Hey everyone! Jess here! I wanted to say thank you all so much for showing interest in (Virus_);! As such, I'm releasing a pre-release of the next build to get feedback on! This patch is gonna focus on the new features that will be releasing alongside update 0.5.0! Once again, if you have any feedback or find any bugs, please report them in the discussions tab on steam!~
Patch Notes
New
Player Kit:
Wall Jumping
On the player's journey of taking over different devices, after defeating the first boss, they unlock the ability to wall jump! Wall jumping doesn't consume any of the player's jumps, however it requires them to use specific tiles on the wall to do said wall jump
Dashing
As well, the player will learn to dash! This will allow the player to do a short dash forwards that grants 0.2s of iFrames, and gives you a slight vertical boost if you're in the air (Bound to Caps Lock and K)
Secondary Attack
Projectile attacks are no longer primary attacks, they are now classified as secondary attacks, so you can now have 2 attacks equipped at once (Bound to Right Click and I)
Changes
Player
Overlay
Updated the player's health overlay
Camera
Zoomed out the camera : 5.2 -> 5.6
Keybinds
Sprint : Shift -> Shift/L
Melee Attack : Left Click -> Left Click/J
Jump
The player now has variable jump (holding the jump button longer will allow the player to jump higher and vise versa)
Increased jump velocity : 13.25 -> 15
Levels
Updated the ported levels to use some of the new mechanics
Cores
Movement Cores
Removed Movement Cores
Sprint
Moved to base kit
Attack Cores
Re-named to "Secondary Cores"
Disabled the Secondary Cores menu for this patch
Basic Melee Attack
Moved to base kit
Basic Ranged Attack
Temporarily moved to base kit
Bug Fixes
Fixed a bug with the player's animation, sometimes causing the melee attack to take some time to come out
Fixed a bug with the how the player's projectile was spawned, sometimes causing the projectile to move at half speed or slower
Fixed a bug that caused the player's sprite to bug out when falling and then jumping
To celebrate MapleStory’s 17th Anniversary the spirits have brought special events to the Blooming Forest! Earn your daily limit of Blooming Coins by defeating monsters using the Floral Blessing skill. You can also earn coins by racing other players in the Blooming Race or leaving Legion characters to remove the weeds with Legion Gardening! The Rock Spirits need your help fighting off the Flowering Shrub, which will reward you with Spirit Points to purchase Blooming Growth Potions! Trade in all the Blooming Coins you’re earning from the fun activities at the Blooming Communal Coin Shop and the Blooming Personal Coin Shop for valuable enhancement and cosmetic items. Fun and beauty awaits you in the Blooming Forest!
Hello mates, The Baron here with a U11 status report that is perhaps not exactly what you were hoping to hear. So here it is guys — U11 is not ready for release. ːsteamsadː
We thought about it and thought about it, but in our hearts we just don't feel comfortable to release U11 in it's current state as we feel it still needs significant polish to be considered complete, not to mention we are not satisfied that enough bug-testing was done.
Really sorry about this, guys. To give some context as to how/why this is happening, there are just so many new and major mechanic frameworks added to this update, all of which are new and untested, so we really want to avoid a U8 type situation and release something half-baked.
However, we know how hyped you guys are and how long you have waited, so since we have a build that we are playtesting, we decided this — Let's do an open beta.
This way, hardcore fans who are simply dying to play but also have the sensibilities to know that this is a hardcore WIP with fully to-be-expected bugginess and other jank can join us by getting into the weeds in providing some constructive feedback on the new systems, which we will actively tweak throughout the beta.
Meanwhile, more casual players who are not interested in the development of the game, don't really follow B&S news, or are more just interested in the final finished product can stay on U10 and keep using mods. Most of these type players will probably not even be aware of the beta, since it will be an active effort to opt into it, as opposed to it being an automatic update that everyone is auto-opted into.
So, there will be a PCVR open beta sometime next week. I know Nomad players also read PCVR Steam news to stay informed, so Nomad folk, I know this beta news will be disappointing for you; I added some more Nomad specific news here - (link) which also has some info on the long awaited scripted modding.
Next week I'll post a Steam news that will have the code for anyone who wishes to access the beta, along with instructions for how to do this. That news will also have a brief overview of what to expect in the update, so you can know what to test out and so forth, and I'll probably have a link to some kind of a central location (maybe reddit or a google form) so people can post their feedback and we can collect it effectively.
Performance
Split terrain detail textures up to prevent rendering stalls, can save 30-50ms when Raining
Learning
Don't gate use on unlearned Prerequisites
Automatically learn prerequisites as part of a Task
Toggle Roofs
Fix bug that prevented hot key introduction in existing Guided Experience games
Lighting
Increase Moonlight intensity
Fire
1.5x rate of growth
2x rate of spread
2x rate of burning Straw Props
1.5x rate of burning Ramshackle Props
Don't leave burned husks for Ramshackle or Straw Props
UI
Resolve some edge cases around [ESC] usage
BONUS UPDATE: Scrapman has created a video highlighting all the new features, so please check it out to get a better idea of what's new:
Last week I mentioned taking a break from editor work to add some new parts or otherwise improve the game side of things. I was just planning on adding a few cool new parts, but the first day of work in that area didn't go as planned. The parts I initially looked into were old ones that I hadn't worked on in a while, and each had some little problems that weren't obvious how to address.
The next day I decided to work on something else instead: Adding the ability to set a starting position for the various pistons, swivels, and pivots in the game. It took a while to work out all the issues, but it become obvious that the possibility space for vehicle and machine designs would be drastically increased.
It was also obvious some new parts would be needed, and the Locked Connector become the Flex Swivel, the Flex Pivot was added, and I began work on the variable length beams (now called Flex Beam and Flex Beam Heavy), something I hadn't planned to add for a while. These new beams allow you to create nearly-arbitrary beams in your vehicles, and they complement the variable angles that are now available from other parts. They reside in the Rope category for now, but they only vaguely work like ropes on the game side of things.
With those two difficult tasks handled, I returned to the parts I'd put to the side, and decided to tackle the previously-named Suction Cup. I ended up going with an extending hook and calling the piece Attacher since that's what it does. You can attach to almost anything, including other parts of your vehicle, the ground, objects like containers, and of course buildings. Attaching to buildings is probably the least useful of those, because you're just as likely to attach to the structure you're aiming for as you are to destroy part of it. The controls for the Attacher are still a work in progress, so expect additional modes and tweaks soon.
That's a good amount of stuff for a big update, but I had to add more thing...
I've never coded a laser weapon before, despite having worked on a lot of action games. I've created a ton of projectile-based weapons, but nothing that instant hits. It wasn't as scary or difficult as I feared it might be, though I did manage to launch the initial version with a bug that would crash the game if you used more than 2 lasers at once. Lasers are not cheap (performance-wise or budget-wise), and they aren't unlocked in the campaign 'til you reach level 20. But they are also pretty unique and very fun to use without requiring high-level vehicle building skills.
So between the Red Laser, Attacher, Flex Beams, and improved functionality/design space for jointed parts, there's a lot more to play with for your vehicle building adventures.
I'll still have one more medium-sized update to do to 0.118 before moving back to island editor work, but I'm anxious to get the editor suite finished so I can focus on expanding the game's content some more. That will mostly consist on new islands, but I expect to add other new features/content to make the Play Mode gameplay more exciting/challenging.
Fishing has been added to Past Fate. By fishing players are able to get fish needed for cooking and weeds needed for alchemy. Fishing is going to be improved over time and we are going to add rare world bosses that can be lured out with fishing.
Blackfang Village and Ironbanner Docks has been added to become playable in the game. These areas contain much more deadlier foes and are considered as world dungeons. Gather your groups and complete elite quests added to Blackfang Village and Ironbanner Docks.
Swamp in Westborough got huge improvement and has now more quests and secrets for players to experience.
Kingswall outskirts is now playable and offers quests and secrets for Morsath faction.
Keep in mind these changes are currently for Morsath faction only
Game Improvements and changes summary:
Fishing added
Kingdom of Edaria offers a lot more quests and secrets to explore
Westborough swamp remade to fit better for the setting
Hello Calico pals! We're really excited to be working with Makeship to bring you a Pudgems plushie! You have 17 days to preorder Pudgems, and if we hit the goal they'll be made!
Keep a lookout for more announcements about a huge update coming up in the summer! We've been working very hard to add more polish, more gameplay, and more animals! Thank you as always for supporting us. 💖
Scottie here, just pushing an updated build for the game that addresses a few things.
First, apologies to anyone who couldn't get the fishing downpat at the start, this is my fault as I haven't made the controls clear. The game now starts with a control screen!
I've also fixed a few minor bugs that have been brought to my attention. If at any time you come across any bugs or glitches, please feel free to let us know! We'll try our best to squash them as soon as possible.
Thanks to everyone that has given the game a chance, we appreciate you all so much!!