today you can learn a bit more about how we've handled the story generation in Norland, which brings plenty of emotions, drama, and unique gameplay.
Story generators are unique game systems that can create a much wider range of emotions than traditional video games ever could. In addition to the joy of victory, the bitterness of defeat, the wonder of exploration, and the pleasure of harmony, the semi-autonomous creatures in story generators can give players complex feelings related to empathy toward other creatures. These can be pride in successes, fear of loss, empathy for grief, sentimentality, and so on.
For the emotions to become more alive and vibrant, the events that evoke them must surprise the player. This is achieved through unexpected combinations and interactions, which can be accomplished if semi-autonomous actors function in curious and unpredictable ways. In other words, you need chaos, and you need complexity. We can say that story generators are complex, deterministic, and chaotic systems.
That's why we tried to include a lot of different systems in the game: crime and punishment, personal property (you can't take away aristocrats' jewelry, but they can donate it to a church, for example, or give it to a loved one), the institution of religion, social classes, rituals, and so on. There are many different factors at play here in Norland that make up vital aspects to the game.
Since we’ll play as a family of aristocrats, they have the opportunity to work a few hours a day (or not at all), rather than constantly as in other colony simulations. This way, they have the opportunity to build relationships among themselves more visibly, engage in intrigue, learn, and have fun. In this respect, their interaction is closer to the Sims. But the Sims lacks what makes Rimworld's stories so compelling: drama.
Drama is realized through the pressures of the systems at hand: the conflicts, the scarcity of resources, the danger of a sudden and unexpected death. To put it bluntly: drama is realized through survival.
But what can add drama to the lives of aristocrats? Death by starvation or fatigue does not threaten them. The solution is logical - their lives are threatened by other actors. This could be the same aristocrats but from other families, intra-family competition, or a threat from characters of other classes, such as a slave revolt.
The social mechanics we mentioned above also work for conflicts: the reason for killing one character by another can be envy (originating from the mechanics of property or inheritance of power), religious differences, criminal impunity, etc. There are many different ways that these stories could end in conflict and death, and it’s the unpredictability of these reasons that make Norland’s storytelling powers so engaging.
Thus, the dramatic survival of a family of aristocrats in an aggressive, complex social environment makes for a potent and compelling generator.
Hey everybody, It´s time to share what we did the last days!
Version 2021.02.3 - 21-Feb-2022
Changes
Improved movement controls when using gamepad controls.
Bug-Fixes
Bomb's throwing distance was not independent of FPS.
Some items would not correctly save when being placed in the builder.
Spikeblocks would not correctly bounce back when blocked with the shield.
The Bug-Report form would get stuck ("Uploading Attachments") when reporting multiple bugs in a row. - "You were supposed to destroy the bugs, not join them!"
Hearts would always start at three and pop up to 4.5 when taking damage.
Spikeblocks could get stuck to each other.
Crawler enemies could move through water, holes and doors while below the ground.
Damage would break falling animation and could result in a soft-lock. (Bomb jumps currently don't work, but will be re-added in the future!)
- Pickups no longer need a button press - Overheat now properly applies a burning effect and deals damage - Improved Handgun Selection UI - Improved Shop UI - Removed Explosive run shake
Fixes
- Big - Fixed Play button "Game" issue - Big - Fixed the main power scaling issue - Big - Fixed strange weapon damage scaling (? - Let us know how damage feels now..) - Fixed extra shot firing the entire magazine - Varied fixes for beam weapons - Fixed variants reapplying - Varied other fixes and action fixes
Weapons
- Due to the damage scaling fix, damage might need some further tweak in the later game - Tweaked and fixed varied attachments - Increased weapon perk amount cap to 6 - Nailgun damage 1.25 > 1.35 - ZB-26 reduced magazine to 20 - S90 heat reduced 0.8 > 0.7 - Nemesis damage 8x > 9x - X1200 damage and ammo nerfed, was very overtuned but keeps similar dmg for higher heat - X1500 damage increased - X500 recoil increased, movement accuracy is now normal, heat 1 > 1.2x - CR18 has increased recoil reset after stopping - P20 dual now has same magsize as P20, recoil increased - A700 increased heat 15% - Acid pistol base damage reduced (acid stays the same) recoil increased - Fixed varied weapons having 'dead' magazine attachments - Added divine sound & feedback for divine variants
- Added entries to Armory patchnotes that were forgotten - Reduced size of Path explaination block - Updated categories in mod browser
Known issues:
- Action which delete themselves instantly do not execute certain effects?
For our next priorities, first we plan a small spring cleaning in the project, and then we continue with a class overhaul before continuing with the enemy update. In the following document are some proposed changes to classes outlined, and you have the chance to write your own suggestions here!
-Added Nesting System, after mating to place the nest button B. -Adjusted skin materials. -Adjusted skin colors. -Adjusted growth rate for Crocodile. -Added calls for Baby, Juvie, SubAdult and Adult. -Added AI for Crocodile feedind. -Adjusted Crocodile attacks.
Animals
-We are fixing some animals that have broken broadcast animations so we need all the feedback that it's possible so we can fix this issue. -Added new Animal damage system. -Added new Weight System for animals. -Adjusted isseu where skin used to reset when you long onto the game. -Adjusted animals animations.
-Fixed server's problems disconnecting when it reaches the players limit. -Fixed pinf for players stay connected when your ping is high. -Lowered the time for animal stay in game when disconected or when forced logout from 5 minutes to 3 minutes.
-Command to Add new map to your servers Map=AfricanMap.
News
-New Skins Pack added on Steam
-Added Nvidia Ansel. -Added setting to lock the character's head in the general settings. -New ragdoll system added for the time being carcass loading has been disabled. -Added Rivers on the African Map, oxygen deactivated for testing of the water flow system.
-Added IA Fish.
Animal for upcoming updates
Hippopotamus -Adding new skins for Hippo. -initiated growth tests for Hipopotamo. -Adjusted attack damage 1 and 2. -Added baby, juv and sub phase in test dev -Adjusted texture
A quick little hotfix that addresses some small issues with the new camera system, we also added nicer transitions when swapping camera views. If you do not like the transitions you can set the camera transition time to 0 from View & Control.
In the current stable update, we have incremental garbage collection turned off. This may have affected some PC builds differently due to different configurations of hardware (GPU/CPU).
We are trying to find out which method will be best for the player base by having IGC off or on. In this current beta build we will reinstate IGC, as we are interested in whether the game is more stable with IGC off or on. For example: Is the game crashing more often with IGC on? Is the game freezing less with IGC on compared to the current stable?
If you see more crashes, firstly please ensure you are not running any mods no matter how insignificant you think it may be. You can then create a bug ticket here attach the log file from your FTD profile to the ticket: Default is: C:\Users\yourprofile\Documents\From The Depths\Logs
Your player.log file from: C:\Users\yourprofile\AppData\LocalLow\Brilliant Skies\From_The_Depths
The crash dump from: C:\Users\yourprofile\AppData\local\CrashDumps
Please also include a description of what you were doing when it crashed thanks!
Changelog
Changes
IGC
Incremental garbage collection has been turned back on
Refinery junction pipe
Junction has had orientations fixed (made the same as the mesh) and removed from build menu.
Fixes
Camera movement
Camera control code was overhauled to fix a number of issues. New transitions between camera modes can be disabled in the options menu by setting the \" transition time\" to 0."
We're excited to share the trailer with you which shows you some of the early development footage. We hope you enjoy it! As the game progresses we will update the trailer and release more footage.
The Turret Systems having been progressing well. Currently there are 8 different systems, each with their own special role to play. For air targets, the Missile Turret targets drones and launches heat seeking missiles. Incoming mortars and missiles can be picked out of the sky by the gatling guns of the Anti-Missile Turret.
Ground Targeting Turret Systems specialize in different ranges from the long range Sniper Turret to the short range Shotgun Turret. Some Turrets degrade the enemy's shields while others are more effective against armour. Although each Turret is quite basic at first, use the Tech Tree to upgrade different systems on each Turret class to bring them to their greatest lethality.
Your feedback encourages and helps me move in the right direction. Please let me know your thoughts, follow the game and show your support with a Wishlist!
I'm regularly chatting on Discord as well so join us there too: Discord link: https://discord.gg/p62Afqr
🕔 Waiting time: Improved waiting time in the start room so you can start the game faster 🙂. 🌐 Offline mode improvement: there is no such thing as "Play offline" anymore, the state of offline is always temporary and offline messages are shown only when relevant. ✴️ Adhara MP set by @Sinteck updated. ⏳ Shot Clock: when taking a powerup in multiplayer versus, you now get 4 more second to the remaining time on the clock with maximum of 8 seconds total.
Bug fixes: 🐜 Small Achievements bugs fixes 🐜 In the Level editor clicking on a popup button causes an accidental tile selection.
The temporal anomaly crisis has resulted in some truly horrific partnerships, but none so far has compared to the explosive entry of Captain Tilly into the Alpha Quadrant. Having quickly recruited both Ardra and a version of Kes possessed by Ilari warlord Tieran, Tilly laid waste to the entirety of the Beta Penthe system, freeing all of the prisoners on Rura Penthe and causing devastation to a key Klingon system. All of the galaxy agrees: the Witch of Wurna Minor and her allies must be stopped before any more lives are lost.
Event Name: The Butchers of Beta Penthe (flashback) Event Type: Faction (shuttle missions) Event Start: Thursday, 03/03 at noon ET (17:00 UTC) Event Finish: Monday, 03/07 at noon ET (17:00 UTC)
Squadrons: Y Crew Sharing: Y Faction Winner Bonus: Y Community Rewards: N
Event Crew: Captain Killy 5* (Existing), Tieran Possessed Kes 4* (Existing), and Ardra 4* (Existing).
Ranked reward 5* crew: Twilight Archer 5* (New) - this crew will be featured event crew in the event starting on 03/10.
Bonus crew - high bonus: event crew - small bonus: variants of Tilly, Kes, crew with the ‘Klingon’ trait, and crew with the ‘Terran Empire’ trait