We’re constantly working to make Universe Sandbox even better, and we’ve only scratched the surface. Our plans this year include more materials, rigid body collisions, and more!
But first, what did we do in 2021?
Demonstrating planetscaping, atmosphere opacity, and collision improvements added in 2021.
Over the course of 2021, we had 3 major updates and 5 minor updates.
Spin planets apart at high rotational speeds with the new Force Spin tool
Similar-size object collisions now symmetrically heat and fragment both objects
What’re we planning to do in 2022?
From simulation improvements to smoothing out our development process, we’re excited about what’s ahead. While we would like to do everything listed here this year, new priorities or unanticipated difficulties might arise and delay our plans.
Stellar Simulation
The constellation Orion viewed from two different angles in Universe Sandbox. The camera is moving while the stars are stationary. Constellations are a work in progress.
We’re planning to add new star-related features and are working to improve our star simulation.
Constellations
We want you to view and interact with Constellations dynamically. This is one of the oldest things on our to-do list.
To simultaneously simulate the 691 stars for constellations, we’ve been improving performance for star glows, object labels, and more.
Star Simulation
Overhauling our current star simulation code to enable smooth star transitions as their properties change is a large task we’re actively working on.
Revamped star simulation will lay the groundwork for improving stellar evolution.
Physics, Physics, Physics
Tidal forces due to the Moon orbiting close to the Earth dramatically change the Earth’s tides. Adding tidal forces to influence water flow in Universe Sandbox is a work in progress.
Collision and physics have been and continue to be a significant focus for us this year.
Rigid Body Physics
Anybody up for space-bowling? We’re continuing work to add new physics to allow better human-scale interactions (like bowling pins and satellites).
This new system will serve as the foundation for spacecraft, thrusters, and megastructures in the future.
This massive undertaking will eventually handle most computations in Universe Sandbox and will improve performance, particularly for physics simulation.
Collisions: Physically Accurate & Overall More Awesome
Allowing objects in collisions to deform fluidly will create more realistic collisions, including total disintegration.
Rock fragments and gas clouds interacting and collecting more material over time will allow a more realistic planet or moon formation simulation.
Cross-Platform Support
Navigating the home menu in Universe Sandbox with a gamepad. Gamepad support is a work in progress.
Our progress on the mobile version of Universe Sandbox (iOS and Android) was slower than expected last year, but we’re ramping it up this year.
The Universe in Your Pocket
Our two new user interface engineers will help us tackle the remaining challenges of mobile development, like window management on a small screen.
Our goal is for the mobile version of Universe Sandbox to match the full desktop experience. Learn more in our Mobile DevLog.
The Universe from Your Couch
Want to play Universe Sandbox on your couch? Us too! We’ve begun experimenting with gamepad support for the desktop version, which is critical for future console development.
Materials & Beyond
Adding additional materials, like Carbon Dioxide and Helium, in Universe Sandbox. This is a work in progress.
We want you to have access to more of the materials that make up our universe, like sulfur and oxygen, within Universe Sandbox. Adding more materials to our current system will allow better simulation of atmospheres, volatiles, and, eventually, life.
Building with Basics
Adding basic materials like methane, necessary for simulating the liquid lakes of methane on Titan, will be the first step for this material system.
New materials will be included in surface simulation as we track their phase changes and movement across an object’s surface.
Volatiles
More materials will allow us to create a more realistic volatiles system, which determines both the composition of fragments and if an object is losing material.
Internal Automation & Testing
Our internal server allows our team to compare the results of automated tests and easily catch any issues when new features are added. This is a screenshot of our internal tool.
Part of developing Universe Sandbox (or any game) is identifying (and fixing!) bugs as early as possible. To help us with this, we’re creating new internal systems for our team to use to automate our deployment processes and test new and existing features.
Build Automation
An updated version, or build, of Universe Sandbox is automatically created every time we make a code change so we can easily playtest new changes.
Developing tools to build and push new updates to Universe Sandbox automatically lets us get new features and fixes to you faster.
Feature Testing
We’re creating a suite of automated tests and setting up a system to compare their results so we can easily see simulation changes or issues.
These tests can automatically click buttons, record GIFs, and more!
Hiring
The key to creating a great game like Universe Sandbox is having a great team. Hiring the right people for the job takes time, but is always worthwhile.
If working on Universe Sandbox is your dream job, but we don’t have an open position for you, send us an email. We are always looking for help from the right candidates.
And More
Creating Lagrange Points in Universe Sandbox based on an object and its orbital parent. This is a work in progress.
In addition to all of this, we have already
Done some work to add Lagrange Points
Started planning an expansion and overhaul of our in-game guide system
Begun testing to allow access to even more planet customization options
We can’t wait to share this and more with you this year!
Back with another hotfix to address some urgent issues! As always, I want to reiterate that we are committed to making TTR the best it can be! I know that it has been a rough road, but we are getting closer. Thank you all for all of your support.
Bug Fixes
Frozen input after loading into the shelter is fixed.
Fosters failing to appear in the foster panel is fixed.
All Dogs disappearing when loading into the shelter is fixed.
The story goal to unlock the foster network should properly clear now.
The adoption skip input is now remappable. If your input prompt appears bugged, remap the control in the settings.
If you're observant, you might notice there's now a Workshop tab. You can even subscribe to items, and they'll magically show up in your game! No need to update your game, this was already included in the previous patch :) This'll give modders a nice, central place to share their work, and everyone else an easy way to use it.
To ensure quality with our future patches, we've created a new 'Public Test Branch' where you can opt in and help us test and give feedback on new changes before they go live. We'll likely be doing this with every regular patch going forward.
To opt in: Go to your Steam Library, right click The Iron Oath and select Properties. From there, go to the Betas tab and select "Public test branch" from the drop down menu.
You can use your current save on the test branch, but you will need to first copy over the file. Navigate to: "C:\Users\Your Name\AppData\LocalLow\Curious Panda Games\The Iron Oath", and copy your save file from the "saves" folder into the "testBranch_saves" folder.
We plan to push this patch to the live branch a little later this week (if all seems well). Thank you and we hope you enjoy the changes!
Patch Notes for 0.5.146d (Public Test Branch)
New additions
You can now repair gear from the management menu by using resources (such as Iron, Scrap, Wood, etc)
Additionally, you can repair gear at a city's Market by spending coin (eventually this will be moved to a Blacksmith screen in the city)
The Market screen now displays your roster and their gear, allowing you to easily compare gear in the market to what they have equipped
Added a new UI element in the overworld to indicate when your next salary payment is due - you can hover this to see a detailed breakdown of all upcoming salary payments for the next year
You can now set a frame rate cap in the video settings tab
Fixes
The Blighted Hulk will no longer cause a crash if they charge into an ice pit hazard
Fixed a typo in the skeleton revive warning - it now will say 'Revives in 1 Round' instead of 'Revives in 1 Turn'
Fixed a bug that occurred when opening the customization screen for a character from the party select screen prior to entering a dungeon
The Hunger time modifier now works as described and characters lose Morale for every traversed tile, not Loyalty
Burn immunity now properly works on units designated with it (like Charions)
You can no longer click to attack an enemy with a taunted character (there was a very small window where it was possible to do so in addition to the forced attack from the taunt)
While in dungeons, closing the provisions menu while hovering over an ability will no longer make the tooltip get stuck on screen
Fixed an issue where resources in towns were not being saved properly
Fixed an issue where you could reset an item's durability in a dungeon if you saved/loaded and then re-equipped the item
Fixed a visual bug where it appeared that a character was being duplicated when completing the Strength and Numbers quest
Fixed a bug where enemy channels weren't properly being interrupted from push/pull effects
Culling Blades (spawned by the Spectral Reaper) now have a tooltip
Changes
The frame rate during the boot sequence is now capped to prevent certain issues
Duplicate resources are now stacked in the Market
The tooltips of all City Events have been updated to show all the modifiers associated with it
Any City Event that affects the market will trigger an automatic update to prices and goods available
With repairing now in place, the 'Forging' upgrade has been reduced to 20%, 35%, 50% (from 50%, 75%, 100%)
To make deaths more meaningful, if a character dies their gear will also be lost
Added buttons to 'Apply' and 'Undo' when researching company upgrades
Added a maximum stack count for items in storage (this won't take effect for existing items)
Moved the Deployment Phase graphic at the start of combat so it no longer covers your target's health bar
Balance
When a new Time Modifier is applied, your party will now lose 10 Morale instead of 5 (it was too easy to maintain full Morale - we'll likely be making more adjustments to Morale gains/losses in the future)
You can no longer ambush, or be ambushed by bosses (ambushing a boss could make a difficult fight trivial, and being ambushed by one was extremely punishing)
Notes
Resources and items in cities might be incorrect until the cities refresh (this might take a few months of in-game time)
Old gear from previous saves should be updated to reflect new changes (they should also have full durability)
Today we give you 20.5 stable with fixes for crashes and also a fix for the drone that caused issues in MP.
We are aware of the following regarding this build:
We are seeing reports of the Discord overlay potentially crashing the game, please read here. Please scroll to "Overlay Issues".
EOS issue with macOS Monterey, you can still play without EAC until this is fixed by EOS.
Party voice for macOS does not currently work and needs to be fixed by EOS in a future update.
Party voice currently not supported on Linux, waiting for a fix by EOS.
If you are not on macOS Monterey and you crash, you can try starting the game without EAC or run the game's 7dLauncher.exe directly from the game folder. If you can play then, great, but please help us by reporting the crash following the link below.
If you still crash before the game starts, we would need your launcher.log and the anticheatlauncher.log. Please provide them in a bug report following the link above.
Mods folder
Due to restrictions from Microsoft, FUTURE updates may change the location of the Mods folder.
These restrictions make it so that the Mods folder can longer be in the same installation folder as 7 Days to Die.
You can specify the location of the UserDataFolder in the game launcher. The Mods folder can then be placed in that folder.
For those new here, we post weekly updates with the goal of being completely transparent with our progress. Comments are open to everyone and we would love to hear your thoughts!
So What's New?
This week will be a rather short one, but let's start by covering our goals from last week as usual to see how we did:
#Discussions_QuoteBlock_Author
Plans for Week 19
Task
ETA
Implement the upgrades store
Week 24
Table shows up-to-date progress along with ETA for active targets, if any.
The store implementation is under way as planned.
Right now we have some of the 3D assets (about 25% of them) and some code written. We will be able to reach our week 24 target if everything continues going to plan. ːsteamhappyː
That's really all the news we have this time regarding progress. Hopefully in a few weeks we will have something new to show again!
Plans for Week 20
Task
ETA
Implement the upgrades store
Week 24
Table shows upcoming targets.
This week we will continue working on the implementation of the in-game store. Our goal for the store is to be done by mid-June, more specifically by the end of week 24.
That's it for this week!
Want to keep track of our progress? Check out this post on our Steam discussion forums, it has a lot more details on what we hope to accomplish and by when we hope to be done, including monthly targets!
You're going to want to join our Discord community 👾 WHY? We're a group of hackers, misfits, and cyberpunks who thrive in a futuristic, post-apocalyptic, chaotic system, so you can guess we're not afraid of a little friendly competition...especially when cash is involved. 😉
We're currently running a giveaway for anyone who joins our Discord and invites others into our world. Want in? It's simple:
1. Join our Discord community - Haiku Underground 2. Send the invite link to the Haiku Underground Discord server to your friends, family, and colleagues, add it to your social bios, post it to your Instagram story, whatever it takes. 3. Watch yourself level up on the leaderboard and be entered to win prizes like cold, hard, cash, gaming headphones, and Haiku swag.
Age of Empires IV: Anniversary Edition - grantwall
In Server-Side Patch 14681, we’re bringing you changes to Mangonels! We recognize there’s been a lot of discussion around Mangonels, and we believe these changes build upon the unit’s uniqueness. We’re always open to more feedback, however! You may also be excited to know that the HRE’s Prelates have remembered how to shuffle their feet and no longer get stuck when inspiring their allies.
NOTE: Upon updating to this patch, you will no longer be able to utilize replays from previous updates. At times, saves will also be impacted, though we’ve taken additional steps to ensure your campaign saves are not impacted by this particular update. Skirmish saves from the previous patch are impacted and will no longer be accessible after you update.
Head on over to the link below to learn more about the coming with Server-Side Patch 14681.
What's a Server-Side Patch?
Server-Side patches are an additional path for us to deliver smaller, more pointed changes.
This new approach allows us to make data changes that influence balance and certain bugs more quickly. With a Server-Side Patch, you won’t be required to download and install an update from your platform of choice. Instead, all you need to do is launch the game, where you'll be greeted by a notification prompting you to take a quick in-game patch. After you’ve updated, that’s it – you should see the changes take effect immediately!
While we’ll still need to rely on traditional updates for certain changes, as well as for including content, we intend to use this fast-patching method to help with balance, gameplay integrity and more as we hear from you. Read on to find a list of balance changes we've prepared based on your feedback!