Tweaks and Fixes: * Active Pause releasing no longer causes vehicles in the editor to drop to the floor. * Active Pause also no longer affects vehicles that are not fully spawned in.
* Added -startLogView commandline arg (Launch Option on steam) to immediately start the log viewer on game start. * Added version checking before joining MP matches.
-------- v0.100.0 ---------------------
New MP Session Settings panel (for game hosts): * Implemented configurable weapon fire rules, so weapons can be set to not affect players that are not assigned to teams or are on the same team (depending on how it is set). * Added a part count limit beyond which vehicles cannot be spawned. Useful for performance-limited servers. * Added the option to allow or deny Cheat commands in multiplayer. * Added the option to suppress particle effects from remote vehicles. * Added the option to disallow weapon fire completely.
Parts: * Added new EDF (Electric Ducted Fan) part. Can be mounted internally or externally, in stacks or surface-mounted. (motor sold separately)
Physics: * Tweaked physics solver parameters. It's a subtle difference, but feels more stable now. * Vehicles are now set to not collide at all with other vehicles while grabbed, and for some time after being released
Ballistics: * Weapon projectiles will no longer hit vehicles that are in the editor. * Weapon projectiles no longer hit vehicles that are grabbed (or recently released)
Sounds * Changed the airhorn and other warning sounds when missing waypoints or flying the wrong way in waypoint route missions. * Added new sounds for the new EDF.
Stock Vehicles: * Revised after prop mass rebalance: * BB-8 Frogger * Delta Raider XS * Rottwing
Tweaks and Fixes:
* Unpainted vehicles now also take on team colours of those are enabled. * Added a fix for an issue where after the mission Debriefing screen appears, in multiplayer, the UI is left hidden and unresponsive. * Fixed issues that could cause vehicles to be auto-grabbed in the wrong situations after spawning or resettings. * Word Filter told to chill out big time.
* Version bumped to 0.100.0 as this is the first early access update.
/////////////// KNOWN ISSUES IN THIS RELEASE /////////////////
COMPATIBILITY WARNING: * Because of changes to stats in a few parts (specifically, increased mass on a couple of propellers), existing vehicles may not behave the same as they did before. We advise revising the balance on your saved vehicles.
* The 'Hostiles Only' option in the Targeting game settings is currently inoperative.
* Some stock vehicles are out of date and may show overlapping parts and/or be difficult to control.
* Interactive Areas for player transports (cars, jeeps, snowplows) are not fully highlighted at the moment. This may make them a little harder to spot.
* Map icons for Rovin Harbor and Weatherfall Islands are not correctly aligned against the map background.
* The water surface may sometimes flood over scenery in some areas. This tends to go away after a few seconds (but may not happen at the edges of large maps)
* All VOIP is disabled in this build, for testing reasons. It will be re-enabled later.
* !! VR mode is not functioning in this release !!
- Fixed a bug that stopped you from being able to kill each other in the new arena, whilst in MMO Mode - Fixed a bug that caused everyone to spawn at the same spawn point rather than it being random
This patch adds challenge sectors, adds fighter promotions, allows old sectors to be loaded, improves controller support, and fixes several more minor issues.
0.917 change list:
added challenge sectors
now player fighters can get up to 4 rarity promotions (Jackrel/Bluddy)
you can now pick a sector to load
fixed monsters not being able to be promoted
increased chances that monster get a rarity promotion when destroying something (especially the player)
virtual left mouse when using twin stick mode no longer uses skills/items (Varkon)
virtual left mouse when using twin stick mode now has a radius so don't have to click directly on things (Sebastian)
now i_twinStick defaults to on
fixed not getting charged correct amount for diplomat sponsor (Syovere)
now a delete sector option (agentmith)
added a revert button on character menu to revert crew point changes
added a donate button that changes the mode to make donating a lot of things at once easier (Eris Shrugged/Diablo_68)
fixed permanent storms doing damage and player getting credit for it (raubrey)
made projectiles hit their targets better especially at the edge of the screen (tommyahugo)
increased max races to 12 from 6 (if choose random, it will pick in a range based on sector size)
now turn off twin stick stuff when cursor is in repair mode, holding an item, gamble mode, etc.
now turn off twin stick stuff when component type of menus are up
can now sort ships by name, level, or race
some mythic races no longer offer services
now mention in primitive achievement that they have to be a protectorate (gou)
added challenge achievements
changed Joystick to Controller
changed "Load Existing Sector" to "Load Current Sector"
fixed UI_CONDITION_ARE_REPAIRING spelling
added cheat_unlockChallenges
fixed PlayingRandomCovenantClassIcon causing a missing 0.ctx print
Added hundreds of sound effects throughout the game. This includes sounds for weapons, abilities, crafting, and map interactions.
Sounds effects are on-going process. More to come as we continue development.
Faction Influence
Gremlin and Bandit factions now spread influence over the map and will build camps as their influence increases.
The amount of influence can be seen on location window:
A newly added faction influence button will show influence across the map (shortcut is "f"):
Factions should add variety to wilderness zones, provides a sense of danger while exploring for resources, and gives the map some life as influence changes over time.
This update also lays the groundwork for our future plans which include: the addition of more factions, the ability to interact with factions in more ways than combat, random events related to faction influence, and the addition of more forts, buildings, and unique faction-specific items.
Faction Forts
Factions can spawn forts in unclaimed territory. Forts are larger structures that increase nearby influence. Conquer a fort by killing it's leader, causing the faction to flee the area and lose all influence.
Map Size
Vastly increased the size of the main world map, which now spawns with 4 towns and a higher chance of caves.
Permanent Storage
Added storage chest to the sleeping room in each town. This can be used to store any number of items which will not be removed over time.
At some point we'd like to make permanent storage require buying a house or payment to town business (such as a bank or inn). Until then this chest should help the unfairness of having no permanent storage options at all.
User Interface
Added tooltips to skills on the dream level-up page:
Other Changes
Added new passive bonus to the reading skill: gain 1% increased wisdom per level.
Toggle ability "Sprint" now costs energy on movement, rather than on every turn.
Toggle abilities "Wild, Wild Swings", "Butcher's Bloodlust", and "Sword Master" now cost energy on attack, rather than on every turn.
Higher level bandits now have a chance to drop a small amount of gold.
Increased size of wilderness tiles from 100x100 to 120x120 to make room for structures.
Today we are showing off some footage from our Friends and Family alpha playtest we did last week! Please be aware that some of our art, sounds, NPCs, and many other things are not final:
-- The way it works is that units can have stealth level from 1-3, when a unit walks adjacent to it the sheathed unit the unit is revealed for 3 turns, if more players discover it the reveal time increases, kinda like a heat system, there are techs for kingdoms that allow them to spot stealthed units more easily just by rolling a concentration save if a unit s in their LOS, this tech also has 3 levels, at level 1, it will let you more easily reveal stealth level one units and the next is stealth level 2 units and so on. --The stealth system is used not only be units but also by Ruins, by portals, and by green gremlins, by bandits, and by cults, and by ratpeople and the lawlessness scenario has been reworked to teach this mechanic as well as the tech mechanic. --Your undetected stealthed units now have an icon under them of a ? mark to show that they are hidden. There are also many more new icons, one for when units are in vigil mode, one for showing how many techs are applied to a unit, one for the crime debuff and so on. -
Added global tech system,
these are techs that apply globally to all valid units instead of only to units recruited at specific locations. The new inquisition tech used for spotting stealthed units is a global tech. When capture or recruit check list for tech that apply that are global if so apply Add tag to techs so you know if they should be maintained on capture -Kingdoms can upgrade cult awareness to allow units to detect them from farther away -Optimized AI by moving list manipulation to coroutine
-Add friendly ghost from expedition event
-Added new lesser undead unit, the phantom, a ghost unit with stealth level 3 that spawns from ruins, dark castles, destroyed cities , and can be built by cults at farms
-Added more possible city names to city name generator
-Farms now get generated names
-Improved AI speed, (feed explored cells instead of all cells into all calls to rateImportant)
-Optimized exploration algorithm ( A tad, medium map with 8 empires shouldnt have turns taking ages anymore)
-Several fun new Random Events
-Added research indicator to unit next to healthbar
-Added new chessMaster ai personality which likes to build criminal organizations as bandits for example
-New attack and death noise for guards
Bug Fixes
-Fixed bugs with new system that was causing swap button to not work properly
-Fixed bug where AI fails to path somewhere hence breaking new turn
-Camera is now less janky during turn progression
-Fixed bug where AI could warp across the map.
-Fix bug with Cell neighbor grabbing function that could result in odd behavior
-Fixed bug where cell was blocked even when it shouldnt be
Balancing
-Made it so bandits can add crime to towns they conquered for cheap
-Decrease Guard Cost for cults
-Added ghost flag which is used by the new phantoms (half damage from hard counters)
-Rebalanced cult expedition cost
-Cults and Bandits are now mostly all stealthed (including their hideouts)
-Added stealth flag to rat towers, gave rat kingdoms the ability to build a black market. (Before they could only build them on rat people settlements, not towns)
First of all, I would like to thank you so much for supporting Hot Pot For One. Started off as a student project developed by a two-person team, this game has gone far beyond our expectations, and we are blown away by all the positive responses and reviews from our players. I am so appreciative of everyone who played and enjoyed the game, especially those of you who provided their honest feedback and suggestions.
I would like to take this opportunity to let you all know that we heard you. Thanks to your support, we are able to continue working on the game part-time and improving upon the current features while introducing new ones.
In today’s update, we have fixed a number of bugs reported and optimize some of the features, including
Optimizing food pick-up
Fixed food falling off plate during clean-up
Fixed issue: unable to place food back in plate
Simplified controls for pause menu and food clean-up
Fixed physics error with hot pot base when restarting the game
Fixed: Instructions repeatedly pop up
Fixed: food preventing fridge from opening
Here are some of the many features we will be working on:
Continue optimizing gameplay interactions and interfaces
Creating new original soundtracks
Creating new memory illustrations
Steam Achievements
Controller support
Language localizations
And many more… Stay tuned for new updates :)
We would also like to take this opportunity to announce that: we are going to be part of this year’s Game Devs of Color Expo! It is an annual game exhibition that is dedicated to amplifying the creative power held by people of color in games. Hot Pot For One will be a part of Gradient Convergence, the Steam event that features over 40 games created by developers of color.
The event dates are September 23 - 27, and we are looking to do a live stream of us playing and chatting about the game. If you have any questions you would like to ask us, feel free to pop in and say hi!
Take care, and happy mid-autumn festival! Hot Pot For One team