These are issues that have been fixed with Build 27, which is now live:
- After firing the 2nd cannon, Vreni remains silent - Going back from "cross-country autobahn" to skiing ground#2 is bugged - Skiing through the canyon section is bugged - Avalanche in canyon kills player in canyon without warning - Narration: Add clearer instructions on using backpack - Hut #3 cannot be entered - It's not possible to sleep in Hut #2 on the 3rd day - Going to sleep on the 3rd day in Hut #1 creates a groundhog day loop
Williams™ Pinball: Volume 1 is a dazzling collection of three authentic classics. Play THE GETAWAY: HIGH SPEED II™, JUNK YARD™ and MEDIEVAL MADNESS™ in two exciting ways -- as arcade-perfect simulations in their original form or as remastered videogame experiences enhanced with updated graphics, animated toys, and a host of new features.
Marvel Pinball: Avengers Chronicles takes the critically acclaimed pinball series to uncharted territory. Each table in this four-pack chronicles a blockbuster event in the Marvel Universe! In Marvel's The Avengers (based on the 2012 film from Marvel Studios), play as Black Widow, Captain America, Hawkeye, Hulk, Iron Man and Thor, as Nick Fury leads the Avengers into battle on board the Helicarrier -- each character on this table comes with a custom ball! Relive 2011's biggest event in comics in Fear Itself, which pits the Avengers against Odin's evil brother, the Serpent, and the forces of the Worthy. In The Infinity Gauntlet, join the Silver Surfer and Adam Warlock as they battle Thanos and recover the six Infinity Gems (themselves playable balls). Finally, for banishing him to outer space, the Hulk seeks revenge against the X-Men, Iron Man, the Fantastic Four and Doctor Strange in the incredible World War Hulk. Avengers Assemble!
That’s all for the week, see you on the leaderboards!
It's me again, it's time for weekly update. Important QoL changes for this update:
You can now upgrade your bag to 40 slots.
I added a special bag called "Tool Bag" which you can send your tool to it by pressing "T" by default. This is essential for newcomer because item slots are limited at the beginning of the game. You don't have to run around the Storage to exchange tools.
You can now remove fish trap when you accidentally place it somewhere you don't want.
I knew the fishing mechanic is hard for some people so I just added an option to turn it off. Please look into the settings.
Sickle can also use to clear out immature crops.
Fixed a bug that made your pet spawn at black spots of your house.
Fixed craft & cooking material/ingredient consumtion bugs. (It won't take more material/ingredient to make multiple item)
Fixed help window in shop somtimes show empty info.
Speed up gameplay on 30 FPS locked computers. (Experimentally)
Welcome to the first of multiple preview posts dedicated to our upcoming 1.9 content update. Today, we would like to focus on the new taxation system that will be added to the game.
We are indeed reworking the way your villagers will generate revenue. Your market won’t directly generate revenue anymore when villagers purchase food or goods. Instead, you will be able to tax villagers. Preserving their happiness will be the key to efficiently tax them, so providing them with what they need from the market will keep playing a central role for revenue.
Be careful though as each building will have a maximum amount of taxes it can accumulate. You will need enough tax collectors to get your hands on all of this precious money!
Lastly, you will have control of the taxation rate of your villagers. Know that if you ever feel too greedy, the happiness of your villagers will be negatively affected!
Make sure to keep buttons selected in menus to allow gamepad navigation of UI.
Changes to settings menu to improve usability with gamepads.
Tutorials dynamically show correct buttons when using a gamepad.
Sorted some settings options from low to high quality to be in line with other settings.
Confirmation dialog for settings changes.
Dash is now bound to the right shoulder button on gamepads (R1, RB).
Shorter interaction durations for activators and ammo pods.
Added some jumppads in the boss area.
Fixed projectiles hitting ground too often, direction is now calculated properly.
Fix damage from an invisible source.
Fix flying enemies traversing and shooting through barriers.
Flying enemies no longer go inside eachother.
Many changes to different areas around the game. A couple areas are very different now. And fix many collision issues and holes in the world.
Switched audio engine to FMOD. This also means Sorround 5.1 support and some nicer audio effects like better reverb, muffled sounds in pause menu and when on low health, or cooler sounds for far away explosions.
Better sounds for mines: less annoying beep and sound when about to explode.
Fixed missing meshes in end cutscene.
Fix combat music kept playing after game ended.
Added new music during boss fight.
Tweaked low-health postprocessing effects.
Removed particle-system prewarming which results in faster load times.
Fixed a MAJOR bug where Equipment gathered would disappear from the game after death until restarted.
Fixed a bug where the player could get past the magic barrier with over 100 health.
Fixed multiple distance culling issues.
Equipment is now saved and only has to be found once. Only inventory items(weapons) have to be regathered after the player dies or restarts.
Boss's deaths are now saved and do not have to be fought again after the player dies or restarts.
The bridge to part 2 has been connected and is now technically open...however you cannot cross until you defeat the 1st witch! if you try to cross the magic barrier you will be killed instantly just like at the castle. Don't try cross before! The new area is over 3X the size of the starting island and opens up about 75% of the total map area. You can explore the area a little bit before Part 2 of the story is finished! Your reward for finishing part 1.
The new prices for specific regions have been approved!
Added - The cops blocking the road towards the rich region now have a rest animation instead of a T-pose.
Changed: - The money stealing chance had its development value (95%) which basically caused each NPC to pay less than they should, it now depends on the personality of the NPC itself and can vary between 0% to 90%.
- The NPCs now have a 20% chance to visit a random shop instead of 10% (it could still be one you don't currently own).
Fixed: - NPCs could get stuck in the shops and never actually pay. [Thanks to @blissella1990 for reporting it] - The "MegaCube" had a wrong name ("Playbox 4").
Also, we are currently working on a demo version of our game so everyone can try it before they buy it. :)
Changes to Normal Difficulty/Addition of Intense Mode
We’ve updated the default difficulty mode (aka Normal mode) to be significantly less punishing. We’ve slightly reduced the maximum intensity level that the Director will produce, reduced the liklihood of seeing duplicates of any specials, and made it less likely that the Director will spawn Goopers and Grabbers at the same time. In our playtests, the overall effect is that the game still feels intense and challenging, while dramatically decreasing the chance of a pair of specials wiping the team.
We’ve also added an Intense option for players who have a full team of players. Once you have four people in your party, the party leader can flip the Intense Mode toggle on to play with the same Director tuning that we had from launch through Update 2.2.
We’re going to continue working on difficulty for the foreseeable future, so we’d love your feedback on this update in particular, either on the Discord or through our Bug Report form.
Communication Wheel - First Pass
Sometimes marking an object in the world just doesn’t let your teammates know how urgently you need their attention. Press and hold your ping button to open the communication wheel and select a message to better communicate with your fellow survivors using both an in-game marker and your character’s voice.
We’ve selected 8 default options that players will give you the ability to call for help, get other players to follow you or wait, or simply apologize for a mistake. Additionally, there are another 13 voice lines you can swap out in the Settings menu to suit your unique communication style.
And if you like using our default context-sensitive ping option, fear not, it’s still there. You can still spam that Ammo Charger to your heart’s content. After all, sometimes the best way to help your team is to let them know that there’s a “Charger her… Ammo Charger… Charger Here. Got a Charger here!” when you’re just that excited about refilling your weapons.
In-Game Help Revamp Kickoff
We’ve significantly overhauled our in-game help system, which we call the Game Instructor. It's designed to help players better understand the ins and outs of The Anacrusis, during their first few sessions of the game. The first pass addresses Things Players Can Do In The Airlock, but we’ll add more in subsequent patches. This also is a work-in-progress, so please let us know what you like and don’t like, as well as the bits of the game that you feel we could explain better.
Friendly Fire
Friendly fire is now disabled for all players. You will still be able to kill bots though, in case they get stuck in navigating the level or you just get tired of Lance’s nonsense. (We actually turned this off yesterday, if you happened to notice.)
Controller Bindings/Stick Sensitivity
We’ve done a significant rework of the controller sensitivity settings and button configuration based on feedback from the community and several weeks of internal testing. Please let us know how movement and aiming on the controller feels. We’ve also reset the default button configuration to one that we feel works better for the game. Unfortunately, the nature of the changes required that we reset your bindings and sensitivity settings. Sorry for the hassle, but we’re pretty confident that the new settings will feel good for the vast majority of people. As always, feedback is wanted so let us know if you make changes!
Episode 1 Outro Cinematic
When you complete Episode 1, you’ll notice that we’ve created a new outro cinematic, showing our heroes escaping the Bridge and teleporting back to The Anacrusis. Your characters should show up on the outro screen wearing the costumes you chose for them in your loadout screen, which we think is pretty freaking cool.
Smaller Changes
You can now leave AFK mode by pressing the Fire key.
When a player enters AFK mode automatically, they are notified with an on-screen message.
In safe zones, such as an airlock, or when the game is idling before an event, players will take much longer to be automatically set to AFK.
Added an animation that better telegraphs the gooper attack. Additionally, we’ve made the Gooper’s mouth parts animate in a more believable fashion.
New (temporary) fire and reload animations for the Plasma Rifle
Tuned the alien death animations to be have more weight and be more responsive to gunfire.
Added new visual effects for all forms of healing.
Added new animation when player characters use a med scanner.
The Gooper has gotten a new attack animation to both sell the attack better and give players more time to react to its attack.
Infinity Pass Quests should now consistently show the next quest, even when there are communications hiccups from the back end.
People who use mice set to very low or very high DPI settings will find that the extremes of the mouse sensitivity setting to work better for them.
Renamed "White" skins to "Amber" to better reflect their actual appearance as well as the color of their energy.
Bugs Fixed
Matter compiler re-rolls should work again for all affected parties. Apologies for the temporary loss of agency.
Fixed cases where a player couldn’t pick up items that had moved around.
Fixed holes in the world in multiple episodes and maps.
Fixed a variety of player bot navigation errors.
Fixed several holes in Episode 1: Terminal that could yeet players into space.
Fixed a variety of enemy AI mantling and navigation errors.
Fixed an audio bug that clipped audio at the end of the level loading period.
We’ve fixed some rare instances where loadout settings wouldn’t save between sessions.
The Don’t Stop Now emote plays (and stops) properly when triggered.
Push-to-talk now works properly when bound to a gamepad or mouse button, in addition to the keyboard buttons.
Fixed several preview images in loadouts and the Season Pass page.
We’ve added a prospective fix for the bug that prevents you from equipping cosmetics you unlocked in the previous game.
New Bugs Created
Joining games in progress causes a brief moment of lag. We’re aware of the problem and are working to fix it either in Update 4 or an Update 3.1 Hotfix.
The countdown voice line isn’t currently hooked to the new communication wheel, so it won’t play properly at this time. We’ll fix this in the next update.
SlimeBall has arrived!!! Our first New Game mode is live. Please note this is not the full SlimeBall experience - there is still plenty to add before release. This patch will help us test some base functionality of our recent game and server updates.
Currently you can play some friendly games with your pals but don't get too comfortable - combat is on the way....
Register now for access to our new TRS22 MPS test server. Successful applicants will have access to TRS22 until March 31. Apply through this online form.. NOTE: You need an active Trainz newsletter subscription to get the confirmation email (edit the status in MyTrainz).
Once invited, install TRS22 and jump in to check out the latest version of Trainz, then join us for the test tomorrow (see below for details).
EXISTING TESTERS: A new MPS Beta Build is now ready for testing. Patch in the normal way to 117118.
Note that Steam users do not have currently access to Driver in MPS - this will be enabled in the next update.
You also need to enter their MyTrainz login in Trainz Settings > MyTrainz tab to access MPS. (Create one if you do not already have one.
We've currently enabled two routes to increase the number of players per route.
Tests will be co-ordinated through our Discord Server - MPS Chat Channel.