30 Days to be the Best - Ultimate Edition - Nuskadamo
I never had the occasion to mention it on Steam, but i've published a couple of videos where i talk about the progress i've been making on 30 Days to be the Best. If you're among the people who follow the game but somehow have never seen these, well, it's your lucky day!
I also made a quick video showcasing the character editor.
And that's that, for now. Maybe in the future i'll publish a third devlog.
Together with texture upscaling and new surface rendering options, the new version of the War Thunder graphic engine brings numerous minor features and improvements. Meet new visuals coming soon in the “Wind of Change” update!
Shock wave
The effect from a shock wave from tank gun firing and exploding bombs and shells is now visible on vegetation and trees, as well as on the effects of fire and smoke. For example, when firing a tank gun, you will notice grass bending along the blast wave. A HE round explosion near a burning vehicle will change the direction and speed of the smoke and flame particles. Aircraft bombs, when detonated, cause the surrounding trees and bushes to bend under the action of the blast wave - the more explosive the bomb, the stronger the effect!
We have also improved the effects of shots and hits. After an explosion of a tank shell, you will now see the effects of fragments hitting the elements of the game environment around the impact point. Shockwave impulse from gunshots and explosions now make leaves from trees around to drop to the ground.
Dynamic wind
Together with the constantly directed wind and the one-directional bending of the grass caused by it, the game locations will now feature areas with changing intensity and direction of the wind. Gusts of wind affect objects in the game environment - waves of vibrations from a dynamically changing wind pass through the grass and trees.
GPU grass
War Thunder locations for mixed battles will now have the GPU-generated grass filler that does not affect the performance. The new grass exists alongside the regular one, enhancing the view of the ground, creating a juicy filling layer between the soil and tall grass. If a player prefers to disable the regular grass to improve the game performance, the land on locations will not be bare even on the low graphic settings. However, the GPU grass could also be disabled in the tank sniper sight, the same way as the regular grass, in order to avoid affecting the gameplay. It is worth noting, that the GPU grass is completely subject to physical phenomena that affect ordinary vegetation - it squishes under the tracks of tanks, swayed by the wind and bent down by the shock waves of close explosions and tank gun shots. Like the GPU objects you already know, the new grass will work for all game clients - both on PC and consoles.
Shadows from effects
We continue to improve the visual effects of fires, flames and explosions. Now shadows from dynamic effects have appeared on the ground and assets of the game environment, organically fitting them into the overall picture of the game. The shadows from the large-scale effects are most noticeable, such as an explosion of an aircraft on the ground, the destruction of a building in a cloud of dust and debris, and massive smoke from a burned tank.
Area effects
The “Wind of Change” update brings a number of cosmetic micro-effects that improve the overall perception of the game world: floating litter on city streets, falling leaves in forests, wind-blown dust on sandy locations, sparks next to fires burning in locations. These effects are enabled only when the player enters their area of effect and has little to no effect on game performance.
Welcome to Strawhart’s first major content patch. This release features significant improvements to the 5th level of the game, as well as additional dialogue and character interactions. Also included are many quality-of-life changes and fixes for issues identified by the community. Read on to learn more!
General -Added a Gamma slider -The game now notifies you when it saves -Fixed an issue where cinematics would not properly set the player’s HUD -Fixed an issue where music would frequently overlap -Recalling on a ladder no longer breaks player movement -Ladders no longer block the player from picking up objects -Fixed an issue where damping zones would not absorb magic -Fixed an issue where dialogue would spontaneously clear itself away -Fixed an issue where Strawhart would sit on thin air
The Homestead -Fixed several cutscene issues -Fixed an issue where new Maygar dialogue would not trigger after completing the fourth level -Enhanced Maygar’s dialogue -Fixed an issue where getting stuck would force you to replay the game’s introduction -You can no longer accidentally dump Strawhart into the river Westharrow -Fixed an issue where the courtyard sequence could be triggered multiple times -Uploaded new and improved music for the Westharrow finale
Valecrest -Fixed several spots where players could accidentally get stuck out of bounds -Fixed a rare fatal error that could be triggered during the finale -Fixed issues with Valecrest’s damping zones not behaving as intended -Improved NPC pathing
The Factorium -Fixed some puzzle reset bounds -Fixed several areas where you walk underwater
Level 4 -Fixed several places the player could inadvertently get out of bounds -Fixed an issue where serbots were launching puzzle pieces into space Level 5 -Revamped a certain notorious puzzle -Revamped cutscenes -There are now many more secrets to find throughout the level -Added dialogue interactions in level 5 for several characters -Fixed an issue with unintentional geometry rendering -Fixed an issue where lava was too cold -Moved Apocrypha #28 to its proper location -Fixed several level reset issues
Miscellaneous -Fixed several spelling and grammatical errors in character dialogue -Modified introduction dialogue Thanks to the following community contributors for their help with 1.1! • skullchaser • SaSSolino • TheSpaghettiBro • Cyan • Maguffin T. Watersmirch • Shelg0n
We hope you enjoyed Solasta's Multiplayer Beta Weekend. In order to make sure we deliver the best experience to you when the full release drops on April 14th, we really want to get feedback from all of you out there who love Solasta as much as we do. Even if you didn't participate to the Beta Weekend, make sure you check up the Feedback form available here!
For those who may not know, this image was the first public Concept Art of Solasta!
Alright folks, that's it for today! Keep an eye out for more Lost Valley news, and don't hesitate to drop by our Forums or our Discord Server.
Happy Monday everyone! Today marks one week since the launch of Pizza Delivery 3000… but more importantly it begins the first developer blog in my follow up commitment of providing weekly post launch support and community outreach.
One of my many goals with the Early Access launch of Pizza Delivery 3000 has been to establish a community and connect with those playing the game. I’ve had a lot of fun designing and developing the game up to this point but I feel there is a lot of untapped potential in the development road ahead - and until now the only sounding board I’ve had is a select few individuals. I’d like to start getting a broader sense of what people love/hate about the game in its current state… tweaks and features they would most like to see implemented, how is the gameplay scaling based on player skill level - too hard? Too easy?
Similar to my last game, Asteroid Defender! - I’ve always had the goal of implementing a dynamic music system that flows with the playstyle of the current game session- enhancing the experience with that magic only music can create. However, that system along with custom music tracks has not been finished. In my playtesting sessions after launch I quickly realized in my excitement to release the game into the wild I didn’t even include basic placeholder music - giving a sense of emptiness to the gameplay experience that I did not intend.
I’m currently working on a patch to fix this and should have it out in the next few days. Things are taking a little longer this month being an indie game developer still supporting myself by working a full time job outside of game development - and it’s spring break… in the mountains… during ski season… after a pandemic. Basically that equals too many humans and not enough time to work on my true passion - this!
Stay tuned - I’ll have a patch out this week to implement music into the game before shifting my attention towards getting the high score system working properly - along with other fixes, tweaks, updates, and more. Thank you for all the kind words and support so far and I look forward to continuing development on Pizza Delivery 3000 as I work towards bringing my full vision to life.
This weeks build is focusing on polishing up inconsistencies in the game experience. In addition, card action event targetting have been rewritten almost from scratch, since this was becoming a bug-fest. As a result we hope the card events behave more consistent now. There are still some bugs to iron out, but the overall experience should be more consistent.
This release also contains last weeks massive card balancing for the three main factions.
New or Changed
Notable: Item cards no longer target cards that have not been readied.
Player cards in-game will now auto-sort with the same sorting as the deckbuilder
First turn cards are enabled again
The game now warns you when time is running out
Only "important" events are now auto-expanded in the event log
More event log entries will display the correct icon and a corresponding number
First player now generates friendly taunts upon game start
Fixed
Calculated counter-damage is no longer taking into account the state of adjacent/sweep attack of the attacking card
Fixed a number of card event bugs causing events to not properly target the correct card, player or slot
First player card positions in the popup is now identical to game
DMP increase card events will now correctly show added DMP for cards that didn't previously have any DMP
Game speed has been tweaked to be smoother when several events are happening
Flying cards can now be targetted again
Flying cards should now properly attack their target in the following round
Cards should no longer be stuck in "used" state in the following rounds
Improved error handling when trying to sell cards in deck
Fixed a case where a card taking burning damage would show up in the event log as being healed
Fixed an error when selling multiple cards
Fixed an error that would occur if you attacked a card outside the battlefield with an attack that had "attack all cards" and the battlefield was empty
Fixed an issue that caused poisioning many cards simultaneously to take very long time
Fixed several issues in the deckbuilder where equipment cards would not correctly update the visual representation of the card properties in the deck card list
This is a quick update that alters the physics for the Bluefin and Oil Tanker (which I've now renamed to the Orca).
All the boats in the game currently have a really high lateral drag values. This makes them "grip" the water a little too well especially at low speeds. I am now addressing this as it also effects the rudder forces.
The Bluefin & Orca now have much lower lateral drag values and, as such, they will tend to slip left/right in tight turns and at low speeds. This actually makes them much more entertaining to pilot as you'll need to pre-empt turns a little sooner due to the lateral drift, holding a true course now requires constant input and coming out of a turn may require a bit of counter steering especially in a fully laden Orca!
Let me know what you think of the changes.
I've also updated the following...
1. Correct some asymmetrical physics values on the Bluefin so it now drives correctly! 2. Reduced the Orca's bow thruster power 3. Increased drag when driving in reverse for both Orca and Bluefin 4. Fixed Orca's rudders not showing true steering angle 5. Reduced Bluefin's top speed to around 40kts which is more accurate for a "Wake Boat" that it is modelled on.
English #########Content############## New gun: Ukrainian Zbroyar Z-15. (It can be purchased from the weapon vendor in the Bazaar.) 简体中文 #########Content############## 新枪:乌克兰 Zbroyar Z-15. (可以从巴扎的武器商人那里购买。)