Bug fixes related to the feedback from first beta weekend.
Fixed support for Steam input, Dualshock, XBox 360 controllers, mouse sensitivity. A couple of crashing bugs. New campaign modes and multiplayer event style.
- Added new offers and an event - Bugs fixed - Dystopia can start a nuclear war - Added political action menu, click on a government of another country to show it - The war can be started from day 5 - Current outbreaks are displayed in the new day menu - Added a woman portrait
Hello again! Thanks to user 'marc', a critical bug with time dilation and midi playback introduced in beta 1 has been found and fixed. This one completely slipped by me, so, apologies!
This also comes with some new additions to the default asset loadout of Keysight (something I was planning for beta 2): four new masks, and two new materials.
Full changelog:
--- SMALL ADDITIONS ---
Added texture rotation function. This applies AFTER texture offsetting, and rotates around the 0,0 coordinate
Added random rotation option for note objects
Added random horizontal pan direction option for note objects
Added "Streaks" material (inspired by textures breaking in an incredibly pretty way on Eagle's Mac!)
--- CHANGES ---
Changed polygonal material's colour map to also be slightly polygonal
--- BUG FIXES ---
Fixed transparent materials being able to receive <1.00 emissive strength values. Now, transparent materials always are at least 1.00 brightness (as they're black with no emissiveness, and that reduces randomizer output variety as it would commonly randomize to 0.00 emissive strength)
Fixed bug introduced in beta 1 where midi files would not play back correctly when time dilation was active (a very common situation, since slowing down playback would slow down time dilation)
Gravewood High is preparing to welcome students for the new school year. The staff can't wait to teach all of the enthusiastic young minds a lesson or two.
One of our esteemed teachers, Mr. Hyde, has been particularly excited about the returning students. We can confirm that the rumours circulating around Mr. Hyde building secret passages with traps to ensnare children are nothing more than gossip.
In fact, Mr. Hyde has been inspecting the school grounds all summer and making sure that construction tools weren't left out or that hooligans weren't defacing any property. Please be aware that anyone who breaks the school rules will immediately be escorted to the headmaster's office!
The school board also reports that some students have made progress in solving Gravewood High's mysteries. Three of the six symbols have already been found. More details here.
And a final reminder - come to school fully prepared and sign up for the newsletter.
See you soon at the creepy school, Gravewood High School Board
We thank our translation team for their hard work. Thanks to them, Night Reverie can be enjoyed by more people in their languages!
- Russian - Dmitry Kornyukhov and Maria Serova - Italian - Valentina Varone - Chinese (Simplified + Traditional) - Indienova team - Spanish - Arturo Anci
Localization to other languages will be added in future updates so stay tuned for more news!
We're really excited to finally be able to share this game with all of you! We hope you enjoy it as much as we enjoy making it. If you love the game, please leave a review and feedback. We’d love to hear from you! <3
Fixes - Running While Shooting ✅ - SteamVR Disabled✅ - Spelling Fixes✅ - Fixed Reloading With A Full Mag✅ Additions - Added Ambient Audio To Certain Objects✅ - Added Video Settings✅
Thanks for the support on the launch! I appreciate everyone who's trying the game out, I hope to give you all some new content to play with soon (:
A little message for the new patch which touches on quality of life by adding descriptive panels for a better understanding of the interface. For the moment, only the main interface and buildings are concerned.
Patchnote :
Addition of description panels;
Addition of icons for civil, space and military productions;
Fixed a bug where it was not possible to select a star near the top of the main interface;
The refinery consumes 2 energies instead of producing 1 now;
Civilian production in civil industry has increased from 100 to 10.
Last week, we talked about a recent update to RoboCo's scoring system. Today, let's talk about the exciting playtests for RoboCo that were announced this week!
It's Time to Play
As you may have seen on Twitter and Discord, Roboco is holding playtests! From now till the end of 2021, players will get to experience the latest, most up-to-date version of RoboCo, and we couldn't be more thrilled!
(There is also a possibility that these playtests will extend into 2022, but we can't make those types of promises yet.)
Our goals with these playtests are to:
1. Test and Polish New Content - RoboCo has gone through many iterations since it was first introduced. In the last month alone, we've implemented a new scoring and property damage system. We've also updated the art and VR capabilities. Many players haven't had the chance to experience these changes in-game yet, and we can’t wait to share them with you.
2. Collect Usability Feedback - The purpose of a playtest is to make sure that players can...well...play the game. By taking part in these playtests, we'll be able to see if RoboCo has any bugs that need squashing, learn if challenges are too easy or complicated, and so on. We can then make these fixes and updates before the game is released so that the game you see on launch day is as perfect as it can be!
3. Ensure That The Voice of the Community is Heard During Development - A big reason why we're doing playtest is because we want to know what YOU think of the game. A game is nothing without those who play it, and we want to make sure you enjoy playing RoboCo as much as we've enjoyed making it! The best way we can ensure that is by making you a part of the conversation. Regardless of which way your feedback leans, we want to know what you think about RoboCo's design, environments, challenges, sandbox, and more. We'll then do our best to make the right changes to the game before launch, so you’ll be an integral part of our development journey.
Players who choose to sign up will be randomly selected and assigned to a small, rotating group. We believe that this will give everyone an equal opportunity to experience the game and give their feedback to developers. We also liked the idea of you meeting people outside your friend circle!
All you need to sign up is your Discord name, Steam username, and email address. That way, when it's your turn to play, we can directly notify you!
First invites go out in two weeks! If you want to be a part of this exciting moment in RoboCo's history, make sure to sign up at the link below:
Last week, we talked about how RoboCo added a new scoring system to the game. Did the update match your expectations? Let us know in this week's survey!
If you haven’t read last week’s DevBlog, click here.
And that's the end of this week's DevBlog! Thank you for reading and make sure to leave a reply below with your thoughts! Next week, we're going to crown our first ever Engineer of the Week, which you won’t want to miss!
For the latest news on RoboCo, follow us on Twitter, YouTube, Facebook! You can also connect with other community members and us by joining our official Discord and Reddit!