Hello Urbekitas! Thank you very much for your feedback, it has helped me a lot in calibrating different things, choosing filters, etc.
NEW BIOMA
Ruins
MODS
Now by setting connectWith: ["building_1", "building_2",...], buildings behave like paths in the model choice but don't really connect to the other paths.
Now buildings can generate an effect of the same type as a policy (see stadium operation).
MORE MODELS
Stadium
Forest plantations
BALANCE
Faculty of science and faculty of mathematics need university parks close by
Everybody to the fields reduce unskilled work by 10% + "everybody to the fields" reduce unskilled work by 10%
university campus produces greenspace and leisure too
Green 5 storey mixed use now works as mini-market too
UI
Tooltip on saved games about needed mods no longer flicker
BUGS
When fields are popped up, the sea is no longer visible
When deactivating a mod, it actually deactivates it.
In the desert biome, the roads are no longer grassy
Demolishing bridges no longer cost work
Commercial harbour is no longer shifted
Ccyberservants now properly increase the food production
Fixed a rare bug where the result was that cars and pedestrians disappeared and other terrible things happened
This update contains the following updates and bug fixes:
Added the ability to specify which runner is the second out on a line drive double play (if no runner is specified the lead runner is out).
Added the ability to specify who makes the putout on a fielder’s choice bunt, or the second putout on a double play bunt.
Added a new error command (located in the rare commands table) that allows you to enter an error and specify the runner advancement for each runner as well as the base occupied by the batter after the error.
Added the ability to include spaces in your commands to make them easier to read. For example, 1BR11R30 can be written as 1B R11 R30.
The pitcher's name in the lineup is now displayed using italics when they become tired.
The current half-inning is now highlighted with red font in the linescore. This makes it easier to see what team is up.
Fixed a bug with sorting ERA in reports.
Please be sure to checkout the latest Board Game Command document. You can find the most recent version by clicking on the Menu button during a game. A copy of the latest document is also located in your DigitalDiamondDataFilesV10 folder. Contact customer support if you have any questions about the command changes, or you have suggestions or bugs to report.
The demo for Pictoglyph is available to download. In hindsight I shouldn't have opted in to participate in this Next Fest - I seriously underestimated the time it would take me to sort some game breaking bugs - perhaps the October Next Fest would have been a better choice.
I will take this is as a lesson for the future. I will leave the demo available for download after the Fest finishes.
The demo is a basic slice of the game - its main purpose to gather feedback on the puzzle ruleset. It will be full of bugs (if you wish to submit any bug reports, please do so in this thread - very much appreciate it) There are various animations missing/buggy etc.
The final version will include:
Music/Sounds Interactive Tutorial Save Functionality Plethora of Interface Options
Also, just a quick shout out to Steam Staff, who approved the initial upload of my Demo Build in record time.
Hi folks, Kospy and the Warpfrog team have a new beta build ready! If you are opted into the beta then you will automatically get this new 11.0.68 beta update soon. Don't forget to remove any mods if you are testing this new beta.
It was a couple of weeks of really freaking tricky bugfixing, but here we are - Beta 3 should have all the fixes to the major issues of B2, including missing survival mode, and fixing the crash from clicking post-processing in the options, as well as a slew of other enhancements and fixes.
We are aware of still a few small things, but nothing we felt should hold back this release; you might still find an odd AI pathfinding issue (if you wanna be amazing help out, please take a screenshot and post it on the subreddit if you see any of this). Other small things include a weird issue that sometimes an archer will shoot from behind their back ːsteamdeadpanː and maybe one or two more small things, but mostly it should all be working.
We are really hoping this will be the last beta, guys! The bugs seemed endless on this one.
Update 11.0.68 BETA
Changes / Enhancements
- Enhanced tutorial messaging system - Improved collision performance - Improved NPC vision by increasing field of view and how well they can see you in the dark - Crouching no longer impacts stealth (npc awareness influenced by light/darkness and fov) - Added code events for telekinesis spell OnTarget, OnUntarget, OnGrab, OnUngrab, OnSpinStart, OnSpinEnd, OnPull, and OnRepel - Added more events to EventLinkers - Improved staff gravity shockwave audio - Improved probe lighting on characters to be more uniform - Removed texture quality option as it cause lightmap issues - Added game translation for French, German, Spanish, Portuguese, Italian, Japanese, Korean, Thai and Chinese (traditional and simplified) - When Options>Physics>Clean visible items is enabled, visible items within your telekinesis range will stay - Optimized performance around home
Fixes
- Fixed game freezing when opening post-process option page or controller layout page - Fixed player taking damage during the tutorial before reaching the NPCs - Fixed an issue where thrown items would collide with the player hand/arms and prevent throwing - Adjusted handles on Torch - Fixed a glitch teleporting the NPC weapons in one frame during physic toggle - Fixed dying animations not playing - Fixed NPC drown audio being audible from far distances - Fixed gravity push audio being audible at any distance - Fixed WaveSpawners to prevent them from failing to despawn creatures that never spawned - Fixed NPCs not following max melee attackers override from wave settings - Fixed loading into sandbox arenas when survival is selected - Fixed the UI pointer being enabled on the world map, when the map content is hidden during the tutorial - Fixed holes and bad ivy's lightmaps on Home map - Fixed some holes and seams in the dungeon - Fixed Valve Index spell button not closing the inventory - Fixed inventory settings’ option without text - Fixed returning home from book does not spawn player at the boat - Fixed dungeon return home not spawning player at boat - Fixed equip button not using empty hand when other hand is full - Fixed feet sometimes being frozen in the air when kicking (usually when you die) - Fixed Arrows rendering in FPV - Fixed Ocean sometimes not working correctly in dungeon and also causing console errors - Fixed hard crash to desktop on large number of catalog items (big mod packs) - Fixed level toggle options not saving values on the map board - Fixed level toggle options not using the default value provided - Fixed levels with duplicate map location numbers overlaying each other on the map board - Fixed UI badly rendering underwater - Fixed footsteps not detecting water in lighthouse - Fixed player foot breaking when dying and kicking - Fixed player foot getting stuck on bench - Fixed kick ending prematurely when colliding early - Fixed particle pooling not growing efficiently - Fixed armour detection sometimes failing on edges - Fixed effect spawning not properly skipping ignored modules - Fixed being able to jump and crouch during character selection - Fixed potion resetting liquid amount after getting out of the inventory sometimes - Fixed player instant death by multiple hits in one NPC swing - Fixed ocean flickering when changing options - Fixed ground in cave 10 room that was not colliding with items and ragdolls
New Secret boss (has something to do with the scrolls)
A new Achievement
Bug fixes
Also the game price will be reduced by a good amount. The next update will probably come with the full release and will finally introduce the final boss and the remaining story chapters.
Welcome to Lootun Deep Dive #7. This week we will be looking at the Glossary and Achievement systems in Lootun.
Glossary:
Lootun contains a comprehensive in game glossary filled to the brim with information that you may find useful during your time playing. The glossary is split into a large number of different categories allowing you to easily navigate to the information you need.
Game mechanics:
The glossary contains information regarding all game mechanics found in Lootun. This category is a great place to look for information about specific mechanics such as the missions or combat system.
Attributes:
This category contains a list of all attributes that can be obtained within Lootun and provides an explanation for what each attribute does and how it interacts and scales with other attributes.
Monsters:
This category provides information regarding all the monsters available to fight in Lootun, split into two groups, regular monsters and bosses. Once a monster has been defeated it can be selected in the glossary to provide additional information such as the base hp, base damage, damage reduction from armour and the base experience granted.
Monster Abilities:
Monster abilities are split into several groups, default abilities, cooldown abilities and empowered abilities. Once you have encountered a monster ability you will be able to view information about the ability in this glossary category. Each monster ability entry will provide information regarding it’s damage type, damage value, cooldown time and any bonus effects of the ability. This information will allow you to plan your defences to take on more challenging encounters.
Equipment:
Every Weapon, Armour, Accessory, Offhand, Relic or Gem in the game can be found in the glossary. Once a piece of equipment has been discovered (by slaying a monster that can drop it) you will be able to view it’s drop location allowing you to target farm it. Additionally once an item has been obtained you will be able to view information regarding the items inherent stats, (Weapon Damage, Armour, Block chance, etc.) it’s bonus attribute, and how these scale with the level of the item.
Materials:
The material glossary page will provide quick access to each materials description and drop location.
Achievements:
Achievements in Lootun serve the purpose of allowing you to track your progress through the game and to reward you for completing various tasks. As you progress through Lootun you will earn achievements and by doing so you will unlock additional attribute bonuses increasing the amount of experience and gold you find in addition to improving the quantity and quality of your item drops.
General:
General achievements cover a range of tasks that you will complete as you progress through Lootun, these including levelling up your characters and skills, looting, equipping, and salvaging items.
Combat:
Combat achievements track and reward your boss slaying capabilities.
Crafting:
Crafting achievements cover all of the different types of crafting and upgrading techniques you can perform on your equipment.
Upgrades:
Upgrade achievements will track your progress in constructing Upgrade Buildings as you progress through Lootun.
Collections:
Collections are a set of endgame achievements that require you to complete most aspects of Lootun in order to obtain, such as slaying all monsters, collecting all weapons, as well as finding some extremely rare items. Due to their difficulty, completing collection achievements will reward the very powerful Fortune attribute.
Wrap Up:
Thank you for reading this weeks Deep Dive. This will be the final episode of this series for now, so far we have covered all the main features of Lootun. New Deep Dives will be released as new features are developed.
As always feel free to leave any suggestions or comments here, or on the Discord or Subreddit.
Hope you are all enjoying the Steam Game Fest with all the new game demos you've seen so far? ːsteamhappyː
As to our contribution to this festival, we also released an early demo of our upcoming little new game named Super Asqr and would like you to share the first gameplay video which contains the Levels mode with 10 levels available in the preview demo!
Have fun and let us know all of your feedback/ideas since the final game modes will be shaped up by you! ːsteamthumbsupː