We are happy to announce in R3KTNATION Eximius - Open Championship 'Asia' will be on 27th - 28th November. This is a Asia Region tournament with a Prize Pool of USD1,500.
Everyone is allowed to join. But Asia region means that the server and timing will be catered to Asia & Oceania region.
New abilities, reworked Trin abilities and a cheat to refund all abilities!
Abilities update
New abilities: Deadly Nightmare for Trin, Punch for Besk and Dazzleboom for Iwie
Reworked Trin abilities to focus more on preparing the infiltration phase.
Trin abilities are now either curse or glyph.
Curse affect enemies. Only one curse by enemy. Each curse as a maximum number of target instead of a maximum number of use / mission (going over the maximum number of target dispel the effect on earlier targets).
When deselecting one of Trin ability in the shop, all its effect currently active are dispelled. This fix using the shop to bypass the maximum number of ability slot.
Tooltips now show the remaining duration of buffs & debuffs (invisibility, stun, etc.)
Shop UI is now bigger
[Cheat] Added a refund all abilities button to shop UI
Misc
Emerald Theft (part 3): added more doors with round lock to make one pile of gold harder to loot. Added an optional gimmick exit to the level.
Topaz Theft (part 2): reworked a bit the last part of the level to make it slightly more forgiving, especially at higher danger level.
Amethyst Theft: minor changes on the vault room so that locked door position make more sense, and added one more sleeping guard
When Trin dies, the scouting in the room is lost to reduce the efficiency of brute force scouting methods.
Guards dispel invisibility when they bump into an invisible thief
Alerted/Investigator guards chose another random patrol path when they are interrupted/blocked.
Improved danger wheel animation on danger level increase
Drowsy curse (makes guard sleep) now give a sleeping hat with a different color
The player log message warning of guards waking up now gives the exact number of guards.
Added level name on the victory screen.
Longer click duration (mouse button must be pressed longer to not be considered as a click)
Sorcerers Lair music updated
Fixes
Guards don't get stuck on other guards anymore (get a room)
Can't lose a turn by trying to cast unavailable abilities with hotkeys
Since the state of Texas is so enormous, it is only logical that in this upcoming map expansion we are going to bring quite a few new industries to the player to work with. One of these is the Offshore Shipyard industry, which is going to involve some of the biggest industrial complexes. Let’s take a look at why you should really be excited about this great addition!
The offshore service near Corpus Christi has completed some of the biggest projects in the world. Its specialization includes the design and deconstruction of offshore oil rigs, working with shipwrecks, and construction of other subsea and offshore structures. Additionally, this facility features some of the largest cranes ever built.
Located in Brownsville, the other facility presents the foremost offshore shipyard in the Gulf of Mexico, and its experienced workforce is focused more on the oil rigs. With the up-to-date technological innovation, players who will find themselves inside this area will definitely have a huge story to tell!
This is just a small glimpse into the new industries that are arriving in the Texas DLC. After all, it would be unreasonable to leave them out, given the massive size of the state and the local economy. And if you are still safely outside the mentality of "information overload", don’t forget to add the map expansion to your Steam Wishlist!
Today, we’re going to talk about the Autumn update, our current work for the incoming update and a few other things.
Once more, we’re still figuring out the right format for these updates, so don’t hesitate to let us know what you think about them. That being said, let’s dive right in!
The Autumn Update
The first thing we learned about the Autumn update is that… There was too much time between this one and the previous. Many of you were wondering where the heck we’ve been. And the answer is simple, we took a break after the Summer update and then we worked hard on bringing the Autumn update, which was one of our meatiest updates (at least on our side) so far. In the absence of communication on our side, we understand that you might have this kind of question. But rest assured that we won’t be ‘leaving’ anytime soon, we’re hard at work on the game for several years now and we’ll keep on going. Another thing we learned is that system reworks such as the Core rework and the Perk rework can be a bit scary, both for us and you players. It might feel as if we’re ‘removing’ a part of what people consider “fun” about the game. When doing such reworks, we always try to keep what was composing the ‘fun’ of the systems and to re-inject it into the reworked system. We received a vast majority of positive feedback regarding both the perks and the items and that’s a relief. Some of you are wondering if we know what we’re doing with our game, and the truth is we are to some extent. To some others, there are many things that require tinkering and figuring out the right amount of Roguelite, Fast FPS, replayability, random, progression and such to inject. And that’s why we’re often modifying or reworking the systems linked to those subjects. Though in reality, the backbone of the game does not differ that much, regardless of our reworks. We have a clear direction in mind and we’re looking at ways to make it as good and fun as we can. Even if that means breaking things to recreate them afterwards. But we feel like we’re reaching a point where the different parts of the game are starting to piece together. Of course, the game’s still in Early Access and we’ll be closely monitoring our data and following your feedback to continue to improve the game.
Billy Boom
While this section could totally be contained within the previous, we thought it would be a good idea to highlight it a bit more. We received numerous feedback regarding Billy Boom and its… explosion mechanic, and we wanted to talk a bit about it and bosses in general. First off, regarding Billy Boom, we’re working towards giving its unique mechanic more feedback so that players can get a hint, understand and react to it in advance. Though, we think it will still be something that surprises players at least the first time they encounter it. Now, regarding Bosses in general, we often start and finish the development of a single boss in the lifespan of a single update. This means they are far from being perfect at the moment we release them, especially when they contain some weird or unique mechanics. Brainstorming and developing bosses is a huge piece of work and we definitely need to see them in action with you to improve them. They are like risky gambles, we don’t really know in advance how you’ll be reacting to them (even if we obviously try hard to predict and give them as much feedback as possible). In that sense, we’re sorry that you may feel like our new bosses are sometimes a bit weird or frustrating, but we’re continuously trying to improve them as we receive your feedback. We have good hopes that Billy Boom (and other new Bosses) will find their place in the game as legitimate ‘good’ Bosses after a few iterations. Thank you for your patience!
Localization Issues
All languages are missing their translation in this update. As you might know, the translation of Roboquest is made by kind members of our community willing to help us. They usually have 2+ weeks to translate the incoming update and we’re testing the translation during playtest. This time around, they only had one week, we reworked 70% of the texts of the game and nobody had the chance to try out the translation during playtest. This was all our fault, but since there was so much delay in between the Summer and the Autumn update, we didn’t want to delay the Autumn update as many of you were already waiting. There was clearly an organization issue on our side, we overlooked that aspect and we’re sorry for all players who are not playing in English. Translators are working hard right now to localize the new update and we’ll be injecting those as soon as they’re ready. Once again, we’re sorry for the inconvenience!
Technical Issues
Among the many reports and feedback we’ve had, numerous were about the issues we’re going to discuss here. And these seem to be recurring problems we have to deal with.
Crashing
Obviously, the game still has many bugs and crashes. This is something we need to work on continuously as new bugs and crashes appear as we develop the game and add things to it. To help us fix those issues, please remember to always send a F10 feedback when you’re facing a bug in the game, this will send us the logs of the game and make us able to track what happened which lead to the situation you’re in. When it comes to crashes, we need a little more from you to be able to fix them. As mentioned in the ‘how to report a bug’ section, we need your ‘crash dump’. There are two places you can send them to us: on Steam and on Discord. In both cases, it’s the fastest way for us to fix these issues so we thank you in advance for spending a little time helping us.
Mouse Inputs
Considering ‘gamefeel’ is one of our primary priorities, we’re pretty concerned about that issue (mouse inputs failing to register). We know there are two main sources to that issue, the first one being the game not being in “Fullscreen” but instead in “Borderless”, leading to mouse inputs registering outside of the game screen. The second source is closely related to the Unreal Engine and we have yet to find out how to solve that in our game. We also have a lead about this issue being especially occurring for players on laptops, but we’re unsure if this is real data or just a coincidence.
Multiplayer Issues
Whether that’d be failing to connect to your brobot or rubber banding in multiplayer. This is something we’re continuously trying to improve by reducing the amount of data travelling between the two players (among other things). To reduce that issue, you must preferably play with people of the same region and with a good connection. Though, even in the best of circumstances, you will likely still experience these issues.
PC Temperatures
We received several reports about hardware heating more when playing our game than other games. This is partly coming from the fact that the game is not yet optimized but also mainly because setting the game in high graphic quality or playing with unlimited FPS will tell your computer to use every resource available to it. If that happens to you, consider reducing the graphics quality or the FPS cap.
These three latest technical issues are pretty advanced and hard to fix. We’re a small studio and we’re working hard to solve them. But we can’t invest all of our work-time in those, or else we’d be delaying the entirety of the game. So we’re slowly making progress, but it’s not something we can fix ‘right away’. We’re really sorry if that takes (too much) time, but we’re doing our best considering our situation and workforce. If you want to help on that side, please consider sharing your exact spec when communicating about these kinds of issues.
The Next Update
Is planned to be released around mid-December. We’re working hard on it and it will feature a new Boss, new enemies, new weapons, new mods, a little visual update of ‘Energy Center’ level and a fully reworked ‘Aqua Station’ level. On top of that, we’ll rework, improve and add a bunch of new perk upgrades following your feedback and our data. We’ll probably be back around mid-November or end of November to give you more information on that side. The Roadmap on Discord and Steam will also be updated accordingly. As usual, we’ll launch a public playtest version a few days / a week before the update for you to try out the new version and help us fix the issues it contains.
And that’s it for this dev update!
We hope you appreciated it and we wish you a happy robot smashing!
Secret police duty vehicles now installing spy equipment few seconds
Fixed rendering of frozen people on entry of the residential buildings
Now should be able to connect modded helipads to buildings like hospital, plants, etc
Now small and big underground pipes have visually different size
Decreased inflation of dollar from 1-15% to 1-3%.. and inflation of Ruble from 1-15% to 1-10%
Fixed issue when workshop map contains power plant, and player set as startup parameter no electricity, it was crashing
Fixed problem with signals near custom house - the track inside customs was not apart of signal bloc, now fixed - this change should not affect the modded customs with allow pass flags, let us known in case yes
Fixed road snap - for example upgrade of roads was very hard with dense streets, when buildings was too close the roads
Fixed manufacturing vehicles with random color
Tweaked pathfinding, increased footpaths penalty to avoid service vehicles going too much over the footpath especially in winter
Fixed snapping errors with underground pipes and heating pipes
French localization update
Russian localization update
0.8.5.11
Fixed helicopter tutorial
Fixed mistake in code, when some demands of workers was not meet at certain circumstances his government loyalty was possible to increase
0.8.5.12
Fixed crash with notification message
Fixed error in code related to workshop item icons initialization, now with "fast init (BUILDINGS)" option are icons loaded only when use, which should save loading time and memory
English #########Content################# Detective Lim shall now provide a more detailed explanation of his mini-game if you ask him what to do. The katanas bought from Dragon's Treasure are now partially procedurally generated and can have prefixes. If any of the group members is bleeding, they will be detected by the vampiric researchers much easier. The thirsty will also drive the vampiric researchers to rush to the group much faster in this case. A dead Foundation agent can be found in Site Demeter with a document that has the information about this new mechanism change and more details about the containment breach. #########System##################### Right after a crash report is generated, the game will now also try to open the folder that contains the report in windows explorer so that the crash report shall be easier to find. It's usually the game's root folder unless this system somehow gets bugged as well. >_> In theory, it shall be able to handle a path that contains non-English characters. Added script block to dynamically change enemy detection range and chasing speed/frequency. ########DEBUG################### Fixed a localization error in a document. (Thanks to 渺羽's bug report) 简体中文 #########Content################# 当被问起要如何操作时,林警官现在会更详细地描述他的小游戏的操作方式。 龍之宝库中购买的武士刀现在是部分过程生成的,并且可能带有前缀。 如果任何队伍中有人出血,嗜血的研究员会更容易发现你的小队。 同时他们对鲜血的渴望将会趋势他们更快地冲向你的队伍。 在德米特增加了一个基金会特工的尸体,包含了一份文档,文档中记录了这个机制变化,以及更多的关于这场收容突破的信息。 #########System##################### 当一份程序崩溃报告产生时,现在游戏会同时在windows档案管理器中打开包含那份报告的文件夹,从而使之更容易被找到。 一般来说会是游戏本身的根目录,除非这个功能本身出BUG了。>_> 理论上它应该可以处理包含非英语字符的文件夹路径。 加入了可以插入的代码段动态调整敌人的探测范围和追踪距离/频率。 ########DEBUG################### 修复了一篇文档中中一处本地化错误。(感谢渺羽提供的Bug报告)
After weeks of hard work and reading your feedback we can present to you first patch for Farming Life! It includes some gameplay improvements and fixes that should get rid of many of those pesky bugs that have been bothering you for a while. Among them is the issue that caused corruption of save files. Hopefully, now you'll be able to play undisturbed and enjoy your Farming Life to the fullest!
You can find full changelog below!
Fixes: - wholesaler's price visibility after buying it - possibility to run a wrong video in tutorial book - problems with "Sell and return" interaction - ghost on "Cow cheese factory" - cat and dog size - possibility to assign "Driving task" when an employee is tired - possibility to drive a car as a passenger - possibility to have cat and dog disabled after tutorial - harvester aborting task when the closest "Granary with driveway" is taken - possibility to block animal during "Feeding task" - vehicle freezing near "Dairy Shop" - issues with saving and loading game - issues with the tutorial
Features: - added highlighting selected mode in the circle menu - added a notification when the vehicle reaches the trade market on the "Park to trade" task - added pop-up when a quest is about to end(quest from friends and mayor competitions) - added hints about "Wholesaler" and "Granary with driveway" in the night panel summary - added road connections between roads, buildings and fields - added machine-vehicle hints - added more products at the start of the farm (raw meat, carrots and milk) - added tractor waiting for a machine(when the needed machine is in use) - balance changes - lowered the required level to build "Granary with parking" and "Wholesaler" - increased the level required to build a small harvester - farmers in the daily ranking are a little bit stronger - lowered stats drop of animals(hunger, tidiness and health) - increased ratio of animal's breeding and lowered requirements for animals to be able to reproduce - lowered rain probability and duration - shorter removal time - removing buildings doesn't cost money - "Active pause" is more visible - removed multiple interactions with animals and replaced them with one task - harvesters wait for crops