Community Announcements - jsn1988
July 6 Maintenance Update Notice

15:00 - 17:00 (Korea)
01:00 - 03:00 (Peru)
14:00 – 16:00 (Philippines)


[Update content]

[Weapon]
EM-93R
AKEI-47 ST
EM-16A2 WRF
AUZ A2 EDL
EG-11 Animal
SZ-550 Sakura
HKEI-MP7A1 PX
I-115 T MC
SUPAS PT

[Caracter]
Tetra - Carnival Blue
Caracin - Carnival Red

[Tattoo]
Tattoo B (BurningWolf)
Tattoo L (BurningWolf)
Tattoo R (BurningWolf)

[E.t.c]
Signcode Updater
Jul 4, 2021
TANKBOX - Frosti Dr. Inks
- Added a game options sub-menu in the play menu, this is where you can switch the campaign mode now.

- Added option to set your own negative lives scaling in the sandbox.

- Lowered the requirement for the achievement 'More Gun' and 'Minefield'.

- Warped hat no longer allows a network co-op partner to get awarded achievements.
Vectorio Classic - Vitz
This update fixes a few issues with the first version of the new unlock system.

BUG FIXES
- Fixed drone ports, storages, and collectors from always being free
- Fixed inventory UI from not updating properly
- Fixed saving and reloading old saves from not updating the save structure properly
- Fixed research nulling out when starting new techs
Ficket: 追剧引擎 - colining
画中画功能现已上线,现在你不光可以全屏播放视频,也可通过画中画进行弹窗播放,这样你就可以一边浏览网页,一边看视频了。
Jul 4, 2021
Bad Bots Battle Arena - sohaibtariqfrs
Bad Bots Battle Arena is minibots & robot fighting game where you have to kill other mega bots enemies/Boss to win the fight. Enroll yourself in battlebot style in robot fighting arena to win championship. Enter into robot battle arena and matched with opponents, to have endless robot fight. Enjoy real bad bot fighting.
Jul 4, 2021
GLBasic SDK - A Multiplatform BASIC Compiler - gf
New commands: MEM2FONT, FONT2MEM
Vectorio Classic - Vitz
--- IMPORTANT ---
To update your saves, load the save, save it, and then restart the game.

This update changes the building unlock system to instead be objective-based rather then heat-based. Feedback on this change will be monitored closely, along with any required balance changes.

ADDITIONS:
- New objective-based unlock system for buildings

MODDING:
- Modding support added for building unlock system. Not currently implemented.
- Modding support added for enemy spawn system. Not currently implemented.

CHANGES:
- Renamed "Corrupted" enemy variant to "Dark" enemy variant
- Storages, collectors, and drone ports will now be free when none on map
- Updated save structure for new building unlock system
- Added additional logging information while loading saves
- Custom errors now log the stack trace in the Player.log file

FIXES:
- Fixed Guardians not spawning when playing from a fresh save
- Fixed Guardians sometimes spawning twice on older saves
- Fixed game from not auto saving on fresh saves
Jul 4, 2021
Cursed Mansion - Dragon Emperors
------------------------------
Version 0.5.2.4
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- Bugfix: Fix a crash that caused by missing file. (Thank you blue on Discord!)
- Bugfix: Fix a bug where if player remove the maid outfit, the game can't progress due to game over always happening inside the kitchen even if they already put Maid Clothes on.
- Add core's idle and rage sprite animation.
- Add core's attacking sprite animation.
- Add The Explorer achievement and its tracker.
Jul 4, 2021
Game Dev Masters - Doobachoo


The Boards Are Live In Game

This patch should not affect and on going play through. A couple of the changes won't take affect until a new game is created, but they won't impact your current games if you are already working on dominating the leader boards.

Boards

You can now view the leaderboards in game from the menu or while in a office. You can view global leaders, view your global self and players around you, and list yourself and your friends score. This is available for all 7 current leader boards with jump to buttons.

I believe it is running really well with no breaking, at least I could not manage to break it. If anyone has any issues regarding the boards let me know and well will smash those bugs.

Fixes / Changes

- Fixed an issue where you could break the games money limit with a $2 trillion + sized long term investment. Some of you are pretty crazy, thank you for figuring this out with your mad GDM skills.

- I moved the milestones for bank being over 1m/10m/1bil etc to a weekly check instead of a longer milestone check, this should now fire immediately or worst case the following week after you cross these amounts. I have left the fan milestones on the longer term switch as they don't tend to go down (unless your making bad games) So, I left them as is for performance reasons, but if this becomes an issue we can move these to weekly as well.

- Fixed a couple spelling issues with features, thank you to my amazing discord family for finding all of these. The game when it launched into EA was barely passable for English, with your guys help over the last month the game is in a great state.

- Topic research / money costs have been changed. They now scale per use by a factor of 5.. Ie 5rp / 10rp / 15rp $5k / $10k / $15k etc.. These have final topics at $775k and 775 RP which is very reasonable and paces with you regardless of year.

- Changed Airplane and Simulation to be a great match due to Flight simulator existing. Sorry that I missed this one in the last round of match revisions, but now you can make flight simulator.

- I have capped critical to 50% at max stats. This is a nerf across the board to critical, but 100% was to insane late game. You now essentially have 1/2 your crit stat as crit. Ie 40 / 100 crit = 20% crit chance.

- Fixed an issue that caused the acquire 3 companies milestone to need 4 companies to fire. This will now fire on the third company correctly.

- Drastically cut game dev time for large / AAA games in general as well as reduced the increased time factor based on engine power. Over all this should add a better pace feel to late game when super engines are being used to create master piece AAA games or crazy over powered small games.

- Reduced Console Porting Time, this goes along with the reduction to game creation time. Porting a game is the best quick source of income after completing a game as you get to sell it to the remaining market % in your world. This reduction combined with the over all reduction in dev times, should make PORTs always feel worth doing, which they were not for huge long made games atm.

- DLC has been significantly cut in dev time as well to match these reductions. I want cranking DLC for a year after you release a game to be a viable option to make money. Especially if you are making good high budget DLC for a high rated game. This will still need some love in the future, but I believe its a lot more viable in current build.

Ok that does it for this patch, provided everything is working correctly you won't see a patch for a week or 2. I am going to switch hats for the next few days and put on my marketing hat, try to reach out to more content creators / press. I feel the game is really strong, and the reception so far has been amazing. I would love to get the demo into the hands of more tycoon players. I will be running a poll over the next few days to see what aspect of development players would prefer to see focused on next. The poll will be in the discord, but if you don't use discord but want to be a part of the games development you can vote by commenting on this update with the aspect you want to see focused on as soon as possible.

The current Options are;

1. Engines / More Commercial options / Feature Discovery / License engines for rev %
2. Conventions / create own conventions / complex mini game
3. Awards / More awards / Award shelf in game / Award cut-scene
4. Fast Forward
5. Opening intro cut scene
6. Consoles / creation / First party titles / market battles
7. Studio options / skill trees / own markets / Unlock Port , DLC , Remakes on your time etc.
Jul 4, 2021
Embark - emf
  • Fix for crash caused by stockpiles with no item types selected.
  • Fix for colonists having job priorities set for jobs they should not be able to do.
  • Fix crash caused by fire destroying reserved items.
  • Fixed bug with options menu.
  • Fixed crash caused by manual aiming of ballista.
  • Increased frequency of free artifact event.
  • Added perk to start with a few research artifacts.
  • Slightly reduced cost of research artifacts (when trading).
  • Reduced accuracy of catapults and increased reload time for AI catapults.
  • Tweaks to squad AI, when a single target is set, colonists which can't reach the target will attack nearby enemies instead (behaviour is still better if squad is stationed nearby instead of targeting specific enemies).
  • Tweaks to enemy AI, increased priority of attacking colonists near them instead of running past to objective.
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