Most likely the last update of the year, Happy Holidays and everybody try not to go broke this go 'round!
Additions
There are now four unique food items in the game. They are all plastic and inedible. Simply hold onto them in your pack (i.e. like a charm in Diablo 2) you will gain some pretty great effects. The tradeoff is less inventory space so it'll help introduce some more strategy to boot. You can rarely win them as rewards for clearing an area, as drops off certain enemies, or even possibly find them in crates. In the rare chance you happen to get more than one of the same type the effects do not stack, so feel free to scrap it for some extra cash.
New icicles in the prison area. They're there for.. ambiance, I suppose!
Prison cells can have hay piles in them, they can be searched and occasionally reward a small amount of money. I'll probably do more with these later down the road.
Added "oh noes!" faces to the 'delete old game?' screen
Added another 12 slots / 1 row to the item log screen for future expansion. Oooooo!
Changes
Four potions have been reworked so that they're easier to make: Blue, Orange, Purple, & Crimson. Ingredients were either taken away or changed to something more commonly found (or found earlier in the game). This should be a big help for you aspiring brewers out there. The potion brewing lists have been updated with this new information.
Item change: The XGA Shield will now damage enemies upon block. This damage does not take the attacker's defense into account, so this is a great way to damage very high DEF enemies like Wisps. Upgrading the shield increases the damage dealt.
XGA Shield's combat action was changed from Bash to Block (which also helps with the above mechanic)
Studded Leather+3 now gains an extra point of Block (+2% at max, was +1% flat throughout)
Hero Costume got a big buff- Increased Critical damage of +75% / +25% per upgrade (was +40% / +15% per upgrade prior)
The Pulverizer 2-handed unique club now has a base crit chance of 5% (was 2%)
*v9.8.5 Beta * (Multiplayer, wip) Set up multiplayer * (Gamepad) Fixed occurence of second cursor on start up * (Quests) Fixed null reference when completing quests * (Plants) Fixed onion providing tomato seeds * (Plants) Fixed pots and some seeds colliders * (Character) Increased walk speed * (Character, Creation) Fixed reset button * (Character, Death) Fixed breath being set to 50% on resurrection * (Spells) Fixed null reference when casting some spells * (Spells) Fixed spells colliding with quest interaction zones * (Spells) Some spells now cause repeated damage (in addition to debuffs) * (Spells) Adjusted reagents * (Spells) Fixed null reference when dragging skill from skillbar to inventory * (Spells) Fixed self buff skill effect not appearing after loading a save game * (Combat) Fixed bug that stopped player from being able to attack after switching weapons * (Combat) Changed how damageTypes are handled, added more damage types/resistances * (Combat) Changed how debuffs are handled * (Combat) Removed ability to attack while sheathing/unsheathing * (Combat) buffs and debuffs are shown on healthbar for other players/monsters * (Combat) Better hit detection * (Combat) Added more animations * (Items, Combat) Added 2 handed Axes * (Items, Combat) Added 2 handed Swords * (Items, Combat) Added 2 handed Hammers * (Items, Dragging) Dragging item from inventory/equipment creates world item preview * (Items, Dragging) When dragging items into world, scroll to adjust rotation * (Items, Dragging) Dragging item onto bag in inventory, will place item into bag * (Items) Rename items with max stack of 1 by right clicking * (Items) Get vials of blood or acid by filling them near corpses * (Items) Changed some recipes * (Items) Added Amethyst gems * (Items) Added item weight * (Items) Durability fixed * (Items) Added durability icon colors * (Items) Fixed runes, so they can be used on ground again * (Items) Fixed pants drop object, being old model * (Items) Storages work differently now, drag and drop to ground to place * (Storage) Added containers that can hold items in inventory * (Storage) Containers tooltips show weight of all contents * (Storage) Containers are unified with storages, so can drop any container to ground and access like storage * (Storage) Spells can pull reagents from containers * (Storage) Buying items from npcs can pull gold from containers * (Storage) Can cast spells on items in containers, same as inventory * (Storage) Can use items while in containers, same as inventory * (Crafting, Storage) Can use craft ingredients from inside containers, or that are close by * (Crafting) Added selection arrows for crafting, to weave through multiple version of the same thing (ex. chairs) * (Building) All building props are removed and now dragged into home from inventory instead of using building system * (Tooltip) Can drag around tooltip * (Tooltip) Fixed tooltips on skillbar * (Map) Added coordinates * (Monsters) Monsters cannot walk into water anymore * (Destruction) Rewrote the destruction system * (Destruction) Debris can no longer push player through ground * (Audio) Fixed sort button sounds for inventory * (Mounts) Fixed loading a pet item that was summoned when saved
*v9.8.6 Beta * (Inventory) Fixed shift+click bugs
*v9.8.7 Beta * (Weight) Weight in Inventory ui now shows equipment weight aswell * (Weight) Moved weight UI display for readability * (Weight) Player can no longer run when over max carryable weight * (Weight) Max carryable weight increases with strength * (Equipment) Fixed some armors not showing in paperdoll
*v9.8.8 Beta * (UI) All panel positions now save * (UI) Can lock panels so they cant be moved * (Crafting, Containers) Fixed bug that would require opening nearby containers after loading into game, before being able to craft from them * (Merry christmas! 2021) Added santa hat
We have released an update to the game. The details of the update are as follows:
■Update ver.1.2.0.2 - Added a recruitment mission for Didarion: "Dimension Diver". - Added a special mission to celebrate 19 million units shipped across the Super Robot Wars franchise: "Congratulations on 19 Million!" - Added DLC 2 Area Mission 1: "Unknown Battlefield". Note 1: This area mission is included in DLC 2. Note 2: This mission is playable without needing to purchase DLC 2. Note 3: If you have not purchased DLC 2, "Unknown Battlefield" is the only stage from it you will be able to play. The other area missions of the DLC will be unavailable to you. Note 4: Clearing DLC 2 area mission 1, "Unknown Battlefield", will NOT give you access to any new units or pilots. Note 5: When you clear DLC 2 area mission 1, "Unknown Battlefield", new pilots featured in the mission will be added to the Library, but their robots will not be added. - Added new difficulty: Super Expert Mode. - Raised several upgrade caps. • Raised max pilot level from 99 to 200. • Raised pilot stats caps from 400 to 999. • Added EX skills to pilot skills. • Added a new tier of ace pilot: Super Ace. • Added 5 upgrade slots to the total upgrade slots for units and weapons. - Fixed the following bugs: 1) When Red 5 gains an extra power part slot from AOS Update, it loses 1 slot, and the item assigned to that slot cannot be reassigned. 2) On the power parts screen unit list, Izuru's level and SP are displayed as -1. 3) Red 5 sometimes isn't shown in the list of available launch units in missions. - Minor text fixes. - Minor graphical data fixes. - Additional stability improvements.
We hope you continue to enjoy SUPER ROBOT WARS 30!
Magnetic compasses have been helping mankind to travel since ancient times. In TUNGUSKA: A Call in the Woods this little fellow will be a prime tool in navigation and surviving the Tunguska Nature Reserve.
The main purpose of the compass, of course, is to point out where north is, and thus, determine the cardinal directions. The key points and the north end are covered with self-luminous material so the compass is readable even at night.
It's important to notice, that real-life orienteering with magnetic compasses often requires calculating magnetic declination (especially at larger scales) - an angle between magnetic north and geographical north. This phenomenon isn't covered in our game. However, the in-game compass can be affected by ferromagnetic alloys in soils which are rather common for this region. Players need to be extra careful near them to prevent false bearing - there are no happy rescue endings in deep taiga woods.
Second important role for the compass is measuring distance. Players can turn on Planning Mode*, in which the compass lies on top of the map. You can pan and rotate the compass, using its side ruler for measuring distance. Be advised that different maps use different scales. *The feature is subject to change
Last but not least, the compass can warn you about danger. Some anomalies can be detected by a shaking compass in the hand. Coming too deep in these zones probably will have a lethal outcome, so watch your step.
In the next DevLog we’ll be covering a Map and all features alongside it.
Thanks to the high-quality submissions tendered to the Dota 2 Workshop, there's a breadth of offerings ready to celebrate Aghanim's return with an all-new Collector's Cache. Though Aghanim himself preferred presenting his own results as a fait accompli, the rest of us convinced his magnificence to invite all Battle Pass owners to weigh in on the proceedings and help make the final selection.
From now until Tuesday, January 4, the final candidates for the Collector’s Cache will be featured for preview in the Dota 2 client, where all players can see a lineup of the item sets for easy comparison. Battle Pass owners can give a thumbs up or down to each set under consideration, and sets with the highest scores will be included as the main items of the Cache.
We would like to thank all of the workshop artists who have submitted items, and we look forward to revealing the collection that best represents Aghanim's the community's favor.
- Fixed ramp falling angle into Polaris track 4 - Fixed vehicles exploding into track 1 on Polaris - Fixed AI failure when trying to jump on-ramp on track 9 on Volcano level - Fixed ramp jumping failure on Volcano track 12 and 14 - Adjusts on light and shadows into Technora - Adjust Shockwave weapon volume - Fixed Split Screen HUD to work properly - Adjust boss description into the lobby to keep text into square bounds - Make the transition between Isometric and Chase camera faster
As we reach the end of 2021, we have some important (and exciting) news to share! First, we'll let the Spokesman ... Well, speak. It's his job, after all. Then we'll dive into some frequently-asked questions.
Yep, you heard it right. The Unfortunate Spacemen community is now under the guardianship of Zag's new studio, Deep Field Games.
You've got questions! We've got answers.
Q: Are you guys abandoning USM?
A: Nope! We are the exact same team that have been developing Unfortunate Spacemen since 2016 (that's 5 years!) We've offered loads of support to the game over the years, through Early Access, full free to play release, and several major content updates beyond that.
And while we are ready to move on to developing MORE games for you, Deep Field Games will continue supporting Unfortunate Spacemen and its community, patching bugs and tracking issues. We are however not currently planning any major content updates for it at this time, beyond 1.6.
Q: Did you and New Blood have a falling out?
A: Nah, we’re still good friends with everyone at New Blood and we love those guys! Zag still watches Dave's dog sometimes! They were amazing to work with and we are super grateful for all their hard work. Now it’s simply time for us to head off on our own adventure.
Q: Same exact team? So you didn't manage to get rid of Zag?
A: hey... :(
Q: New Blood does a lot of the QA testing, right?
A: Oh Jub we didn't consider that WAIT NEW BLOOD COME BAC--
Q: Will this change affect my ability to play right now?
A: Nope! Aside from moving our dedicated server hosting over to Deep Field (from New Blood) in the near future, the game is and will remain as playable as it's always been. (Please, no jokes.)
Q: gimme 1.6
A: Not a question, but it's on the way! 1.6 is currently undergoing QA testing. It's quite a large update and we've put a big focus on smoothing out some issues, and squashing a few major bugs. We'll let you know when it's close. Our new Discord server will be the best place to be for information on that.
Q: Who owns the Spacemen IP?
A: We do! Deep Field Games.
Q: Will the New Blood crossover items and stuff stay in the game?
A: You bet. No content is being removed from the game. And who knows? Maybe we'll do some future crossovers with New Blood as well!
Q: You mentioned new games, will the next game be in the USM universe?
A: Including some teases that may have been apparent in the video you just watched, we have a lot of stories we want to tell, in and out of the Unfortunate Spacemen universe. The Spacemen universe is something we’d love to keep expanding on with future titles. Time will tell!
You'll find all the stuff you're used to, Looking-For-Group channels and all that jazz - and more!
And lastly, we want to thank some people. Thank you, Dave Oshry and the entire New Blood team (especially the QA team!) for all the hard work and good friendship over the years.
And thank you, reader, for all your support these past few years, and we look forward to seeing you in Unfortunate Spacemen, and on our next adventures to come.
With that, we leave you with this excellent Traitor artwork by community member, Markotoff.