First of all, I’ll list the events (finished/planned) in the order of their size and importance.
1) The purification. One of the biggest events. It shows the relationship between the Pure Ones, deepens the lore of the game. It’ll be available during the first three days and between the other events. The event will consist of a few stages, and it’ll be finished by evening of the third day.
2) The investigation arc. We’re currently editing and proofreading some elements of this event. So far, we think about making it into a two-day event. The option to leave the town will be left for the third episode. I think many players didn’t even realize that the castle part is in essence unfinished. The events are misplaced. There are no random events between the interrogations of different residents of the castle. About that slightly down below, most of these events are prepared though.
We’re doing a big overhaul and working on mistakes of the investigation arc. Our second writer is currently working on looking for any logical holes in this event. Of course, refining something always takes a lot of time and it’s easier to just make something from the scratch instead of trying to fix what you already have. However, there’re plenty of mistakes in this arc and we can’t just turn a blind eye to all of them.
Allow me to go off-topic for this one. Back in the day when we had only one writer, we had some serious troubles with the scripts. Our main writer has a main job and when we were busy writing this arc, he had a lot on his hands and in such circumstances, we had to accept any text just so that we could move on. The opportunities we have now allow us to fix most of the problems we’ve accumulated over this long period of time.
3) Random events prior to the castle. This is a huge set of different events. That’s including events in Ilga’s house, merchants’ events and new events in the castle. A lot of events are still in the works, something’s only yet to be proofread and edited. However, one thing is certain, there’ll be a lot smaller events in the next update compared to the early access release. I’ve published a few renders of these events in the past.
4) Three alternative branches, for vampires, Fuhrim, and for Sarah. We’ll give you more options on how to access vampires’ arc and a few more options how to end this storyline. As for Fuhrim, even back in the early access build there was an option for an alternative route with him, but it was unavailable at the moment. Now it’s available.
We’ve also added an alternative branch for Sarah, and it’ll depend on whether you found her in the town in the first episode or not.
These events are there to add variability and role-play elements to the game. However, we can’t create a truly big number of different alternative branches. The events we create are too big to make more alternative branches for them.
5) Interaction options with Fiona and Mrisya have been expanded.
6) The event with Kilena is in the works.
7) The dreams are written.
With a strong desire you can come up with a lot of different interactions between characters but at the end of the day, it all comes down to human resources. Moreover, things get a bit more complicated when you want to tie all these events and add some backstory to each one of them. It’s quite hard to maintain the logic of the story. You always forget about something during the work and more often than not you had thought about those things before but you just forgot about them.
When I was working on ToML everything was way easier. It was a simple story that I wrote without any serious plan, without any huge twists. I even managed to roll out updates every month even though back then I could devote way less time to the game. Anyway, it’s all water under the bridge.
Even back then I noticed people saying that I’m rude, that I can’t take criticism and that I can’t talk to people. In fact, it’s not really true. I’m usually way more rude but my translators refuse to translate what I want to say and my level of English isn’t good enough for me to be able to convey these thoughts on my own. That’s just who I am; I don’t want to please; I don’t give a damn about money, and I just take pleasure in the job I’m doing.
The game’s rating is 60%. Well, that’s not so bad considering the game is unfinished. It’s early access. With all that, people who’ve bought the game now will automatically have access to the full version of the game when we finally release it, even though we’ll raise the price, of course. There’ll be a lot more content in the second episode compared to the first one.
And if you keep in mind that around 10-15% of those reviews were about the developer itself and not the game, the result of 70% positive reviews is quite good. When I was exhausted after the release, all these reviews made me feel bad and I even stopped working for almost a whole month, but now with a clear head and knowing how unfinished that build was, I consider the result to be quite good.
Now let me get things straight about the criticism. I’m the only one in our team who actually reads the reviews from time to time. And to be honest, I just don’t take negative reviews seriously. Sometimes I don’t even read them.
I honestly don’t believe that a player who’s never had any experience in developing a game can know more than people who’ve been purposefully trying to get good at it for the last five years. And we still aren’t good enough for we’re still learning. It’s a complex and hard work.
My attitude to feedback doesn’t imply that our games have no problems. Our games have tons of problems and we’re well aware of every single one of them. Some of them can be fixed, others are in the core of the game; it’s always a compromise between your desires and possibilities.
And with all that, feedback can be important in those moments when a developer can’t see a problem due to lack of «fresh eyes». Like, something can be obvious for us who work on the game, but for a player who hasn’t taken any part in the development process it might be a difficult problem.
By the way, about problems. Not so long ago I watched a video about QTE, and it gave me some ideas. I noticed a few mistakes we’ve made when implementing QTE. For example, we’ll make it so that MC can’t die when fighting vampires during QTE sequence. All future QTE sequences won’t be able to kill MC too. Other events couldn’t kill the main character anyway. We’ll also give you more time to react to QTE if you play on easy difficulty.
As for financial aspect of things, the question is still open. For as long as we have funds to get by, we’ll keep working. I can’t give you any exact dates, it’s possible we’ll make a test release for our Patreon with around half content planned, just to test the build. After all, the bigger the update, the more difficult it is to catch all the bugs. I’m not planning on making this release available on Steam. I think many of you know why. For those who don’t, I’ll explain…
I’ve had enough of the early access release and those 10% of negative reviews from those who don’t know what «early access» means. I don’t want to engage in similar experiments anymore. Yes, considering the current situation, the early access release was a saving decision because we earned the money that helped us keep working, but when I read that we only did that to get money… in short, it’s not the best feeling. I mean, of course we earned something, but why wouldn’t we release only the finished product (with higher price) and thus earning even more money if we so cared about them, that I don’t understand. But I’ll repeat myself, that decision, which was heavily imposed by my colleagues, kind of saved the day. No matter what’s happening, it’s all for the best. Maybe one day we’ll even get the cut from current sales.
The Greatest Penguin Heist of All Time - That Fish
Noot noot, fellow penguins! As all maps have now been revamped graphically, we thought that it would be a good idea to make the weapons more coherent with the style. A lot of weapons had mono-color materials before and were sometimes a bit hard to tell what they were due to the shading. All of that has been fixed, over 100 weapons and items have been upgrades. Some of which have gotten completely new models to better reflect their purpose. The Post Office has also been added and will soon open in-game, but as of now we're leaving it as a small teaser.
The main menu has been remade in the style of one of the first menu we had with the Antarctic village. We've decided to stay with this one and decorate it for every event instead of making a new menu for every holiday. This also means that we can start adding the village building mechanics, so that the village grows with your game progress.
Additions
Revamped 100+ weapons and items
Added a new (oldish) main menu with more detail
Added a flintlock pistol
Added a new minigame: Pizza Panic! Make pizzas to satisfy customers with physics-based pizzas and ingredients
Fixes and Changes
Optimized terrains to be faster
Fixed bugs related to player movement
Optimized and bug-fixed all weapons
Optimized general AI performance
Thanks for your support! We hope you're having a lot of fun with the game, and we'll be seeing you soon with the blueprint update.
Out of all the people that the Aztecs faced, none was so feared and respected as the Tlaxcaltecs, who were never subdued by them, and who allied themselves with the Spanish during the conquest of Mexico… In today’s WIP, we show you the clothings of a Tlaxcaltec warrior: the term tlahuiztli originally referred to the clothing made of feathers sewn over fabric, which covered the torso, arms and legs, but started to be used to refer to the insignia that the warrior wore, as well as his arms and headdress. When you fight the invaders on Mictlan, be prepared to come face to face with these strong and brave warriors, who will not ask or give any quarter.
We're pleased to announce the release of a new map, made by community member Oktay
This beautiful commander map has 4 different sections which open up based on the player count. It has zip lines, strong rivers, elevators (also with lava underneath) and tons of shipping containers!
You can check out some previews of the map below:
Briefing:
[expand type=showmore] Brenodi Empire: The Northern Faction is attacking our port which support our military supplies in this ongoing war. Our intel informed us that they even sneaked in a Northern Faction command vehicle ! Quickly destroy the enemy force before they get too big of a threat !
Defend the Area and Defeat Northern Faction.
Northern Faction: The Brenodi Empire didn't expect us attacking their port which is important for their Military logistics. While the battle continues we successfully sneaked in a Northern Faction command vehicle which will change the outcome for this battle !
Capture the Area and Defeat Brenodi Empire.
Mapinfo: 12 Players will transport your CV, be sure to be near your commander if you reach that player count. 22 Players will open the Port Area. 32 Players will open that big gate near main base prepare for expansion. 48 players will allow access to the Dam section.
Credits for helping me: Destroyer, Trainzack, Gvarados, Bloodwiper Container textures provided by Trainzack and Bloodwiper [/expand]
Minimap:
[expand type=showmore] [/expand]
Gifs:
[expand type=showmore] [/expand]
Images:
[expand type=showmore] [/expand] Join Empires Discord! If you want to download the map, ask for latest version in our Discord server's #mapping channel.
1) When jumping to race start in eSail multiplyaer racing, sometimes you could end up on the rocks at the end of the race start line. eSail now jumps you close to the middle of the start line.
2) We now prevent game restarts in time trials as well as races. This helps avoid reconnection errors. We now also have a 15 minutes max pause for time trials.
3) Time trials can now be run in Multiplayer +12h. This should make it easier to avoid playing at night!
Fixed three issues that were crashing the game: - Firing the crossbow after setting the FPS with the slider in video settings - Pressing "." then "=" in the calculator app - Shooting the rock in some cases in the Brazilian localization
Hello everyone, this brings the latest version of MFAShow, please let me know any ideas you have! This update has the following new features.
1. Super fireworks update
Two new super fireworks have been added! Optimized the random probability of super fireworks, and you can adjust the amount of probability of appearing in the settings yourself.
2. Fireworks effect update
Adjusted the size, duration, trailing effects, number, flash and other effects of all existing fireworks.
3. Sky background update
Based on player feedback, replace the original dusk sky with night starry sky.
4. city effect update
The city terrain, buildings and some street signs, street lights and neon lights continue to be adjusted.
5. Editor update
Added a draggable console handle. Now you can hold the handle and drag the console to where you want to place it.
6. more
-Fixed the problem that some building models are wrong -Fixed the problem that the editor can't grab firework cards -Fixed some lighting problems
We will focus on enhancing the fireworks show editor experience in subsequent updates.
Feel free to ask any questions via Discord channel, community or email.
We hope you enjoy Music & Fireworks Show, and good luck!
We are continually inspired by our incredible community - your creations, machinations, mods, stories, and visions of the world of Space Engineers drive us to excel. We would like to share a slice of creations that caught our eye during the past month.
Blocks will slowly rust over time while in atmosphere of configured planets; all blocks that is not covered by other blocks or airtight spaces in all directions will be affected by rust.
Rusting of powered grids can be disabled in config.
A brand new radar mod, inspired by the "Active Radar" mod.
Output the size and exactly world position (and velocity if isEW=false) of Enemy grid into LCD Panel. Suppose to be read by a Programmable Block and guide the Missiles or Drones.
This mod adds a Refill Station block. When conveyored it can refill Oxygen, Hydrogen, and Energy to anyone who interacts with it - regardless of ownership.
It will not allow respawning at its location. The screen is a customizable LCD. Comes in both large and small grid.
I worked hard on the previous Tachi design and shape to give you these highly detailed version of the Roci. It's now easier to land on planets with a bit of practice...
Just like my previous EXPANSE builds, these one also merge large and small grids, to create a realistic EPSTEIN DRIVE BOOSTER. Very efficient and simple to use ;)
The Subutai is a 13,000-block pirate warship built around the AWE Kingsword Ultraheavy Coilcannon.
Capable of firing its 5200mm round in standard or shotgun modes, with plenty of auxiliary firepower to boot, the Subutai can rip apart heavily armored targets. For some, the compliment of drones, missiles, and torpedoes will be enough.
The Nautili is 100% vanilla and scriptless and can set itself up and run largely unattended. Featuring 13 small grid drills on a rotating head and four retractable limbs it is built for one job, digging holes. Or tunnels, so two jobs, I guess...
It utilizes a walking motion with its 4 limbs to move up and down the tunnel regardless of gravity and with minimal power usage.
Chimera is a planet covered in lush forest, high snow capped peaks and beautiful sandy beaches that go on forever with many islands and continents surrounded by icy oceans and rivers and the high mountains at the poles covered in snow.
Zira is a moon with high peaks found at the poles capped with ice and in places a smooth but yet rocky area that rounds the belt of the moon suitable for travel with a rover.
- real milkyway skybox by Darth Biomech - darker environment light/shadow changes - sun color changed to white instead of piss yellow - removes screen dirt
We want to thank you for your continued work and inspiration. We will be searching, every month, for more great community additions, mods, blocks, builds. scripts, and stories. ːcozyspaceengineerscː
Have ideas on how to improve Space Engineers? Leave feedback or cast your vote on the most pressing Space Engineers topics! :desktop: https://support.keenswh.com/spaceengineers