Hey everyone! We're excited to announce that FOREWARNED's next major update, Eternal Banishment, will go live Thursday, June 2nd, 2022 at around 1PM EST. This will be our largest update so far, introducing new game mechanics, tools, objectives, AI, puzzles, collectibles, a map and tomb variation, and so much more!
While you wait, check out our new gameplay trailer that shows off some of the latest changes!
If you haven't already, join our Discord to stay up to date with the latest, provide your feedback, and discuss the game with others.
As always, thank you for your support as we continue with FOREWARNED's development!
Hey everyone! Let’s talk about the latest VRChat update– introducing VRChat IK 2.0!
This update includes a huge upgrade for our IK system that’s been in a compatible-with-Live beta for a long time. Thanks to the amazing feedback from our Full Body Tracking community, we’ve managed to fine-tune our IK system into a best-in-class tracking system. Everyone benefits from these changes, not just full-body tracking users!
… that being said, oh boy, is there a lot of cool stuff in here for FBT users. Then again, by our numbers, pretty much all of you are on the beta anyways! So, thank you for all the help testing and your excellent feedback!
Learn more about the IK 2.0 update in the documentation page we set up for it! We’ve also updated the Full-Body Tracking doc page to get it up to date with the new system. Alternately, check out this video!
In addition, we’ve made tons of other improvements along the way, including doubling the amount of avatar parameter space available, increasing the sync rate of avatar parameters for desktop users, a significant boost to PhysBones performance, big improvements to our input system that should help us net that vaunted "Steam Deck Verified" checkmark, and more!
Make sure you read the full patchnotes on our docs page– alternately, you can just check them out here!
Client
Features
Added support for up to 11 points of tracking!
The newly supported tracking points are: chest, knees, and upper arms
Chest tracking will twist the chest based on your tracker’s rotation
However, when you use the "lock all" IK option, the chest will use both tracker rotation and position
For upper arms, a single tracker simultaneously controls the elbow and shoulder. To use shoulder tracking, you must wear your tracker above your elbow!
Implemented Per-tracker IK combinations! It’s now possible to mix and match most combinations of tracker locations!
For example, if you have only two trackers and would like to track just your elbows without your lower body, that’s now possible
Asymmetric tracking is also supported: with just a single tracker you could track just your left foot if you choose
Asymmetric combinations such as just your right foot and just your left elbow are possible
If a tracker disconnects or is turned off, the per-tracker IK will readjust to mix and match tracking and IK for whichever trackers are still available
If that tracker is later powered on again, tracking will be restored with the previous calibration intact (even if this happens after switching avatars!)
Users without elbow tracking (including non-full-body PC and Quest users) can enjoy automatic prevention of elbows clipping through the avatar’s torso.
Full body users have new configuration options for FBT in the QM settings tab.
Lock-hip option: This option prioritizes hip tracking, allowing the head to drift slightly to avoid odd neck or spine crunching.
Lock-head option: This option prioritizes head tracking ensuring no view-point drift, but allowing the hip to drift slightly to avoid odd neck or spine crunching.
Lock-all option: This option strictly enforces both head and hip tracking. If the trackers get close together the spine will bend in any way necessary to have both align simultaneously. Depending on your avatar’s rig, this might cause odd posture. This option works best with a chest tracker
Added a toggle to measure avatar scale by either arm-span or by height. The default is to measure by arms, switching this to measure by height can give an improved fit for avatars in full body
A legacy IK toggle is available in the quick menu to restore old IK solving behavior. This does not revert calibration and tracker changes. Eventually this legacy toggle may be removed.
Implemented Calibration saving!
After calibrating once, your calibration is saved for all avatars
When switching to a new avatar, the calibrated set of trackers is proportionally remapped to that avatar and you do not have to calibrate again
In general, you should be able to calibrate a single time per session, and switch avatars endlessly!
Full body users will now start up in 3pt (head and hands) IK rather than stuck in a TPose
Calibration now ignores trackers unreasonably far from the body during calibration
In other words, it’s possible to have trackers powered on without them being forced into the VRChat calibration process
Calibration now ignores trackers located precisely at coordinates (0,0,0) to prevent binding to some trackers that will appear there in SteamVR when powered on but not tracking
To enable full body, users must manually press the calibrate button in the quick menu to start the calibration processes
The AV3 TrackingType parameter will now update depending on per-tracker-ik status. For now this still only uses the old 6-point system and the goal is keeping compatibility with existing custom animators. When both feet are tracked, TrackingType will be 6. If one or more foot is not tracked, but a chest or hip tracker is active, TrackingType will be 4. Otherwise TrackingType will be 3. (There are no changes to the rare cases that can still cause TrackingType to be 0, 1, or 2. See https://docs.vrchat.com/docs/animator-parameters#trackingtype-parameter for details on those situations)
Added a bunch of launch options for customization of IK 2.0 features. These launch options may later be integrated into the UI, but for now we’ve added them here
--custom-arm-ratio="0.4537" - Adjusts the ratio used to scale the avatar when using measure-by-arms mode. "0.4537" is default, smaller values around "0.415" may give improved fit.
--disable-shoulder-tracking - Use this to avoid issues with some types of IMU-only based arm trackers
--enable-ik-debug-logging - Adds additional output to the log regarding IK. Use this when reporting bugs or issues with IK
--calibration-range="0.6" - Determines the distance from predicted supported binding points that the calibration will search (in meters). The default value defines a 0.6 meter (60 cm) sphere. This applies to feet, thighs, hip, upper arms, and chest trackers
--freeze-tracking-on-disconnect - Enabling this will cause trackers to freeze in place relative to the player when they are disconnected. To remove frozen trackers you can calibrate again. If all your trackers have disconnected so the calibration option is no longer visible, cycling the Avatar Measurement option will also unfreeze them
Significant adjustments and improvements have been made to input in VRChat!
Gamepad, keyboard and mouse input now goes through the Unity Input System
Gamepad input has been brought up to feature parity with Keyboard and Mouse
Action Menu Support has been added for Gamepads
Implemented a new mapping scheme for Gamepads
Thumbstick vertical look is no longer affected by framerate
Implemented virtual, stick-controlled mouse cursor to navigate menus
Implemented support for the "Player Select" system
Implemented support for various controller schemes (PS3, PS4, PS5, Switch Pro, Xbox, Steam Controller, Steam Deck and more!)
Tooltip icon prompts are now based on the button mapped to that action and based on which controller is connected
Implemented object rotation using middle-click followed by mouse movement
Implemented the Steam Deck on-screen keyboard in menus that require typing
Changes, Improvements, and Fixes
PhysBones have received a significant performance improvement!
Max avatar parameter memory space has been doubled from 128 to 256 bits!
Avatar Parameters are now updated in Desktop Mode as quickly as they are in VR
Various fixes and improvements to internal memory management processes
Fixed issues with upper body positional desync on some setups in FBT
Added/refined support for upper-chest humanoid bone in FBT
Fixed calibration binding causing tilted angles at the hips on some rigs in FBT
Fixed issues with chest rotation when the user lies down in FBT
Fixed issues with chest rotation when the user spins quickly in FBT
Fixed issues with chest rotation when the user turns upside-down in FBT
Avatar Dynamics: Fixed an issue where the left and right foot was swapped in avatar setup
Fixed an issue where tracker binding would shuffle between different trackers when a tracker loses connection
Default base standing animations in full-body tracking no longer cause odd toe bending when crouching
Improved anatomical modeling of shoulder bone motion. Avatars with long shoulder bones should now look much better than previously
Reaching beyond the avatar’s arm length no longer causes the torso to be pulled to rotate or lean towards the hands
Users will no longer lose tracking when opening the SteamVR overlay
Improved Force Rejoin behavior after waking Steam Deck from sleep mode
Fixed an issue where the Quick Menu button to add the current world to a Playlist wasn’t working properly
Fixed an issue where PhysBones would vibrate unintentionally due to issues with high framerates
SDK
Changes, Improvements, and Fixes
Max avatar parameter memory space has been doubled from 128 to 256 bits! So good we listed it twice.
OSC debug console has been doubled to match the increase to 256 bits
Added height back to the PhysBone Collider Capsule shape type
Fixed a NullReferenceException related to serialization
Fixed object and player grouping not working as intended, along with some improvements
Fixed SyncPhysics issues with syncing Gravity / Kinematic and coming out of sleep
Significantly reduced the amount of allocations in Udon Sync
Arrays having entries change no longer cause an OnVariableChanged event
Array references are no longer invalidated on Sync
Fixed sync errors caused by cloning scene UdonBehaviours using Instantiate. Cloned UdonBehaviours are now forced to None sync
Important patch to fix critical bugs. Added a new game mechanics. Required to start a new game.
How to delete saved games: Open Steam, go to your Library, find SALVATIONLAND, press right click -> Properties, then go to "Local Files" and click "Browse..." In the folder that you have opened, just run SALVLAND_SaveRemover.bat and press Y and Enter to confirm, or manually remove all files from the Saves subfolder.
Changelog:
- Find a fishing rod and go fishing! Added new game mechanic - now it's available to catch fish in special places on the location "Shopping District", look for them near water bodies - Added possibility to fry fish on campfire, after frying it turns into food - Some campfires in the game now need to be lit to warm up or cook the fish - you'll need matches and 10 units of junk - Added buyer of components to the location "Market" - Fixed a crash at the start of the New Game due to the new video output method - Already collected wolf skins can no longer be picked up again after loading a saved game - Integrated ~300 mb files that will be used in the next large updates
Skipping first levels and starting game in Chapter 2:
Press "New Game" in main menu to start a new game session, watch/skip start movie and wait to load the intro level. Skip the tutorial slides and then open console by pressing ~ or TAB and type command: map skip1
We are so excited to announce that Update v0.4 has finally arrived; bringing the first version of the randomized puzzle system and a brand new look to the entire game.
First and foremost, we would like to thank you all once again for continuing to support us and providing feedback. Linklight would be nothing without you all and we are eternally thankful to have such an amazing fan base who care so deeply about our game. We have spent countless days and nights designing, implementing, and improving Linklight; it makes us incredibly happy to see you all enjoying the end result of all the work we put in.
Without further ado, let’s dive into all of the new features of this update.
The first version of the randomized level system has now been implemented, along with the level generation menu which is accessible from the main menu.
The random level generator allows you to generate a random campaign of levels, letting you choose how many chapters you would like, the amount of levels per chapter, and the overall difficulty of the campaign.
These difficulty presets will undoubtedly require fine tuning to perfect in the future, so please feel free to give us any feedback on these difficulties if you try them out!
The level generator also allows you to generate an individual random level; this setting comes with two generation modes, basic and advanced.
Basic generation mode is quite simple as it allows the user to input a level seed if desired, but this mode will give you a singular random level.
Advanced generation mode allows for further control of the level generation process; everything about a level can be configured. This includes the width and height, the placement and enablement of certain objects, along with the number of certain key objects.
For everyone who has been asking for more levels, we hope you all will enjoy this update.
The possibilities are endless.
This system is undoubtedly the most complicated in the entire game.
It is difficult for us to put into words the sheer amount of planning, development, and testing that it took to get this system to where it is today.
With this in mind, we believe the best approach to perfect and evolve the system over time is incremental updates with continuous user feedback.
In other words, we will add new improvements, features, and bug fixes over time in different patches until it is finished and stable. We believe this is the best option to test a system as complicated as seed based random levels, as your feedback will be crucial to the development of this system.
The current version of this system only supports one battery per random level, multiple batteries with a singular level is a priority for us and will be one of the first incremental updates this system will receive once we make sure the current version has been rolled out and tested more extensively.
If you do find any issue or have any feedback on a level, please make sure to include these values in your report; these are accessible via the escape menu when playing a generated level.
As you may have noticed from the level generation menu (and possibly the level screenshots if you have a very keen eye) there were some major reworks to Linklight's overall user interface.
All of Linklight's menus have gotten a fresh redesign from both a design and utility perspective. Menus now utilize a more simple and minimalist light background, with dark contrasting elements.
The level selector most notably has received a major update. Campaigns can now be filtered and searched for by name and even by category. There are now screenshots and a brief description to provide some insight into the campaign and its contents; this will be beneficial when it comes to workshop support. Information about the campaign along with your progress can be found below as well.
Despite this menu being redesigned and implemented, there is another design that we have been experimenting with that may make its way into the game soon. The current design breaks this menu into two sections, whereas our experimental design would combine them.
The backgrounds of all levels have undergone a redesign as well, utilizing a combination of blurs to bring more focus to the center of the board and create a more dreamlike design.
There is also a subtle saturation effect that plays as you make connections throughout the level; we would love some feedback on this! Let us know if you love it or hate it.
In addition to the backgrounds being redesigned, the levels themselves have received some new animations. There is a new introduction animation that plays when you start a level, fading animations that play as you traverse through levels and chapters, and a blur effect when you pause a level.
There was a lot of rework that needed to be done internally to support generated levels. The entire level system needed to be reworked internally to allow support for both predefined and dynamically generated levels.
On top of all these changes we have significantly modified all of Linklight's branding to better represent the game.
There were so many changes to Linklight both on the surface and internally to get the game to where it is today, that it would be difficult to even list them all.
For the near future, expect to see a new level selector design and continued updates to the level generation system.
This concludes most of our major changes for this update. Thank you all again for continuing to support us, words cannot express how grateful we are that you all have joined us for this journey.
Please let us know what you think of the latest update as your feedback means the world to us.
The clouds have dissipated and the seas have calmed so the conditions are finally ideal to get this season started! Along with numerous fixes and additional content mentioned last week, we will also be including the Industrial wonder structures and buildings in this update. Pathfinders have heard rumors of new technologies that will change the shape of Atlas.
These innovations are now available for one and all to discover. Advancements in astronomy, shipbuilding, and various other areas will take Pathfinders to new lands and new heights. Join us on May 25th at 7PM PDT as we wipe the Atlas world and start a new season filled with new adventures and discoveries! As always, we appreciate all the support we’ve received form our amazing community. Until next time, happy sailing!
New Monuments and a fantastic new Wonder have arrived on the shores of Atlas.
Tier 2 Monument - Industrial Lab
This monument is built in two stages and they are found in the Industrial Smithy
Stage 1: Industrial Lab Foundation Resources to build Stage 1
2000 Metal
1800 Brimstone
800 Orichalcum
800 Pure sulfur
500 Crystal
Stage 2: Industrial Lab Resources to build Stage 2
2000 Wood
2500 Brimstone
2000 Crystal
7500 Orichalcum
5000 Pure Sulfur
5000 Metal
Unlike the Cursed Temple, this Monument offers four externally placeable modular room locations. Players must build and place these modular room locations within shacks that are in range of the monument for them to be useable.
Stations
Industrial Shack
Resources to build Industrial Shack
200 Stone
300 Wood
400 Metal
Industrial Vessel Studies Station Resources to Build
300 Hide
400 Wood
200 Fibers
Industrial Armory Station Resources to build
300 Stone
250 Flint
250 Brimstone
400 Wood
600 Metal
Industrial Astronomy Station
Resources to build
200 Stone
400 Wood
100 Orichalcum
Industrial Culinary Station Resources to build
500 Stone
200 Flint
800 Wood
400 Metal
Industrial Structure Studies Station Resources to build
300 Stone
250 Flint
125 Hide
400 Wood
450 Orichalcum
Tier 3 Monument- The Observatory
This Monument is built in 6 stages. With the completion of stage 6, the wonder is completed and an intelligence buff is awarded. It is built directly on top of the Tier 2 Monument. Unlike the Great Temple, this Wonder can be obtained by every Pathfinder crew. All stages of the Observatory are built in the Industrial Structures Studies Station
Stage 1: Resources to build Stage 1:
50 Cedar Bundles
50 Slate Blocks
1000 Pure Sulfur
1000 Orichalcum
500 Crystal
Stage 2:
Resources to build Stage 2:
50 Fir Bundles
50 Coquina Blocks
1500 Pure Sulfur
1500 Orichalcum
500 Crystal
Stage 3:
Resources to build Stage 3:
50 Oak Bundles
50 Granite Blocks
2000 Pure Sulfur
2000 Orichalcum
500 Crystal
Stage 4: Resources to build Stage 4:
50 Pine Bundles
50 Limestone Blocks
2500 Pure Sulfur
2500 Orichalcum
1000 Crystal
500 Brimstone
Stage 5:
Resources to build Stage 5:
50 Poplar Bundles
50 Sandstone Blocks
3000 Pure Sulfur
3000 Orichalcum
1250 Crystal
1000 Brimstone
Stage 6:
Resources to build Stage 6:
50 Ironwood Bundles
50 Marble Blocks
3500 Pure Sulfur
3500 Orichalcum
1500 Crystal
1500 Brimstone
Bug Fixes
Fixed instances where the workstation had incorrect crafting recipes.
Fixed instances where the Spider tame would take fall damage.
Fixed instances where the Cog was turning too slowly.
Fixed instances where the player would lose controller functionality when returning to main menu on pc.
Fixed instances where the fog of war would reset in single player.
Fixed instances where server times could be different.
Fixed instances where the player would change age when transferring grids.
Fixed instances where performance would drop when building the Cursed Temple.
Misc.
Timeworn quality has been removed until content and bugs are fixed
Removed drop shadow from text on the map.
XBox Only
Improved memory performance
Improved network connection
Final Note
Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! :)
■Patch Notes (Version 1.40) ・Support for our new paid DLC, "Fantasy Costume Pack" ※The "Fantasy Costume Pack" must be purchased separately and downloaded before use.
We hope this improves your Fuga: Melodies of Steel gameplay experience.
Mabinogi will have a scheduled maintenance on May 26. During this time, the game will be unavailable. Maintenance is expected to begin at 5:00 AM PDT and last approximately 7 hours.
Please note that the estimated length of time for each maintenance is subject to change without notification.
-Time-
Thursday, May 26th
Pacific (PDT, UTC-7): 5:00 AM - 12:00 PM Eastern (EDT, UTC-4): 8:00 AM - 3:00 PM Paris (CEST, UTC+2): 2:00 PM - 9:00 PM
To address the following:
Weekly server upkeep.
Windows update.
Applications to the Erinn Academy are now closed. The Erinn Academy Box sale is ending.
Processing of requested name changes. Note: The Name Change submission site will be unavailable after 7:00 AM PDT time, and will be available after the maintenance.
ok, this is officially my last update I will do for Scuffy Game since I need to work on Alternate Universe, and The Horror Story.
The Live Event
I have reactivated The Finale for anyone who wants to replay it, or something down the lines lol. You'll have to click on a certain part of the screen in the main menu to enter the live event.
Patch Notes
Reactivated the Change Maps button. (I completely forgot to activate it again after the event, so there's that) Removed the text from the pause menu regarding the event.
Ok, that's all I have for this update, and make sure you wishlist Alternate Universe and get The Horror Story... that's if you want to lol.
Made beginner and casual more introductory, rather than just very easy.
Made Impossible slightly less cancer by adding a bonus to Money Pit LVL 3 where you can get more lives. It does have a visual error where under objectives it does not register these new lives, but trust me, they're there.