This patch includes the initial version of the Creature Move Ruler. The Creature move Ruler simply attaches to the Creature as you move them, allowing for quicker measurements while going in straight lines. We'll look into iterating on this feature in the future.
It can be enabled in the ruler foldout in the lower right corner.
There is also a fix for a slippery bug causing TaleSpire to crash sometimes when going back to the main menu.
Changes
Add an option "Creature movement" ruler
Fix a bug that inconsistently caused crashes when returning to the main menu
This update fixes a few bugs in the game, mod tools, and settings editor. All our external programs are now running Qt5, which should help with HiDPI issues on all platforms.
The Feature Bounty System has also launched. We're about halfway to our monthly goal to reach the first milestone before the deadline. You can find more details on the forums, the official websites, or our social media pages.
Work will continue on documentation and fleshing out the FBS bounty lists.
Changelog: -Engine: Some external websites in the game are now using HTTPS on 64-bit builds. -Bugfix: Fixed issue that could cause frequent engineering strikes when many designs are under research. -Bugfix: Fixed issue that prevented wage negotiations not being applied to all engineering employees if multiple designs are under research. -Bugfix: Fixed issue that caused the dealership subsidized frequency value to be incorrect. -GUI: When there are no longer any unlockable designs in the Research Teams window, we use a blank texture instead of an empty blueprint texture. -Engine: Fixed several issues with saving and loading volume settings and the settings editor. -Bugfix: Fixed money not being taken away when using the Anti-Trust Bribery option. -Bugfix: Fixed several issues when losing the Anti-Trust case when selecting the Bribery option. -Bugfix: Fixed a way for players to break the New Generation System by clicking the format button and changing the vehicle type and name. As a result, this fixes a couple of reports that players can't create new generations of certain vehicles. -Bugfix: Fixed issue that caused unused factory morale to show 100 when it could be less. -GUI: Player will no longer get a memo for unused factories with low morale. -Bugfix: Fixed incorrect country in McLaughlin achievement. -Bugfix: Fixed bug that could cause marketing efficiency to grow too fast at first. Made additional adjustments to marketing efficiency monthly growth values.
Mod Tools: -Bugfix: I Added a MapFileLocalSave.xml that stores the local path for the exported map. "MapFileForModTools.xml" uses relative paths which may not load when exported. -GUI: Implemented Turn Events Editor buttons. -Bugfix: Increased all localization ID max values. -GUI: Added load, edit, and save music comments to music editor. I also fixed sizing issues. -Bugfix: Fixed AI Editor clustering value limits. -Bugfix: AI Editor can now accept -1 values. This value forces the game to generate a random value. -GUI: Tool clears racing restrictions when making a new series. -Bugfix: Fixed OSX drawn issues. -Tool: Upgraded to QT5.
Settings Editor: -Bugfix: Fixed error prompts when downloading files from Steam Workshop. -GUI: Added missing music settings. -GUI: Removed full screen resolution lock. -Tool: Upgraded to QT5.
Our brand new update has released and is now available to download on steam! Operation IV arrives with some of the biggest changes to the game, seeing the deployment of tanks to the frontlines of Beyond The Wire and the latest faction to arrive on the western front, the ANZAC forces. Check out the full patch notes below!
Gameplay
Changes
- Engine upgrade and physics improvements - Reduced bullet drop for Sniper Rifles - MG-08/15 Damage rebalance - Added capture point scaling to adjust objectives based on server’s player count - Added additional objectives to assault layers on all maps - Balanced spawn distance for Vimy Ridge Assault 1914 GER vs FR - Revamped the Scoreboard logic for objectives, teamplay, sections, awards, personal stats, team stats, abilities, and combat. - Reduced the number of constraints for deploying weapon emplacements - Adjusted defender Phase 5 spawn area on Ansoncourt assault - Reduced weapon disable timer from 10 seconds to 5 seconds
Factions
New
- Britain deploys the Australian and New Zealand Army Corps (ANZAC) to assist with war efforts
Vehicles
New
- British Mark IV Tank added - French Renault FT Tank added - German A7V Tank added
- Revamp maps to accommodate tank layer gameplay - Added additional cover to trenches in Sector Two of Séchault - Remove ambient flags from all maps - Improved asset load distance on all maps
Art
- Implement high resolution for first person character models - Added Springfield 1903 bayonet animation - Added additional MG08/15 animations - Added depth of field effect to the Springfield M1903
UI
- Observe the next step in warfare with updated main menu animations. - Completely revamped the deployment UI. - Improved role selection visibility.
Optimization / General Fixes
Fixes
- Fixed Jäger 1914 & 1915 Engineers being able to use enemy artillery pieces - Fixed objective names on Vimy Ridge 1917 CEF vs GER and 1915 FR vs GER - Prevent attackers from from pushing the first sector during the preparation phase on Vimy Ridge Assault 1914 GER vs FR - Updated mini-map boundaries for Ansoncourt, Chateau-Thierry, Poelcappelle, and Séchault - Adjusted some objective names on Vimy Ridge assault layers - Reworked personal stats to account for deaths caused by environmental effects and player's own grenades - Improve melee weapon collision when engaging in close quarters combat - Lebel 1886 Riflegrenade reloading with empty magazine - Ensured Section Leaders receive speed boost when triggering section charge ability - Remove scope glare from M1903 Springfield non-scoped variant - Fixed some player settings not saving when joining a server. - Various fixes to improve client stability and prevent crashes - Fixed No. 20 Rifle grenade briefly disappearing after reloading - Adjusted Hotchkiss M1914 first person camera, so it doesn’t clip through character model - Fixed Berthier Rifle bayonet sometimes disappearing when attached - CEF soldiers not looking through scope when in third person - Fixed Reichsrevolver 1883 reload animation - Fixed Incapacitating enemies not granting an incapacitation score when using anything other than a grenade - Improved rally point spawning logic, so players don’t get pushed out of bounds when rallies are place in certain places - Currently selected tab in settings is now visible
Known issues
- Some personal statistics don’t currently display the scores correctly - Certain Weapons and Explosives are using placeholder SFX - Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening. - Ansoncourt daylight layer underground bunkers have lighting issues - Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation - Rally Points do not have a 30 meter range limit for frontlines objectives - Tear Gas effect can sometimes appear with gas mask - Tanks are blocked from driving sometimes. Please press SHIFT+SPACE to unlock brakes - Tank roles can appear selectable/spawnable when not having enough XP but will not spawn with a tank - Tanks leave invisible collision volumes at their spawn location - Certain historic roles appear not available - Shooting range for ANZAC is missing
- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround.
Open following file:C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini
Version 2.1.4: - Level 7 doesn't open up level 8 any more (to introduce concept of stand-alone optional level earlier). - Fixed a bug preventing game from switching to windowed mode
updated voyage area selection based on biome / disabled shooting for ships when pvp shop is open
#5882 - Why does this POI not show up on the world map? Do we have to manually update the world map asset every time? (Testing generating World Map Spots during the build proces 2)
Ever since the release of the 1.4 version of Siren Head: Awakening, there have been many players who have wanted to see the return of the winter map.
Although we didn't make it available through the main version of the game, the 1.3 winter version can now be accessed via the beta versions on the properties of the game.
As part of this, we also included the old pre-release beta version which was not available to the public at the time of it's release, until now.
If you aren't sure how to access the aforementioned versions, here's a short tutorial:
Mason and Strings has received a brand new update. In the latest version, 1.1, Mason and Strings gets some new features as well as some general quality of life improvements.
IF YOU ENCOUNTER ANY PROBLEMS LAUNCHING THE GAME, SIMPLY REINSTALL AND IT SHOULD WORK.
*ADDED* - Cutscenes have been introduced throughout the game (sorry speedrunners) - Some puzzles have been given cutscenes in an attempt to give clarity to an objective - Added Cinemachine to update the camera system - Introduced a new movement system called "fast fall", which allows players to hold 'down 'while in the air to fall faster. This new ability should help the player have more control in the air. - Introducing Steam Achievements - Check out the achievements tab and see what kind of achievements you can unlock. You might notice some are classified as 'hidden.' Good luck achieving those, only grinders will be able to unlock those. - Dialogue has been adjusted throughout the game. Be sure to talk to every character as some might have something new to say. - Certain platforms have been given one-way effectors in order to stop grapple swings from being blocked.
*BUG FIXES* - Fixed a bug where the wheel would sometimes disappear while playing chords. - Fixed a bug with the new camera system that caused screen jitter while on a Ferris wheel. - Managed to shrink the game's file size to ~250 MB from almost 7 GB. (Don't ask how)
To start we would like to say thank you to everyone who has played and enjoyed Mason and Strings so far. As a new studio, we are always looking for feedback on our projects. We appreciate everyone who left a review for our product. After the official release, we had not planned on returning to Mason and Strings but after seeing the community response we decided to take some time to polish up our only product so far. It has been truly heartwarming seeing the online presence our game has created. Everything from the YouTube videos to the screenshots on the community page has been a delight to see. We want to thank everyone for their continued support and want to remind everyone to stick around as we have more coming very soon.
Special shoutout to matt, Queen faith Offical, its kat, and Chicken Star Rocket for their videos of Mason and Strings. Check out the videos on YouTube if you haven't already.
Make sure to head over and download the soundtrack here. Thanks for playing and make sure to stay tuned for updates regarding future projects.
- InTheSnow Studios dev team
https://www.inthesnowstudios.com Instagram: @inthesnowstudios Twitter: @InTheSnowStudio TikTok: @InTheSnowStudios YouTube: In The Snow Studios
Added : Sort feature in Utility inventory Added : Background Mode in setting tab - super performance mode Added : Trap icon on bestiary info that tells you which Trap you must use to capture it Added : Quick activate/inactivate pet effect button in Shop Added : Mysterious Water allocation to Alchemy Essence is now affected by the top-left Multiplier Added : Hotkey : "L" on an equipment to lock/unlock to disassemble the item Added : Hotkey : In addition to "T" key, "Esc" key to remove the current tooltip (useful if a tooltip get stuck) Added : Help [Battle] [Blessing] [Debuff] [Quest] Added : Tooltip on [Override Multiplier x1] Added : Enchanted Shard now shows up in inventory Added : Town Mat Gain breakdowns in statistcs Town tab Added : Talisman [Guardian Kor Doll] now has passive effect Added : Gain Breakdowns for Guild EXP and Resource in tooltip on top-left bar Added : Increment per Level in tooltip on Town Research Added : Calculator under Rewards for Quests and Dungeons that show the level gains when claimed/cleared. (Gaining any kind of EXP has a limit of only providing up to 30 levels to that hero at a time) Changed : Shield Attack is renamed to "Shield Charge" Changed : The effect from town research is now shown as "Town Research" in Stats Breakdown Changed : Optimized the game performance (lowered CPU usage I believe) Balanced : Buffed the effect of [Equipment Inventory Slot +] of Town Building [Blacksmith]'s level milestone Balanced : Increased Tier 1 Rebirth Upgrade [Multitasker]'s cost Balanced : Increased Lv 20 or higher Rebirth Upgrade Cost Balanced : Reduced Dungeon Reward a bit mainly for Lv 200 or higher Hero Level Fixed : There were something wrong with background hero's attacks when you try Challenge Raid Boss Battle Fixed : While you activate the pet that has Auto-pickup Equipment, you sometimes didn't get equipment Fixed : Poison Damage was wrongly calculated Added/Balanced/Fixed : Other minor things
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Thank you for playing IEH2 Playtest and posting wonderful feedback as always 🙂 Through the test for a week since the Playtest release, we recognized some balance stuff that should be more polished. In this patch, we rebalanced some of them, especially the Rebirth Upgrade's cost and Dungeon reward after early game stage. To keep the playtest valuable forward the real release, please reset the Tier 1 Rebirth Upgrades with Epic Store [Tier 1 Rebirth Upgrade Reset] in Special 1 tab BEFORE you update to this patch. However, those who haven't reached lv20 or higher Rebirth upgrade levels, do not need to do so.