- Changed the way you eat fireflies. You now need to attack once per firefly eaten. - Fixed mana sword damage not working - Fixed ending storypoint not activating - Fixed villagers not giving xp
Right-Click Shooting Not Working Bug Fix: 1. Right click shooting was working in unity but not in build (I don't know how I missed that in testing sorry) it is now fixed. 2. Red Eye "Glow" now fixed on easy mode
Three days ago The Chronicles Of Myrtana was released, and we have to admit that we didn't expect for a moment such a response and such a good reception! At the time of writing this post, the rating on Steam is "overwhelmingly positive" (98%) with almost 1400 votes, and at its peak the game was played by almost 10,000 people (on Steam alone).
We are also proud to announce that we have been nominated for the prestigious 'Mod of the Year 2021' award on the Moddb platform and are currently second among the most popular mods! If you like the Chronicles, we would be very grateful to you for voting for us. We believe that with your help, anything is possible!
We would also like to thank all the people who were in any way involved in the creation of The Chronicles of Myrtana. This project would never see the light if not for the commitment and dedication of dozens of people, who often have never even been involved in modding. If we were to list everyone here, this post would go on forever, but we are grateful for all the help and good words we have received along the way.
At the same time, we are aware of the problems that some of you have encountered. We are currently working on fixing all the bugs you send us. The smaller ones have been fixed in minor patches, but a bigger patch should be released in the near future. Rest assured, though, that you will be able to continue the game regardless.
Many of you have been asking how you can support or help us. Just a reminder - any financial support goes only to the maintenance of the servers. None of the team members receive any remuneration for working on the modification. The biggest reward and support for us is your positive feedback on the game and the fact that every day you sit down to it with such an enthusiasm!
Removed code for upgrading from pre-1.6.2 versions.
Fixed CTD, caused by the Slowdown effect, attempting to run on non-actors (Ice Spike, Psychosis), reported by OverDev.
Fixed inability to talk to Jespar in Every Day Like the Last, Part II, if player arrives to the roof before him. Fixed force-greeting with a generic line.
Fixed possible music disappearing and weather getting stuck after The Voice from the Water.
Fixed mud elementals and trolls fleeing from enemies.
Fixed hitboxes of the Burned Flesh and Father.
Fixed the Burned Flesh not attacking the player.
Fixed inability to lure Maxus to dinner with Aurora after talking to another NPC.
Fixed Jespar not following player in the beginning of "The Word of the Dead".
Fixed Yaela getting stuck in front of the Starling tablet with directions, when the scouting party has weapons out.
Fixed the Strengthen Apparition spell not being applied to summoned creatures (regression since 2.0.8, reported by reee).
Fixed map marker to Old Sotyris in "Hidden in the Puzzle".
Fixed Calia not equipping her sword correctly in the Forbidden Tunnel.
Restored revised book texts, overridden by old editions in FS.esm at some point before the final LE patch.
Starling Bird is now marked essential instead of protected, it can't be killed anymore.
Yero's diaries can be turned in before visiting Alfrid first.
Yero's Powerful Mud Elemental no longer respawns, supplying unlimited amount of Yero's Last Words.
Revised costs of equipment spectralizing. Spell costs now directly correlate to their magicka costs. Increased importance of base damage and tempering for weapons.
Quest objectives in the Elixir automatically marked as completed when required quantity is collected (reported by 0570). Refactored ingredient tracking, removed scripts from the elixir ingredients.
Disabled respawning of ore veins, world-placed items in uninhabited locations, and valuable items in inhabited locations.
Changed a pit fighter's package in the Dust Pit to sandboxing, so he doesn't stand on Yuslan's path, forcing him to teleport.
Ryneus now wears his amulet.
Added the "Don't Havok Settle" flag to all world-placed books.
Fixed incorrectly loading ground textures in front of the Abandoned Temple.
Map lighting no longer depends on the time of the day.
Fixed the intro track getting stuck between game loads.
Made Tiwon protected to prevent his accidental death before finishing his quest.
Improved NPC sandboxing in Ark Market. Fixed idle markers sinking into the ground.
Significantly reduced repetitive idle chatting of NPCs.
Fixed Varnhvar's sleeping package pointing to an already occupied bed.
Fixed invalid ragdoll data of multiple corpses and skeletons causing them to stalk the player.
Converted root node of 27 tree models from BSFadeNode to BSLeafAnimNode. This will get rid of the warnings in the Creation Kit.
Fixed the explanation scene getting stuck if Tealor is not on his marker.
Fixed Papyrus out-of-bounds errors due to non-matching count of keepers and quest aliases.
Fixed the apothecarii missing during interrogation.
Fixed additional spectators never arriving to Tealor's speech.
Fixed CTD while talking to Tealor in his chamber.
gavrant:
Reworked house furnishing system, see the help message for updated controls. Controllers are now supported.
Placeable alchemy workbenches now support creating potions for The Elixir and Cuthbert's Legacy.
Allowed werewolf transformation and apparitions in inhabited locations with hostiles, like Upper Haystacks, basements on the Farmer's Coast, etc. And vice versa - disallowed them in multiple non-hostile locations in cities.
Added empty music track to the _NONE playlist, unused in Enderal, but sometimes reused in mods and causing CTD due to being empty.
Tweaked confidence and melee reach values of some creatures.
Fixed the 50% chance in the "Infiltrator: Bloodlust" perk.
Added missing Fortify Enchanting and Fortify Alchemy effects to Soul Caller.
Fixed enemies teleporting to the player after breaking free from the Arctic Wind.
Fixed Half-Aeterna characters gaining height after "Black Light, Part III".
More gradual weather switching in Ark outskirts during the siege.
Fixed visibility of Nehrimese ships.
Sound volume of Koppophone can be set to 25%. It no longer stops all music in the game, when muted.
Fixed an exploit, allowing health regeneration of apparitions in combat.
Fixed headtracking of werewolf apparitions.
Fixed pipe smoking, sometimes starting on reading some receipts and opening some containers.
Fixed melee buffs sometimes not applying correctly.
Draft Day Sports: Pro Basketball 2022 - wolverinestudios
- fixed issue with MP leagues and FA export data for promises - fixed issue where wrong coach clothing outfit would show on coach offseason FA page and coach card - fixed issue where box score link was shown in error on player card during the summer prior to summer games - fixed issue on setting sub matrix by minutes for summer league team where it was only bringing up main roster - adjustments to player ratings
The fire blob is as dangerous as it's handy. It's often used by cooks to heat ovens or in factories to melt metal. It's also highly popular among trainers! With its powerful fire attacks, you'll quickly have an upper hand in battle.
Achievements are here for all OS's (Win/Mac/Linux) :) Hopefully the narrative ones (and other UI adjustments) give players a better sense when storylines are complete, and the gameplay ones give players some fun goals and new ways to play.
So many thanks to:
All who submitted the 600+ achievement ideas! Especially T3cube, NoDontDoThat101, and biohazard001380 - who had their ideas chosen :)
All those that suggested names, many of which we chose!
Finally, thanks to Jude for 16 really amazing achievement icons (I wish they were displayed at full rez so players could see the scanlines better!)
The update should be automatic. You'll know you've gotten it when you see v1.202 in the bottom right corner of the Main Menu (Duskers Boot Utility).
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v1.202]" at the beginning of the title (please include your OS in the post).
(WARNING: Some changes could act oddly if you're in the middle of a run. This doesn't seem extremely likely, but if you are in the middle of a run and aren't willing to risk starting a new one, you may want to switch to the "Past" branch till your run is ended, or see THIS post)
Please let us know your thoughts/feedback on any of these things below (possible spoilers)!
This past week I took on the challenge of reworking the games conveyor belts. The old conveyors were more of less a quick and dirty implementation of the feature that did what they needed to do given where the game’s development was. As things have progressed, they have become increasingly in need of an overhaul. So, while a good portion of the code could be reused, I went back to the drawing board, literally I got out the old white board, and laid out what I wanted from them. Not all the features I want made it into this first build of course, but they were planned for and designed around as best I could.
The biggest change is that conveyors are no longer a 2x2x2 and now only occupy a single grid space. While this change does make it feel like they are too small at first the possibilities that it opens up are massive for building. This also allowed (and required) for items to have their size reduced by half making them much more reasonable proportion wise as well as manageable. Conveyors now are limited to a single input from the three options (back, right, left). They will search for other conveyors that have their output set to one of their inputs as well as buildings that have inventories they can extract from (i.e., chests). An ability to override this and set its input direction manually will come in a later build. This has the added benefit that when the conveyor has an input defined to the side it can adapt itself to being a right or left turn with its own model and have items animate the turn as they move.
Here is a little preview of what the new conveyors look like taken directly from this week’s build. Please be aware that with the size change old saves that have any conveyors in them will likely break.
Conveyor ramps have yet to be updated so they have been disabled for now but the new code and size reduction should make them far less problematic this time around.
Engineer Alpha Changelog v0.1.9 • Updated Manual crafting table UI • Reduced the rate at which Labs consume parts by a factor of 5 • Increased player observation range to 8 meters • Added an error message if an object is too far away to be reached • The tech tree now remembers your scroll location within a single play session • Added range indicator when an object is observed with text color change if out of range • Potato seeds can now be crafted from the start of the game, place them in a patch of dirt and a potato plant will grow. This will likely move into a farming tech eventually. • Conveyor belts have been reworked! Conveyor belts now only take up a 1x1 block space so if you are updating, please remove any that are built in your world. • Conveyor ramps have been disabled temporarily. They are still a work in progress and will be reenabled soon. • Items on conveyors now correctly animate corners. • Most character action controls can now be rebound from the controls menu. • Added a search bar to the Cheat menu