Thank you for a great first day of Jubilee! Since the launch (and before it), I've been watching streams of the game, and I've implemented some improvements based on what I've seen from players.
I'm happy to share with you the first update. Been working on this all day to get this out as soon as possible.
Big Updates:
Save Slots! There are now four save slots. You can change the active save slot by simply pressing left/right on the title screen.
Added a new option that will make life easier for speedrunners (it's unlocked after the first time the player reaches any ending).
Small Updates:
Added an extra checkpoint in Skylantis.
Shift key can now be used to jump.
Fixed a bug in the shrine menu, now correctly displays the current zone's gem information when your cursor is on the "return" button.
Adjusted Kjalstar's position and hitbox (the NPC near the bayou entrance) so he doesn't get in the way of a jump.
Fixed a bug that potentially locked up the endgame "return to world" screen.
Subtly changed the color of the death-warning signs, hopefully they blend into the background better and look less like platforms.
This update shouldn't break anything, even though the new save slots are a significant addition. If you have any problems or find any errors with the update, send me a message on twitter. Thank you!
3) Happy Hour event(When you stay at the server at this time, you will get rewards) - 18:30 : 1st Gacha Ticket(1EA) - 19:30 : Free pass (1 hour) - 20:30 : 2nd Gacha Ticket(1EA)
.increased Joystick support .added buff value display .Added the Choice difficulty of the game .Improved the interface and game effect .Fixed other errors
Hi! To my great regret, not all players were able to get from the game positive. The reason for this are some problems with the localization of the game. I am sincerely sorry if you saw that the game supports your native language, but you were disappointed in the game. This update should fix that problem.
List of changes:
Fixes problems with in-game localization.
Language selection in the settings menu.
Visual improvement of the main character's house.
Small changes related to the player's progression through the story.
If you find problems, please report them to the game's community. Thank you!
Hey, Bikers! We are constantly fighting and improving! We also have some build with cool features in internal testing...but we'll talk about that on another occasion. In the meantime, check out what we have introduced in the new update.
1.0.26 changelog:
[SAVES] Fixed an issue with save loading
[Russian] fixed some translations and text scaling issues
[Localization] Fixed issues with some missing translations
[Camera] Fixed some issues with camera movement when disassembling
[UI] Fixed an issue with shopping list being on top of side inventory
[UI] Fixed an issue where radial menu text is poorly visible
[UI] Fixed part tier text being cutout in inventory item in the corner of the screen
[UI] Added a shadow backdrop under tooltip text so it's more visible
[UI] Fixed an issue where quest text was to small to read
[UI] Fixed an issue where Part Preview was staying on top of the UI
[UI] Quests objectives are now sorted
[UI] Fixed an issue with dynometer button state.
[Motorcycles] Fixed wrong relations in Motorcycles, according to community opinions.
[Motorcycles] Fixed a bug with uninteractable Roverson saddle.
[Motorcycles] Fixed an issue where skills did not speed up oil suction and pouring
[Motorcycles] Fixed an issue where holdfast was missing from the shop
[Motorcycles] Fixed an issue where moving a motorcycle crashed the game
[Paint] Fixed issues with paint table brush sizes
[Paint] Fixed an issue where paint table had a big collider
[Tire Changer] Fixed an issue where Tire Changer was bugging the game
Fixed an issue with Sandbox Achievement
Remember that we are waiting for you all the time on our discord.
Lock 'n Load Tactical Digital: Core Game - Metcalf
- fixed a bug which was causing the AI to not ever move Leaders to help Shaken stacks - Advanced Combat Rules: vehicles with damaged components now count as "eliminated" for victory purposes - Battle Generator: fixed missing aux units for Motherland campaigns as Germany - Scenario Editor: added unit attribute LOS Event #.
This is Tibor again. We will keep updating you about the development of Subverse in this Dev Diary, but before we get to that part - please allow me to reflect upon my actions in the last few weeks.
Please accept my sincere apology for the poor communication that I have been putting forward lately. My uncareful messages offended many players. I am very sorry for offending anyone – that was not my intention. Also, the way I handled certain topics in the public domain created stress for the team. The last thing we need to do is distract our exceptionally talented, creative team from their work. As a consequence, and to take responsibility for my actions, I am stepping back from leading our software development. Do not worry, the game is in very good hands, with other senior team members filling my shoes, as we head into the next phase of development.
On a personal note, I would also like to thank all who supported me, sent me such kind messages, encouraged me on Steam, YouTube, on other various forums and in personal messages. That means a lot to me, and I am grateful for your kindness and support.
With that, please let me introduce our new communication expert - Till Eulenspiegel. Till has extensive experience in dealing with complex matters in a simple way. He is a proven problem solver. Since dealing with intimate topics is one of Till’s greatest attributes, we feel he is a good fit for a porn parody game like Subverse.
The floor is yours Till!
Till Eulenspiegel - New Community Spokesperson
To all of my new friends and fellow perverts around the globe, I wish to say Hello!!
You may call me Till, and I have been tasked by the management of StudioFOW with game production communications from here on out. I will be bringing you all sorts of exciting, spicy, and even sometimes slightly sticky news from the moist and hot center of the dev pit in which our monumental space fuck epic is conceived.
Today I bring you a new Dev Diary format for your enjoyment - you will be hearing directly from our beloved and mostly stable (mostly) team members, that are working hard on the next block of content, as they review their recent tasks and accomplishments that will soon all merge together to make our sexy kitty release something that is worthy of your fappage.
ANIMATION
Moneyshot
God kväll! As one of the senior animators at the studio, it’s my duty to use my grand wizard IK/FK rig magic to bring the waifus to life. While anyone can fill their beautifully tight orifices with monster dongs exceeding a meter in length - the important thing is to get it done with high quality befitting the studio and make their pleasure match their personalities.
Here’s a preview of the current PANDORA animation I’m working on. I’m proud to report that I spent hours today fondling the bones of this beast’s nutsack in order to achieve the “thwapping” glory for which I am known.
Although sometimes rather than hand-animate, we do rely on physics inside UE4 for the most critical of character animation, like making sure Erark’s model holds up in the wind:
Manski
Speaking of the duties of a senior animator and bringing our characters to life, I have recently been working with Moneyshot on Taron’s idles that will be used in DIS (our Dialogue Input System). Since these idles will be used throughout the game in many story sequences, we want to make sure Taron’s sassy yet timid cat girl personality shines through.
Here’s a nice lineup of her poses for you to enjoy:
And here’s an example of what happens when you encounter bugs during this process:
Yagskie
Magandang araw! Living my life like a middle-aged single dog hikkikomori gives me the time I need to dedicate to important block objectives, like creating Taron’s recruitment animation. Here you can see her, as the Captain says, “taking a rocket ride to jizz city” in his quarters.
Mendez
Currently, I am taking care of an important part of bringing more animations to PANDORA, which is called “retargeting.” This is where we take popular animations already available for other waifus and apply them to new ones. As you can see, DEMI is totally thrilled about it!
Massimo Decimo Meridio
I’ve also been working on a retarget of a popular animation we brought out in the last block.
Brunka
Let’s play a game called, “What’s in Lily’s mouth?” Tune in next block to see!
Attila von Fock
Two aliens walk into a bar. They see an android with 27 different suction settings in her holes. They are happy. Thank you.
PROGRAMMING
Hungry JJ
Although I’m our resident SHMUP expert, I’m also responsible for many of the less action-centric tasks that need to be done from block to block. For example, right now I’m getting one of the most important parts of the game assembled for our next release, which is what we call the “skeleton” of the block.
This is the framework upon which everything else stands - making sure the plot sequences and their subsequent content unlocks fire in the correct order, adding new characters, new planets, etc. It’s a lot of work, but extremely necessary to make Subverse work.
Professor BANG
As you’ve seen in other Dev Diaries, I am the one that does the majority of the animation for our grid combat models (like our good friend William Dildofingers).
This block is no exception, and I recently wrapped production on our new friends in the Imperium faction. Making the War Golem fall to pieces was very entertaining.
Now I'm finishing up Taron. Since her combat archetype is one of a thief/acrobat, she is entertaining to animate, because I can always slip in a bit of spinning and free-falling into her moveset. You'll see her jumping up and down and clawing her way through the enemies. Her tail and breasts are physically active, and her hair can move in the wind, but of course the most important thing is that she is a good addition to our team.
Mrs. Mankrik
One of my primary tasks is getting all of the new character models set up in DIS. The process requires the installation of lookat assets and facial morphs so the characters can express themselves, along with providing animation blending for the primary characters. This allows their various poses to transition smoothly, which is necessary for making plot sequences flow well - like when you meet the lead singer of Chuttphallica.
After all, if they aren’t set up correctly, embarrassing mishaps like this can occur…
Timmeh
Grid combat has been at the top of my list lately, and programming as well as balancing the Imperium units went well. Now I’m working on a new manticore that doesn’t exactly “horse around” when it comes to his role as an anti-ranged tank.
HentaiKouhai
I can’t talk about my recent tasks too much without spoiling a major upcoming boss fight, but I can reveal two things:
It’s unlike anything we’ve done in the game so far, and it’s challenging and fun
Mark-17 Pussy Pummeler
ART & MODELING
WTX
Right now I’m completing some new grid combat maps as well as completing an upgrade pass on our old ones. Other than gameplay maps, I’m responsible for creating many of the cinematic sets you see throughout the game. I recently created one for the Imperium facility you will raid with Taron.
Portsman
When I’m not busy maintaining the models or creating new ones for things like side quests, I make sexy bikinis for the waifus to be used with the upcoming outfit system. My job is pretty awesome.
ErinTheSketchy
Right now I’m going down the list of required assets for this block, such as the new character ability icons. I’m also upgrading our old graphic assets that need a little love, such as the end of mission rank stars that will be more prominent now that replayable missions will be added to the game.
…and that’s all for this entry, my new friends!
I look forward to bringing you more Subverse news and titty screenshots in the near future.
So CERC recruits we expect to have polish in a better place and will be meeting with our community on the date linked below. We want to take a day and talk about our next steps since by now I feel everyone has had a good amount of time to guage the current implementation of factions and civilian management so I really look forward to sitting down with you folks and having an open discussion
List expected to be done by this date: * UI so its in a more polished state * Take another look at formation movements/general pathing issues * Apache targeting issues * Minor QOL changes like the air drop system * Operator abilities + more weapons general polish
Windows 7 Support will be ending soon when we update to 4.27 of the Engine Build. We will archive the last stable build for windows 7 for a year after the official update. The windows 7 build will not receive updates/and we will give very basic support
So if your on Windows 7 we highly recommend updating your OS in the future as our engine provider Epic Games has also started to remove dependencies and other runtimes that are needed for the game to run properly.
Fixed up Grenade damage-dealing logic after Operator revamp: No longer zeroes out damage against most targets
No longer overrides non-Operator grenades to be limited to a low max speed (prevented grenade launcher from working correctly)
No longer crashes when Grenade Launcher is being used
No longer crashes from White Phosphorus use
If the grenade has friendly fire disabled, it now will respect that instead of still hitting allies
Prevented all grenades from having a hard-coded explosion radius - now the inner, outer, and falloff is customizable per-grenade
Removed the old civilian registry widget (from way long ago)
Hooked up the new 'Degarrison Selection Widget':
When you have only a single garrisonable vehicle selected and issue a 'degarrison' command, a list will pop up to the left of the Command Window to let you select who to keep and who to remove. Pressing 'degarrison' again with the menu open will confirm the settings. By default, it will have all units selected, so if you double-tap degarrison it'll just dump them like before.
The first click will deselect all units except the one you clicked on - further clicks will just toggle.
The list won't appear if you have more than one garrisonable vehicle selected.
If you do this to a helicopter, you have to click into the world like before OR tap the button again while your mouse is in a good position to fast-rope, though you can click on the list widget to toggle entries too
Quick fix to previous commit to fix bug where an empty degarrison list (if you made it empty for some reason) would just cancel the command
[/olist]
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management in the next 2 weeks
Open World V2 is now being beta tested try it out by starting a new game
UI Changes W.I.P's (Being worked on for the 2 week polish period amongst path finding and other Misc bugs) [/url]
Launcher will be slimed down in the future to only help launching the game in other graphics mode TBA
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! ːWinterSmileː
Added - Brick and cinder physics for penetration system Added - Brick impact effect Added - NTW-20 Sniper Added - FAB shotgun Added - SM4 Pistol
Fixed - Dp28 randomly ejecting in the wrong direction Fixed - Slugs getting stuck on descent starting door Fixed - Player being able to use ledges to wall clip Fixed - Double action revolvers not always firing Fixed - AI getting stuck in walls in Red Flag Fixed - SM4 cloner model having slight tilt Fixed - Minion sharks not swimming properly Fixed - Minion sharks not attacking player
Changed - Audio setup for all zombies to be more spatial Changed - Wind audio in 80s outbreak to be more spatial Changed - Burning ember title position so its not behind menu Changed - Western range to be more performant Changed - 80s outbreak to be more performant Changed - Killhouse to be more performant Changed - Red Flag to be more performant
Improved - Lever action movement
--Experimental Notes--
Added - 9mm hollow point Added - Hollow points and AP rounds now inflict bleeding status effect Added - SM4 50 round ammo mod Added - 12 gauge ammo mods to all shotguns
Fixed - Attachment machine not displaying Mod names Fixed - 12Guage ammo mods using wrong render model
Changed - Zodiac to be more responsive to player input Changed - Ocean in dev sandbox to have less rough water Changed - Add/Remove 25 meter button in dev sandbox to 10 meters