We will try our best to beat our own game. It's not as easy as it seems, try you too and tell us if you manage to get all medals! Download our demo and wishlist UniDuni!
Hi everyone, This week we worked on two traditional fantasy spells most wanted by our community: Fireball and Teleport. We previously had Explosive Arrow Talent Stone which works like Fireball but it required an arrow and a target enemy. Its damage scaled with dexterity and intelligence. And a good bow of course helped.
Fireball Talent Stone is different because it is more powerful and scales only with intelligence. Also it can be cast on any tile as long as there is line of sight. So pure intelligent based characters will benefit from this the most.
The other Talent Stone is Teleport. This one is quite valuable because it doesn’t require line of sight to the target tile hero wants to teleport to. Hero can go to another room even if there is a wall in between, as long as it is within 5 tiles distance. It can change the course of events dramatically especially if you are low on health and surrounded.
That’s all for this week, thanks for reading. May the tides bring you triumph!
The wait is finally over! The new Automobilista 2 update has arrived, introducing the Autodromo Nazionale Monza with several layouts and versions through the decades.
The update also features a wide range of improvements to the AI, several UI developments, improvements to Real Weather system along with various revisions to vehicle art, audio and physics.
Missing from the update is the BMW 2002, which has remained on shop for further development - it should be added to the game in a complementary update next week.
V1.2.3.1 -> V1.2.4.1 CHANGELOG
CONTENT
Added Monza featuring Modern GP, Junior, 1971 GP, 1971 Junior, 1971 10Km, 1971 10Km without chicane, 1991 GP layouts (all part of the Monza DLC Package)
GENERAL
Added support for Thrustmaster SF1000
Implemented Real Weather API for 5 days in the past and 4 days in the future from today
Improved status messages related to real/historic weather availability
Fixed real historic weather for circuits that lay in half-hourly timezones
Real Weather now uses real/forecast data for wind speeds.
Added Real Weather databases for Monza and Salvador
Updated recent historic weather data for all other locations
Fixed error in Curitiba Real Weather that was causing weather data to not be found by the game
Fixed valid weather API response failing to parse in some cases
Fixed a case where a weather API call wouldn't be made when it should
Fixed Championship Editor not persisting mandatory stop setting correctly
UI & HUD
Reorganized and refreshed session overview and pre-event leaderboards to increase number of rows and allow grouping by class.
All in-game environment information (time/temp etc) is now updated live on all screens.
Added event session information, current vehicle setup, and current pit strategy to session overview and pre-event screens.
Fixed lobby page starting in wrong state
Fixed Per Vehicle FFB input on setup screen not capturing mouse movement
Fixed pedal bar overlap on telemetry HUD
Adjusted loading screens to show real weather icon when appropriate[
PHYSICS
Further minor tire tread adjustments for GT3, GTE, StockV8, F-Ultimate F-Reiza, F-V12, F-Classic, DPi & P1 cars
StockV8 2019: Minor aero revision
F-Ultimate: Added custom track ERS maps optimizing boost for straights in all GP layouts
Corrected extreme weather tire tread for F-Reiza & F-Ultimate
Ultima GTR Race: Revised default setup
Adjusted parked FFB forces for several cars to reduce rattling while standing still
Increased default steering lock setting for several cars with high steering rotation
AI
Improved AI overtaking logic
Improved AI behaviour when behind a slower car in Practice/Qualifying sessions.
Adjusted AI lateral movements for smoother / more natural reactions
Decreased AI performance in 70-100% Strength range
Improved AI blue flag behaviour
Adjusted AI brake power & grip
Various adjustments to AI overtaking parameters
AI corner & straightline callibration passes
Adjusted AI wet launch performance for GTs & F-Ultimate
Taruma: Adjusted AI line to keep AI from leaving the track at T7 entry
Fixed recently introduced issue with interior engine sound on late 70's DFV engined formulas & polished some loops
Porsche RSR '74: polished all engine loops
Sauber C9 Increased backfire off throttle, polished some loops
BMW M1 Procar: Polished all engine loops
TRACKS
Montreal: Minor LOD adjustments
Various 3D crowd LOD adjustments
Hockenheim 1988 GP/Short: Moved rolling start location
VEHICLES
F-Vintage (all models): Detached the cockpit gear shift; Adjusted the driver feet position on cockpit view; Adjusted hand animations during gear changes
Mini JCW UK: Detached cockpit gear shifter; Adjusted hand animations during gear changes
ARC Camaro: Added dirt/damage texture; Added dangling damaged parts; Changed the driver model; Detached the gear shifter on the cockpit; Adjusted the driver shifting animation; Revised collision models; Changed wiper position and Changed the bonnet model to allow the bonnet to be detached when damaged; Added the inner bonnet bits on cockpit view; Merged the boot with the rear wing; Adjusted the cockpit view to match the driver model position; Changed the cockpit interior to make room for the driver legs; fixed driver LODs; Fixed cockpit rear view camera
Metalmoro AJR: Fixed missing gear indicator in LCD display
Let me show you sfäre. If you have any questions I will be glad to answer! I will be using both touchscreen and mouse to demonstrate sfäre.
There will be a way for viewers to connect and interact with what's on screen. I've never tried this with an unknown audience before, so I am not sure what to expect. Some of my ideas will probably not work or cause total chaos, but that's something I would like to find out.
Hey there, happy fall! And with the change of the seasons we are back from a lengthy vacation to update you on where and when various games will see the light of day. For fun, this will be in chronological order.
Into Oblivion
So the Brewmaster expansion won't be around until, probably, Q3 2022; however, the game will be getting a large update very soon for the upcoming Steam Tabletop Fest. Yeah, this month... in about two weeks. That soon.
What's in it? The game's version of Godot will be updated to 3.3.4; maybe 3.4 if that comes out before the update. Tons of code has been updated under the hood in preparation for Brewmaster, including the networking which has all be ported over to Steam instead of Godot's internal networking. This will make all the multiplayer stuff much more smooth.
In addition to these, there are a few graphical upgrades and animation changes. Menu layouts have been altered too. The old "embiggen" mode was pulled temporarily to be replaced with better accessibility modes in the Brewmaster update. The native resolution is now 1440p, up from 1080p. And, naturally, a bunch more tiny tweaks that will be outlined in the change log when it launches.
Haulin' Oats
Our next big release will be out in Q1 2022. Haulin' Oats is currently undergoing networking re-writes and various graphical upgrades for the last beta version. Trust me, all those graphical assets take a long time to draw and implement.
Along with these updates for the beta will be the Haulin' Oats rule book which will be available for download so you can read about each square during, prior, or post game-play. The rule book is also part of the possible physical version of the game that you can play at home with friends... if you have them. More on the possibility of this physical version will be talked about after the official Steam launch.
The Dope Game: Remaster
Probably the most asked about, The Dope Game missed its original remaster release window of May 2021. Too many asset changes, code changes, and covid dragged the process out. However, considering we are closer to the end now, the release day can pretty reliably be set at May 30th, 2022.
There have been a bunch of weird, new features added to the game since the last update and the next beta update should be pretty juicy. It may or may not show up as an Xmas present for you all.
One Way To Die: Final Cut
The oldest of our games and one that started as a joke a long time ago, is getting one final update which will add a graphical version. This was teased earlier in the year and, well, let's tease it again.
While there is no hard date, the One Way To Die: Final Cut version should be out in Summer 2022. It hasn't been decided yet if the fully text version will be removed or not. We'll cross that bridge when we get there.
Raise Your Own Clone
Last and very much least, a game I personally hated working on, is Raise Your Own Clone. Between design and release, much was lost and development felt like a drag. To fix all that, the game is getting a re-imagining and new life in Q4 2022.
None of the actual story content will change; however, the presentation will change greatly. If you remember your way through each story, it'll make playing the new version that much easier. And, finally, we will have a version of the game that we can feel good about.
That's it for now. More updates will follow as each of these game's updates come out or get closer. Stay tuned!
I will be live-streaming during Steam Next Fest, starting tomorrow on Sunday at 9AM EST.
This event is all about playable demos, so I will be playing through Balkadia's demo. A lot of feedback has been received about Balkadia's difficulty, so I'm excited to show you how to play the game optimally, and that Balkadia can be easier if you take advantage of all the controls.
Hope to see you there.
PS: If you miss the live, I will re-broadcast a special video in the stream with gameplay of the demo.
Administrative boundaries are the second part of the new map features for v1.3, and they are now implemented. But drawing this new vector data highlighted performance problems already present in v1.2, so work has been started to overhaul and optimize the line drawing code in the the game. The new tag and category system was also started in September. This feature is the last one scheduled to be implemented before v1.3 is made a public beta, so the v1.3 beta release is much closer now.
We received some feedback that there was an issue with the Index controllers. We resolved the problem, but if you still get an error when launching our Demo about a not found action manifest. Please verify the game files through de game properties in your Steam library.