Tunguska: The Visitation - Enhanced Edition - Rotorist
- Added 1280x960 resolution - Added a game option for windowed mode - Added a game option for background music volume - Fixed a bug that keeps bloom effect off all the time - Fixed a script bug that prevents portal to Station 11 from being unlocked by Sidor - Adjusted the rifle aim-down-sight animation so the character holds the rifle higher, which helps with situations where the cover is too high
Underlight will be undergoing a re-tooling process for two weeks. What does this mean? Between November 20th, and December 1st, the Underlight game server will be inaccessible. The website, forums, and wiki will still be available.
The GMs will take this time to put together new role-plays and story lines, as part of our internal reset (no, not a character wipe, calm down!). Moreover, December 1st will be UL v3.1.15's release date. We will drop the release notes a day before re-tooling concludes. We realize this will be a long time-frame to have UL offline, which is why we will have our Steam store page's "Play / Install" button removed during the duration.
If you have any concerns or questions, you know where to find us:
We are happy to announce that XANDO: Xtreme & Over the Top will be entering full release next Sunday, 11/21/2021, in the evening. At release, the price of the game will increase from $1.99 to $3.99 for those who have not yet purchased it. New features coming to the full release version are a story mode, achievements, and an unlockable character with their own deck. We hope you are as excited as we are!
I originally set the steam release date to Dec. 2021. This was pretty early in development and truly I had no idea how long the game would take. Since I'm working on this game part time while doing a full time job I realized I needed more time and it wouldn't be ready on Dec. 2021. So I'm setting to "Early 2022" for now.
I want this game to be fun and live up to it's promise to players! Send good vibes!
And join the discord if you wanna talk about the game or playtest early builds! https://discord.gg/9rmR99qaGu (I just added switches!)
Hey everybody! With the last patch (0.7.1) we changed some of the multiplayer procedures trying to reduce the unexpected user disconnects in coop games. Some users have reported disconnects when changing scenes that take too long to load, this hotfix is focused on removing this unexpected behaviour. If you have been suffering this kind of issues and this patch helped with it, please tell us, on the other hand if you are still suffering unexpected disconnections, don't forget to report it to us too!
As usual, thank you so much for your help, reports and suggestions!
Did you know we are porting this mod to Unreal Engine? You can follow its development on our website, https://www.empiresmod.com
Changelog:
Bug fixes
Fixed a bug on Linux servers which caused vehicles to be able to aim beyond the intended cannon pitch angle restrictions. (You could aim down inside your own tank and self-damage the tank)
Fixed a bug involving tank cannon shells getting stuck floating in the air when colliding with the tank that fired it. Although this doesn't happen often the issue was brought up recently with the above issue on Linux servers.
Fixed a problem involving map-edge grid textures not displaying correctly on lower texture settings.
Fixed a bug where unbuilt buildings would flash as the team color instead of it's intended yellow color when damaged.
Fixed an issue where the emp_resource_point entity was no longer firing it's outputs when intended. (Used by level designers
OnNFBuilt/OnImpBuilt OnEnable/OnDisable are now working as intended)
These are often used to control when smoke should appear, so fixing this may help improve FPS in some situations.
Fixed an bug causing vehicle steering values to change when recustomizing on a repair station.
Fixed a few issues where Salvo Missiles would not fire their full volley and fixed another issue where they could fire unexpectedly. (For example: When the wrong attack key was pressed.)
Miscellaneous changes
Projectiles are now excluded from explosion damage hit detection. This is simply to ensure that explosion damage doesn't get lowered/blocked by shells/missiles/grenades.
Missiles no longer have health; previously missiles could be exploded by taking damage from explosions. Although this might seem like an interesting feature, it has never been the same for cannon shells and it causes some balancing issues.
Script/Game Balance
Vehicle Weapons
Cannons
Reduced Recoil a little bit for High-Explosive and Plasma.
As a follow up to the Deepwater Concept Art we published last week, today we'd like to share pieces of the Siren concept art. Check them out if you enjoy seeing our artists' work.
The following artworks were created by Seung Gue Lee, Ryan McQuarters and Timothy Albano.
Added rain request to the summoning stone Added more achievements Added brussel sprouts crop Added carrot crop Added grass seeds Added vendor system to Draupnir Added game version authentication (players can now only join servers that are on the same game version as them) Added gfx settings for clouds and aurora Added Aurora to the sky in winter (synchronised over the network) Added volumetric clouds to the sky (synchronised over the network) Added new scythe model Added new watering can model Added new shovel model Added new pickaxe model Added new axe model Added item placement sounds Added ambient sounds to mines Added sounds for tools Added clothing system Added single-use sleeping bag Added Milkyway projection to the night sky
Fixes
Fixed blue light when jumping in mines
Updates and other changes
Updated atmospheric scattering solution (https://github.com/Fewes/MinimalAtmosphere) Updated footstep sounds Updated footsteps to be networked Updated menu background Updated give command to take stack size to give Updated all items (except for torches) to be unable to be placed in the mines