How cool is it that it's already been a week? Thank you to everyone that bought, reviewed, did videos, streamed, tweeted etc! We are a nice little noodle club here :) If you haven't joined, there's ONE MORE day to get 10% off, so hurry!
During this week, there have been 4 patches adding features optimized and fixed bugs. More is coming; as promised before, there will also be free content updates with more levels coming very soon.
Engine
Improved how deltaTime is calculated and used. This should fix a lot of micro stutters and random frame drops when executing moves. Player movement should be smoother in general.
Tons of optimization throughout, should improve performance for lower-end PC 10-20%.
Fixed collision mask and death boxes in various levels
Background and obstacle assets are more clear.
Changed backend system for controllers. This should be way more efficient and responsive. Hopefully fixing issues with eaten inputs.
More optimization of redundant code, improving performance
Player
Player hitbox is now smaller when colliding with spikes to avoid damage taken from the sides too early.
Player resets side movement when no keys are pressed even while airdashing
Options
More scaling options, previously it was locked at 3x the window size. Now it goes up to 5.
Dedicated fullscreen options. Previously fullscreen was possible by maximizing game window, now there is a toggle in the Options menu for borderless fullscreen.
Smoothed out camera values to make it more stable, feel free to feedback on this if its better or worse
Added an option to lock camera on player, this removes all LERP and movement, locking the player in the center
You can't bind the same key twice. Note, if you do mess up your controls, either hold P on rebind screen or edit the keybind.ini in the game folder.
Minor
Controller HUD icon should now disappear correctly when skipping dialogue.
Correct sound effect is played on certain booster belts
Debug window was shown during level generation
Removed debug button to instantly beat level
Fixed bug where you couldn't throw sword in levels with no teleport boxes
Fixed bug introduced by last patch that triggered multi-jump when wall jumping
Fixed bug introduced by last patch that didn't restore movement if you restarted a level after you hit the goal
Fixed a bug that spawned your thrown sword too far back resulting in you teleporting to the same teleportation point over and over.
Rare bug where you couldn't finish the level and restart
Thank you everyone and keep the feedback coming :)
Hey everyone, first of all thank you for the phenomenal reception of Go! Go! PogoGirl! So far the game has received nothing but love, and that makes me really happy.
Of course, a few bugs were bound to pop up, so today I uploaded version 1.0.1 of the game. It contains the following fixes:
Fixed an issue where the pause menu would disappear immediately after opening when using a controller
The explicit tutorial messages now show the input depending on what input device was most recently used
There have also been reports by a small number of users that PogoGirl and/or other sprites are invisible during gameplay. If you have encountered this issue, please reach out to me! I'm currently gathering data so that I can start figuring out what's causing it and how to fix it. I'll keep you posted.
Thanks for your support, and happy bouncing! -Ando
- DNF logic bugs fixed - Several scoring bugs fixed, whereby secondary scores now break ties. - Jousting progression bug fix. This is a blind fix, as after hundreds of test cycles we are unable to reproduce this. - Football timeout (with whistle) added to stop balls scoring after the round ends. - Improved carpark scene in opening ceremony
We would like to take a moment to give an update on the lag and server instability issues that were mentioned in the January 13th Maple Memo.
On January 20, 2022, we changed the way one of the logs recorded data to see if it could help in reducing the server load and reduce lag. After a week of observing the changes, it doesn’t seem like this helped in reducing lag. We also swapped some channels, to check if the channel configuration was the issue, but the good channel became bad and the bad channel became good. This allows us to rule out channel configuration as the cause of the issue.
We have discussed these issues with our service provider, who could not find issues on their back end, but they suggested that we move the 20 affected channel servers within their service. During today’s maintenance on January 27, we have moved the servers per their suggestion. Additionally, we will be putting NA Reboot world channels 4 and 6 on a server with different hardware specs and applying some additional setting changes to channels 2, 5, and 8 to see if the lag will be reduced.
We would like to assure you that we are looking into this issue with high priority and ask you to please bear with us while we continue to investigate the root cause.
Happy Lunar New Year, commuters! To celebrate, Mini Metro will now be stopping in the historical city of Nanjing, China! Home to one of the country’s largest metro systems, with nearly 160 stations, Nanjing is nestled between mountains, rivers, and lakes – a beautiful and challenging new addition to the Mini Metro map library.
As always, we at Dinosaur Polo Club appreciate you sticking with Mini Metro for so many years and continuing to celebrate as we near the game’s ninth anniversary! Thanks so much for your support and we’ll see you later this year. :)
Celebrate with your favorite hotties and grab their DLCs at a special discounted price!
Russian bombshell Eva Elfie, the expectant Eve, shy sweetheart Miyu and fine feline Lulu are waiting for you, so don’t miss out! The special discount is only available until February 3rd!
Make sure to follow the Booty Calls page for upcoming giveaways, and keep an eye out on the Nutaku Publishing community for more news & goodies.
Back again with the first bigger update of the year. This update contains a bit of everything, including more settlement features and reworked raids. You can read more about them in the sections below. I plan to do these about once a month, as I have been before.
A big thanks to the people who have helped expand the official wiki. It's really starting to shape up! And a quick reminder that we also have a Discord server, where you can chat with me and other players, give suggestions and feedback. It's where I am most active.
I spent some time working on upgrading the engine for the settlement systems. The result is better estimations of paths. This was one of the stuttering sources of some settlements, and should now be fixed.
It's now possible to limit specific items or categories max items to store in your chests, and you can restrict your settlers with the new restrict zone system. This sort of overlaps with the existing defend zone system, which I think will get a rework or completely removed in the future. The UI for these will likely be changed as well.
Settlement raids have been a hot topic, and I know that it has some flaws. I don't think the feature is fundamentally bad, it just needs some changes to work better. Now raiders will come from a specific direction, and they will spawn in and prepare for a short time before attacking. You can also see the raiders on the island map, so you know where to defend. I have some bigger plans for raids, so stay tuned for even more changes!
Once there are more options to the gear throughout the game, I plan to do a full rebalance of the progression. Right now a lot of the bosses are optional to the progression, and I would like a few more cuts in that.
Some of the other features in this update include:
Smart mining of floors/tiles.
Enchants to armor similar to trinkets, and enchants to all boomerangs.
Ore generation changes, will now for example spawn less gold.
A full set of gold gear.
Cosmetic (for now) minecart tracks to forest caves.
Some dropped items like gear will now be bigger on the ground.
Better clarity on some things, like armor in cosmetic slots.
And a bunch of other smaller changes and fixes! You can read the full changelog below.
Until next time, Fair
0.21.18 changelog
Additions:
Added smart mining to shovels. Added tip about joining settlement owners team for private access. Added equip control tip to armor, trinkets and mounts. Added ability to set max stored items for each category and specific item. Added banners equipment category. Added Bulky and Puny trinket enchantments. Added ability to enchant armor similar to trinkets. Added error message when trying to use a mount where not possible. Added transfer all button to inventories. Added quick action buttons to pawnbroker and void pouches. Added restrict zones for settlers. Added full set of gold armor, weapons and tools. Added minecart tracks generation to forest caves.
Changes/misc:
Reworked settlement raids. They now come from a direction and can be seen on the map preparing. Feeding troughs will now only feed animals inside their pen/room. With smart mining on, there will now always be an indicator of the target tile. Reduced wool cost of beds. Armor in cosmetic slot now shows a disabled icon and tooltip is in red. Floors now take only half the shovel hits to dig up. Settlements are now private by default. Armor penetration now works on training dummy, to better show DPS. Reduced the amount of recall scrolls in crates. Reduced the drop rate of boss summon items. Crafting filters now say search instead of filter. Banish settler button is now yellow as a warning. All boomerangs can now be enchanted. Ability trinkets are now required to be placed in ability slot if empty. Increased time it takes for animals to grow up significantly. Boats can now no longer be used from land. Items like weapons, trinkets, armor and more will now be much bigger when dropped on the ground. Adjusted ore generation, reducing the overall ores slightly. Optimized and reworked system to estimate if mobs can path to a target completely. Optimized job searching, fixing lag issues when a lot of fertilize jobs are available. You can now no longer consume the same food buff if at full hunger. Reduced damage of Void Wizard slightly. Adjusted height of wall torches placed on sides of walls. Hunters are now much less likely to hit other mobs when hunting.
Fixes:
Fixed missing temple biome translation. Fixed being able to blink scepter outside the map. Fixed item locked being cleared if picking up a single item with right click. Fixed some summons not able to hit other players in PvP. Fixed settlers sometimes hauling stuff that's not needed. Fixed Void Wizard and Fallen Wizard not resetting their AI properly. Fixed boss health scaling sometimes showing wrong on clients. Fixed possible frame buffer issues for systems running OpenGL 3.x. Fixed issues related to desynced health between other clients and server. Fixed Void Wizard clones showing health bars when shouldn't. Fixed a few typos in english translation. Fixed some items, like quest items always showing as unknown in storage config.
Modding:
Added world generation game events. Added DamageTileEvent and ItemPlaceEvent. Added ObjectInteractEvent and MobInteractEvent.
To celebrate, Black Mesa is now at a Resonance Cascade-inducing 50% off. Suit up as Gordon Freeman and relive the iconic FPS game, but hurry. This discount ends February 3rd!