Wow what a release, thanks so much for everyone who's been playing, leaving us the most wonderful reviews, and helping us clean up some of the less friendly bugs!
This update is pretty much just various fixes that seemed urgent, including a fix for rejoining your friends MP game crashing / clearing your progress. NOTE: if it's still not loading (from somehow getting corrupted during a crash) you'll need to clear your "players.json" file in %localappdata%
Also I've tried a slight change to GameMaker's SteamWorks extension that I'm hoping helps the few of you seeing that weird "Steam Not Connected" screen when you're literally in Steam - let me know if it helps! HOWEVER, achievements won't unlock for you - I've had to raise a support request with GameMaker directly. But it's the lesser of 2 evils, either your steam won't initialise and you can't play the game, or no achievements but you can play the game :')
I'm still looking into the "desync" issue that can sometimes occur for a few of you, usually it would be from bad/busy internet connection but I think there might be something in-game thats triggering a big flow of packets that is overwhelming the other player's socket. If you think you've been able to replicate this desync by doing something specific please come ping me in Discord!
Changes
Removed wasps (or did I? dun dun dun....)
Increased chance of rain each day in the forest from 30% - 35%
Crash Fixes
Fixed gml_Script_sc_slot_set (CENTRIFUGE_ALARM1) instance_exists argument 1 incorrect type (undefined) expecting a Number (YYGI32)
Fixed gml_Script_sc_slot_draw (MENU_DRAW) Unable to find instance for object index
Fixed gml_Script_sc_util_discover_item (MENU_CHANGE) Variable <unknown_object>.shiny(100020, -2147483648) cannot be resolved.
Fixed gml_Script_sc_util_create_item (BUTTON_CLICK) ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)
Fixed gml_Script_sc_slot_validate (MOD_CLOCK) Variable <unknown_object>.uncapped(100359, -2147483648) not set before reading it.
Bug Fixes
Potentially fixed the "No Steam Connected" issue some people were seeing?
Fixed an issue where rejoining a friends hosted game would crash you as your player save wasn't read correctly
Fixed removing SirSengir Statue (how dare you) leaves a "Dev Wall" item you can't remove (Unfortunately for now you'll be stuck with this if you already hammered him!)
Fixed shift-clicking beebox output messing up the counts
Fixed in-game MP menu not having an overlay
Fixed in-game MP menu not pausing the game when opened via the hosting notification
Fixed high-contrast text mode showing invisible noticeboard quest text
Fixed high-contrast text mode showing invisible postcard text
Floored some cropped text on the modding, multiplayer, and controls menus
As we've shown some tuning interface last week, a lot of questions regarding how they will work has been asked. We'd like to take this opportunity to explain and answer them here so enjoy the read!
As a reminder, PvP tuning is entirely separated from PvE tuning.
Let us first start with unlocking PvP units and sub-units. PvP units and sub-units will all be unlocked for everyone at the start. Players will not be required to use their resources or unlock any of them through any trees at all. This decision came from a desire to have every player able to just enter into multiplayer PvP and have a fair chance against other players immediately through similar tuning. These units and sub-units might be familiar, some even sharing the same name as their PvE counterpart, but most of them have different values.
We also decided to put PvP tuning in the same place as PvE tuning, just on a different tab, as we wanted players to feel familiar and see the same screen they are used to. It was also made to allow players to attach certain tunings with their selected M.A.S.S. unit and easily compare them between the two modes, allowing them to keep things in theme for the unit. On that note, with the tuning values attached onto a M.A.S.S. unit like this, players must select the unit they wanted to use in multiplayer before joining a multiplayer lobby.
Let's move on to tech sub-units and how are we designing them. Tech sub-units are one of the most build defining thing in M.A.S.S. Builder in PvE and we'd like to keep it that way. However, a lot of tech sub-units in PvE are designed to fulfill a player's fantasy in being the most powerful in a way one desired with much of them attributing to increment in power. In PvP, we'll be shifting much of their power to other units (engines, gears, os, modules, architect). PvP tech sub-units are mostly utility support for the builds instead, so players won't need to rely on them to do damage, just to further their build instead. Of course, we'll still be putting some extreme sub-units out there, just not the average conditional +10% damage like in PvE mode.
And to those who are wondering how many sub units will be allowed per main unit, PvP mode will follow a tier 5 schema, 4 sub-units for engines and os, 5 sub-units for architects. The decision here was made to have players feel that they are required to sacrifice some power for some other and not be an ace-of-all-trades, either be an ace-of-one or a jack-of-all.
- Machine guns got increased damage - Fixed Kaoh Kreik collision on palm trees. - Adjusted mag collision on AWP and M590 to prevent accidental grab or unload. - Pilot avatar on transport helicopters (black hawk) is now visible and possible to shoot with hand guns - fixed bug preventing to join official rotation when custom server was opened - changed bots ways on Hashima. They shouldn't get stuck now so much in the corners. - couple other minor fixes in code
Please note that modding is still in testing phase and also mods made on old version of the game won't work correctly until modders will migrate their mods to new engine (some might work)
In case of any major issues with new update, please report them on steam or our discord.
Hello DreamWalkers! After Massive Nexus Update there was a small update everyday, but they all were fully committed to fix issues balance breaking mechanics.
In future in the middle of the next week would be a Story Update! The main feature, it's a real world story and character interactions that will crucially influence your RogueLite runs!
Here is Jane's room, a place of calmness and safety.
Main story would feature Jane's music band before the Concert that can turn their lives around to become professional musicians. But this way it's nerve wracking experience, and only Jane's DreamWalking experience and friend's hand can help.
Also Update would feature the rainy city as a next biome!
Other mechanics that were implemented, would be improved further, like skills, abilities, shop and more!