History So our last update was quite an exciting one, it was to experiment with a brand new survival game mode, to see if it could work, get player feedback on it and if it fit the game. We were never fully convinced that it was a direction the game should go in but nonetheless wanted to try it.
It brought many challenges, both from a balancing and technical perspective which were quickly overcome however it had one huge side effect - it would change the normal game that has existed for years that players loved to play and worked countless hours trying to improve.
Therefore I have made the decision to not continue any further with the survival mode. That's not to say it may not appear further down the road again (a lot of stuff is coded now) but it's definitely not my main focus in the near future.
The positives So having lots of enemies running at your base in a huge world is pretty hard to achieve technically (the base game was challenging enough!) and lots of changes to old code that hasn't been touched for 5-6 years was made. These gave us good performance improvements that will be present in the next build that will be published to the beta branch.
Going forwards Going forwards, at least for the near future, will be focusing on getting PvP working again and make improvements where possible there.
Consideration will be given to the "vs twitch viewers" mode. This feature adds to my development and isn't really used - people just want to play the normal mode. This time could be spent say, adding more maps to the base game which more people would enjoy and make use out of.
Long story short; just add polish and fix things that already exist.
I'm sorry to those who were excited for the survival mode, it only ever was a very closed beta test for good reason (it's why I made it a Discord only invite). However I hope you can all appreciate that we got some great benefits out of it and I will continue to experiment once we've gone back and addressed some other issues. For me, this is all part of the development cycle - if we don't experiment with different things, we don't know what will work and suit.
I'll update everyone when the next build is live to test the performance improvements, it shouldn't be too long.
I hope that you enjoy this change and will finally be able to encourage your mates to join in on the fun with you! note: Buggy can now also carry passengers ;)
PATCH NOTES:
Major changes: -Players can now play over steam with friends easily. -DZ game mode now updated to feature the full class selection (previously training) Training mode removed.
Miscellaneous fixes: AI; Bots now only start *after* the warmup AI; Zombie damage increased slightly UI; Fixed description for quick use items in bindings menu UI; Updated FPS limiter options in menu to now use a slider for more granular control Inventory; Fixed bug that caused items to disappear if attempting to equip a non valid attachment from the "vicinity" section Player; Character movement changes. Base walk speed and sprint speed increased. Speed now also gets modified based on the equipped weapon (pistol, melee or holstered is 100%, smg, shotgun is 97%, rifles are 95%; please note this will likely get tweaked further in the future) Player; Boosters changed, they will now decrease faster, but offer you slightly more boost Player; More inertia added to character movement Player; Tweaked head bob in ADS mode to provide a more even bob over the different scopes Weapons; Added new FN SCAR-L Assault Rifle Weapons; Improved revolver skins Weapons; Improved projectile path trace effect Weapons; Replaced/Improved all reticles on sniper scopes, and 3x magnifier Vehicles; Buggy can now carry passengers Misc; Air drop system changed to use a Helicopter (WOO!) Misc; Various optimizations Misc; Improvements to movement replication
And many more small fixes/additions.
I hope you enjoy the patch! and thanks for the support :-)
Hey everyone! 👋 We are rushing into the new year with a treasure chest of ideas for improvements we got from you during the last playtest.
Challenges with the Old Deckbuilder
The first problem we tackled is how the Deckbuilder seems to be overwhelming at first glance. It is hard to find Cards that work great together, if you don't know them all.
New Deckbuilder
To solve this, we aimed to redesign the Deckbuilder, so it shows cards in groups called "Sets" These Sets contain 5-10 cards that share common mechanic and make for great combos. Players can add cards to their decks separately, or add an entire Set with just one click.
The fourth and (probably) the final content update is here! It's time to visit the Duskheart Family once more! ːduskheartː
This update further expands the epilogue as well as the side story about Nadya's daily nightly life. In other words, the new things are as follows:
Epilogic Episode 5
Nadya's Nightlife Episode 4
These two episodes are strongly related to each other, and together they make up a story of about 5000 words. There are new event graphics, of course, and two new achievements for completing the Epilogue and Nadya's Nightlife.
It is also worth mentioning that during the story Sarah receives the letter that her mother Serena sent her in Succubus Research Diary...
How to access the new content?
To unlock Nadya's Nightlife Episode 4, you have to play through the previously added content first:
Nadya's Nightlife Episodes 1-3
Epilogic Episodes 1-4
You can access Epilogic Episode 5 once you have played Nadya's Nightlife Episode 4.
Note: If you have already played through all the previous content, you can access Nadya's Nightlife Episode 4 right away. This should work even if you're reinstalling the game (unless you have manually deleted the save data ːsteamfacepalmː).
Oh, and perhaps it's not yet too late to say this: Happy New Year! ːduskheartː
It's finally here! Biker Garage has come to Nintendo Switch, and you get it right now on Nintendo eShop. 🎉
We're suuper excited. It's our first game on Switch, and we couldn't have started the year in a better way. We're grateful for your support, and we hope you will have a fantastic time playing it on Switch.
Big thanks to our publisher, Pineapple Works! We couldn't do it without them! 🥰
Get ready for the particularly fierce battles — it’s bonus XP days in the Wastelands! During these days you will be able to become more powerful and gain any favour from the factions faster! On January 4, 5 and 6 the bonus to all reputation earned is 50%. Moreover, you will be able to switch between factions without waiting.
The event will be available from 07:00 GMT on January 4 until 05:00 GMT on January 7
For more information on Crossout, follow these channels:
English #########System################ [Steam Workshop]The first stage of Steam Workshop integration is done! (That marks Neolithic to be very likely the first game developed with RPG Maker to have this feature.) [Steam Workshop]In the title menu, you can visit the game's Steam Workshop, sync your subscription (it's a necessary step after the Steam Workshop item is downloaded from Steam), and disable all workshop items. [Steam Workshop]A testing workshop mod has been uploaded to Steam which can revert Alicia to the previous version. [Steam Workshop]Add support to a non-English file system path. Thus, the mods shall load even from a path that contains non-ASCII characters. 简体中文 #########Content############### 【创意工坊】NEOLITHIC和创意工坊融合的第一步完成!(我们可能是第一个接入创意工坊的,用RPG Maker开发的游戏。) 【创意工坊】在标题界面加入了创意工坊有关的选项,可以访问创意工坊,同步订阅的物品(订阅并安装后这个步骤是必要。),禁用工坊物品。 【创意工坊】一个用于测试的MOD已被上传到了Steam上,该Mod可以将艾丽西亚的图像设定为此前的古老版本。 【创意工坊】加入了对于非英语的文件路径支持。从而,Mod应当可以在一个具有非ascii字符串的路径上同样可以被顺利加载。
It's just the first step. But, it shall end the era when no RPG Maker games have a steam workshop. More details will be covered in the future. (Such as make a document to tell how to upload mods.) Some tech details may be included in this week's developer's diary. It's modified from a UE4 code. The good news is, I know a bit of both UE4 and RPG Maker.