We just became aware that there was a blocker issue introduced in the latest update. It could sometimes block the mission summary screen from progressing.
Preview 27 is just a hotfix that clears out that issue. If this affected your game, you should be able to continue normally after downloading this update ːsteamthumbsupː
Fixed the bug that the road can be built into the house
Fixed road construction errors after reading files
Fix the bug that clicking the left arrow to cause an error when switching languages
If you are willing to help translate the game into your language, you can contact me by email. I will send you an Excel document, you can write the translation in it and send it to me.My Email:FMJ9922@qq.com.
OUTBRK Development Outlook (August 2021) Welcome back chasers! This update will focus on where we're at with development, testing, UI design and a couple of other fun things!
Testing
The team has spent a lot of time going through the gameplay loops of OUTBRK and we encountered a few blockers preventing a complete multiplayer experience ready for the general public to test. With the help of our networking team, we’ve been able to identify and fix most of the issues and now we’re gearing up again to start community testing. This minor delay may come as disappointing news to players anxiously awaiting chances to get their hands on the game, but rest assured, we are as eager as you to start community playtesting sessions. Our Trello page has more information on some of the specifics of what we're working on.
Initial User Interface and Quality of Life Improvements
With our networking team hard at work on their end - David has begun our first pass of user-interface and user-experience intentions. One of the first impressions players get from a game, regardless of whether it's a AAA game or Indie game, comes from the UI. As we continue this work, we'll be integrating tutorials, loading screen tips and more into OUTBRK.
OUTBRK Shop
Our work has always been supported by the immense community enthusiasm and we wouldn't have been able to get to this point without it. There's been a ton of requests to create official OUTBRK Merchandise for our community - and well, we've done just that.
All of the profits will be exclusively used to support the development of OUTBRK, so if you want to support the team, this is currently the best way! If you chose to support us this way, send us pictures of your OUTBRK apparel on Twitter at @OutbrkGame.
In closing, we're making plenty of headway and while our testing phase has kicked off to a slower start than originally expected, the pace we're at is one of necessity and one that the player-base will hopefully be able to appreciate!
This is mostly an update to clean up a bunch of stuff and get everything ready for the Steam Playtest tomorrow - it's also the last update in terms of content and story and has an actual ending so... that's exciting! And sad. But mostly exciting!
With this update you'll now be able to travel to that mysterious 5th Gate location, where you'll find... well you'll see for yourself! I also fixed a LOT of gamepad mode so if you've been waiting for that now is finally the time to be able to test it properly.
If you are a content creator/streamer we'd ask that any streams you do are tagged with spoilers, and that you don't stream anything from the 5th Gate location onwards so we can keep things spoiler free for everyone else <3
(For Mod Creators, I didn't add too much in this version I'm afraid as the Playtest was the priority but there'll be some new stuff soon for the custom slot logic / click / rendering I promise!)
Changes
The 5th gate marker can now be used when unlocked...
Added an ending to the game (still missing some SFX!)
Added the credits to the game (still missing credits song!)
Updated all NPC dialogues and dialogue triggers (when they have something new to say about how cool u r)
Added Magazine Rack that can store magazines, got from the "Reehabilitate" quest or can be crafted
Added the Dresser that lets you change your appearance, spawns in Nans house
Added the Acclimatiser, a machine sold by Beenjamin that lets you acclimatise a bee to like rain or snowfall
Added special produce lore on bee items in the tooltips
Increased the size of the bottom library book bar books
Save + Quit now just restarts the game first instead of going back to the menu instantly to avoid so many issues I don't want to deal with
Autosave is now every 5 mins, and we no longer save every single time you claim a quest to reduce lagging
Bug Fixes
Fixed vanilla NPC shops crashing when trying to buy/sell to them
Fixed the Anvil occasionally causing a crash when changing worlds
Fixed the Anvil sometimes just not working unless picked up and placed back down
Fixed paint layers being kept when deleting a save and making a new world in the same slot
Fixed east + south being the wrong letter on the compass (i'm v. tired leave me alone)
Fixed Cathemeral bees not showing "all" day icons in the microscope/stats tooltip, because I can't spell
Fixed Tropic climate not showing in the microscope/stats tooltip because apparently one day I changed it from "Tropical" to "Tropic" and never changed it oops
Fixed bees with the "Any" climate trait showing as "Climate" instead of "Any" in trait tooltips
Fixed some issues with using a Gamepad on the home screen settings menu
Fixed Beeboxes/Beebanks not working on Gamepad
Fixed not being able to open magazines on Gamepad (equip + press Action)
Fixed not being able to use the Town Noticeboard on Gamepad
Fixed Skipper having an invisible 3rd row of sell slots
Fixed notifications sometimes just not dismissing at all even though there was nothing in the book to notify
Fixed the bee book showing a notice symbol all the time
Modding API
Added api_unlock_quest() to allow you to unlock quests by default as you need them
You can now pass an optional stats property to api_give_item()
Fixed shop_key/shop_buy/shop_sell in api_define_* methods not working, leading to shop crashes when buying custom items
Fixed custom quests showing the ID in the tooltip instead of the Title
Unit Transfer Window: You can now create new armies directly from this window.
Unit Transfer Window: You can now rename armies from this window.
The 'Split Army' and 'Transfer Units' actions have been merged into a single action. The new functionality in the Unit Transfer Window makes the dedicated split action redundant.
Mana Nodes now have a different visual appearance on the map when drained. They will be dimmed and have a red border.
Mana Node tool tip now includes the number of turns remaining as part of the 'Drained' status text. (So you don't have to select it and manually inspect the effect duration in the context panel).
Expanded the dynamic unit type name generator with more culture/race-specific possibilities and templates.
Vineyards now increase the Food cap when upgraded, like the other similar resource sites.