Hello everyone! Today I released a new update for Tavern Master which includes 5 new tavern games and various bug fixes :)
Tavern games are unlocked late in the research tree and they represent a new way of making money. There are 5 games, each with unique animations and sound effects and a game counter where customers can rent props needed to play games. It's also possible to set a price for each game type which will affect how many people are interested in playing those games. You can experiment with those numbers and find a sweet spot where games are not too cheap so too many customers want to play them and counter worker cannot serve everyone, and that they are not too expensive so no customer wants to play them :) Here is a gif of one of the games - archery
Besides tavern games, I did a few very requested features. First one is that chefs will not start preparing food if it's too late which means that ingredients and food are much less wasted. Benches and tables can now also be placed inside hotel rooms, but they will not be used by regular customers of course
Below you can read the full list of bugs fixed and some other improvements: - On hard difficulty customers are much less patient - Food at 5 stars is less expensive so game is more balanced late game - Prices for walls now turn red if you don't have enough coins - Added floor number in top right corner - Added new setting to lower crowd volume - Games and hotel now have a number next to them in summary popup which represents number of customers that used games or hotel rooms - Elite staff now gets a second trait when hired - After fire adventurers now come into the tavern properly - If an item which you are moving is overlapping with any wall, it turns red completely so it's more clear
If you want to be part of development, join Tavern Master discord server below!
This is it for this update and I expect to release the next one in late June or first half of July. That update will not have new mechanics, but it will have much new content. I plan on adding new quests, new quest rewards, new wall paints, new floor types, new achievements, more decorations, chandeliers and some other things :) You can see the preview of chandeliers below
Here again a small progress-update about Rokatusch. Notice: Since the workers are controlled by AI (Artificial intelligence / Computer player), there are some delays between the actions (Running, cutting trees and building buildings),
What's going on?
I updated the building process. Grass and other environment details (Stones, flowers, ...) at building will be removed from now on. Food production building was added too.
What's next?
I will work on the resources logic next.
How does grass removing work in Unity
// Removes details of terrain [layer] at [position] for size [halfExtendWorld] (Half extended quad in world size)
private static void RemoveMapDetails(Terrain terrain, Vector3 position, float halfExtendWorld, int layer = 0)
{
var detailWidth = terrain.terrainData.detailWidth;
var halfDetailWidth = detailWidth / 2f;
var factor = detailWidth / terrain.terrainData.size.x; // Calc factor for detail map resolution
var targetX = (int)Math.Round((position.x * factor) + halfDetailWidth, 0, MidpointRounding.AwayFromZero);
var targetZ = (int)Math.Round((position.z * factor) + halfDetailWidth, 0, MidpointRounding.AwayFromZero);
var halfExtend = (int)Math.Round(halfExtendWorld * factor, 0, MidpointRounding.AwayFromZero);
var startX = targetX - halfExtend;
var startZ = targetZ - halfExtend;
var map = GetMapData(terrain, layer);
var maxZ = map.GetLength(0);
var maxX = map.GetLength(1);
for (var z = startZ; z <= targetZ + halfExtend; z++)
{
for (var x = startX; x <= targetX + halfExtend; x++)
{
if (z < 0 || x < 0)
{
continue;
}
if (z >= maxZ || x >= maxX)
{
continue;
}
map[z, x] = 0;
}
}
SetMapData(terrain, map, layer);
}
private static int[,] GetMapData(Terrain terrain, int layer)
{
return terrain.terrainData.GetDetailLayer(
0,
0,
terrain.terrainData.detailWidth,
terrain.terrainData.detailHeight,
layer);
}
private static void SetMapData(Terrain terrain, int[,] mapData, int layer)
{
terrain.terrainData.SetDetailLayer(0, 0, layer, mapData);
}
The blackjack tables are on fire! 🔥🐲 This weekend, not only you will get a 20% XP BOOST there but also by completing Blackjack Frenzy missions you can win great prizes!🎟️🗝️🌀💰 It's time to bust the Blackjack dealer!🃏💪🏆
We just realized that we haven't published any news updates since v1.0.5 and we are now on v1.2.2 😱
During the last months we've added new content, released Total Arcade Racing on Xbox and started on the PlayStation port. We have also started on our next game project, Alienstein. We are still planning to add more courses and possible cars in the future but releases will be less frequent.
Latest updates
New course - Triple Cross A course designed by one of our players where the course loops over the main path 3 times causing a lot of crashes and action.
New course - Tropical Asphalt A course which is 50% asphalt and 50% dirt road, which is awesome for the new Buggy car.
New car - Buggy A new car with fast acceleration and great performance both on-road and off-road.
New championship - Crossy Cup A new championship set in mostly urban courses.
Feedback
Keep the feedback coming either through the Steam forums or drop by our Discord Server to have a chat with us and the community.
Detailed change log
v1.2.2 * Improved: Reduced AI SFX when hitting wall in Car Hockey. * Fixed bug: Car Hockey AI does not work in v1.2.1
v1.2.1 * Added new Course: Triple Cross * Added new course: Tropical Asphalt * Added new cup: Crossy Cup PRO * Added new car: Buggy
* New feature: Added AI support for Car Hockey mode. * New feature: Added AI support for Delivery mode.
* Improved: Removed parked cars in Delivery mode. Most of the time they only got in the way. * Improved: The number of boxes in Delivery mode is now based on number of players. * Improved: Increased the visibly of the team color in Car Hockey. * Improved: Implemented better AI pathfinding. * Improved: You can now select how many AI cars should be included in most game modes. * Improved: Added new industry section to endless mode * Improved: Increased star requirement to unlock some courses. * Improved: Star times is shown when you complete a race in Time Trial.
* Fixed bug: Game could potentially hang when playing delivery mode.
v1.2.0 * Fixed bug: Inverted reverse setting is not stored.
v1.1.9 * New feature: Option to have "real" direction when you are reversing instead of arcade style. * New feature: Added friends sorting mode in Hall of fame on Steam.
v1.1.8 * Fixed bug: Only the first gamepad can scroll down with the gamepad in Hall of fame. On Xbox P1 might get assigned to another gamepad which makes it impossible to scroll in the Hall of fame.
v1.1.6 * New feature: Added input sensitivity to settings. * Fixed bug: Pressing Y button to accelerate time in Championship mode does not work on keyboard.
v1.1.5 * Improved: Added new endless section.
v1.1.2 * Fixed Bug: Cannot scroll down in Hall of fame if users score is not on the list. * Fixed Bug: If you go back from a game without course selection then the game mode is not highlighted. If you press B then menus overlap. * Fixed bug: The leaderboard does not scroll to the users score in game.
v1.0.9 * Added Perfect start achievement * Added Drive in reverse achievement * Added One start achievement * Added Two stars achievement * Added 10 miles achievement
* Improved: When exiting from an ongoing game you'll be directed to the same game mode on the main menu. This makes it a lot faster and easier just to change courses. * Improved: When racing in custom game the time for the stars was always the slowest player. This has now been changed to the fastest players making it easier to unlock cars and courses even when you play together, especially with someone who isn't as good as you are.
* Fixed bug: Trying to fix Steam distance driven leaderboard which still can get a value of -2,147,483,648. * Fixed bug: Driver license achievement only unlocks in Time Trial mode.
v1.0.8 * New feature: Steam Leaderboard support, first part of the integration which is sending scores only. * New leaderboard: Total Distance Driven.
* Fixed bug: Stat Total Distance Driven can be returned as < zero by steam in certain cases. * Fixed bug: Hall of fame scrolling was slow on Nintendo Switch.
v1.0.7 * New Championship Cup: Jungle Cup Pro. * Improved: Changed "Best of the best" achievement to unlock if you win Gold medal on all championships.
* Fixed bug: Grass was rendered above track in Jungle Rumble.
v1.0.6 * New achievement: 100 Miles. * Improved: Distance in Endless mode is in miles instead now.
Did you ever want to take the reigns of the smaller nations that participated in World War 1? Now is the time, because in this event, according to the motto ‘all countries, all-in’, you can choose any historical nation that existed in Europe in 1914. Try to grow a small country into a big empire or pick an established superpower and surround yourself with allies. Recreate history or conquer the whole of Europe in this historical battle scenario!
Event Details:
Historical Europe map with borders of 1914
20 players: Every european nation of 1914 playable
No AI countries
Country selection enabled
Starts immediately
Starting conditions are balanced historically
4x speed
Fixed runtime: 14 real-life days
During the sign-up period the event maps can be found at the top of the games list. Join these event map to participate. We wish you good luck and much fun!
There's a new update out with the following changes:
Reduced game size on disk from 1300mb to 640mb!
Further optimizations and RAM/VRAM usage reduction
Added Compatibility Mode in the Graphics Settings. If you're world doesn't properly generate or if you experience crashes, try setting compatibility on.
Please let us know in the comments if you're still experiencing issues with world generation when compatibility is on.