Case #1472 Playtest - Broken at Release
Hey all!

We've been experimenting with adding some kind of an achievement system into the game, because we think it would be fun to reward players asking certain questions!

However, since the detailed story plot is such an important part of the core, we don't want to create a system that would somehow reveal or spoil the story.

So we've decided to create a set of achievements, but let them remain hidden until they are achieved.

We would love to get feedback on this system and if it is good or bad and how it can be improved going forward!
Case #1472 - Broken at Release
Hey all!

We've been experimenting with adding some kind of an achievement system into the game, because we think it would be fun to reward players asking certain questions!

However, since the detailed story plot is such an important part of the core, we don't want to create a system that would somehow reveal or spoil the story.

So we've decided to create a set of achievements, but let them remain hidden until they are achieved.

We would love to get feedback on this system and if it is good or bad and how it can be improved going forward!
Captain of Industry - Captain of Industry
* Improved refueling source prioritization for vehicles so that they consider source distance with more weight. This should minimize excessively long trips for refueling if there is an alternative source nearby.
* Reduced threshold for refueling slightly so that vehicles work longer before refueling, increasing their effectiveness.
* When a cargo depot collapses, attached modules now collapse as well. Any cargo depot modules without an attached depot can be now properly destroyed too.
* Fixed an issue with stuck construction when deconstruction was canceled. Any stuck entities in such a state will be fixed after loading a save game in this version.
* Quick deliver and quick remove buttons are now always visible, even when there are not enough materials/unity to execute them.
* Fixed issue with some entities not accepting products via logistics (e.g. vehicle depots, labs). If this problem persists, try destroying and building them again.
* Reduced severity of some diseases.
* Fixed misaligned waste dump model.
* Updated translations (big thanks to everyone who contributed).
Suit for Hire - Crimson
NOTE: Everything below is extremely work in progress, we appreciate your patience as we work hard on the upcoming mechanics and content.
Hey everyone!

Happy summer (or well, to some), we hope June is starting off strong for all of you- we've been hard at work on the next update for Suit for Hire, because of how big of an update it is it'll unfortunately take a bit longer than past monthly updates but for now we wanted to keep everyone up to date on what the team is working on so you know we're not staying idle!

Miami Series
We've been working on a whole new series of chapters and levels, the Miami series: focused on a warmer climate filled with tight CQC (close quarters combat) and more action-packed sequences.

Learning from the Campaign series and how people loved the club level, we're taking what we can and applying it to future levels. Additionally utilizing more of the new goodies that have been added in the past updates like diving, glass, destruction and more to make the game feel more like an action experience.

Our goal is to have a minimum of 6-8 new chapters (comprising of multiple levels in each chapter) for the Miami series, that being one of the reasons why this update is taking longer.



Above you can see a super early blockout of one area in the Shipyard chapter, a level filled with shipping containers, fighting on top of a crane, and taking on enemies on one of the ships. We're hoping to show more progress in a future devlog so you can see more of the Miami series.

With the addition of a new artist on the team, we've had to take some time to show the new developer the ropes, but from here on out things should be a lot quicker so expect another devlog in the upcoming weeks!

Curious what else we have planned for the Miami series? A few include an art exhibit, a cathedral, another Club and more.

Enemy Grappling
Melee combat always felt like it was missing a few things, with this update we're aiming to improve the melee combat further by adding the ability to throw enemies around by grabbing them. Use them as a bodyshield, push them over ledges, or throw them into enemies- get creative with the new mechanics!



Alongside grappling, this will also replace the counter attack key which should make things a bit more intuitive, instead of having to use the Interact key to counter attack, all you'll have to do is grapple an enemy at the right time.

Tapping the grab key will result in a push, we're still heavily working out the grapple mechanic so please note the above video is super work in progress!

There's more that'll be included alongside the grapple mechanic, such as being able to disarm enemies and kneeing them.

We'll try to show off more of the grappling mechanic in the next devlog.

Loadouts
Another big addition coming to the game is Loadouts- something we've talked about and had on our roadmap for an extended period of time. The goal of Loadouts is to give the player new ways of taking on levels by allowing them to pick a different main weapon. Maybe a western-style revolver interests you, or perhaps a silenced pistol, or maybe my favorite: the nailgun.

On top of all of the new chapters we have to develop, Loadouts is one of the things we're still working on but we're hoping to touch upon in a future devlog.

I'm excited to bring these new goodies to all of you, let us know what you think or if you have any questions in the comments.

New Enemies and Behavior
Since new chapters and levels are coming, it also seems appropriate to add new enemies. On top of new enemies, we also want to improve enemy behavior further by adding the ability for enemies to take cover- them having unarmed states will also need to be added so they may scramble around finding a new weapon, run away or attack with their bare fists.

We're hoping that adding more randomized enemy behavior will make the game feel more alive to provide a more replayable/fresh experience for players. This being our first game release, we're learning a lot about what players look for in a game that they purchase. Thank you to everyone that has submitted feedback and ideas through Steam reviews, both positive and negative and on Discord and the Community Hub- we're taking everything we can to improve both this game and Godmode Interactive's future games.

We're looking forward to showing off more of the new update (and hopefully releasing it this month), thanks for all the support so far- let us know what you think on Discord and the Community Hub, we'd love to talk about the game (or other games) with you!

Thanks for reading and have a fantastic weekend.
Burger Bistro Story - Kairosoft
The Ramen Sensei - Kairosoft
The Manga Works - Kairosoft
Pocket Academy - Kairosoft
The Sushi Spinnery - Kairosoft
Jun 3, 2022
XSOverlay - Xiexe
NEW FEATURES
  • OSC Output support!

    OSC Output currently defaults to outputting for VRChat, but can be configured however you'd like. It outputs on port 9000. (there is a listening port, but it currently does not function).

    You can configure OSC by heading to [XSOINSTALLDIRECTORY]/XSOverlay_Data/StreamingAssets/Plugins/Config/ and opening ExternalMessageAPIConfig.json

    You will notice an Send Port, Receive Port, and a send path. You will know what to do with these if you are changing them, so I will not explain further.

    As a reminder, the UdpPort in this file is used for the XSO's Notifications API, so don't change that unless you know what you're doing there.

    OSC Ouputs the following parameters;

    Floats:
    • leftControllerBattery
    • rightControllerBattery
    • averageControllerBattery
    • averageTrackerBattery

    Booleans:
    • isOverlayOpen
    • isKeyboardOpen
    • isWristVisible

    Integers:
    • openOverlayCount

BUG FIXES
  • Fixed: Issue with OpenXR applications that would cause the cursor to be in the incorrect location.
  • Fixed: Issue with Controller Icons not properly changing with the controller type.
  • Fixed: Issue that could result in a failed desktop capture, causing the overlay to hard crash.
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