Today we want to show you one more magical Alaskan landmark which you can find in our game – the so-called “Into the Wild” Bus or the Magic Bus.
Here it is in a screenshot from Google Maps:
And here is how it looks in the game:
The bus has a fascinating history. It is probably best known from “Into the Wild”, a book and film adaptation about Christopher McCandless, a hitchhiker for whom the bus served as a home for three and a half months before he succumbed to starvation. He was the one to call it the Magic Bus. After the book was released in 1996 and the film in 2007, the bus has become a peculiar pilgrimage destination for those who wanted to retrace McCandless’s steps.
Originally, however, the bus was just Bus 142, a part of the Fairbanks municipal transit system. In 1961, Yutan Construction Company purchased three busses, removed their engines, and towed them with a bulldozer along the Stampede Trail. They served as temporary site accommodation for the company’s workers who were building an access road between the Alaska Railroad and a nearby mine.
When the construction was finished, the other two busses were towed away, however, Bus 142 was abandoned due to its broken axle. As the years passed, the bus has become a shelter for moose hunters and hitchhikers.
In 2020, the Magic Bus has been airlifted and removed from the Alaskan wilderness. It is now being renovated at the Museum of the North in Fairbanks, where it will become an exhibition.
Here comes the great part – in Alaskan Truck Simulator players can still visit the bus in the wild! Will you look for it?
If you’d like to support us, add our game to your Wishlist and tell your friends about it, it will greatly help us out. Thanks for sticking around, and see you next time!
update content: 1. Add a hot key to the refresh of the follower loot.
2. After completing purgatory difficulty, all torture difficulty will be unlocked directly.
3. Add 3 new difficulty: Challenge , every time the challenge difficulty increases by 1 level, all enemies will have 1 more trait.
4. Added new achievements, and fixed the bug that the achievements could not be completed in some special situations.
5. From hard to purgatory, each boss will add an additional passive effect, and no longer add it according to the number of times the boss is defeated.
6. After the tour starts, each new zone will add a map feature.
7. The number of Leilani’s hero features has been increased from 4 to 5, and the refresh cost has been increased to 100 diamonds.
8. Race synergies modification: 3 Human fight together: Increase dodge chance by 25%. 5 Bizarre fight together: When the attack hits, there is a 25% chance of causing poisonous blood to the target (debuff damage and prohibited from regenerating health).
9. Followers’ skills and traits modifications: Ghost Sorcerer Dharma brand (trait): increased range from 3 yards to 4 yards Multiple missiles (trait): increased the number of missiles from 1 to 2
Gloomy Gargoyle Drinking Blood (passive): Spell penetration is additionally increased, the value is equal to 20% of the spell leech Baleful (trait) reworked: Renamed to Gorefiend: The conversion ratio of Drinking Blood attributes has been increased to 60%
Epee Knight Revenge (passive): damage increased from 25% to 50%
Brutal Bear State Deepening (passive): the damage for each layer of status increased from 3% to 10%
Flame Tauren Broken Armor (passive): the effect of reducing armor and spell resistance has been increased from 1.5% to 5%, and can be stacked up to 99 layers
Soul Armor Crushed Ice (passive): deal pure damage when attacking a frozen enemy
10. Each damage of poisoning increased from 100 to 125.
11. The effective range of Demon horned and Noble boots has been increased from 4 yards to 6 yards.
12. Fixed the bug that Thunder bom (the passive skill) of Thunder Golem would trigger more than one thunder.
13. Fixed the bug that the map exclusive effect of the Dirty Sewer was incorrectly damaged.
14.Fixed a bug that caused too many units on the field to get stuck, and added the upper limit of the number of all summons.
Follow our ongoing development of Puppet Play! Also this is the perfect time for your input, as we are still in development and can basically change anything we want. Got a cool idea, feature or character that definitely belongs into Puppet Play? Let us know!
I know, I know, there isn't much content yet on our channels, but thats because we were really busy completing the Next Fest demo in time! Content is coming soon, and this way you can atleast brag that you followed us from the very the beginning! Lets see where all this ends together :)
After last week's blog, we received some PMs with some feedback. It was becoming quite confusing to follow what plans we're actually working on and what exactly is going to be in 0.9.0 and what not. Those same PMs were also curious about our plans after 0.9.0. If there’s broader interest, we’ll discuss that in next week’s blog. But in this blog: our plans for 0.9.0!
Disclaimer: to a degree, the development of CS remains a flexible process. While testplaying, unexpected issues pop up, and we’d rather fix that than release a problematic version earlier.
Implemented: Tools
Our current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools.
Jobs have a “Tool Usage Percentage” (TUP) that determines how important tools are for them. Jobs like blacksmiths are more reliant on tools than berry gatherers. The productivity of jobs with a high TUP are more affected by different tool types. It takes longer for a tool to break at low TUP jobs.
Implemented: Monsters linked to Science
In all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this ‘punishment’ from colony growth. Monsters are now coupled to major milestones in the tech tree.
Implemented: Better Crafting Times
We had little room to vary crafting times in previous builds. Crafting times varied per job, not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. We’ve been using this to fix “workaround recipes”, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
Implemented: ”UI Science”
In the past, players needed to recruit an actual scientist who worked “cycles” to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didn’t happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isn’t fun gameplay.
In our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
Implemented: ”Real” Currency and “Real” Traders
From the beginning, we’ve had coins, but these coins were items like all others. They had to be crafted at a job, and the merchant job worked like any other job, while using coins as ingredients.
In our current dev build, this has changed significantly. The Colony Points from 0.8.0 are now ‘Colony Currency’. Instead of automatically distributing luxury goods to colonists for points, they now have to be sold at the trader. The trader has its own unique interface, where things can be sold and purchased instantly, in large quantities if so desired.
Implemented: Stone Age to Bronze Age Content
To make the best use of all of these new features, we’re seriously refactoring the content of the game. Colonies grow bigger, quicker and we’ve added more jobs and items to make earlier ages feel worthwhile. This includes items like the tools and leather.
Not Yet Implemented: Iron Age to Gunpowder/Machine Age Content
We haven’t moved past the Bronze Age, so things like iron smelting, crossbows and muskets are not in the game yet. We’d rather not release 0.9.0 while having removed such significant content. We’re planning to add more ages, which will include a lot of the content from previous versions.
Not Yet Implemented: Models and Icons for all Content
Most of the Stone Age to Bronze Age content has icons, but the models for new job blocks have not been made yet. Content in ‘coming ages’ lacks both icons and models.
Not Yet Implemented: New Guards and Monsters
We’re planning to add new guards and monsters. Not merely variations on current features, but new mechanics like area of effect damage and ranged monsters as well. We’re still debating if and how we should implement armored guards. We’re also considering adding new 3D models for the colonists, guards and monsters.
Not Yet Implemented: UI Overhaul
New features like the traders and the tools have a rudimentary UI so we can test them, but not yet a ‘decent’ UI that is ready for release. Of course, we want to change that.
Not Yet Implemented: Colony Recover Mode
With monsters not being linked to colonists anymore, a successful monster attack that wipes out half of your colony doesn’t proportionally diminish monster attacks in the next night. We’re planning a mode that costs a lot of Colony Currency and that removes your ability to unlock new tech which allows you to rebuild your colony while monster attacks are seriously diminished.
Not Yet Implemented: New Terrain Generation, and other Fundamental Changes that Require New Worlds
Update 0.9.0 is the largest overhaul in years, and completely restructures a lot of content. We’ve already refactored savegame structure for this update. Old worlds will not be compatible with 0.9.0. Disclaimer: We use the Steam Beta Branches to make major previous versions available, allowing you to replay older worlds! Nothing is lost.
There are things we can’t improve, fix or refactor without breaking savegames, but of course, we want to do that as rarely as possible. Now that we’ve made this choice, we want to combine this with other world-breaking changes, like new terrain generation.
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These are the main features we have implemented or are planning to implement for 0.9.0. There’ll probably be some minor changes, and we always encounter small unexpected issues, but the main structure of 0.9.0 is clear to us. We hope it’s clear for all of you as well now! We’d love to hear your opinion. If you want to hear what happened to earlier plans unmentioned now (like logistics), or what our other plans are post 0.9.0, or our opinion on specific proposals - let us know in the comments or on Discord!
Finally, after receiving quite a bit of feedback, we have released our first major update to the game demo!
Feedback: the tutorial is still overly-verbose, confusing, and/or difficult. Response: major overhaul of the tutorial, which is now much simpler, cleaner, and more interactive! You can also skip it entirely if you want.
Feedback: some of the orders are too difficult Response: added an "outcome list" button to help you out during coffee making. The list persists across playthroughs, so each new game (this includes reloading saves to retry an order) becomes a little easier if you use it! We'll also be sure to appropriately balance the orders in the full game, making it easier to figure out what you need based on dialogue and other hints.
Feedback: guestbook and recipe book shouldn't take up the entire screen during coffee making, it should be open on the side. Response: that's exactly what we did! The guestbook and recipe book are open on the right side UI during coffee making, so you can keep that recipe book open while you work. Very handy!
There's also many other improvements and bugfixes included.
Full list of changes:
overhaul of guestbook and recipe book during coffee making, it's much cleaner and easier to use
overhaul of tutorial: more interactive and much easier to understand now
add option to disable tutorial
addition of "Outcome List" button during coffee making: the list persists across playthroughs, which makes it easier to explore all the outcome combinationss across multiple playthroughs
prompt when buying Ibrik Coffee reminding you that you can only make it using Ibrik Brew, obviously
many other fixes and improvements
Chelly is a little bit cuter now!
Please give the new demo a try, and let us know what you think!
Take a glimpse at the process behind the creation of our characters!
This is how we bring to life the incredible creatures, warriors and gods that will populate Mictlan, capturing the movements of our Mexican actors!
In this video, we show you how the Lord of fire, the great Huehueteotl, is captured for one of the scenes of our official trailer that we are creating.
We want to say a big thank our to our talented team at CDMX, our mocap director Jonny Mehraban and his entire team at Cinética Estudios, as well as our handsome actor Gerardo Amaya, and the group from Atlatl México for their historical advice!
We will present it to our community at the launch of our Kickstarter campaign. But in order to launch the campaign, we need at least 20k people to register to the page. It literally takes a minute to do so, but it would mean the world to us.
Welcome to our 17th Development Status. You can see what we were working on the last two weeks.
Player character
Although Tank Squad will not be a typical FPS, you will still be able to get out of your tank and shoot enemies. We are constantly optimizing and improving code for our character controller. At the moment we are working on the smoothness of movement and aiming. Also, we are making players able to take simple actions, like picking up stuff, press buttons, etc.
Destroyable Trees
Our tanks can now drive through wooded areas, ramming trees and bushes along the way. We can feel the heaviness and the destructible power of our tanks. In further iterations, some trees will be bendable and some will break immediately.
New Universal Vehicle Code
We took code used by our tanks, the Physic Tank Maker and now rewriting it to use more optimized model-controller approach (this give us less amount of Components on GameObjects - this means less ram and cpu usage).
We already did this for:
Driving
Aiming
Shooting
Rotating Turret and Cannon
Change it to use not physic base approach, as it was causing much trouble for us.
AI (WIP)
It will use that same path finding system as our infantry, so it will be much easier for us and more optimized than standard NavMesh (Path Finding is a system that allows AI to find obstacles) This new AI system will have better code for finding allies, enemies, aiming and shooting.
It also is rewritten to be more universal:
So it can be used by all of our game’s vehicles
So we can use one prefab for both player and AI (both ally and enemy)
Environment We’re working on new materials for terrain, which include:
Grass
Field
Road
Mud
Dirt
We take great care to make levels look nice and aesthetic. In terrain we are using smart materials, which improve the production time and effort. Also smart materials give us more creative freedom.
Question Since we are creating these development statuses for you - our future players, we want to pose a question to you. What content would you most like to see in our statuses?
We have just posted the Aquarium Update as an opt-in Open Beta for all owners of Ecosystem!
To access the beta you can right click Ecosystem in your steam library, click on "Properties" and select the AquariumOpenBeta from the drop down list.
Please note:
If you create a save or edit an existing save in the open beta there is no guarantee this will then reopen if you revert the game back by choosing "none" in the beta selection drop down. Because of this we highly recommend backing up your saves.
You can back up your saves by locating them at: C:\Users\YOURUSERNAME\Documents\Ecosystem - to back them up just copy them to another a folder, for example your desktop, then when you revert back to none beta version of the game, if your save doesn't load you can copy them back to your Documents\Ecosystem folder.
We would appreciate any feedback on the beta whether it's a bug or a feature request - you can either pop them on this post or in the main steam forum, if placing on the steam forum please put [BETA FEEDBACK] in the title so it's not missed!
I'm Christina, the chaotic new art intern and self-proclaimed French spy at Flamebait. My speciality is stylized 3D, vibrant textures… and an unnecessary amount of puns during work hours.
Currently, we're creating a lot of fun new props to populate the fresh environments of Passpartout 2, and hopefully make your future experience all the more immersive!
This is an example of what we've got in store for you: the before and after for the little house where everything begins. There's a lot of hidden details in the textures if you squint – we hope you'll uncover all the little secrets we've embedded into the game, and look forward to future updates!🥖