was eliminated with explosives.
FIXED – Timer for Post-Action Report is short by 10 seconds.
FIXED – Thunderbird is counted in the Battle Pass 'Work for Hire' challenge.
FIXED – Minor EOR Replay issues.
FIXED – A shield can be placed into a reinforced wall and used to pass through walls.
LEVEL DESIGN
FIXED – Various defuser planting and retrieval issues in specific areas on Favela map.
FIXED – Multiple clipping, collision, lighting, and navigation issues on Favela map.
FIXED – Multiple LOS issues on Favela map.
FIXED – Multiple LOD issues on Favela map
FIXED – Various LOD, asset, and clipping issues on multiple maps.
FIXED – Various issues with Kapkan's Entry Denial Device on specific maps.
FIXED – Devices can be placed on a ceiling fan in 1F Customs Inspection on Border map.
FIXED – Oryx can't climb or grip the hatch in B Wine Cellar on Villa map.
FIXED – Defenders cannot reinforce 2 soft walls while standing on the reinforced hatch in 1F Public Bathroom on Consulate map.
FIXED – When a player destroys a barricade and vaults through it, the barricade does not replicate properly.
OPERATORS
FIXED – Thunderbird is locked in-game but unlocked in the Operator album.
FIXED – Thunderbird's Kóna Station marker is visible to Attackers.
FIXED – Thunderbird's Kóna Station is inverted during deployment animation.
FIXED – Montagne's Le Roc Shield appears in front of him when he uses Observation Tools.
FIXED – Smoke's Remote Gas Grenade disappears from view when the observer is over 18 M away.
FIXED – Visual HUD for Jackal's Eyenox Model III is missing.
FIXED – Thunderbird's Kóna Station can generate debris or be destroyed during deployment or retrieval.
FIXED – If Warden walks over a hatch while a teammate is reinforcing, the reinforcement animation is cancelled.
FIXED – Lights on Ace's S.E.L.M.A. Aqua Breacher blink while device is in disabled state.
FIXED – When Doc's Stim Pistol heals a player affected by Lesion's GU, the GU is removed.
FIXED – IQ's device is automatically reequipped after placing a Breach Charge.
FIXED – When eliminated, Maestro can move the Evil Eye camera.
FIXED – Animation glitch occurs if IQ switches between primary and secondary weapons while Electronics Detector is equipped.
USER EXPERIENCE
FIXED – Enabling RAW input affects mouse movement randomly.
FIXED – Host cannot kick another player in a Local Custom Game.
FIXED – Multiple text and voice chat issues.
FIXED – Multiple customization issues.
FIXED – Multiple UI, menu, and localization issues.
FIXED – Various VFX issues.
FIXED – Multiple Caster HUD issues in Spectator Mode.
FIXED – Abusive Chat report option is not displayed for teammates unless PC chat is set to All.
FIXED – Voice Abuse report option is missing for teammates who are not in the player's Squad.
FIXED – Infinite loading occurs after cinematic for Situation Cold Zero.
FIXED – Flash hider and compensator have old descriptions.
FIXED – Generic drone antennas are not fully black.
FIXED – There are no controls displayed in-game when using a PS5 controller on PC.
Version 1.35a - There is now a buff that indicates that a unit is bribed by Bill Milton. - Significant retuning stuff for Bill's powers/economy - Fixed several issues with Bill Milton's Bribe ability. - Omnimob units can not capture (if you steal them with Bribe) - Fixed other small bugs, like one involving picking up gems