This update enables support for custom multiplayer missions. You can now create multiplayer campaigns in the mission editor, and host lobbies with multiplayer missions from Steam Workshop! There are also numerous bug fixes for multiplayer, existing missions, AI, etc. The AH-94 has also been updated with some new HUD features and bug fixes.
Full list of changes below:
VTOL VR Update v1.4.0
General
Fixed: weapons mounted on the left side would always be selected first if switching away from and back to a weapon type
Fixed: Reload All wouldn't reload used external fuel tanks
Updated Unity version to v2020.3.30f1
Fixed: death when rolling right after spawning
Disable debug camera in editors
Fixed: black screen if localization files fail to load (skip loading localization in this case)
Fixed: guided bomb guidance did not calculate trajectory correctly at lower than 200m/s
Changed GPS HUD sight inner circle to scale with altitude to indicate proper release window
Fixed: audio would not return to normal volume if switching scenes while blacked out
Changed F/A-26B and F-45A radar scan to align with nose since horizon-relative elevation is not adjustable
Fixed: Aircraft radars would still transmit full range radar sweep pings while hard-locked
Fixed "park ave" style building roof colliders
Fixed "StepBldg" style building roof colliders
Fixed: HUD time to impact did not work properly when two AIM-120s were fired from the same equip
AV-42C
Fixed: repairing engine would not set it to the current tilt until tilt is modified
Fixed: tilt indicator didn't work if left engine was destroyed
Fixed: no tilt audio if left engine is destroyed
F/A-26B
Fixed: full range radar sweep pings would still occur when in boresight mode
Fixed: after quickload, right engine had no afterburner effect until throttle moves
Fixed: sometimes unable to hard lock a softlocked contact
F-45A
Fixed: internal weapons could be selected first when switching to a weapon type even if external weapons were still available
Fixed: players list scroll buttons used wrong controller button
Multiplayer
Added support for Steam Workshop campaigns
Fixed another crash for non-AH-94 owners in missions where AH-94 is present
Fixed: error when attempting to create a private lobby after a previous network routine crash
Fixed: spawned in wrong vehicle if multiplayer spawns were placed out of order
Fixed: network crash when there's a kick/ban vote
Fixed: briefing controller did not appear to sit at lectern for new player joining
Fixed: sometimes RWR ping would incorrectly come from a fired missile instead of the aircraft
Fixed: network crash when oil rig is destroyed (I wasn't able to repro, so if it has happened to you, please try it)
Fixed: error when creating another private lobby after previously hosting a private lobby
Added team score to scoreboard (mission dependent)
Briefing room voice chat volume is persistent
Fixed: could see dead unit icon in nav map when joining late
Fixed: slots could be interacted when not visible in list in briefing room menu
Fixed: could still spawn with gear up on certain built-in MP missions
Fixed: AI aircraft engine throttle and heat was still not synced for clients
Fixed: sometimes, AI aircraft would be killed when a client joins
Fixed: wobbly/jittery AI aircraft far away from host, made a2a refueling difficult, gun sight jumping
Added confirmation dialogue when joining lobby
Return to main menu if attempt to join team times out
Show different message when host times out vs when there's a local error
Added support for Drone Carrier unit
Fixed: soldiers wouldn't get out of the AV-42 if there are multiple drop-off objectives on the same waypoint (especially after respawning, affected CTF mission)
Show positions of known units in briefing room map while mission is ongoing
Added Block feature for host to automatically ban players from new lobbies (can be undone)
Fixed: Player didn't get properly removed from roster if game is force-closed or crashes
Fixed: bullets fired by other players can appear to not come from the end of the barrel if vehicle is moving
Reduced memory allocations/garbage
Fixed: remote bullets appeared clumped together for high rate of fire guns
ATC: sync parking space reservation
ATC: sync runway usage reservation
Added invite and block buttons to in-cockpit players menu
Fixed error caused by rocket artillery when client joins
Fixed error caused by incoming voice data buffer size
Mission Editor
Enabled multiplayer campaign editor
Added actions to modify team score
Added conditional to check team score
Added scenario settings to grant score points for kills or deaths
Fixed score tooltips in scenario info
Set cursor to unit rotation when jumping to unit position
Fixed: trigger event firing itself would cause infinite loop/hang
Fixed: Unit List conditionals with a unit that had been deleted would always indicate a unit in the list was dead
Added function to convert singleplayer campaigns to multiplayer
Units
Fixed IRAPC LOD issue
Fixed: AI Aircraft was unable to take off after rearming on a carrier
Fixed: rotating radar model would stutter
Fixed: AI pilots didn't calculate impact point for high drag bombs correctly
Fixed: MAD-4 radar wouldn't disengage when commanded to in singleplayer
Fixed: Team B tank couldn't kill Team A bunker
Fixed: Ground vehicles would swing wide on turns when following a leader on a path
Fixed: ASF-58 radar did not sweep properly, causing extremely narrow field of view
Fixed: ASF-MRM max launch range setting was too small, causing ASF fighters to not engage RWR contacts until they were very close
Increased range that AI pilots will engage RWR contacts if they are hard-locked
AH-94 v1.1.0f1
General
Fixed: Clear Waypoint button in front seat could not be pressed
Fixed: Damaged rotors could not be folded
Fixed: repairing damaged rotors would not remove broken rotor model
Fixed: quicksave/loading after repairing damaged rotor would damage it again
Fixed: clear waypoint button made beep noise with no battery
Fixed: RWR audio would not be muted when the RWR is off
Fixed: could not toggle autopilot with flight collective when landed
Fixed: HUD weapon reticle visually lagged when other pilot is controlling weapons
Added copilot look direction indicator to HUD
Added TADS field of regard indicator to HUD
Added sideslip indicator to HUD
Multiplayer
Fixed: deaths did not count on scoreboard
Fixed: setting landing gear lever would cause other player to let go of a control if they had previously touched the landing gear lever
Synced the front and rear RWR switch state
Fixed: equipment jettison didn't work properly for gunner/copilot
Fixed typo in Urban Liberation briefing
Fixed: sometimes AIM-92 seeker would not work properly after gunner/copilot fires it
Fixed: radar target position would be updated despite being occluded if gunner/copilot tries to lock it
Hey folks! Time for a new devlog, this one is partly inspired by me wanting to shed some light on some of the robots you'll be interacting with during your time in Day of Maintenance (aaaand it's also because people voted for it on my twitter poll 😁)
Now then: who are the truck gang?
Let’s start with GC-53AN, or “Ground”, the player character - who’s a stoic, pretty direct guy-robot. He inherited an MSSIRT from a human operator, and parts of that may have rubbed off on this deadpan fella. You somehow struck lucky when waiting for a routine check-up by meeting OA-R8YE (Orby), and then... well you just kept in touch, then kept chatting, and now you two are close boyfriends 🤖💌🤖
But what about the other robots?
Well, starting with (my favourite):
Who is usually kept in line (but in a gentle way) by:
Now Jamie-Jane is a pretty old lady. But she isn't the oldest 'bot on the crew, that mantle goes to:
But who's the 'youngest' of the lot?
One interesting idea we toy with in-game is the idea of "Fascinations", where robots develop a thing they get extremely interested in. This can sometimes be lost, or dulled, or plain switched after a routine refurbishment occurs. These 'refurbs' occur every 5 years - the healthy lifetime of a normal robot's wetware. Garamond is a crew-member who recently went through that:
And finally, we have one last member:
~
And that’s it! It’s been long enough that I genuinely don’t recall when we brought in the truck gang characters, but you can thank spdrcstl for that. I know I had fun drawing their portraits.
Anyways. That's another blip in the timeline leading up to release (on APRIL 22ND), hope you all are hype!
Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.
Glittering prizes include: 1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 6 all new cards! Complete that second set and enter a final tier of 2 very special and super limited cards! Assemble 26 cards and receive a special prize. Easy! 2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes! Visit our Discord server (#lets-play-together channel) to learn more.
Hi, everyone! 🙌 We are happy to announce that our game Planet TD is in early access on Steam! 🥳
Prepare to defend the solar system against invaders! The solar system, which has been living in peace for years, is occupied by robots sent by an advanced civilization. There are 4 different planets in this star system that you have to defend.⚔️
Whether you’ve been with us for almost 20 years of Syberia or you’ve just discovered the adventures of Kate Walker, the whole Microids and Microids Studio Paris teams would like to express their most heartfelt thanks to everyone who participated to the creation of this game or played it, and to all the fans expressing their support on Facebook, Youtube, Twitter, Discord and Instagram.
This game was made possible through continuous support from Benoit Sokal’s work fan’s, and we’re thrilled with the warm welcome players have extended to our game. We know he would’ve been touched. Thanks to your enthusiastic feedback we want to continue improving our game for players everywhere and pay homage to the Syberia license
- Fixed a few issues with colliders - Fixed some lighting issues - Fixed an issue where cameras could be tilted - Fixed an issue preventing you from choosing certain hats - Fixed double highlighting when choosing cosmetics - Enabled unique hat for sewers - Changed corn material so it doesn't react weird with light
Today we’re bringing update “Root”, named after our biggest new feature - the Ancestry Filter - which can calculate and show you all your root/parent/child nodes right on the home page.
Used alone or in conjunction with other filters it adds a whole new dimension to your home page, now being able to further expand your searches into results like e.g. all focused root worldviews, all in-progress (task wise) parent feelings, all favorite child tasks and that’s just the start, all results further filtered by your search bar text input.
Ancestry filter
available on the home page’s search bar
tap it to cycle between showing only root, parent and child nodes, auto-generated using existing nodes and ‘parent’ links
unlocks at level 18 for Plus users
use separately or in conjunction with any other existing filter on the home page
UI
new UI mode (set as default for all new users)
content bubbles are now smaller
all throughout the app UI boxes will match the UI mode you selected in Settings (in Bundles, Onboarding, Import/Export)
item categories (e.g. data, flow, function, filter, etc) have their title on the homepage update: bigger, bolder, color matches content's color
Fixes
'Beyond the veil' and path selection finally readable on portrait devices
Crashes during tutorial
bugs while navigating left to home
home page genereation
toggle "show locked features" not being consistent
Other
source tracing for Sizing box generation added
internal NTs excluded from searches on the homepage
We plannes to release second chapter much earlier. And comepletely. But it went too big. So we cut it on two parts, each part contain around 2 gameplay hours. Pandora 2:1 is already avialable on Steam and due nex couple weeks we will update it with Pandora 2:2. Check our trailer!
There was a hard choice - to cut and burn part of Noch to make it faster and shorter, Or tell the story the way it appeared in our heads and later. We want to tell the whole story. To be epic.
We are excited to announce the release of the new Who’s Your Daddy?! Daddy & Baby skins, The Baby Daddy and the Daddy Baby! Baby is now a Daddy Baby and Daddy is now a Daddy Baby! Choose your Baby Daddy or Daddy Baby today!
Jump into Who's Your Daddy?! and tryout the new baby daddy baby skin or daddy baby daddy skin right now!