ADDED: Input for prioritizing tables when grabbing objects - Hold alt and press carry button - Hold right or left trigger and press carry button - Originally planning to hold the carry button to prioritize tables, but if a plant is on a table, it would be impossible to determine if the player wanted to pick up the table or repot the plant, hence the different inputs - Note: it is still possible to pick up tables without pressing the table button if you are too far from any object on the table
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CHANGED: Significant improvement to memory over long sessions CHANGED: Can now select another emote without stopping the current one CHANGED: Small sprinkler has a lighter base now to distinguish it from the large sprinkler CHANGED: Buns can now hop over sprinklers CHANGED: Collision for carryable objects set immediately after bun releases it from paw (no more walking through water cans you just dropped)
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FIXED BUG: Bun can get stuck near the bridge between the shore and the river… I thought I fixed this in 1.0.6 but apparently not. Should be good now though! FIXED BUG: Playing longer sessions causes significant FPS degradation FIXED BUG: Playing longer sessions cause significant memory usage FIXED BUG: Doing the “be dramatic” emote then doing another emote keeps the bun’s eyes closed FIXED BUG: Can remove dirt using dirt receptacle through greenhouse walls FIXED BUG: Can throw away items through greenhouse walls FIXED BUG: Dirt bag momentarily keeps upgrade after starting new game when having upgraded it in the previous save FIXED BUG: Golden mushroom count doesn’t reset after starting a new game until saving and quitting FIXED BUG: Restricted placement zone by doors not updating when expanding greenhouse FIXED BUG: Starting a new save during the tutorial doesn’t stop the current tutorial
Looking to see what's ahead for our next big update? Then look no further as we have just enabled the Public Update Preview Program for our November update. Jump in to get an early look at the upcoming changes, see which bugs have been addressed, and help make our release even better by helping us find any last minute issues and lending your voice to our forums.
Details on how to participate in the Public Update Preview Program can be found here: https://steamcommunity.com/games/933110/announcements/detail/3061863764824320236 Please join us in strengthening the quality of Age of Empires III: Definitive Edition by sharing your voice on the official 🛠 Public Update Preview forums. (Note that you must own the game and login to Steam to access the PUP forum.) We’re definitely listening, and looking for every opportunity to make this the game you love to play! :)
The Ghost - Task of the Ghost Hunters - MS Games and Software UG
Hi there,
we would like to tell you what has happened in these weeks, especially because we have a little good curiosity for you.
The character
At the beginning of the week we looked at the character. We have adjusted the speed of the character as well as the camera controls.
Audios / sound effects
In the middle of the week we also dealt with the audios / sound effects. We have already created and programmed the first Audius / sound effects.
The first 3D models
In the middle of the week we also created the first 3D models in one of our test maps, as well as a first door. We animated the door and programmed it with the first sound effects. Our test map is used so that we can then test new functions that come into the game.
Our good news
Now we come to our best news. Today we programmed an API that we need for the COOP. The first small tests went well. However, the COOP has not yet been programmed, only the APIs that we need for it.
We'll be happy to keep you up to date with the latest news.
- If there's no barricade during a raid, raiders will steal random amounts of resources and hurt the player characters
- Expedition system is in place, I'm now working on the first expedition
- Expedition locations can now be discovered during exploration
- Raids can now happen after day 17
- Fixed a bug causing the exploration event text being blank
- Fixed a bug causing the player characters to lose armor instead of health (even though there's no way to increase armor yet) during some exploration events