Hi everyone, Hope you are all doing well. Happy Easter to those who celebrate! Since the last update, I’ve been focusing on support for custom model import for common model file types and refinements to the sky and light settings.
Importing a Model
I’m happy to share with you that you can now import models, including FBX, STL, and OBJ files, as custom assets into your Battle Map Studio environments!
Just like with Unity asset bundles, you can select the import button in the palette view to open the Asset Import window, which displays local model files (make sure to put any models you wish to import in the BMS_Data/Assets folder first). Select any supported file and press the import button to make the asset available in the palette.
Once an asset is imported into the palette, you can place it onto your environment just like any other prop or character.
Import Settings
Custom assets now have additional properties that you can edit, like import name, rotation, and scale. Custom assets can also now be deleted.
Now when right-clicking a custom asset selector in the palette, there are two new options: Edit Import Settings, and Delete.
Selecting the Edit Import Settings option opens the asset in the new Asset Import Settings window. Here you can change the asset’s name, its import rotation, and its import scale. Since an asset’s rotation and scale are base values, rotating or scaling an asset in the import settings window will change all placed props/characters using that asset.
Keep in mind too that assets are scaled to fit on import and are currently meant to be used as individual placeable props. For example, right now a treasure chest model would work great, but a full-scale city model wouldn’t.
Selecting the Delete option removes all placed props using that asset and then removes the asset from the palette. Be careful deleting assets because you can’t undo asset deletion!
Light Settings
As I evolve Battle Map Studio’s graphical user interfaces, part of the process includes identifying and updating outdated designs. I was recently interested in refining the sky and light functionality and noticed that the light settings panel was actually kind of complicated to work with.
The light settings have changed over time, but the associated settings window hasn’t really been brought up to speed with other UI elements. For this update, I wanted to simplify the settings so that changing a color or rotating a light is simple and easy to do.
Between consolidating the advanced settings, removing redundant sliders, and updating various layouts and input designs to be consistent with the newer UI elements, I think the light settings panel is much easier to work with.
I hope you find the light settings easier to understand and work with while you build your environments! Let me know what you think: is there a light setting that you think should be added?
Here are some other updates:
Many of the tutorials have been moved to YouTube. This makes it much easier to add new tutorials without updating a build and should make viewing tutorials while playing more manageable. Some tutorials are now outdated and I’ll need to remake them. If there are other tutorials you think would be helpful, let me know!
Now when selecting the Tutorials button, the tutorials playlist will open in an internet browser. There are two playlists, one for Tilt Five and one for PC/Mac. The Tutorials button opens the YouTube playlist associated with the configured platform.
The network region name text is now a button that, when clicked, toggles the visibility of the network status window, which allows you to switch regions.
Fixed a bug with custom asset import where, if there was an error importing, the window would not become interactable until after application restart.
Fixed a multiplayer bug where the host client was not initialized properly, causing players joining a host room not to be set up with the correct permissions.
Fixed various layout issues with the asset import window.
Fixed a camera control bug where rotating around a pivot would slowly move the pivot position over time.
Let me know how you're liking this update! Join the Discord to leave a message, or send annonymous feedback here. 🙂
We’ve released a minor update which adds new achievements, new model details and more bug fixes! Here’s the full list of changes:
Buccaneers! Version 1.0.08
Changes - Added achievements for conquering the entire map as each faction. If you have a save in which you have already done this, loading that save will unlock the achievement for your faction. - If you go beyond the map boundaries or get stuck in an island in open world sailing and return to your cabin, your ship’s position will now be moved to the nearest point on the map. This prevents World Map travel from breaking. - Added new rigging details to the Two-Decker and Three-Decker. - Replaced the “Rogue” faction flag with a new design to make it more unique. - Crew starvation rate now gets reset when docking at any town, so you no longer lose your entire crew after one day if you set sail with no rations.
Fixes - Fixed the merchant UI not showing correctly in Saint John’s and Bridgetown. - Fixed missing/outdated Russian translations for some player abilities. - Fixed the sabotage option not working correctly after bribing tavern keepers in enemy towns. - Fixed ship notoriety not showing more than three stars in the Fleet Status menu.
With just a few days to go before our Early Access release on April 19th, we wanted to share a brand new video with you, detailing (almost) everything you need to know about The Iron Oath before getting started on your journey.
The mercenary life isn’t for the frail or timid. Do you have what it takes to survive and prosper in the harsh land of Caelum?
Price Since a few people have asked, the game's price will be $20 during Early Access.
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Be sure to wishlist and spread the word! We're a small team, so every little bit helps and we greatly appreciate your support! We also welcome you to join our official Discord if you haven't already.
Tomorrow (16.04) a vote will be published on our discord server! You will be able to choose the look of the ammunition to collect during the mission in Pandemic Train. Only one of the 3 options can win ;)
Explore endless dungeons with random companions and fight increasingly powerful monsters (this mode has just been launched, and will continue to collect feedback and continue to update)
Features: 1. Dungeon Mode 2. Divide obstacles into destructible and non-destructible obstacles 3. Added prop bombs - can destroy obstacles 4. Remove the right-click monster to enter the battle
bugfix: 1. Story mode Forest Of Mirrors Chinese typo error
How are ya? Looking forward to the weekend? Well, here’s an even bigger reason to be excited: we’re having a flash sale! From April 15-17, all Diamond bundles are up to 50% off and come with Nimh’s adorable kigurumi outfit. That means you can treat yourself AND your snuggle bunny at the same time!
We hope you have a fantastic weekend. We love you so hard!
Note that this patch will be released for MacOS this weekend.
This update contains some significant PvP improvements and lots of QoL updates, besides the usual bug fixes.
One of the bigger changes is that when your match rules use the “set to level 50” rule, all Coromon in online battles will have the maximum number of Potential points possible. Whether you have a level 1 Standard Toruga, or a level 99 Perfect Swurmy, in online battles they will have the same amount of Potential Points. You can distribute these points in the online menu. If you don’t manually distribute them, the remaining points will be distributed randomly. This will make the competitive scene more accessible for new players, since you no longer have to grind for the perfect team. Of course using your Perfect Coromon in battles will still be the ultimate showoff!
To make PvP even more accessible, players can now use a Loan Squad in the online menu. This Loan Squad consists of a set of randomly generated Coromon and held items, which you can regenerate whenever you want, to try out new things! We’ll be tweaking and improving this feature in later updates.
Another big change is that Skill Flashes now have infinite uses. If you already used one before the update, you will find it again in your inventory.
Glitches/Crashes
If you experience graphical issues or crashes, here are three solutions that seemed to help for a number of players.
Run coromon.exe as administrator by navigating to Steam's install folder and right-click on the coromon.exe file, then select “Run as administrator”. By default the installation folder is C:\Program Files (x86)\Steam\steamapps\common\Coromon
Disable Discord overlay
You can disable the overlay by booting up Coromon, navigate to the settings in Discord and then click on Activity Indicator. There you can disable the overlay just for Coromon.
Fixed issues
Fixed people being unable to edit their squads in the online menu
When your Coromon is scaled up to 50 in an online battle, any empty skill slots are filled with the next skills the Coromon would unlock
The Forfeit button in online matches now has an extra conformation step
Thunder Salvo attack now functions as it should
Crumble attack now functions as it should
Kitty Claws attack now functions as it should
Cat Scratch attack now functions as it should
Peck attack now only steals Fruit
Whoosh attack now has a power range from 40 to 130, up from 1 to 130
Bolt Bomb no longer drains more than 60SP
Afterburner Trait now functions as it should
Impatient Trait now functions as it should
Motivated Trait now functions as it should
Soul Eater Trait now functions as it should
Caffeinated and Fearless trait no longer cause Invalid battle states in online matches
Stampede attack now functions as it should
Premonition now still finds a target even after the attacker or target is switched out
Iceberg Sweep, one of Vørst’s attacks, is buffed
Trapped status is removed once the trapper leaves the battlefield
Berserk attack now changes target if a new opponent is send out
Phantom Spike no longer triggers Cado Fruit multiple times
Cado Fruit now only works when the holder is at full HP
Tama Fruit now only triggers on damaging moves
Players can no longer get stuck in the barracks
All Gems in Hayville are now reachable
Fixed a glitch which could happen when feeding Purrgy Nibbles
Revised Mescher Realm maps to remove some dead ends, effectively shortening some of the maps.
Kerrin no longer steals an additional Spinner from you
Updates
We removed the “You can’t use Recall Items” rule from Insane difficulty.
We also removed the “You can’t run away from wild Coromon” from the Hard difficulty. Note that this rule is still present for Insane difficulty, and that you can always customize your difficulty to enable these rules.
Cham Fruit is now available from the Fruit dealer in Darudic
The Drill Shovel is slightly faster
The Potential Reader is slightly faster
A lot of UI transitions are snappier
A lot of battle animations are snappier
We oiled the rusty old gears in the pyramid making the moving walls a bit faster
Decreased time of rain animation
Melissa wanders around a bit less, so she no longer blocks Shrooms
Clio in the Vermeer Grotto can no longer trap players
The Buzzlet Delivery quest now only requires you to find two Buzzlet of Potential 14 or higher
Nibblegar’s Perfect overworld sprite now has the same color as the battle sprite
Slightly buffed Mudma’s basestats
Fixed a number of typo’s and missing placeholders
Spencer in the pyramid speaks all supported languages again
Titan Essences are now removed from your inventory after the epilogue
Lena no longer leads a double life, now you can only find one of her
Alavi rebuilt their shop, which is now constructed in the local wood style
Skarbone can now also be found in Dawn Valley and in Darudic grass patches
Increased Squidly’s evolution level to 37, so players can benefit from finding its hidden early-evolve mechanic
Cakes (S) are slightly cheaper
Skill Flashes can be used on fainted Coromon
The player automatically equips their lab coat in the buzzlet lab, and changes back in their original outfit when leaving
The “Not very effective” texts now a have a red color
Hello everyone from a new update of Winter and People!
As you know, Winter and People blends tower defense and city building mechanics. However, we did not think that the tower defense part was enough, so we added some changes and innovations.
- Now, when you kill your enemies, you can loot their last coins in their pockets. In this way, killing your enemies earns you money and finances you to build new towers.
- We know your enemies look tiny on your screen. So it was difficult to tell if they were damaged or not. Now your can see their soul burning. This increases the hit feeling of your turrets. Although not as much as DL2...
- You know the sniper turrets. The tower type with the farthest range. That's why they shoot slower. But their damage was the same as the rifle turrets. They now deal 2x more damage. Now using them is really impressive!
- You know you have to complete your missions. When you completed all your quests, it was impossible to understand if you didn't open the quest window. Now when all your quests are finished, you can hear a congratulatory voice even if you don't open the quest window. In this way, you do not need to constantly check.
- Do you remember the bullets and arrows? One emerges from the rifleman's tower and the other from the sniper's tower. But it was almost impossible to spot them. Now they leave a smoke behind which makes them really cool!
- Winter and People is a difficult game for beginners to understand. We know this, but we want the player to learn by living. We don't have a tutorial. But we help the player with the information on the interface. Now, if you are going to build for the first time, a helpful message box appears to welcome you. In this way, you can learn how to build or cancel.
And that's all.
We continue to develop it so that you have more fun and better times.
The main new features in this update: - Following many missing persons. The map of the city has changed. It is smaller and it will be easier to find your way around. - The performance has been improved. - Two new zombies have been added. Karen, a crazy old lady and Bob, a butcher. Bob is a boss who will only be on this map. He is accompanied by two friends, Zack and Leo. - Destroyed crates disappear properly after a while. - Also, the loot is no longer thrown in the air. - A new map has been added, Farmhouse, located in the countryside and in the middle of corn fields. - Unlike the first map where the loot falls from the sky, here it will already be present. So you will have to search for it. - It is possible to repair the doors of the houses by going to one of the 3 shed on the map. - The sound design has also been reworked. - The best wave reached is now displayed when selecting the map.