Features • An Option to check for new 2K Launcher Updates - In the Application Settings, click on "Check for Updates" which will get a new update if available. Please note, the 2K Launcher will need a restart to apply the update. • 2K Launcher is using the new 2K Logo • Added trouble-shooting to clear cache by pressing key 'c' during app loading
Bug-Fixes • Launcher app files are not being extracted to %LocalAppData%\T2GP Launcher • Fixed Missing 2K icon on the Launcher window fixed in the Alt-Tab overlay and taskbar • Fixed Incorrect string translations in Error Reporter • Game play is now fixed using Steam Streaming mod launch
Happy holidays starchasers! It’s the Wintery times, when the red liquid in the thermometer that mommy says you shouldn’t drink drops to a pinprick of nothingness and ninety tons of white pain descends from the sky to ruin your plans to wash your car and freeze your knuckles until they bleed.
In other words, it’s the perfect time to sit inside, mope about, and get a HUGE amount of progress done! Actual work. You know, content and stuff. I could talk about all the things that got done and the current state of all those things here, but I’d rather cover them in each individual section. Let’s get to it!
Last month I talked briefly about adding detail to star systems. Not points of interest, bosses, or quests, but the little things that add that much needed quality that Skyrim modders sometimes call “immersion”. This month, EVERY single star system has reached its goal for detailing! That’s right, EVERY single one. But what does that mean?
It means hazards around the wreck of every large ship (and mechanics for them). Asteroid miners and big asteroids in asteroid fields. Ships in every shipyard and billboards along most every highway. Subtle rotational effects on planets!
I’ve also been going back over systems and changing lighting, placements of planets and spawning bubbles to help traffic flow better, or make the lighting from stars less intense.
These redoes will be a thing constantly being done during development as places seem to flow or don’t look quite right. It’s one of those ongoing processes.
Vignettes and Points of Interest
Another massive milestone this month was that every single point of interest had its first draft finished! Some are missing textures or the mechanics aren’t quite where they need to be, but you can now see and view every single one in game.
For example, this time traveling spaceship. Loot its innards for bigtime loot, but don’t get caught in the various warps!
Or the famed Curshian Death Cube. What secrets lie beyond its deadly six sides? We can only wonder.
But we can’t forget about those naturally occurring vignettes too. Hidden coral forests, lost groves of space amber, huge snaking rock spires, and mushroom forests. Who doesn’t like space mushrooms really?
And much much more!
So, rejoice starchasers. This is a major milestone for the game, and just an example of how much closer we’ve finally gotten to releasing the game.
Campaign and Quest Work
For this month’s campaign work, I blocked out and added a lot of content to the non-unique, non-campaign systems. Those moments, areas, and setpieces that involve them, you know? Be warned, there’s spoilers ahead here!
Quests got a lot of mechanical work done to them. I adjusted how shields work for certain quests, allowed text to parse itself and display data about stats and global variables, and moved around a few old demo quests to new locations, rewriting them appropriately.
Expect to see more work done on quests in the coming months!
Various Other Improvements
Of course, lots of other things are happening as well. You can now customize your character and buy clothes for them, for example. Just be wary, because NPCs and other station interactables can now have restrictions set on them!
Combat lines have been improved, you won’t see chatter as frequently anymore, and it’s been separated out into defensive and offensive lines respectively.
And finally, I’ve made sure to fix up and improve the effects of legendary ships found in stormed areas. For example, this overloaded fighter, whose ship becomes a ticking time bomb that will rip open a rift if not destroyed fast enough (and offers excellent loot to those who manage to do so).
Assetwork
Not too much to say about assets this month. Mostly it was about finishing up the models for various vignettes, or wrecking pre-existing assets for areas where pre-existing assets needed wrecked variants. But we also have a space train! A TRUE space train, in fact.
That’s all for this month folks, Happy Holidays, and check back next month for our yearly overview.
Hi there everybody! It's been a while since the game was released, lots of stuff happened. The game is now available on some Android consoles and we're impoved the Steam controller support.
Also, we're going to test it on Steam deck as soon as we have it! But, no any problems with Steam deck expected.
Some minor fixes were done on some levels; also Chinese translations are now better. Cheers!
This is probably one of my last update before the public release (out of beta).
So what can you expect in this (supra !) update ?
- New game mode : Brick Breaker break the bricks to get bonuses... or maluses !
- New ball type : Jokari It is attracted to the middle of the arena
- AI racquets can now use spells and ball effects. They will only use spells if they are above difficulty 1
- Optimisations here and there
Changes (and improvements) : - the boss is now 25% smaller so the balls will touch him less often (it doesn't make him hard to miss) - improved the ice trail when a ball is frozen - pause screen background is now darkened - added some effects when you use a spell or at the end of its cooldown - bumper angles height has been decreased by 40%. It is now easier to catch the ball before them and they take less space in the arena. Also their angle has been changed, they will less often send the ball to goal on the side where they stand and it also prevent them to inifinitely send a ball between them until a player or another element changes the direction of the ball.
fixes : - the barrier spell now use the right sprite in 3 and 6 players mode - the xp blue racquet in the menu and score screen is no longer inverted - any player can now pause the game by pressing start with gamepads - the bomb ball no longer continue to decrease its timer if it goals normally (without exploding) - you can no longer free yourself sooner from ice - you can no longer pause the game after the final goal - improved and fixed the maluses anouncement in chaos - pause screen is no longer ugly if it was rotating when you paused (chaos game mode) - fixed some effects on the spells UI happening at a wrong location - players on the right (and ai) can no longer teleport - the player 0 can no longer leave its side - joysticks can be used on the score screen - joystick dead axis has been increased to prevent pressing down or up instead of left and right, and vice versa - fixed the spells interface in the launching menu (mouse and gamepad)
I hope you enjoy this, Suprapong has never been so good !
Hey everyone, Here's our final update of the year in time for the Holidays! We’re bringing you a couple new character customisation options and more fixes as we get ready to launch on new platforms next year!
We're also working on bringing all the dungeons onto one persistent level so that you no longer have to wait for all other players agreeing to move to a new area. This is a difficult process but we're getting there and this will help the world and game play feel drastically more natural.
Hope you have a great Christmas and a happy New Year!
Change Log for 0.4.10 • Two new hats for the Holidays • Grey Temple and Ameria Crypts modified to support Persistent World • Added models for various chest items • Updated Lock-On camera
Bug Fixes • Network improvements to Ander Ruins • Fixed Eyelash rendering for the female player characters • Fixed hat positions in multiplayer • Cutscenes now support Persistent World • Asset position changed from World Position to Local Position to support Persistent World • Portals updated to support Persistent World • Rune Tower optimisation pass • Improved Lightable Torches • Fixed progress blocking invisible wall in Ameria Crypts • Rune Tower Gems scale fixed