This one has been inwork for 12 days now, and it has 9300 words (29 printed pages) of release notes. Uh... enjoy?
So what's happening here, broadly?
Well, there's a lot of bugfixing and quality of life stuff, for sure. Just all, all over the place. This is bringing us a lot closer to being able to come back off the beta branch, and more immediately to stop breaking savegames with new builds. We aren't quite there on that last point, as I have some more to do tomorrow that will probably break saves. But we'll be moving back to our usual policy of "every save is supposed to work forever into the future" within this week.
There's a new Chaotic map type that has been added to DLC1 by tom.prince, and it's a really cool one. Going along with the Classic map that Badger added to DLC1, our first DLC that had no maps now has two awesome ones right next to each other.
If you don't have DLC2, then Ark and Golem balance is now much better. If you do have DLC2, it's basically the same as you've been used to. It just wasn't meant to be exclusive to DLC2, that was an oopsie.
LOTS of work has gone into the "player types" system, and there are now at the very least stubs for each of the player types that we intend to have for the base game and DLCs 1 and 3 (DLC2 has no player types planned at this time).
The Necromancer Empire is a way of playing necromancer all by yourself in DLC3, and it's not fully ready for prime time testing yet, but it's getting close. By the end of this week is the goal. The Necromancer Sidekick is only for multiplayer, and is basically when a non-imperial necromancer teams up with another player. That's also basically ready to go, though multiplayer on beta is not.
The Ark Empire in DLC1 is a really cool new thing that's also a throwback to our earliest alpha versions and the kickstarter design for this game. It works mostly like a regular empire, except you start out in an Ark (randomly or directly chosen) with a fleet (that is somewhat build-your-own but with restrictions) and no home on the map. Fight for a home, settle in, and then the rest of the game is more familiar. But your ark is both militarily significant as well as your "king" -- if it dies, you lose.
I'm going to have a hard time choosing between necro and ark empires, personally, and figure I'll be bouncing between the two of those. No more regular empires for me for a while.
The spire-infused empire is another DLC1 player type that is just a stub for now, more coming soon. Same for the Suzerain player type in DLC3. A new spectator player type for the base game is fully ready to go.
Map generation in the lobby is a lot more smooth, and/or shows you the progress of its work if it's a really slow map. In general it feels way smoother, and no longer freezes your UI.
And just... wow so many bugfixes and quality of life tweaks. I know I mentioned that in the first line or so, but it's literally pages and pages of those things. Major thanks to Badger and tom.prince in particular, and also SirLimbo. Oh, and SirLimbo has been continuing his work on the Brutal Guardians feature for DLC3, too. Very cool stuff.
This release was particularly slow in coming because I didn't want to have too many player types in there half-finished. But at least those that are that way are clearly marked now, and in general they are all coming right along.
Devil's Deck is a seedling watered by our painstaking efforts for many years. We hope it can grow into a towering tree. We won't give it up.
Based on some other considerations, it needs to temporarily close the store for about 3 months.
It is planned to reopen the store in March 2022, and then it will be officially launched.
It will maintain a normal update rhythm in the future.The reason why we didn't update in the past two years was that there were too many updates. As long as we update, we need to clear the original archive. Have fun playing games!
We would like to inform everyone that the emergency server maintenance is over and servers are now up and running. Our team has already fixed the issue in the Normal Dice expiration date.
We would like to thank everyone for their never-ending understanding and support. Compensation will be sent to your in-game mailbox.
As some of you may have heard on our recent live streams, we are actively working on an update for SimAirport!!
We've talked about it on our last few streams & we have discussed it quite a bit on Discord (be sure to join!) -- but we wanted to make sure everyone was aware, hence the post today! :)
Timeline: Holidays 2021
The plan for this update is going to primarily be fixes, though (as many of you who know us can likely guess) we'll be doing our best to sneak in some quality-of-life improvements and enhancements as well. :)
Specifically, we'll be addressing several issues that have come up over the last year or so, and adding some better contextual guidance for some of the more advanced things that we've heard struggles with. We've also got some performance improvements lined up, along with some changes that we expect will help new players tremendously while also making life simpler for existing players, too.
We're working on getting this patch out to everyone by the end of December -- right around the holidays -- with edge deploys to begin rolling out in the upcoming days!
Thanks for your patience while we've been working on SimCasino -- we're truly privileged to have such an amazing, dedicated, and awesome community -- working with all of you has and continues to be amazing, and we look forward to continuing to ship new stuff out for SimAirport again very soon!
As always, if you have any questions be sure to let us know, either here, on discord, during a live-stream, or wherever you'd like to contact us!
In order to bring players a better EA version content and experience, we urgently optimized and polished the details of the game.
After careful discussion, we decided to postpone the release of "Calamity Eliminator" to December 15, 2021. We are deeply sorry for this: The production team offers our most sincere apology to all players, and thanks to the players for their understanding and support.
On December 11th and 12th this year, IT is my great honor to participate in the Shanghai WEPLAY Cultural Exhibition as Indieplay's finalists for best Student works. I will bring the DEMO at Booth N43 in Indieplay's independent Games exhibition area (about the middle position) ~ Everyone is welcome to come and try out the latest content of the game and I will share some information about the future of the game.
The way Event Gates work when linked to a Yoke (like the old "Hotkey gate") has been improved. This will allow a more versatile approach to fire weapon systems allowing for smoother integration of upcoming gameplay elements (repair, mining, scavenging).
It is now possible to use hotkey 1-9 as Fire group:
You will still use Main Fire or Secondary Fire to shoot but can choose which weapon group will be active by toggling them on/off with their respective hotkey.
It is possible to set a Fire Group to be exclusive (ie it will toggle off all other groups when activated)
It is still possible to fire a weapon with hotkey 1-9.
New HUD elements have been added for each hotkey (can be toggled off).
HUD element display name can be customized.
HUD elements can be hiden or their display order can be tweaked
Other changes: A safe zone of 4km around stations was implemented. Pirates and auto-fire turrets wont attack inside the safe zone.
Community Suggestion: #4296 Material removal will get back to steel
Hotfixes:
#4276 #4288 Surface heat computation has been reversed to the old (wrong) way to ensure blueprint compatibility
#4299 Bevel collisions incorrect
#4286 #4284 Pasted Mechanism top part is orphaned
#4295 Light brick glow is too strong to see actual color
#4237 Exporting blueprint now clears docked entity info
#4299 Repair End Mission message does not display long enough
Thank you to those of you who have been reporting bugs and helping us track down issues - and allowing us to continue improving SimCasino! Based on community reports were able to track down an issue with the math behind slot game odds, specifically with how often gamblers can win the Jackpot.
Tonight's Patch - Slot Machine Odds Fix Tonight’s patch fixes the problem so that slot machines, especially lower-denomination slot machine configurations, are able to be profitable -- and function as they were intended to & as you'd expect them to.
We've also tweaked the 'gambler confidence' system a bit: $1 slots will now generally be played by most all casino patrons, allowing for a wider range of patrons to potentially play your slot games. The default settings for slot machines have also been adjusted (increased) in alignment with these changes & the fix above. The overall result is that default slots (i.e. upon placing a slot machine without changing any of the settings) will now be profitable & have positive expected value / ROI, which is what we intended & as you'd generally expect.
Existing saves with 'default' slot machine settings will also be updated automatically -- this will happen once, as soon as you load your save in the latest version, and from there you'll be able to alter settings (i.e. back to the 'old defaults') as desired.
Upcoming: More Gaming Data / Insights We've realized that there's a sorely missing element of "insight" / data / reporting for gaming machines & table games, and the fact that the above issues made it to release really underscored the need to make improvements here. We're currently working on an update that will include additional 'gaming-related' data & reporting, so you will able to better follow, visualize and understand your casino floor. You'll be able to quantify what machines are getting played, how much money is being gambled ('total handle' in industry jargon), and really understand how profitable any given space is on your casino floor, and then be able to use that information to tweak your setup for maximum value & ROI.
As always, thank you for your dedication and help in identifying & fixing issues -- and even just for chatting with us & supporting us in general - we appreciate it very much!