After shooting with a grand update last month, we were making small steps, that, however, slowly turn Learning Factory in a very different, more polished and good-looking game. Below is the summary of what we've done within the last 30 days, along with a sneak peek of the next big feature we're currently working on.
Terrain Redesign: Better Grass, Brighter Lava and Blue Mushrooms
It seems that we've just updated a couple of tiles, but it was many hours for Sergei the artist, and it was totally worth it! Default surface biome now looks refreshed and so do underground tiles and lava:
Terrain as of May '22
Terrain now:
Ye olde underground level:
Epic new one:
Last but not least: last month we've mentioned mysterious holgraphic cubes that emerge here and there on Mars. The prophecies did not lie: the Cat Knowledge Archives (as they are formally known today) are now available to anyone upon starting new game. They are divided into 5 types, 1 per each research category (Logistics, Production, Science, Terraforming & Upgrades). Upon activation, an Archive adds certain amount of research points to any available or ongoing research project in respective category. But most importantly, they're very satisfying to activate:
That's not all Cat Archives serve for: in the future, they will play an important role in the game progression. Follow our updates to be the first one to know!
Up Next: Zeppelins!
This idea was born rather spontaneously, as a result of our friendly chat with players on Discord. We were talking about how it sometimes gets tiresome to build so many Transporter belts on a big map. The solution? Cat Zeppelins! They're not carrying cats around, but they sure help deliver goods between cargo docks.
It's not the fastest way (the video below is in 5X speed), but it saves space AND gives the game a somewhat steampunk vibe:
By the way, if you want to influence game development as well, you're very welcome to join our merry Discord bunch. We're discussing features with players all the time and share the latest work-in-progress news!
See You Soon!
Starting this week, most of our team is going away for long-awaited vacations. We're planning to generally stay as far as possible from our PCs, and closer to nature. We hope your summer is going to be tremendous, too! Go out and play, breathe in some fresh air and then come back to play more awesome games!
P.S. If you want to keep an eye our progress closer, don't forget to follow Learning Factory on our Steam page and never miss an update again!
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How to Get More Involved
Going to Early Access is but the first step to glory (and eternal cat happiness). Wanna be part of what happens next? Head to this blog post and learn how to help make the game even more awesome!
Share Your Gameplay and Become Part of KOTOVOD History
Learning Factory needs your help! Record a 10 or more minutes of you playing the game, share a video using any way you see fit, write your name into Learning Factory credits and get a promo cat! Make history here
Join us July 14 - 18 right here on Steam for one of the largest digital expos about audio and music in games. Featuring concerts, deep-dives, and mashups from 70+ developers from all over the world. Prepare your eyes and ears for a unique event!
And in a celebration of game music, we couldn’t leave the Six Shootas out in the cold, right? For this special occasion our composer Deon van Heerden went to work and supplied us with one of the greatest making-of videos you’ll ever see! So be sure to tune into the show on Friday July 15th, starting 10am PDT / 7pm CEST.
The show will be streamed on the Save & Sound website. Check out all the games part of the event on http://saveandsound.io
To get in the mood already, you can relisten to the Shootas, Blood & Teef theme track while awaiting the making-of video!
The Elementors emerged from an experiment done in secret by Elentor Gahux II, when he injected an elixir made from the biological material of Fire Demons into his own body.
They use staves to channel their energy and create powerful attacks that can hit enemies in an area, but their defense is limited.
The latest game version is almost ready for beta playtesting!
What new content can I expect in the closed beta (and also in the main game beta branch)?
- The car dealer is now your point of contact if you want to buy vehicles (and later also rent them) - but you need a driver's license (depending on the vehicle) to drive it.
- The talent system (the business branch) is now built into the game, in which you can unlock different skills and levels to get better conditions in all possible areas as well as driver's licenses for the different vehicle types.
- Trucks can now also attach trailers to give you the opportunity to transport even more goods at once - you can even have a reversing camera built into your truck to make coupling easier!
- Products (and shelves) must now be purchased from a local store and then transported to the respective stores on pallets.
- Product pallets can now be transported using the previously tested trucks and vans.
- Shelves can now be set up exactly by using the new menu to set where which product should be.
- The bank is now open and offers you up to 3 credits every day! (if you haven't accepted a loan yet)
- The rival market is now part of the game, customers can now also shop there.
- The new tutorial allows new players to understand the game as easily as possible and has been completely redesigned.
- We worked a lot on the game's performance to offer the best possible gaming experience, especially on older devices (minimum requirements) - even if you use more than the "Low" setting.
Added a dead zone slider for control pads and set the default dead zone to 20% (up from 0%).
GBS
Laser Targetter data can now be controller with the Generic Block Setter
Particle cannon reload time (charge time) can now be adjusted with the Generic Block Setter
Steam valve can now be controller with the Generic Block Setter
[BUGS-3897] added power creation priority to the Generic Block Setter and added a slider for fuel engine generator power user priority to the fuel engine UI sliders section.
Propulsion
The auto-balance default for new propulsion will change as you press the 'Turn [ON/OFF] automatic control for all propulsion' button
Fixes
Blocks
Light-block now uses the same shader as glass blocks and thus renders damage, can be cut-away and painted.
Drones
Subvehicle spawners on turrets should now work more reliably (spawn the vehicle in the correct place and more robustly link to the correct drone).
The 'force position' of a drone in a fleet is now set, which can help to reduce the chance of collision for drones (they'll try to stay where the SVS puts them).
Regression
Fixed a threading issue that caused the creation of chunk meshes to slow down the game
Map now correctly changes when loading another planet
Remote missile guidance module no longer causes issues
Translation
Saving of vehicles using custom tags in non-english languages now works
Damage
[BUGS-3862] Missiles, CRAM shells and APS shells now adjust their health based on the configurable damage factor of the session, in the same way that blocks do
Diplomacy
[BUGS-3818] Fixed a serious issue with the late game diplomacy calculations that lead to a crash when trying to get the council to meet
Game
[BUGS-3892] Fixed a gridcasting issue that affected turret blocks and caused issues for mouse based build mode (interaction with turret bases) and perhaps damage calculations as well
Multiplayer
Fixed an issue where the 'head' is on at a 90° angle when first spawning in multiplayer
Wheels
[BUGS-3893] wheels should now respond correctly when first placed (auto-balancing bug).