1.45 version changes: - updated internal libraries, - initial compatibility changes to support Steam Deck, - fixes in handling random/build in maps, - fixed Colorful Ribbons level bug, - removal of previous online high scores system in some games (due to possible http/privacy uid restrictions),
We are so excited to introduce you to the characters of What Lies in the Multiverse. Everyone at Untold Tales has completely fallen in love with them and can't wait for you to meet them when the game launches in early 2022.
The Protagonist of Our Story A gifted and socially awkward boy, who generated a detachment from his world due to social isolation (something we can all relate to post 2020 huh?). Uninterested in hanging out with friends, he became obsessed with his studies on parallel universes, excited about the idea of more interesting worlds than his own.
After a series of events leads to him meeting Everett, The Kid becomes obsessed with the idea of accompanying the scientist on his universe crossing adventures and manages to blag himself the role of Everett's new assistant.
Co-star of the Story A mysterious, quirky, and sarcastic old man with the ability to travel across worlds. He's from a different universe than The Kid. Being a leading scientist within his own world, he became seriously paranoid after discovering something peculiar in another universe, which would change his perception of life and the multiverse forever.
Destroyed by the death of his previous assistant, he decided to go looking for answers, believing that the chaos of the multiverse had been to blame for the accident that ended the life of his friend. He is irresponsible and does not care about the consequences of his actions. He prioritizes his search for answers above all else and is not afraid of how that might affect the multiverse nor the beings that exist within it.
Upon accidentally meeting The Kid, despite being initially hesitant, he soon warms to him and allows him to become his new assistant, and so they begin their adventure together.
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Stay with us as we'll be uncovering more characters soon.
Also, we'd love for you to wishlist the game and share it with your friends, as it really helps us as an indie studio.
The first season of Ranked Matches dedicated to the large-scale update "Origins" has already kicked off. Take part in breathtaking combats and get plentiful rewards including cool "Apostate" weapons and "Spectre" gear. Join the fun - demonstrate your skill and get to the top.
We'd like to remind you that we have evenly distributed the rewards gained in Ranked Matches to make it more beneficial for all parties involved. It will be easier for beginners to earn better rewards by fighting in lower leagues while experienced players will receive more prizes as they can reach higher leagues.
Details
The season will last till the 8th of December.
The rewards include weapons from the brand new "Apostate" series. The higher the league - the better the gun!
You will fight on the maps of "Plant the bomb" game mode and Blitz except for "Platform" and "Heist".
Prove your skills every season to gain recognition and additional bonuses. You will receive cool "Apostate" guns as well as seasonal camos.
Details
The unique stripe "Death Mask" and the "Warface Ranking Matches League" badge will be given immediately upon reaching the 1st and the 21st leagues respectively and not after the end of the season as it used to be.
"Apostate" weapons will be awarded for 16th - 5th leagues. Each arm can be obtained for a period of 3 days.
Those players who reach the 3rd, the 2nd or the 1st leagues will get a random camo box containing the Amethyst or the Hearts camos. Seasonal box camos are random and do not repeat.
If you skip a season, you’ll have to wait until the 12-season cycle is complete to try and earn the first league achievement again! All achievements can be obtained only once.
To obtain achievements according to the occupied places ("Special Metal Forces Squad", "Silver Veterans Squad", "Elite Carbon Squad" or "Gold Legendary Squad") and camos after the end of the season, you must log into the game during the next season. Otherwise, if you come back after several seasons of Ranked Matches, the reward will be lost.
Log-in Streak Rewards
Log into the game every day and get a temporary reward — cool weapons from the "Apostate" series. One day - one gift.
KÖ-ØP is a 2 player, co-operative card game about assembling furniture with a partner.
Each player starts the game with a secret Needs card that tells them which Love Languages they need to score to be satisfied in the relationship. On their turn, players attempt to communicate the Love Languages they need by pointing at cards in their partner's hand. Players then use these cards to build their furniture. The game ends after players have attempted to build 3 pieces of furniture.
Players must earn at least 1 meatball in order to win the game. Meatballs are earned based on the number of Needs cards satisfied and the complexity of the furniture players chose to build. The more meatballs the players score the better their end result.
We hope the new narrative tutorial will help the newcomers enjoy the game to its fullest potential. It's just a start, and we plan to update the tutorial even more in future updates. Just play Prague map from the beginning! Watch the recording of the tutorial or jump to the game and try it.
The tutorial was brought to you by these changes:
Simplified menu for a new player
Story-based tutorial for a new player
Contracts
We listened to our beloved community's call to ease the handling of the contracts in endless mode. We are sure it will make the game more fun and less attritive in the long term. This gave the name to the whole update, although the tutorial consumed much more work.
List of changes:
Structural Contracts Manager upgrade that allows setting preferred contract types and rejects other offered contracts
Financial Contracts Manager upgrade that allows setting minimal reward for contracts and rejects offered contracts that do not provide it
Boosted Contracts upgrade for contracts to generate twice as fast
Regional Contracts Manager upgrade that allows setting preferred station contracts should use and rejects offered contracts that do not
More Contract Offers upgrade for increasing the offered contracts limit to 10
Ability to adjust entire train timetable at once
Added and updated tutorial video for adjusting timetable with new UI
Added clear field button to minimum reward field
Extra research options for offered contracts limit
Endless Score and the Cycle Report
Endless mode is satisfying itself, but we added a scoring model for the players to see their progress more visually. Cycle Report compares your performance between the hours of the game clock and provides more details to the score. We could compare the score also among the players, could not we?
Long story short:
Cycle Report and score for endless maps
Cheating via Debug panel registered, score hidden after cheating
Don't make a ding sound in the first cycle
Sign "–" (en dash) shown instead of "0 %" in cycle report if the previous cycle field value was 0
Sounds & Music
The game now contains brand new sounds from Sergio Ronchetti. We will write more about this topic soon. Rupert Cole created a new track called Recollections to please your ears and it's awesome!
For the sake of completeness:
Sounds made by S. Ronchetti
New music track Recollections, made by R. Cole
Show FMOD logo on splash screen, required by license
Maps
Included with 1.2 are two new maps! Based on real locations, there's one timetable level and one endless map - something new for everyone to try! WES is based on the Westside Express Service (WES for short) on the outskirts of Portland, Oregon, United States. The commuter service itself is small and simple, being only one route with just five stations served... But it shares tracks with a freight railroad! It's your job to juggle the two commuter trains in an ocean of freights on an odd track layout. Make sure to pay attention! Some trains may need special maneuvers...
Oh, and did I mention it's our longest timetable map yet? Clocking in at one hour and thirty minutes, you'll need to stay on top of everything more so than usual! There may be far less trains than usual with only 17 for the entire duration of the level, but that doesn't mean you can slack off!
Meanwhile, our new Endless map sits on the other side of the Pacific ocean: Osaka! Japan's rail network is unmatched when compared to the rest of the world, with trains running like clockwork; Even a delay of only a few seconds can be considered a late arrival or departure! While we won't hold you to that same standard of excellence, how close can you get to it when automating Osaka? Many thanks to the Japanese community who gave feedback on this map while it was being made! We got tons of support and insight on how to represent Osaka while also making a fun gameplay experience, and the map wouldn't look anywhere near as good as it does now if it weren't for the community's insight!
Related changes:
WES timetable map
Osaka endless map
Quality of Life
We constantly strive to provide the best possible user experience for our players. Here is a list of what we did for 1.2:
Display tunnel connector and price during building
Explaining text displayed when not possible to bulldoze a signal because one of connections is not free
Maps can be unsubscribed from Workshop ingame
Show upcoming trains on the overview when no trains to dispatch
Research item that raises switch speed limit
Trains UI panel is no longer being highlighted (dose not require attention) when stop at queued auto signal
TrainVisits in station panel in editor are now clickable same as playmode
When mouse on queued auto signal it will highlight the first destination track
When TimeTable panel is maximized in the Editor, the station panel will be moved to the left of it instead of being disappeared
Zoom on active station when starting endless map
Cleaned up offered contracts UI
Localizations
Music tracks are streamed - much faster map loading, much lower RAM usage
Sensor detail - signal selecting auto-activated if signal is not linked yet to save click
Text size increased in whole game
Train arrival sound muted for now
Train will now reverse if stopped and the game is paused
Update overview table less often to increase the performance
Things That Belong Nowhere
We work on Rail Route first and then compile a blog post that summarizes them in some more- or less-organized way. The byproduct of this approach is that we did changes that do not belong to any of the boxes. We learned how to live with this kind of chaos:
Add VSync toggle in Options
Added animated text on the transition screen
Help translate button in the Options
Simple background of loader scene
Do not auto-unlock Faster Switches upgrade for timetable maps saved in versions before 1.2.0 (faster switches => faster trains => unwanted impact on map difficulty / challenge)
Game icon improved
News section in Menu
Remove all screenshots when removing the map
Unity Localization package has been upgraded
Work in progress text on Loader
The Oldest Bug Fixed
A curiosity for the geeks: the upcoming version contains a fix:
FIX: Time was erroneously truncated to milliseconds each tick what caused large (5 %) errors when running on normal speed.
We traced the bug to its origin and found: NEW: TrainController – spawning, moving deleting trains Miso Oprendek 20. 10. 2017 15:17
Do not mistake the year – it is four years old! Rail Route starts to be a persistent topic in our lives... while still being and surprising adventure every day! The bug caused the trains to be slower (arriving seconds later) when running the game at 25×. They were correctly and equivalently fast on both speeds, but the game time accumulated slower at 1× because time step fractions were truncated.
On top of that, we solved a lot of issues:
FIX: A loop could be built by using a switch causing trains to become stuck
FIX: Active contracts UI filter options size and color were different
Spider themed art set (Spiders, spider eggs, health crystals)
Added new forest art sets (thin deciduous, ancient ruins, abandoned graveyard, thin conifer)
Stealth Mode: an option for all difficulty levels that provides a very different gameplay experience. Here a few key points about Stealth Mode
The enemies have hearing and vision.
Hearing is mostly a factor of movement (especially movement speed).
Vision is mostly affected by whether you are crouching (which is new) and whether you are hiding in bushes (also new).
You have a new stealth icon on your HUD that indicates how visible you are to the enemies. The size and color of the icon give you a clue as what's happening.
Of course, if you have your light on...they will see you unless you're on the opposite side of the map, then...maybe...
The enemies have a new "suspicious" state where they sense something but don't know exactly where it is, so they go looking in the general vicinity of where they last heard/saw something. It's possible to hide (in bushes, crouching and not moving) as they pass RIGHT by you...but that doesn't always work.
There are no health potions in Stealth Mode. At all.
You don't lose health in Stealth Mode unless you're hit by an enemy or your sprinting (sprinting costs less health than it does in other modes).
Obviously, you cannot do Stealth Mode Deathruns...they are pretty much the opposite of each other.
Stealth Mode high scores are stored separately (example, Easy - Easy Stealth - Medium - Medium Stealth, etc)
Picking up treasures (or smashing spider eggs!) will cause noise that could attract enemies!
Fixes:
Moved enemy spawning farther from player at start of game
Fixed several ambient sound issues
Fixed issue with enemy detection of player in certain situations in Nightmare difficulty
Fixed attack sound not playing correct variations as intended
Fixed issue with foliage spawner
Fixed collision issue with one of the bush models
Fixed rare issue with art set selection not loading correctly from saved preferences
Fixed rare save file versioning issue
Fixed very rare issue with tree overspawning
Fixed very rare AI issue where enemies would run in circles instead of circling around player on Nightmare difficulty
Improvements
Improvements to input smoothing for low end systems
Improvements to lighting on chests for low end systems
Added game version to score, stats and main menu screens