Hope you're all doing well! Have you had your coffee today?
In case you missed our post on Twitter, Coffee Talk Episode 2: Hibiscus & Butterfly will be featured in the Wholesome Direct 2022 and we have something exclusive to show along with nearly 100 more amazing, wholesome indie games from all around the globe.
Tune in to see 🐶 Hello Goodboy 🎶 Snufkin: Melody of Moominvalley 🌤️ PuffPals: Island Skies 🌱 Terra Nil 🕳️ SCHiM 💌 Mail Time 🎁 Tons of fun surprises ...and more!
Wholesome Direct will premiere on 📅 Saturday, June 11 🕤 9:30 am PT / 12.30 pm ET / 4.30 pm GMT
The gates have opened once again! This time with Intel!
The Closed Beta for Eville will be live from June 2nd until June 12th 11:59 PM PST thanks to our friends at Intel! Want to join? Click here to head on over to the Intel site and follow the instructions to get your key immediately. Bring your shiny key to steam and activate your product on steam to start playing.
If you haven't yet, please be sure to join our Discord and grab yourself the demo role to keep us informed with any feedback or bugs you may encounter! We also accept compliments.
Be sure to check out our Tutorial
If you haven't yet be sure to familiarize yourself with how the average day in Eville works to get yourself prepared for the weekend! You can also check out our Eville FAQ!
A recap of our last update
In case you missed it you can check out our latest update bringing you our latest update, The Medic!
MORE FANCY STREAMS AND PLAYTESTS
We're currently planning additional streams for ya'll! Also if you're one of the alpha testers you can join our community playtest sessions! Make sure to follow us on social media, and on Discord to ensure you don't miss 'em.
Our Discord server is alive! You can join the conversation and hang out with other fans on the discord server and talk directly to us regarding your thoughts and ideas about Eville. You can also find us on these platforms: Twitter Instagram Facebook Reddit
Heralds of Chimera, the game mode of the Chimera Banquet event will be available from June 2nd to June 9th. A new Mood Effect as well as Battle Outfit and an Ornament are going to be lootable during the week. Let the festivities begin! Play the limited-time game mode and collect the exclusive rewards while it last.
We’ll see you on the battlefield! Daubeny accepts only the best.
Having gotten the new player character working reasonably well on the UE5 build, I've gone back to getting the new 1:1 scale Galaxy System working smoothly as well. The first step in the process was generating the complete starfield around the ship using the new scale, but with a greater number of sectors than before so that we can use the same data to render a real-time, dynamic skybox (ie, the stars move outside while at warp).
Instead of the 8 sectors, we were generating before (a 2x2 cube), we now need to generate a whopping 27 (3x3 cube) to form a full sphere with a radius of 150ly. Given an average of 4000 stars per sector, that's over 100,000 star systems to manage. Efficiency is the name of the game here, so I've been carefully juggling just how much data to generate at set points in the process so as not to overload everything. For example, do I convert each star's Kelvin temperature to RGB colour at the time of generation, or do I perform that task after the data has been filtered? The jury is still out on that one, but that's an example of how carefully this needs to be managed.
Generating a full 3x3 cube of sectors means I only have to regenerate that data afresh when the ship moves into a whole new sector, and given that each sector is 100ly wide, it's not something that will be happening very often at all. As such, I can generate the data fairly slowly over a period of say 20 seconds so as not to cause any performance impact. All the real-time systems then simply reference the stored data and filter it as needed.
In case you were wondering (because surely you were), this is what 300x300x300 lightyears looks like when trimmed to a sphere:
The next step was harder though because the galaxy is now represented at a literal cm-scale and we need to translate the location of the ship within a given cubic lightyear from centimetres to more reasonable galactic coordinates. As you can see here, the local coordinates are massive:
With the power of math however I was eventually able to get my head around it, and I'm happy to say we now have a fully working system for traversing the entire 1:1 scale galaxy per centimetre. Don't just take my word for it though, here's a video of the ship moving at a very real 200,000,000 times the speed of light:
The flickering you see is where it's taking the 27 stored sector data and discarding anything further away than 50ly to render the holo-display. It's having to do that a couple of times per second, which is a mad amount of data processing, but the ship is never going to be moving anywhere near that quickly during normal gameplay, so it should be fine.
During normal gameplay the ship will have a max speed of around 2,000,000C, so the speeds show above are way, way faster than needed. What this does mean however is that we have a huge margin to play with in terms of ship upgrades etc. Even a tenfold increase in ship capability is still significantly slower than the speeds tested, so we can look forward to a wide array of alien bolt-ons and interesting new minerals to make getting around the galaxy a bit quicker :)
Well long time no see, but we are back with another update. This one has some major changes so pay close attention!
Alright, this one is a big one and contains a lot of information so pay attention. You wanted more metabolism and we are here to deliver. Contamination and infections are now active and a real threat to prisoners.
Let's take it slow. What are infections? Well, it's an invasion and growth of germs/microbes in the body. And the most common way to get it is on unclean and non-sanitized open wounds. So let's talk about that.
From now on when you get a bleeding wound, depending on the clothes you have on, if any, and their cleanliness your wounds can now get Contaminated. The levels of contamination are as follows.
No clothes: 0%
Completely clean Clothes: 50%
Completely dirty clothes: 100%
So the level of contamination from clothing varies on how clean/dirty they are.
No clothes, since nothing is contaminating the clothes there is no contamination part on the toolbar.
Putting a clean clothing item rises the wound contamination to around 50%.
Putting dirty clothing item on rises the contamination level to around 100%
If you have a wound on your legs and you pissed your pants the contamination will rise to 75%, so despite what your grandparents told you it is not a good idea to piss on an open wound.
Alright, we have that covered but you might be wondering: Ok but there is a lot of information on this tooltip right now, what does it mean? Worry not friends I will explain it all right away.
First off we have the Contamination bar. This is a useful bar that will automatically show you the progress of your contamination level and its rising or falling rate.
Next up we have External Pathogens and Wound germs. These are the bacteria that are entering your body and can lead to infections. External pathogens are all the bacteria that come from outside sources, like explained dirty clothes or dirty bandages, which we will touch upon in a bit. Wound germs can manifest inside of the wound if enough External pathogens are introduced to it. The total contamination rising level is the 2 of them added up.
Now we have your Immune system. The Immune system is the ability of your own body to combat outside bacteria with its own defensive mechanism. The strength of your Immune system depends on your Constitution stat. The Immune system can be boosted with antibiotics again more on that down below.
So how do you combat Contamination? Well by disinfecting the wound and or using the right bandages. Medical items are all disinfected. Rags have the same Contamination level as clothing. Clean rags are 50%, dirty ones 100%. But we added another rag type available to craft: aseptic rag. All you need is a clean rag and some isopropyl alcohol. Then just select the rag and you can disinfect it.
You can also apply the alcohol, or absinthe also works in these cases, directly on your wound to disinfect it, but be careful tho. On open surfaces, the alcohol starts to evaporate after a while so you will have to maintain the cleanliness of the wound. You can do that by removing bandages and adding new ones or cleaning the wound again. That is right you can now remove the bandage when you patch up a wound. It's pretty useful when you have a dirty rag to patch up immediately and want to switch out to a clean one when safe to avoid infection.
Bandaged up wounds have a little white arrow on them which you can click and choose to remove the bandage that way.
Ok so we have that covered, now what happens if you have no choice and need to stop bleeding with a dirty bandage or have a bigger wound or maybe multiple, so more bacteria go in and your contamination level reaches 100%. Then an infection manifests. There are 3 stages of the infection.
Depending on which stage the infection is in it will influence your statistics and proficiency for as long as it is active, and will slowly deal damage over time. Once your infection rate fills up stage 3 you will manifest Sepsis in your body.
Note: Your bleeding wound will not exit the recovery state for as long as the infection regarding that wound is still active.
Sepsis is a dangerous state where your infection has already spread so much that your body will start attacking itself. If all of the wounds and infections are left untreated Sepsis will lead to death and will highly impact the performance of your character.
Remember how you can boost your immune system by using antibiotics? This is how you combat infections and sepsis. By taking an antibiotic you can boost your immune system and help it destroy the bacteria that is the source of the infection and help your body close the wound up after it is all gone.
Keep in mind that in case of multiple infected wounds your immune system will need to adjust on all of them accordingly to the severity of those wounds.
Once all of the infections are clear, the sepsis will clear as well and that will get you good to go.
Oh, and there is another thing here. Puppets now cause Wound germs on their hits with their dirty dirty nails so be careful!
We have another NPC trader for you all: the Doctor.
The Doctor sells all kinds of medical items and utilities, after all, health is important but not free in a survival scenario.
Another nifty feature is the new BB door remote. You can place these on any lvl 3 and above BB doors.
The feature contains 2 items, the remote key and remote sensor. Before you can start using it you will need to pair the key to the system in your inventory.
You can pair up to 10 keys to one sensor. But be careful once paired anyone can use it, even the enemy.
Once paired you have a new slot where you can place the sensor.
And then you can either put it in a quick access slot or use it in inventory to open/close doors!
We also have a new weapon for you all, the DT-11B sawed off.
Fixed the bug where you couldn't refuel the boats at certain gas stations.
Fixed the bug where you wouldn't get foot abrasions and shoes wouldn't lose durability while mounted on a wheelbarrow.
Fixed the bug where rabbits and chickens would react to drones.
Fixed the bug where you would have ammo stack 0/20, 0/30.
Fixed the bug where you could choose head option number 7 in character creation menu.
Fixed the bug where swapping back seats while the vehicle is moving would cause the player that is swapping seats to move outside the vehicle.
Fixed the bug where base building doors would be visible from a large distance.
Fixed the bug where the killbox host wasn't saying quotes.
Fixed the bug where players wouldn't get unsilenced after their silence duration has expired.
Fixed the bug where using the "#listsilencedplayers true" command with no silenced players would cause a fatal error.
Fixed the bug where re-equippig one of the dirty items would cause all of the clothes to look clean.
Fixed the bug where items would sometimes disappear upon holstering them.
Fixed the bug where items would sometimes go in the wrong holster.
Fixed the bug where the prisoner would respawn inside the upgraded bed.
Fixed the bug that would show the player interactions with explosive traps which are not implemented yet.
Fixed the bug where the wheelbarrow would launch into the air on low FPS.
Fixed the bug where the prisoner would get stuck doing an animation while uncrafting bundles.
Fixed the bug where the prisoner could respawn on destroyed shelter.
Fixed the bug where double-clicking ammunition from the vicinity into your inventory wouldn't stack ammo correctly and would sometimes consume extra ammo.
Fixed the bug that would cause the number of remaining uses of an item in a chest to be displayed incorrectly in the treatment panel.
Level design fixes.
Increased fillable radius for replenish able resources.
Adjusted buying and selling prices depending on the number of online players.
Tab panels will now stay open if you jump in place or fall for a short time.
Temporarily removed birds from the game (pending rework).
Only owners and squadmates can now push vehicles.
Urination will make your lower body clothes 50% dirtier now.
Adjusted sardine meat vitamin B6 amount.
Added "Vehicle parking" option to custom zone settings.
Soap now has 10 uses instead of 30.
We have a new server settings for you: Under [SCUM] AllowSkillGainInSafeZones=0 (that is default value) (0 means that skill gain in safe zones is disabled and 1 means it's enabled)
The Shiny Shoe team is so excited to announce our latest game, Inkbound! An online co-op roguelike with a unique active battle system that builds off what you know and love about Monster Train.
Inkbound is set in a world where stories come to life. Take direct control of a powerful Binder, party up with friends or strangers, and go on procedurally generated runs with dense, interesting decisions.
Inkbound shares design DNA with Monster Train like drafting and upgrading abilities and combines it with the social community feel of an MMO. Like Monster Train, you select two classes for their character at a time, allowing for a wide range of strategic possibilities by exploring the game mechanics of all class combinations.
Inkbound is a living game. That means seasonal content, monthly quests, and daily challenges. No two runs and no two days will be the same in Inkbound.
Inkbound is coming to Steam in 2023. Wishlist here:
Crusader: Dungeon Series Playtest - BlkDragon_29thACR
Minor Update: Updated Damage dealt as requested by several players. Added Random monster spawns to increase the difficulty because the Damage has increased. Added Option (during game play) to the Options menu to adjust the lighting (some reported the dungeon was too dark). Added more lighting in the darker areas.
I realize how bad this looks, but I need to delay Content Patch #15 yet again. I estimate that the patch only needs a few more days of development, but I've come to not trust my judgement of how long this kind of update will take.
Since the in-game update timer is effectively inaccurate, I've decided to remove it for the time being. I would like to add it back to the game once I'm 100% certain how much development time is still needed on a Content Patch.
Content Patch #15 will still release on a Friday at 1 PM EST. I will announce which Friday that'll be once I'm fully confident I know how much dev time is left.
Thank you very much for your understanding and patience,
-Dan
Changes
Temporarily removed in-game timer (it will be re-added once I'm 100% certain how much development time is needed on a Content Patch)