The beta is just about to be done! Making juicy nice and responsive menus it's a big task. A lot of details needed to be covered but it's finally done and working nicely.
New implementations:
A short cinematic introduction showing the lore of the game
Home Menu including settings, profile, PvP, stage selection, etc...
These past few months the team at LuGus Studios has carefully gone over every single line of code of the physics and flight behaviour systems in Liftoff: Micro Drones. While at its core Liftoff: Micro Drones uses the same simulation technology found in other Liftoff simulators, many systems have been redesigned with the micro drone class in mind. A few small errors in the system have been fixed and some parameters have been tweaked. We are now ready for testing them on a temporary Experimental Branch.
What and why?
While Liftoff: Micro Drones is still in Early Access, we want each public version to offer an enjoyable and stable experience. This puts a lot of pressure on our development team whenever we are pushing for crucial updates that can have a big impact on the game. The Experimental Branch allows us to release experimental features (such as physics updates) much faster for testing, without having to worry too much about polish yet. It also allows us to break the game to a certain extent if needed, and try out features that we are not sure should make it to the final game yet. For the development team it means we have more freedom, for the player it means they can have an even bigger impact on the development and progress of the game.
By testing the Liftoff Experimental Branch and giving us feedback, you help us, and weigh in on the decisions we make for the future of Liftoff: Micro Drones.
Experimental Branch: what you need to know
The Experimental Branch (EB) should be used for testing purposes only.
At any time you can switch back to the main version of the game. We recommend doing this after testing.
Versions on the game on the EB can be expected to be unpolished, buggy and unbalanced.
It is to be expected that not all game features work on the EB.
Features and updates available on the EB are not guaranteed to make it to the main branch of the game.
The dev team cannot give dedicated support for experimental game versions available on the EB.
How to get access to the Experimental Branch
Right click on “Liftoff: Micro Drones” in your Steam Library
Click “Properties”
In the “Properties” menu, click the “BETAS” tab
Select “Experimental Branch” in the dropdown menu
Restart Steam to trigger the download. Happy testing!
In order to switch back to the normal version of Liftoff: Micro Drones, follow the same instructions, but instead of selecting “Experimental Branch” in the last step, select “NONE - Opt out of all beta programs”.
What feedback do we need?
Very simple, our primary question is: does this feel better? Yes/No?
Answering that question will allow us to learn if our fixes and tweaks have worked. If the answer is a clear YES, we can push these improvements to the public version of the game. Any additional feedback is more than welcome! We'd love to know in more detail how you feel about the flight behaviour, where exactly you think things feel strange, at what scale things feel different etc.
If you encounter any bugs, weird behaviour, or if you have more general remarks about Liftoff Experimental Branch, please contact us through:
I start adding tooltips. these only appear in the aiming dialog after a right-click on the target. I want to add more. let me know what you think about
As anticipated, this update adds to F1 22 the support for the Racing Line mode, for all the tracks. Open the Track View, press the Mode button, and compare your racing lines!
Other changes:
Improved the lateral movement of the charts.
Restored the lateral g-force color in the position slider.
Fixed the session summary when all the lap times are invalidated
I've completed the implementation of Steam Cloud Saves and submitted a first version of the demo for review ... BUT I noticed that I cannot publish it until the end of the month because of one of Steam's rules. So, yeah, that will take a few more days. On the positive side: there is plenty of time for me to fix my upload in case it didn't work. (It was the first time I've uploaded something to Steam.)
The next items on my to-do list are achievements and statistics. And on July 13, Valve is organising a zoom call about the October Steam Next Fest.
By the way, fun fact: "Icosido" is also the name of a music piece for carillon by Julie Zhu. Check out her TEDx talk!
Today’s devlog is about Hacker class agents. If you think that you will continue to read only about the abilities of hacking systems or typical hackers’ lotions - everything is not as simple as can seem to be!
Brief information about Hackers
Of course, in the past Hackers were programmers and professionals in the field of cyber security. These are competent specialists who play only by their own rules and know how to do it better. Agents of this class feel at home in the virtual space and can influence the real world.
Base Hackers attack
Despite their immersion in cyberspace, Hackers are quite good fighters in the real world. Their basic attack Flash deals damage with a force beam on a target enemy.
Special abilities
Since the Hackers are associated with technology, they are also involved in the development of unique weapons or devices. For example, one of their special skills is Electroshock - using the glove to hit a targeted enemy with electricity.
With the Icebreaker ability, these agents can hack the defensive systems of the target enemy via the Cybernet. Reduces armor by 3 turns.
Icebreaker ability will be available in the full-fledged game
And the opposite, ultimate ability ICE strengthens the defensive systems of all allies, improves their armor for three rounds.
This weekend marks Albion Online’s fifth anniversary, and you can celebrate with us on a very special livestream on AlbionTV this Friday, July 15!
Starting at 19:00 UTC (noon PST / 3pm EST / 9pm CET), the trusty AlbionTV crew of Shozen, Robinhoodrs and Bogul will be joined by Game Director Robin Henkys, Senior Combat Designer Michael Schwahn, and CTO David Salz to talk about Albion’s Online’s past, present and future. There’s sure to be rare insights into the game’s history, and even a special look back at the game’s Alpha phase, in this one-off event.
Viewers will be also able to claim an exclusive Anniversary Twitch Drop during the stream, so make sure you don’t miss out! (For information on how to receive Twitch Drops, click here.)
Mark the date, and join us on AlbionTV on Friday. We look forward to seeing you there!